]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
ef7598485386444b5a3476c33efc27419acb6818
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36
37 using namespace std;
38
39 // Added more evilness needed for MSVC
40 #ifdef _MSC_VER
41         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
42         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
43 #endif
44
45
46 extern float multiplier;
47 extern XYZ viewer;
48 extern int environment;
49 extern float texscale;
50 extern Terrain terrain;
51 extern int channels[100];
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 int bonus;
115 extern int oldbonus;
116 extern float bonusvalue;
117 extern float bonustotal;
118 extern float bonustime;
119 extern float startbonustotal;
120 extern float tintr,tintg,tintb;
121 extern float bonusnum[100];
122 extern bool skyboxtexture;
123 extern float skyboxr;
124 extern float skyboxg;
125 extern float skyboxb;
126 extern float skyboxlightr;
127 extern float skyboxlightg;
128 extern float skyboxlightb;
129 extern float fadestart;
130 extern float slomospeed;
131 extern float slomofreq;
132 extern int tutoriallevel;
133 extern float smoketex;
134 extern float tutorialstagetime;
135 extern int tutorialstage;
136 extern float tutorialmaxtime;
137 extern float tutorialsuccess;
138 extern bool againbonus;
139 extern bool reversaltrain;
140 extern bool canattack;
141 extern bool cananger;
142 extern float damagedealt;
143 extern float damagetaken;
144 extern int maptype;
145 extern int editoractive;
146 extern int editorpathtype;
147
148 extern float hostiletime;
149
150 extern bool gamestarted;
151
152 extern int numhotspots;
153 extern int winhotspot;
154 extern int windialogue;
155 extern int killhotspot;
156 extern XYZ hotspot[40];
157 extern int hotspottype[40];
158 extern float hotspotsize[40];
159 extern char hotspottext[40][256];
160 extern int currenthotspot;
161
162 extern int kBitsPerPixel;
163 extern int hostile;
164
165 extern bool stillloading;
166 extern bool winfreeze;
167
168 extern int numfalls;
169 extern int numflipfail;
170 extern int numseen;
171 extern int numstaffattack;
172 extern int numswordattack;
173 extern int numknifeattack;
174 extern int numunarmedattack;
175 extern int numescaped;
176 extern int numflipped;
177 extern int numwallflipped;
178 extern int numthrowkill;
179 extern int numafterkill;
180 extern int numreversals;
181 extern int numattacks;
182 extern int maxalarmed;
183 extern int numresponded;
184
185 extern int numdialogues;
186 extern int numdialogueboxes[max_dialogues];
187 extern int dialoguetype[max_dialogues];
188 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
189 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
190 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
191 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
192 extern char dialoguename[max_dialogues][max_dialoguelength][64];
193 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
194 extern XYZ participantlocation[max_dialogues][10];
195 extern int participantfocus[max_dialogues][max_dialoguelength];
196 extern int participantaction[max_dialogues][max_dialoguelength];
197 extern float participantrotation[max_dialogues][10];
198 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
199 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
200 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
201 extern int indialogue;
202 extern int whichdialogue;
203 extern int directing;
204 extern float dialoguetime;
205 extern int dialoguegonethrough[20];
206
207 extern bool campaign;
208
209 extern float oldgamespeed;
210
211 static const char *rabbitskin[] = {
212 ":Data:Textures:Fur3.jpg",
213 ":Data:Textures:Fur.jpg",
214 ":Data:Textures:Fur2.jpg",
215 ":Data:Textures:Lynx.jpg",
216 ":Data:Textures:Otter.jpg",
217 ":Data:Textures:Opal.jpg",
218 ":Data:Textures:Sable.jpg",
219 ":Data:Textures:Chocolate.jpg",
220 ":Data:Textures:BW2.jpg",
221 ":Data:Textures:WB2.jpg"
222 };
223
224 static const char *wolfskin[] = {
225 ":Data:Textures:Wolf.jpg",
226 ":Data:Textures:Darkwolf.jpg",
227 ":Data:Textures:Snowwolf.jpg"
228 };
229
230 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
231 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
232
233 static const char **creatureskin[] = {rabbitskin, wolfskin};
234
235 /* Return true if PFX is a prefix of STR (case-insensitive).  */
236 static bool stripfx(const char *str, const char *pfx)
237 {
238   return !strncasecmp(str, pfx, strlen(pfx));
239 }
240
241 extern "C"      void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
242 extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
243
244
245 static const char *cmd_names[] = {
246 #define DECLARE_COMMAND(cmd) #cmd " ",
247 #include "ConsoleCmds.h"
248 #undef  DECLARE_COMMAND
249 };
250
251 typedef void (*console_handler)(Game *game, const char *args);
252
253 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
254 #include "ConsoleCmds.h"
255 #undef  DECLARE_COMMAND
256
257 static console_handler cmd_handlers[] = {
258 #define DECLARE_COMMAND(cmd) ch_##cmd,
259 #include "ConsoleCmds.h"
260 #undef  DECLARE_COMMAND
261 };
262
263 static void ch_quit(Game *game, const char *args)
264 {
265   game->tryquit = 1;
266 }
267
268 static void ch_map(Game *game, const char *args)
269 {
270   char buf[64];
271   snprintf(buf, 63, ":Data:Maps:%s", args);
272   game->Loadlevel(buf);
273   game->whichlevel = -2;
274   campaign = 0;
275 }
276
277 static void ch_save(Game *game, const char *args)
278 {
279   char buf[64];
280   int i, j, k, l, m, templength;
281   float headprop, bodyprop, armprop, legprop;
282   snprintf(buf, 63, ":Data:Maps:%s", args);
283
284
285   int mapvers = 12;;
286
287   FILE                  *tfile;
288   tfile=fopen( ConvertFileName(buf), "wb" );
289   fpackf(tfile, "Bi", mapvers);
290   fpackf(tfile, "Bi", maptype);
291   fpackf(tfile, "Bi", hostile);
292   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
293   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
294   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
295   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);
296   if(player[0].num_weapons>0&&player[0].num_weapons<5)
297     for(j=0;j<player[0].num_weapons;j++){
298       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
299     }
300
301   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
302   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
303   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
304   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
305
306   fpackf(tfile, "Bi", player[0].numclothes);
307
308   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
309
310   fpackf(tfile, "Bi", numdialogues);
311         for(k=0;k<numdialogues;k++){
312                 fpackf(tfile, "Bi", numdialogueboxes[k]);
313                 fpackf(tfile, "Bi", dialoguetype[k]);
314                 for(l=0;l<10;l++){
315                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
316                         fpackf(tfile, "Bf", participantrotation[k][l]);
317                 }
318                 for(l=0;l<numdialogueboxes[k];l++){
319                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
320                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
321                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
322                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
323                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
324
325                         templength=strlen(dialoguetext[k][l]);
326                         fpackf(tfile, "Bi",(templength));
327                         for(m=0;m<templength;m++){
328                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
329                                 if(dialoguetext[k][l][m]=='\0')break;
330                         }
331
332                         templength=strlen(dialoguename[k][l]);
333                         fpackf(tfile, "Bi",templength);
334                         for(m=0;m<templength;m++){
335                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
336                                 if(dialoguename[k][l][m]=='\0')break;
337                         }
338
339                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
340                         fpackf(tfile, "Bi", participantfocus[k][l]);
341                         fpackf(tfile, "Bi", participantaction[k][l]);
342
343                         for(m=0;m<10;m++)
344                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
345
346                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
347                 }
348         }
349
350         for(k=0;k<player[0].numclothes;k++){
351                 templength=strlen(player[0].clothes[k]);
352                 fpackf(tfile, "Bi", templength);
353                 for(l=0;l<templength;l++)
354                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
355                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
356         }
357
358   fpackf(tfile, "Bi", environment);
359
360   fpackf(tfile, "Bi", objects.numobjects);
361
362     for(k=0;k<objects.numobjects;k++){
363       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]);
364     }
365
366   fpackf(tfile, "Bi", numhotspots);
367         for(i=0;i<numhotspots;i++){
368                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
369                 templength=strlen(hotspottext[i]);
370                 fpackf(tfile, "Bi",templength);
371                 for(l=0;l<templength;l++)
372                         fpackf(tfile, "Bb", hotspottext[i][l]);
373         }
374
375   fpackf(tfile, "Bi", numplayers);
376   if(numplayers<maxplayers)
377     for(j=1;j<numplayers;j++){
378                 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);
379                 if(player[j].num_weapons<5)
380                         for(k=0;k<player[j].num_weapons;k++){
381                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
382                         }
383                 if(player[j].numwaypoints<30){
384                         fpackf(tfile, "Bi", player[j].numwaypoints);
385                         for(k=0;k<player[j].numwaypoints;k++){
386                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
387                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
388                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
389                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
390                         }
391                         fpackf(tfile, "Bi", player[j].waypoint);
392                 } else {
393                         player[j].numwaypoints=0;
394                         player[j].waypoint=0;
395                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
396                 }
397
398                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
399                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
400                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
401                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
402
403                 if(player[j].creature==wolftype) {
404                         headprop=player[j].proportionhead.x/1.1;
405                         bodyprop=player[j].proportionbody.x/1.1;
406                         armprop=player[j].proportionarms.x/1.1;
407                         legprop=player[j].proportionlegs.x/1.1;
408                 } else if(player[j].creature==rabbittype){
409                         headprop=player[j].proportionhead.x/1.2;
410                         bodyprop=player[j].proportionbody.x/1.05;
411                         armprop=player[j].proportionarms.x/1.00;
412                         legprop=player[j].proportionlegs.x/1.1;
413                 }
414
415                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
416
417                 fpackf(tfile, "Bi", player[j].numclothes);
418                 if(player[j].numclothes)
419                         for(k=0;k<player[j].numclothes;k++){
420                                 int templength;
421                                 templength=strlen(player[j].clothes[k]);
422                                 fpackf(tfile, "Bi", templength);
423                                 for(l=0;l<templength;l++)
424                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
425                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
426                         }
427     }
428
429   fpackf(tfile, "Bi", game->numpathpoints);
430         for(j=0;j<game->numpathpoints;j++){
431                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
432                 for(k=0;k<game->numpathpointconnect[j];k++){
433                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
434                 }
435         }
436
437   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
438
439   fclose(tfile);
440 }
441
442 static void ch_cellar(Game *game, const char *args)
443 {
444   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
445 }
446
447 static void ch_tint(Game *game, const char *args)
448 {
449   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
450 }
451
452 static void ch_tintr(Game *game, const char *args)
453 {
454   tintr = atof(args);
455 }
456
457 static void ch_tintg(Game *game, const char *args)
458 {
459   tintg = atof(args);
460 }
461
462 static void ch_tintb(Game *game, const char *args)
463 {
464   tintb = atof(args);
465 }
466
467 static void ch_speed(Game *game, const char *args)
468 {
469   player[0].speedmult = atof(args);
470 }
471
472 static void ch_strength(Game *game, const char *args)
473 {
474   player[0].power = atof(args);
475 }
476
477 static void ch_power(Game *game, const char *args)
478 {
479   player[0].power = atof(args);
480 }
481
482 static void ch_size(Game *game, const char *args)
483 {
484   player[0].scale = atof(args) * .2;
485 }
486
487 static int find_closest()
488 {
489   int closest = 0;
490   float closestdist = 1.0/0.0;
491
492   for (int i = 1; i < numplayers; i++) {
493     float distance;
494     distance = findDistancefast(&player[i].coords,&player[0].coords);
495     if (distance < closestdist) {
496       closestdist = distance;
497       closest = i;
498     }
499   }
500   return closest;
501 }
502
503 static void ch_sizenear(Game *game, const char *args)
504 {
505   int closest = find_closest();
506
507   if (closest)
508     player[closest].scale = atof(args) * .2;
509 }
510
511 static void set_proportion(int pnum, const char *args)
512 {
513   float headprop,bodyprop,armprop,legprop;
514
515   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
516
517   if(player[pnum].creature==wolftype){
518     player[pnum].proportionhead=1.1*headprop;
519     player[pnum].proportionbody=1.1*bodyprop;
520     player[pnum].proportionarms=1.1*armprop;
521     player[pnum].proportionlegs=1.1*legprop;
522   } else if(player[pnum].creature==rabbittype){
523     player[pnum].proportionhead=1.2*headprop;
524     player[pnum].proportionbody=1.05*bodyprop;
525     player[pnum].proportionarms=1.00*armprop;
526     player[pnum].proportionlegs=1.1*legprop;
527     player[pnum].proportionlegs.y=1.05*legprop;
528   }
529 }
530
531 static void ch_proportion(Game *game, const char *args)
532 {
533   set_proportion(0, args);
534 }
535
536 static void ch_proportionnear(Game *game, const char *args)
537 {
538   int closest = find_closest();
539   if (closest)
540     set_proportion(closest, args);
541 }
542
543 static void set_protection(int pnum, const char *args)
544 {
545   float head, high, low;
546   sscanf(args, "%f%f%f", &head, &high, &low);
547
548   player[pnum].protectionhead = head;
549   player[pnum].protectionhigh = high;
550   player[pnum].protectionlow  = low;
551 }
552
553 static void ch_protection(Game *game, const char *args)
554 {
555   set_protection(0, args);
556 }
557
558 static void ch_protectionnear(Game *game, const char *args)
559 {
560   int closest = find_closest();
561   if (closest)
562     set_protection(closest, args);
563 }
564
565 static void set_armor(int pnum, const char *args)
566 {
567   float head, high, low;
568   sscanf(args, "%f%f%f", &head, &high, &low);
569
570   player[pnum].armorhead = head;
571   player[pnum].armorhigh = high;
572   player[pnum].armorlow  = low;
573 }
574
575 static void ch_armor(Game *game, const char *args)
576 {
577   set_armor(0, args);
578 }
579
580 static void ch_armornear(Game *game, const char *args)
581 {
582   int closest = find_closest();
583   if (closest)
584     set_armor(closest, args);
585 }
586
587 static void ch_protectionreset(Game *game, const char *args)
588 {
589   set_protection(0, "1 1 1");
590   set_armor(0, "1 1 1");
591 }
592
593 static void set_metal(int pnum, const char *args)
594 {
595   float head, high, low;
596   sscanf(args, "%f%f%f", &head, &high, &low);
597
598   player[pnum].metalhead = head;
599   player[pnum].metalhigh = high;
600   player[pnum].metallow  = low;
601 }
602
603 static void ch_metal(Game *game, const char *args)
604 {
605   set_metal(0, args);
606 }
607
608 static void set_noclothes(int pnum, Game *game, const char *args)
609 {
610   player[pnum].numclothes = 0;
611   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
612                         &player[pnum].skeleton.drawmodel.textureptr,1,
613                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
614 }
615
616 static void ch_noclothes(Game *game, const char *args)
617 {
618   set_noclothes(0, game, args);
619 }
620
621 static void ch_noclothesnear(Game *game, const char *args)
622 {
623   int closest = find_closest();
624   if (closest)
625     set_noclothes(closest, game, args);
626 }
627
628
629 static void set_clothes(int pnum, Game *game, const char *args)
630 {
631   char buf[64];
632   snprintf(buf, 63, ":Data:Textures:%s.png", args);
633
634   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
635     return;
636
637   player[pnum].DoMipmaps(5,0,0,player[pnum].skeleton.skinsize,player[pnum].skeleton.skinsize);
638   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
639   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
640   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
641   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
642   player[pnum].numclothes++;
643 }
644
645 static void ch_clothes(Game *game, const char *args)
646 {
647   set_clothes(0, game, args);
648 }
649
650 static void ch_clothesnear(Game *game, const char *args)
651 {
652   int closest = find_closest();
653   if (closest)
654     set_clothes(closest, game, args);
655 }
656
657 static void ch_belt(Game *game, const char *args)
658 {
659   player[0].skeleton.clothes = !player[0].skeleton.clothes;
660 }
661
662
663 static void ch_cellophane(Game *game, const char *args)
664 {
665   cellophane = !cellophane;
666   float mul = cellophane ? 0 : 1;
667
668   for (int i = 0; i < numplayers; i++) {
669     player[i].proportionhead.z = player[i].proportionhead.x * mul;
670     player[i].proportionbody.z = player[i].proportionbody.x * mul;
671     player[i].proportionarms.z = player[i].proportionarms.x * mul;
672     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
673   }
674 }
675
676 static void ch_funnybunny(Game *game, const char *args)
677 {
678   player[0].skeleton.id=0;
679   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
680                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
681                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
682                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
683                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
684                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
685   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
686                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
687   player[0].creature=rabbittype;
688   player[0].scale=.2;
689   player[0].headless=0;
690   player[0].damagetolerance=200;
691   set_proportion(0, "1 1 1 1");
692 }
693
694 static void ch_wolfie(Game *game, const char *args)
695 {
696   player[0].skeleton.id=0;
697   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
698                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
699                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
700                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
701                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
702                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
703   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
704                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
705   player[0].creature=wolftype;
706   player[0].damagetolerance=300;
707   set_proportion(0, "1 1 1 1");
708 }
709
710 static void ch_wolfieisgod(Game *game, const char *args)
711 {
712   ch_wolfie(game, args);
713 }
714
715 static void ch_wolf(Game *game, const char *args)
716 {
717   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
718                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
719 }
720
721 static void ch_snowwolf(Game *game, const char *args)
722 {
723   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
724                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
725 }
726
727 static void ch_darkwolf(Game *game, const char *args)
728 {
729   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
730                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
731 }
732
733 static void ch_lizardwolf(Game *game, const char *args)
734 {
735   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
736                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
737 }
738
739 static void ch_white(Game *game, const char *args)
740 {
741   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
742                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
743 }
744
745 static void ch_brown(Game *game, const char *args)
746 {
747   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
748                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
749 }
750
751 static void ch_black(Game *game, const char *args)
752 {
753   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
754                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
755 }
756
757 static void ch_sizemin(Game *game, const char *args)
758 {
759   int i;
760   for (i = 1; i < numplayers; i++)
761     if (player[i].scale < 0.8 * 0.2)
762       player[i].scale = 0.8 * 0.2;
763 }
764
765 static void ch_tutorial(Game *game, const char *args)
766 {
767   tutoriallevel = atoi(args);
768 }
769
770 static void ch_hostile(Game *game, const char *args)
771 {
772   hostile = atoi(args);
773 }
774
775 static void ch_indemo(Game *game, const char *args)
776 {
777   game->indemo=1;
778   hotspot[numhotspots]=player[0].coords;
779   hotspotsize[numhotspots]=0;
780   hotspottype[numhotspots]=-111;
781   strcpy(hotspottext[numhotspots],"mapname");
782   numhotspots++;
783 }
784
785 static void ch_notindemo(Game *game, const char *args)
786 {
787   game->indemo=0;
788   numhotspots--;
789 }
790
791 static void ch_type(Game *game, const char *args)
792 {
793   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
794         for (i = 0; i < n; i++)
795                 if (stripfx(args, editortypenames[i])) {
796                         editoractive = i;
797                         break;
798                 }
799 }
800
801 static void ch_path(Game *game, const char *args)
802 {
803   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
804   for (i = 0; i < n; i++)
805     if (stripfx(args, pathtypenames[i])) {
806                 editorpathtype = i;
807                 break;
808     }
809 }
810
811 static void ch_hs(Game *game, const char *args)
812 {
813   hotspot[numhotspots]=player[0].coords;
814
815   float size;
816   int type, shift;
817   sscanf(args, "%f%d %n", &size, &type, &shift);
818
819   hotspotsize[numhotspots] = size;
820   hotspottype[numhotspots] = type;
821
822   strcpy(hotspottext[numhotspots], args + shift);
823   strcat(hotspottext[numhotspots], "\n");
824
825   numhotspots++;
826 }
827
828 static void ch_dialogue(Game *game, const char *args)
829 {
830   int dlg, i, j;
831   char buf1[32], buf2[64];
832
833   sscanf(args, "%d %31s", &dlg, buf1);
834   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
835
836   dialoguetype[numdialogues] = dlg;
837
838   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
839   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
840
841   ifstream ipstream(ConvertFileName(buf2));
842   ipstream.ignore(256,':');
843   ipstream >> numdialogueboxes[numdialogues];
844   for(i=0;i<numdialogueboxes[numdialogues];i++){
845     ipstream.ignore(256,':');
846     ipstream.ignore(256,':');
847     ipstream.ignore(256,' ');
848     ipstream >> dialogueboxlocation[numdialogues][i];
849     ipstream.ignore(256,':');
850     ipstream >> dialogueboxcolor[numdialogues][i][0];
851     ipstream >> dialogueboxcolor[numdialogues][i][1];
852     ipstream >> dialogueboxcolor[numdialogues][i][2];
853     ipstream.ignore(256,':');
854     ipstream.getline(dialoguename[numdialogues][i],64);
855     ipstream.ignore(256,':');
856     ipstream.ignore(256,' ');
857     ipstream.getline(dialoguetext[numdialogues][i],128);
858     for(j=0;j<128;j++){
859       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
860     }
861     ipstream.ignore(256,':');
862     ipstream >> dialogueboxsound[numdialogues][i];
863   }
864
865   for(i=0;i<numdialogueboxes[numdialogues];i++){
866     for(j=0;j<numplayers;j++){
867       participantfacing[numdialogues][i][j]=player[j].facing;
868     }
869   }
870   ipstream.close();
871
872   directing=1;
873   indialogue=0;
874   whichdialogue=numdialogues;
875
876   numdialogues++;
877 }
878
879 static void ch_fixdialogue(Game *game, const char *args)
880 {
881   char buf1[32], buf2[64];
882   int whichdi, i, j;
883
884   sscanf(args, "%d %31s", &whichdi, buf1);
885   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
886
887   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
888   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
889
890   ifstream ipstream(ConvertFileName(buf2));
891   ipstream.ignore(256,':');
892   ipstream >> numdialogueboxes[whichdi];
893   for(i=0;i<numdialogueboxes[whichdi];i++){
894     ipstream.ignore(256,':');
895     ipstream.ignore(256,':');
896     ipstream.ignore(256,' ');
897     ipstream >> dialogueboxlocation[whichdi][i];
898     ipstream.ignore(256,':');
899     ipstream >> dialogueboxcolor[whichdi][i][0];
900     ipstream >> dialogueboxcolor[whichdi][i][1];
901     ipstream >> dialogueboxcolor[whichdi][i][2];
902     ipstream.ignore(256,':');
903     ipstream.getline(dialoguename[whichdi][i],64);
904     ipstream.ignore(256,':');
905     ipstream.ignore(256,' ');
906     ipstream.getline(dialoguetext[whichdi][i],128);
907     for(j=0;j<128;j++){
908       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
909     }
910     ipstream.ignore(256,':');
911     ipstream >> dialogueboxsound[whichdi][i];
912   }
913
914   ipstream.close();
915 }
916
917 static void ch_fixtype(Game *game, const char *args)
918 {
919   int dlg;
920   sscanf(args, "%d", &dlg);
921   dialoguetype[0] = dlg;
922 }
923
924 static void ch_fixrotation(Game *game, const char *args)
925 {
926   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
927 }
928
929 static void ch_ddialogue(Game *game, const char *args)
930 {
931   if (numdialogues)
932     numdialogues--;
933 }
934
935 static void ch_dhs(Game *game, const char *args)
936 {
937   if (numhotspots)
938     numhotspots--;
939 }
940
941 static void ch_immobile(Game *game, const char *args)
942 {
943   player[0].immobile = 1;
944 }
945
946 static void ch_allimmobile(Game *game, const char *args)
947 {
948   for (int i = 1; i < numplayers; i++)
949     player[i].immobile = 1;
950 }
951
952 static void ch_mobile(Game *game, const char *args)
953 {
954   player[0].immobile = 0;
955 }
956
957 static void ch_default(Game *game, const char *args)
958 {
959   player[0].armorhead=1;
960   player[0].armorhigh=1;
961   player[0].armorlow=1;
962   player[0].protectionhead=1;
963   player[0].protectionhigh=1;
964   player[0].protectionlow=1;
965   player[0].metalhead=1;
966   player[0].metalhigh=1;
967   player[0].metallow=1;
968   player[0].power=1;
969   player[0].speedmult=1;
970   player[0].scale=1;
971
972   if(player[0].creature==wolftype){
973     player[0].proportionhead=1.1;
974     player[0].proportionbody=1.1;
975     player[0].proportionarms=1.1;
976     player[0].proportionlegs=1.1;
977   } else if(player[0].creature==rabbittype){
978     player[0].proportionhead=1.2;
979     player[0].proportionbody=1.05;
980     player[0].proportionarms=1.00;
981     player[0].proportionlegs=1.1;
982     player[0].proportionlegs.y=1.05;
983   }
984
985   player[0].numclothes=0;
986   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
987                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
988                         &player[0].skeleton.skinsize);
989
990   editoractive=typeactive;
991   player[0].immobile=0;
992 }
993
994 static void ch_play(Game *game, const char *args)
995 {
996   int dlg, i;
997   sscanf(args, "%d", &dlg);
998   whichdialogue = dlg;
999
1000   if (whichdialogue >= numdialogues)
1001     return;
1002
1003   for(i=0;i<numdialogueboxes[whichdialogue];i++){
1004     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1005     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1006     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1007     player[participantfocus[whichdialogue][i]].velocity=0;
1008     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1009     player[participantfocus[whichdialogue][i]].targetframe=0;
1010   }
1011
1012   directing=0;
1013   indialogue=0;
1014
1015   float gLoc[3];
1016   float vel[3];
1017   XYZ temppos;
1018   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
1019   temppos=temppos-viewer;
1020   Normalise(&temppos);
1021   temppos+=viewer;
1022
1023   gLoc[0]=temppos.x;
1024   gLoc[1]=temppos.y;
1025   gLoc[2]=temppos.z;
1026   vel[0]=0;
1027   vel[1]=0;
1028   vel[2]=0;
1029   int whichsoundplay;
1030   whichsoundplay=rabbitchitter;
1031   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
1032   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
1033   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
1034   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
1035   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
1036   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1037   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1038   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1039   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1040   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1041   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1042   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1043   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1044   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1045   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1046   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1047   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1048   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1049   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1050   PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
1051   OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
1052   OPENAL_SetVolume(channels[whichsoundplay], 256);
1053   OPENAL_SetPaused(channels[whichsoundplay], false);
1054 }
1055
1056 static void ch_mapkilleveryone(Game *game, const char *args)
1057 {
1058   maptype = mapkilleveryone;
1059 }
1060
1061 static void ch_mapkillmost(Game *game, const char *args)
1062 {
1063   maptype = mapkillmost;
1064 }
1065
1066 static void ch_mapkillsomeone(Game *game, const char *args)
1067 {
1068   maptype = mapkillsomeone;
1069 }
1070
1071 static void ch_mapgosomewhere(Game *game, const char *args)
1072 {
1073   maptype = mapgosomewhere;
1074 }
1075
1076 static void ch_viewdistance(Game *game, const char *args)
1077 {
1078   viewdistance = atof(args)*100;
1079 }
1080
1081 static void ch_fadestart(Game *game, const char *args)
1082 {
1083   fadestart = atof(args);
1084 }
1085
1086 static void ch_slomo(Game *game, const char *args)
1087 {
1088   slomospeed = atof(args);
1089   slomo = !slomo;
1090   slomodelay = 1000;
1091 }
1092
1093 static void ch_slofreq(Game *game, const char *args)
1094 {
1095   slomofreq = atof(args);
1096 }
1097
1098 static void ch_skytint(Game *game, const char *args)
1099 {
1100   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1101
1102   skyboxlightr=skyboxr;
1103   skyboxlightg=skyboxg;
1104   skyboxlightb=skyboxb;
1105
1106   game->SetUpLighting();
1107
1108   terrain.DoShadows();
1109   objects.DoShadows();
1110 }
1111
1112 static void ch_skylight(Game *game, const char *args)
1113 {
1114   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1115
1116   game->SetUpLighting();
1117
1118   terrain.DoShadows();
1119   objects.DoShadows();
1120 }
1121
1122 static void ch_skybox(Game *game, const char *args)
1123 {
1124   skyboxtexture = !skyboxtexture;
1125
1126   game->SetUpLighting();
1127
1128   terrain.DoShadows();
1129   objects.DoShadows();
1130 }
1131
1132 static void cmd_dispatch(Game *game, const char *cmd)
1133 {
1134   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1135
1136   for (i = 0; i < n_cmds; i++)
1137     if (stripfx(cmd, cmd_names[i]))
1138       {
1139         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1140         break;
1141       }
1142   if (i < n_cmds)
1143     {
1144       PlaySoundEx(consolesuccesssound, samp[consolesuccesssound], NULL, true);
1145       OPENAL_SetVolume(channels[consolesuccesssound], 256);
1146       OPENAL_SetPaused(channels[consolesuccesssound], false);
1147     }
1148   else
1149     {
1150       PlaySoundEx(consolefailsound, samp[consolefailsound], NULL, true);
1151       OPENAL_SetVolume(channels[consolefailsound], 256);
1152       OPENAL_SetPaused(channels[consolefailsound], false);
1153     }
1154 }
1155
1156 /********************> Tick() <*****/
1157 extern bool save_image(const char * fname);
1158 void Screenshot (void)
1159 {
1160         char temp[1024];
1161         time_t  t = time(NULL);
1162         struct  tm *tme = localtime(&t);
1163         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);
1164
1165         #if defined(_WIN32)
1166         mkdir("Screenshots");
1167         #else
1168         mkdir("Screenshots", S_IRWXU);
1169         #endif
1170         
1171         save_image(temp);
1172 }
1173
1174
1175
1176 void    Game::SetUpLighting(){
1177         if(environment==snowyenvironment){
1178                 light.color[0]=.65;
1179                 light.color[1]=.65;
1180                 light.color[2]=.7;
1181                 light.ambient[0]=.4;
1182                 light.ambient[1]=.4;
1183                 light.ambient[2]=.44;
1184         }
1185         if(environment==desertenvironment){
1186                 light.color[0]=.95;
1187                 light.color[1]=.95;
1188                 light.color[2]=.95;
1189                 light.ambient[0]=.4;
1190                 light.ambient[1]=.35;
1191                 light.ambient[2]=.3;
1192         }
1193
1194         if(environment==grassyenvironment){
1195                 light.color[0]=.95;
1196                 light.color[1]=.95;
1197                 light.color[2]=1;
1198                 light.ambient[0]=.4;
1199                 light.ambient[1]=.4;
1200                 light.ambient[2]=.44;
1201         }
1202         if(!skyboxtexture){
1203                 light.color[0]=1;
1204                 light.color[1]=1;
1205                 light.color[2]=1;
1206                 light.ambient[0]=.4;
1207                 light.ambient[1]=.4;
1208                 light.ambient[2]=.4;
1209         }
1210         float average;
1211         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1212         light.color[0]*=(skyboxlightr+average)/2;
1213         light.color[1]*=(skyboxlightg+average)/2;
1214         light.color[2]*=(skyboxlightb+average)/2;
1215         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1216         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1217         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1218         /*
1219         light.ambient[0]=0;
1220         light.ambient[1]=0;
1221         light.ambient[2]=0;     */
1222 }
1223
1224 int Game::findPathDist(int start,int end){
1225         int i,j,k,smallestcount,count,connected;
1226         int last,last2,last3,last4;
1227         int closest;
1228
1229         smallestcount=1000;
1230         for(i=0;i<50;i++){
1231                 count=0;
1232                 last=start;
1233                 last2=-1;
1234                 last3=-1;
1235                 last4=-1;
1236                 while(last!=end&&count<30){
1237                         closest=-1;
1238                         for(j=0;j<numpathpoints;j++){
1239                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1240                                 {
1241                                         connected=0;
1242                                         if(numpathpointconnect[j])
1243                                                 for(k=0;k<numpathpointconnect[j];k++){
1244                                                         if(pathpointconnect[j][k]==last)connected=1;
1245                                                 }
1246                                                 if(!connected)
1247                                                         if(numpathpointconnect[last])
1248                                                                 for(k=0;k<numpathpointconnect[last];k++){
1249                                                                         if(pathpointconnect[last][k]==j)connected=1;
1250                                                                 }
1251                                                                 if(connected)
1252                                                                         if(closest==-1||Random()%2==0){
1253                                                                                 closest=j;
1254                                                                         }
1255                                 }
1256                         }
1257                         last4=last3;
1258                         last3=last2;
1259                         last2=last;
1260                         last=closest;
1261                         count++;
1262                 }
1263                 if(count<smallestcount)smallestcount=count;
1264         }
1265         return smallestcount;
1266 }
1267
1268 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1269         static XYZ colpoint,colviewer,coltarget;
1270         static float minx,minz,maxx,maxz,miny,maxy;
1271         static int i;
1272
1273         //startpoint.y+=.7;
1274         //endpoint.y+=.7;
1275         //startpoint.y-=.1;
1276         //endpoint.y-=.1;
1277
1278         minx=startpoint.x;
1279         if(minx>endpoint.x)minx=endpoint.x;
1280         miny=startpoint.y;
1281         if(miny>endpoint.y)miny=endpoint.y;
1282         minz=startpoint.z;
1283         if(minz>endpoint.z)minz=endpoint.z;
1284
1285         maxx=startpoint.x;
1286         if(maxx<endpoint.x)maxx=endpoint.x;
1287         maxy=startpoint.y;
1288         if(maxy<endpoint.y)maxy=endpoint.y;
1289         maxz=startpoint.z;
1290         if(maxz<endpoint.z)maxz=endpoint.z;
1291
1292         minx-=1;
1293         miny-=1;
1294         minz-=1;
1295         maxx+=1;
1296         maxy+=1;
1297         maxz+=1;
1298
1299         for(i=0;i<objects.numobjects;i++){
1300                 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){
1301                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1302                                 colviewer=startpoint;
1303                                 coltarget=endpoint;
1304                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1305                         }
1306                 }
1307         }
1308
1309         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1310
1311         return -1;
1312 }
1313
1314 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1315         static XYZ colpoint,colviewer,coltarget;
1316         static float minx,minz,maxx,maxz,miny,maxy;
1317         static int i;
1318
1319         //startpoint.y+=.7;
1320         //endpoint.y+=.7;
1321         //startpoint.y-=.1;
1322         //endpoint.y-=.1;
1323
1324         minx=startpoint.x;
1325         if(minx>endpoint.x)minx=endpoint.x;
1326         miny=startpoint.y;
1327         if(miny>endpoint.y)miny=endpoint.y;
1328         minz=startpoint.z;
1329         if(minz>endpoint.z)minz=endpoint.z;
1330
1331         maxx=startpoint.x;
1332         if(maxx<endpoint.x)maxx=endpoint.x;
1333         maxy=startpoint.y;
1334         if(maxy<endpoint.y)maxy=endpoint.y;
1335         maxz=startpoint.z;
1336         if(maxz<endpoint.z)maxz=endpoint.z;
1337
1338         minx-=1;
1339         miny-=1;
1340         minz-=1;
1341         maxx+=1;
1342         maxy+=1;
1343         maxz+=1;
1344
1345         if(what!=1000){
1346                 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){
1347                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1348                                 colviewer=startpoint;
1349                                 coltarget=endpoint;
1350                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1351                         }
1352                 }
1353         }
1354
1355         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1356
1357         return -1;
1358 }
1359
1360 void    Game::Setenvironment(int which)
1361 {
1362         LOGFUNC;
1363
1364         LOG(" Setting environment...");
1365
1366         float temptexdetail;
1367         environment=which;
1368 /*
1369         OPENAL_SetPaused(channels[music1snow], true);
1370         OPENAL_SetPaused(channels[music1grass], true);
1371         OPENAL_SetPaused(channels[music1desert], true);
1372         OPENAL_SetPaused(channels[wind], true);
1373         OPENAL_SetPaused(channels[desertambient], true);
1374 */
1375         OPENAL_SetPaused(channels[stream_music1snow], true);
1376         OPENAL_SetPaused(channels[stream_music1grass], true);
1377         OPENAL_SetPaused(channels[stream_music1desert], true);
1378         OPENAL_SetPaused(channels[stream_wind], true);
1379         OPENAL_SetPaused(channels[stream_desertambient], true);
1380
1381
1382         if(environment==snowyenvironment){
1383                 windvector=0;
1384                 windvector.z=3;
1385                 if(ambientsound){
1386                         //PlaySoundEx( wind, samp[wind], NULL, true);
1387                         PlayStreamEx(stream_wind, samp[stream_wind], 0, true);
1388                         OPENAL_SetPaused(channels[stream_wind], false);
1389                         OPENAL_SetVolume(channels[stream_wind], 256);
1390                 }
1391
1392                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1393                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1394                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1395                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1396
1397                 footstepsound = footstepsn1;
1398                 footstepsound2 = footstepsn2;
1399                 footstepsound3 = footstepst1;
1400                 footstepsound4 = footstepst2;
1401
1402                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1403
1404                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1405
1406                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1407
1408
1409
1410
1411                 temptexdetail=texdetail;
1412                 if(texdetail>1)texdetail=4;
1413                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1414                         ":Data:Textures:Skybox(snow):Left.jpg",
1415                         ":Data:Textures:Skybox(snow):Back.jpg",
1416                         ":Data:Textures:Skybox(snow):Right.jpg",
1417                         ":Data:Textures:Skybox(snow):Up.jpg",
1418                         ":Data:Textures:Skybox(snow):Down.jpg",
1419                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1420                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1421
1422
1423
1424
1425                 texdetail=temptexdetail;
1426         }
1427         if(environment==desertenvironment){
1428                 windvector=0;
1429                 windvector.z=2;
1430                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1431                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1432                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1433                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1434
1435
1436                 if(ambientsound){
1437                         //PlaySoundEx( desertambient, samp[desertambient], NULL, true);
1438                         PlayStreamEx( stream_desertambient, samp[stream_desertambient], NULL, true);
1439                         OPENAL_SetPaused(channels[stream_desertambient], false);
1440                         OPENAL_SetVolume(channels[stream_desertambient], 256);
1441                 }
1442
1443                 footstepsound = footstepsn1;
1444                 footstepsound2 = footstepsn2;
1445                 footstepsound3 = footstepsn1;
1446                 footstepsound4 = footstepsn2;
1447
1448                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1449
1450                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1451
1452                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1453
1454
1455
1456                 temptexdetail=texdetail;
1457                 if(texdetail>1)texdetail=4;
1458                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1459                         ":Data:Textures:Skybox(sand):Left.jpg",
1460                         ":Data:Textures:Skybox(sand):Back.jpg",
1461                         ":Data:Textures:Skybox(sand):Right.jpg",
1462                         ":Data:Textures:Skybox(sand):Up.jpg",
1463                         ":Data:Textures:Skybox(sand):Down.jpg",
1464                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1465                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1466
1467
1468
1469
1470                 texdetail=temptexdetail;
1471         }
1472         if(environment==grassyenvironment){
1473                 windvector=0;
1474                 windvector.z=2;
1475                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1476                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1477                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1478                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1479
1480                 if(ambientsound){
1481                         PlayStreamEx( stream_wind, samp[stream_wind], NULL, true);
1482                         OPENAL_SetPaused(channels[stream_wind], false);
1483                         OPENAL_SetVolume(channels[stream_wind], 100);
1484                 }
1485
1486                 footstepsound = footstepgr1;
1487                 footstepsound2 = footstepgr2;
1488                 footstepsound3 = footstepst1;
1489                 footstepsound4 = footstepst2;
1490
1491                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1492
1493                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1494
1495                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1496
1497
1498
1499                 temptexdetail=texdetail;
1500                 if(texdetail>1)texdetail=4;
1501                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1502                         ":Data:Textures:Skybox(grass):Left.jpg",
1503                         ":Data:Textures:Skybox(grass):Back.jpg",
1504                         ":Data:Textures:Skybox(grass):Right.jpg",
1505                         ":Data:Textures:Skybox(grass):Up.jpg",
1506                         ":Data:Textures:Skybox(grass):Down.jpg",
1507                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1508                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1509
1510
1511
1512                 texdetail=temptexdetail;
1513         }
1514         temptexdetail=texdetail;
1515         texdetail=1;
1516         terrain.load(":Data:Textures:heightmap.png");
1517
1518         texdetail=temptexdetail;
1519 }
1520
1521
1522 void    Game::Loadlevel(int which){
1523         stealthloading=0;
1524
1525         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1526         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1527         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1528         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1529         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1530         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1531         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1532         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1533         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1534         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1535         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1536         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1537         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1538         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1539         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1540         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1541         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1542         else Loadlevel((char *)":Data:Maps:mapsave");
1543
1544         whichlevel=which;
1545 }
1546
1547 void    Game::Loadlevel(char *name){
1548         int i,j,k,l,m;
1549         static int oldlevel;
1550         int templength;
1551         float lamefloat;
1552         int lameint;
1553
1554         float headprop,legprop,armprop,bodyprop;
1555
1556         LOGFUNC;
1557
1558         LOG(std::string("Loading level...") + name);
1559
1560         if(!gameon)visibleloading=1;
1561
1562         if(stealthloading)visibleloading=0;
1563
1564         if(!stillloading)loadtime=0;
1565         gamestarted=1;
1566
1567         numenvsounds=0;
1568         //visibleloading=1;
1569         if(tutoriallevel!=-1)tutoriallevel=0;
1570         else tutoriallevel=1;
1571
1572         if(tutoriallevel==1)tutorialstage=0;
1573         if(tutorialstage==0){
1574                 tutorialstagetime=0;
1575                 tutorialmaxtime=1;
1576         }
1577         loadingstuff=1;
1578         if(!firstload){
1579                 oldlevel=50;
1580         }
1581         OPENAL_SetPaused(channels[whooshsound], true);
1582         OPENAL_SetPaused(channels[stream_firesound], true);
1583
1584         // Change the map filename into something that is os specific
1585         char *FixedFN = ConvertFileName(name);
1586
1587         int mapvers;
1588         FILE                    *tfile;
1589         tfile=fopen( FixedFN, "rb" );
1590         if(tfile)
1591         {
1592                 OPENAL_SetPaused(channels[stream_firesound], true);
1593
1594
1595                 scoreadded=0;
1596                 windialogue=0;
1597
1598                 hostiletime=0;
1599
1600                 won=0;
1601
1602                 //campaign=0;
1603                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1604
1605                 numdialogues=0;
1606
1607                 for(i=0;i<20;i++)
1608                 {
1609                         dialoguegonethrough[i]=0;
1610                 }
1611
1612                 indialogue=-1;
1613                 cameramode=0;
1614
1615                 damagedealt=0;
1616                 damagetaken=0;
1617
1618                 if(accountactive)difficulty=accountactive->getDifficulty();
1619
1620                 if(difficulty!=2)minimap=1;
1621                 else minimap=0;
1622
1623                 numhotspots=0;
1624                 currenthotspot=-1;
1625                 bonustime=1;
1626
1627                 skyboxtexture=1;
1628                 skyboxr=1;
1629                 skyboxg=1;
1630                 skyboxb=1;
1631
1632                 freeze=0;
1633                 winfreeze=0;
1634
1635                 for(i=0;i<100;i++)
1636                 {
1637                         bonusnum[i]=0;
1638                 }
1639
1640                 numfalls=0;
1641                 numflipfail=0;
1642                 numseen=0;
1643                 numstaffattack=0;
1644                 numswordattack=0;
1645                 numknifeattack=0;
1646                 numunarmedattack=0;
1647                 numescaped=0;
1648                 numflipped=0;
1649                 numwallflipped=0;
1650                 numthrowkill=0;
1651                 numafterkill=0;
1652                 numreversals=0;
1653                 numattacks=0;
1654                 maxalarmed=0;
1655                 numresponded=0;
1656
1657                 bonustotal=startbonustotal;
1658                 bonus=0;
1659                 gameon=1;
1660                 changedelay=0;
1661                 if(console)
1662                 {
1663                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
1664                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
1665                         OPENAL_SetPaused(channels[consolesuccesssound], false);
1666                         freeze=0;
1667                         console=0;
1668                 }
1669
1670                 if(!stealthloading)
1671                 {
1672                         terrain.numdecals=0;
1673                         Sprite::deleteSprites();
1674                         for(i=0;i<objects.numobjects;i++)
1675                         {
1676                                 objects.model[i].numdecals=0;
1677                         }
1678
1679                         j=objects.numobjects;
1680                         for(i=0;i<j;i++)
1681                         {
1682                                 objects.DeleteObject(0);
1683                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1684                         }
1685
1686                         for(i=0;i<subdivision;i++)
1687                         {
1688                                 for(j=0;j<subdivision;j++)
1689                                 {
1690                                         terrain.patchobjectnum[i][j]=0;
1691                                 }
1692                         }
1693                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1694                 }
1695
1696                 weapons.numweapons=0;
1697
1698                 funpackf(tfile, "Bi", &mapvers);
1699                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1700                 else indemo=0;
1701                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1702                 else maptype=mapkilleveryone;
1703                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1704                 else hostile=1;
1705                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1706                 else
1707                 {
1708                         viewdistance=100;
1709                         fadestart=.6;
1710                 }
1711                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1712                 else
1713                 {
1714                         skyboxtexture=1;
1715                         skyboxr=1;
1716                         skyboxg=1;
1717                         skyboxb=1;
1718                 }
1719                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1720                 else
1721                 {
1722                         skyboxlightr=skyboxr;
1723                         skyboxlightg=skyboxg;
1724                         skyboxlightb=skyboxb;
1725                 }
1726                 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);
1727                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1728                 player[0].originalcoords=player[0].coords;
1729                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1730                 {
1731                         for(j=0;j<player[0].num_weapons;j++)
1732                         {
1733                                 player[0].weaponids[j]=weapons.numweapons;
1734                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1735                                 weapons.owner[weapons.numweapons]=0;
1736                                 weapons.numweapons++;
1737                         }
1738                 }
1739
1740                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1741
1742                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1743                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1744                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1745                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1746
1747                 funpackf(tfile, "Bi", &player[0].numclothes);
1748
1749                 if(mapvers>=9)
1750                 {
1751                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1752                 }
1753                 else
1754                 {
1755                         player[0].whichskin=0;
1756                         player[0].creature=rabbittype;
1757                 }
1758
1759                 for(i=0;i<max_dialogues;i++)
1760                 {
1761                         for(j=0;j<max_dialoguelength;j++)
1762                         {
1763                                 for(k=0;k<128;k++)
1764                                 {
1765                                         dialoguetext[i][j][k]='\0';
1766                                 }
1767                                 for(k=0;k<64;k++)
1768                                 {
1769                                         dialoguename[i][j][k]='\0';
1770                                 }
1771                         }
1772                 }
1773
1774                 player[0].lastattack=-1;
1775                 player[0].lastattack2=-1;
1776                 player[0].lastattack3=-1;
1777
1778                 if(mapvers>=8)
1779                 {
1780                         funpackf(tfile, "Bi", &numdialogues);
1781                         if(numdialogues)
1782                         {
1783                                 for(k=0;k<numdialogues;k++)
1784                                 {
1785                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1786                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1787                                         for(l=0;l<10;l++)
1788                                         {
1789                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1790                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1791                                         }
1792                                         if(numdialogueboxes)
1793                                         {
1794                                                 for(l=0;l<numdialogueboxes[k];l++)
1795                                                 {
1796                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1797                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1798                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1799                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1800                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1801
1802                                                         bool doneread;
1803
1804                                                         funpackf(tfile, "Bi",&templength);
1805                                                         if(templength>128||templength<=0)templength=128;
1806                                                         for(m=0;m<templength;m++){
1807                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1808                                                                 if(dialoguetext[k][l][m]=='\0')break;
1809                                                         }
1810
1811                                                         funpackf(tfile, "Bi",&templength);
1812                                                         if(templength>64||templength<=0)templength=64;
1813                                                         for(m=0;m<templength;m++){
1814                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1815                                                                 if(dialoguename[k][l][m]=='\0'){
1816                                                                         break;
1817                                                                 }
1818                                                         }
1819                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1820                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1821                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1822
1823                                                         for(m=0;m<10;m++)
1824                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1825
1826                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1827                                                 }
1828                                         }
1829                                 }
1830                         }
1831                 }
1832                 else numdialogues=0;
1833
1834                 if(player[0].numclothes)
1835                 {
1836                         for(k=0;k<player[0].numclothes;k++)
1837                         {
1838                                 funpackf(tfile, "Bi", &templength);
1839                                 for(l=0;l<templength;l++)
1840                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1841                                 player[0].clothes[k][templength]='\0';
1842                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1843                         }
1844                 }
1845
1846                 funpackf(tfile, "Bi", &environment);
1847
1848                 funpackf(tfile, "Bi", &objects.numobjects);
1849                 if(objects.numobjects)
1850                 {
1851                         for(i=0;i<objects.numobjects;i++)
1852                         {
1853                                 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]);
1854                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1855                         }
1856                 }
1857
1858                 if(mapvers>=7)
1859                 {
1860                         funpackf(tfile, "Bi", &numhotspots);
1861                         if(numhotspots)
1862                         {
1863                                 for(i=0;i<numhotspots;i++)
1864                                 {
1865                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1866                                         funpackf(tfile, "Bi", &templength);
1867                                         if(templength)
1868                                                 for(l=0;l<templength;l++)
1869                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1870                                         hotspottext[i][templength]='\0';
1871                                         if(hotspottype[i]==-111)indemo=1;
1872                                 }
1873                         }
1874                 }
1875                 else numhotspots=0;
1876
1877                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1878
1879                 if(!stealthloading)
1880                 {
1881                         objects.center=0;
1882                         for(i=0;i<objects.numobjects;i++)
1883                         {
1884                                 objects.center+=objects.position[i];
1885                         }
1886                         objects.center/=objects.numobjects;
1887
1888
1889                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1890
1891                         float maxdistance=0;
1892                         float tempdist;
1893                         int whichclosest;
1894                         for(i=0;i<objects.numobjects;i++)
1895                         {
1896                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1897                                 if(tempdist>maxdistance)
1898                                 {
1899                                         whichclosest=i;
1900                                         maxdistance=tempdist;
1901                                 }
1902                         }
1903                         objects.radius=fast_sqrt(maxdistance);
1904                 }
1905
1906                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1907                 //mapcenter=objects.center;
1908                 //mapradius=objects.radius;
1909
1910                 funpackf(tfile, "Bi", &numplayers);
1911                 int howmanyremoved=0;
1912                 bool removeanother=0;
1913                 if(numplayers>1&&numplayers<maxplayers)
1914                 {
1915                         for(i=1;i<numplayers;i++)
1916                         {
1917                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1918                                 removeanother=0;
1919
1920                                 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);
1921                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1922                                 else player[i-howmanyremoved].howactive=typeactive;
1923                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1924                                 else player[i-howmanyremoved].scale=-1;
1925                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1926                                 else player[i-howmanyremoved].immobile=0;
1927                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1928                                 else player[i-howmanyremoved].rotation=0;
1929                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1930                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1931                                         removeanother=1;
1932                                         howmanyremoved++;
1933                                 }
1934                                 if(!removeanother)
1935                                 {
1936                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1937                                         {
1938                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1939                                                 {
1940                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1941                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1942                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1943                                                         weapons.numweapons++;
1944                                                 }
1945                                         }
1946                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1947                                         //player[i-howmanyremoved].numwaypoints=10;
1948                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1949                                         {
1950                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1951                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1952                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1953                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1954                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1955                                         }
1956
1957                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1958                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1959
1960                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1961                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1962                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1963                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1964
1965                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1966                                         else
1967                                         {
1968                                                 headprop=1;
1969                                                 bodyprop=1;
1970                                                 armprop=1;
1971                                                 legprop=1;
1972                                         }
1973                                         if(player[i-howmanyremoved].creature==wolftype)
1974                                         {
1975                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1976                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1977                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1978                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1979                                         }
1980
1981                                         if(player[i-howmanyremoved].creature==rabbittype)
1982                                         {
1983                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1984                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1985                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1986                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1987                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1988                                         }
1989
1990                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1991                                         if(player[i-howmanyremoved].numclothes)
1992                                         {
1993                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
1994                                                 {
1995                                                         int templength;
1996                                                         funpackf(tfile, "Bi", &templength);
1997                                                         for(l=0;l<templength;l++)
1998                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1999                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
2000                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
2001                                                 }
2002                                         }
2003                                 }
2004                         }
2005                 }
2006                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2007
2008                 numplayers-=howmanyremoved;
2009                 funpackf(tfile, "Bi", &numpathpoints);
2010                 if(numpathpoints>30||numpathpoints<0)
2011                         numpathpoints=0;
2012                 if(numpathpoints)
2013                 {
2014                         for(j=0;j<numpathpoints;j++)
2015                         {
2016                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
2017                                 for(k=0;k<numpathpointconnect[j];k++){
2018                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2019                                 }
2020                         }
2021                 }
2022                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2023
2024                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
2025
2026                 SetUpLighting();
2027                 if(environment!=oldenvironment)Setenvironment(environment);
2028                 oldenvironment=environment;
2029
2030                 if(!stealthloading)
2031                 {
2032                         j=objects.numobjects;
2033                         objects.numobjects=0;
2034                         for(i=0;i<j;i++)
2035                         {
2036                                 //if(objects.type[i]!=spiketype)
2037                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
2038                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2039                         }
2040
2041                         //if(skyboxtexture){
2042                         terrain.DoShadows();
2043                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2044                         objects.DoShadows();
2045                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2046                         /*}
2047                         else terrain.DoLighting();
2048                         */
2049                 }
2050
2051                 fclose(tfile);
2052
2053                 oldlevel=whichlevel;
2054
2055
2056                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
2057                 for(i=0;i<numplayers;i++)
2058                 {
2059                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2060                         player[i].burnt=0;
2061                         player[i].bled=0;
2062                         player[i].onfire=0;
2063                         if(i==0||player[i].scale<0)player[i].scale=.2;
2064                         player[i].skeleton.free=0;
2065                         player[i].skeleton.id=i;
2066                         //if(Random()%2==0)player[i].creature=wolftype;
2067                         //else player[i].creature=rabbittype;
2068                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
2069                         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);
2070                         else
2071                         {
2072                                 if(player[i].creature!=wolftype){
2073                                         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);
2074                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
2075                                 }
2076                                 if(player[i].creature==wolftype){
2077                                         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);
2078                                 }
2079                         }
2080
2081
2082                         int texsize;
2083                         texsize=512*512*3/texdetail/texdetail;
2084                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
2085                         //player[i].skeleton.skinText.resize(texsize);
2086
2087                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2088
2089                         if(player[i].numclothes)
2090                         {
2091                                 for(j=0;j<player[i].numclothes;j++)
2092                                 {
2093                                         tintr=player[i].clothestintr[j];
2094                                         tintg=player[i].clothestintg[j];
2095                                         tintb=player[i].clothestintb[j];
2096                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2097                                 }
2098                                 player[i].DoMipmaps(5,0,0,player[i].skeleton.skinsize,player[i].skeleton.skinsize);
2099                         }
2100
2101                         player[i].currentanimation=bounceidleanim;
2102                         player[i].targetanimation=bounceidleanim;
2103                         player[i].currentframe=0;
2104                         player[i].targetframe=1;
2105                         player[i].target=0;
2106                         player[i].speed=1+(float)(Random()%100)/1000;
2107                         if(difficulty==0)player[i].speed-=.2;
2108                         if(difficulty==1)player[i].speed-=.1;
2109
2110                         player[i].velocity=0;
2111                         player[i].oldcoords=player[i].coords;
2112                         player[i].realoldcoords=player[i].coords;
2113
2114                         player[i].id=i;
2115                         player[i].skeleton.id=i;
2116                         player[i].updatedelay=0;
2117                         player[i].normalsupdatedelay=0;
2118
2119                         player[i].aitype=passivetype;
2120                         player[i].aitarget=0;
2121                         player[i].madskills=0;
2122
2123                         if(i==0)
2124                         {
2125                                 player[i].proportionhead=1.2;
2126                                 player[i].proportionbody=1.05;
2127                                 player[i].proportionarms=1.00;
2128                                 player[i].proportionlegs=1.1;
2129                                 player[i].proportionlegs.y=1.05;
2130                         }
2131                         player[i].headless=0;
2132                         player[i].currentoffset=0;
2133                         player[i].targetoffset=0;
2134                         /*player[i].armorhead=1;
2135                         player[i].armorhigh=1;
2136                         player[i].armorlow=1;
2137                         player[i].protectionhead=1;
2138                         player[i].protectionhigh=1;
2139                         player[i].protectionlow=1;
2140                         player[i].metalhead=1;
2141                         player[i].metalhigh=1;
2142                         player[i].metallow=1;
2143                         player[i].power=1;
2144                         player[i].speedmult=1;*/
2145
2146                         player[i].damagetolerance=200;
2147
2148                         if(player[i].creature==wolftype)
2149                         {
2150                                 /*player[i].proportionhead=1.1;
2151                                 player[i].proportionbody=1.1;
2152                                 player[i].proportionarms=1.1;
2153                                 player[i].proportionlegs=1.1;
2154                                 player[i].proportionlegs.y=1.1;*/
2155                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2156
2157                                 player[i].damagetolerance=300;
2158                         }
2159
2160                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2161                         if(cellophane)
2162                         {
2163                                 player[i].proportionhead.z=0;
2164                                 player[i].proportionbody.z=0;
2165                                 player[i].proportionarms.z=0;
2166                                 player[i].proportionlegs.z=0;
2167                         }
2168
2169                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2170
2171                         player[i].headmorphness=0;
2172                         player[i].targetheadmorphness=1;
2173                         player[i].headmorphstart=0;
2174                         player[i].headmorphend=0;
2175
2176                         player[i].pausetime=0;
2177
2178                         player[i].dead=0;
2179                         player[i].jumppower=5;
2180                         player[i].damage=0;
2181                         player[i].permanentdamage=0;
2182                         player[i].superpermanentdamage=0;
2183
2184                         player[i].forwardkeydown=0;
2185                         player[i].leftkeydown=0;
2186                         player[i].backkeydown=0;
2187                         player[i].rightkeydown=0;
2188                         player[i].jumpkeydown=0;
2189                         player[i].crouchkeydown=0;
2190                         player[i].throwkeydown=0;
2191
2192                         player[i].collided=-10;
2193                         player[i].loaded=1;
2194                         player[i].bloodloss=0;
2195                         player[i].weaponactive=-1;
2196                         player[i].weaponstuck=-1;
2197                         player[i].bleeding=0;
2198                         player[i].deathbleeding=0;
2199                         player[i].stunned=0;
2200                         player[i].hasvictim=0;
2201                         player[i].wentforweapon=0;
2202                 }
2203
2204                 player[0].aitype=playercontrolled;
2205                 player[0].weaponactive=-1;
2206
2207                 if(difficulty==1)
2208                 {
2209                         //player[0].speedmult=1/.9;
2210                         player[0].power=1/.9;
2211                 }
2212
2213                 if(difficulty==0)
2214                 {
2215                         //player[0].speedmult=1/.8;
2216                         player[0].power=1/.8;
2217                 }
2218
2219                 //player[0].weaponstuck=1;
2220
2221                 if(difficulty==1)player[0].damagetolerance=250;
2222                 if(difficulty==0)player[0].damagetolerance=300;
2223                 if(difficulty==0)player[0].armorhead*=1.5;
2224                 if(difficulty==0)player[0].armorhigh*=1.5;
2225                 if(difficulty==0)player[0].armorlow*=1.5;
2226                 cameraloc=player[0].coords;
2227                 cameraloc.y+=5;
2228                 rotation=player[0].rotation;
2229
2230                 hawkcoords=player[0].coords;
2231                 hawkcoords.y+=30;
2232
2233                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2234                 //weapons.numweapons=numplayers;
2235                 for(i=0;i<weapons.numweapons;i++)
2236                 {
2237                         weapons.bloody[i]=0;
2238                         weapons.blooddrip[i]=0;
2239                         weapons.blooddripdelay[i]=0;
2240                         weapons.onfire[i]=0;
2241                         weapons.flamedelay[i]=0;
2242                         weapons.damage[i]=0;
2243                         //weapons.type[i]=sword;
2244                         if(weapons.type[i]==sword){
2245                                 weapons.mass[i]=1.5;
2246                                 weapons.tipmass[i]=1;
2247                                 weapons.length[i]=.8;
2248                         }
2249                         if(weapons.type[i]==staff){
2250                                 weapons.mass[i]=2;
2251                                 weapons.tipmass[i]=1;
2252                                 weapons.length[i]=1.5;
2253                         }
2254                         if(weapons.type[i]==knife){
2255                                 weapons.mass[i]=1;
2256                                 weapons.tipmass[i]=1.2;
2257                                 weapons.length[i]=.25;
2258                         }
2259                         weapons.position[i]=-1000;
2260                         weapons.tippoint[i]=-1000;
2261                 }
2262                 
2263                 LOG("Starting background music...");
2264
2265                 OPENAL_StopSound(OPENAL_ALL);
2266                 if(environment==snowyenvironment)
2267                 {
2268                         if(ambientsound)
2269                         {
2270                                 PlayStreamEx(stream_wind, samp[stream_wind], NULL, true);
2271                                 OPENAL_SetPaused(channels[stream_wind], false);
2272                                 OPENAL_SetVolume(channels[stream_wind], 256);
2273                         }
2274                 }
2275                 else if(environment==desertenvironment)
2276                 {
2277                         if(ambientsound)
2278                         {
2279                                 //PlaySoundEx(desertambient,
2280                                 //      samp[desertambient], NULL, true);
2281                                 PlayStreamEx(stream_desertambient,
2282                                         samp[stream_desertambient], NULL, true);
2283                                 OPENAL_SetPaused(channels[stream_desertambient], false);
2284                                 OPENAL_SetVolume(channels[stream_desertambient], 256);
2285                         }
2286                 }
2287                 else if(environment==grassyenvironment)
2288                 {
2289                         if(ambientsound)
2290                         {
2291                                 //PlaySoundEx(wind, samp[wind], NULL, true);
2292                                 PlayStreamEx(stream_wind, samp[stream_wind], NULL, true);
2293                                 OPENAL_SetPaused(channels[stream_wind], false);
2294                                 OPENAL_SetVolume(channels[stream_wind], 100);
2295                         }
2296                 }
2297                 oldmusicvolume[0]=0;
2298                 oldmusicvolume[1]=0;
2299                 oldmusicvolume[2]=0;
2300                 oldmusicvolume[3]=0;
2301
2302                 if(!firstload)
2303                 {
2304                         firstload=1;
2305                 }
2306         }
2307         leveltime=0;
2308         loadingstuff=0;
2309         visibleloading=0;
2310 }
2311
2312 void    Game::Tick()
2313 {
2314         static int i,k,j,l,m;
2315         static XYZ facing,flatfacing,absflatfacing;
2316         static XYZ rotatetarget;
2317         static bool oldkey;
2318         static float oldtargetrotation;
2319         static int target, numgood;
2320         static XYZ tempcoords1,tempcoords2;
2321         static XYZ test;
2322         static XYZ test2;
2323         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2324         static int whichhit;
2325         static bool oldjumpkeydown;
2326
2327         int templength;
2328
2329         float headprop,bodyprop,armprop,legprop;
2330
2331         for(i=0;i<15;i++){
2332                 displaytime[i]+=multiplier;
2333         }
2334
2335         keyboardfrozen=0;
2336
2337         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2338                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2339                         stereoreverse=true;
2340                 } else {
2341                         stereoreverse=false;
2342                 }
2343
2344                 if (stereoreverse) {
2345                         printf("Stereo reversed\n");
2346                 } else {
2347                         printf("Stereo unreversed\n");
2348                 }
2349                 freezetogglekeydown=1;
2350         }
2351
2352         if (Input::isKeyDown(SDLK_F7)) {
2353                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2354                         stereoseparation -= 0.001;
2355                 } else {
2356                         stereoseparation -= 0.010;
2357                 }
2358
2359                 printf("Stereo decreased increased to %f\n", stereoseparation);
2360         }
2361
2362         if (Input::isKeyDown(SDLK_F8)) {
2363                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2364                         stereoseparation += 0.001;
2365                 } else {
2366                         stereoseparation += 0.010;
2367                 }
2368
2369                 printf("Stereo separation increased to %f\n", stereoseparation);
2370         }
2371
2372
2373         if(!console){
2374                 if(mainmenu&&endgame==1)mainmenu=10;
2375                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2376                     && !mainmenutogglekeydown
2377                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2378                   ) { // go back
2379                         selected=-1;
2380                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2381                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2382                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2383                                 else if(mainmenu==0&&winfreeze){
2384                                         
2385                                 }
2386                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2387                                 if(mainmenu&&musictoggle){
2388                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2389                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2390                                                 PlayStreamEx( stream_music3, samp[stream_music3], NULL, true);
2391                                                 OPENAL_SetPaused(channels[stream_music3], false);
2392                                                 OPENAL_SetVolume(channels[stream_music3], 256);
2393                                                 OPENAL_SetPaused(channels[music1], true);
2394                                         }
2395                                 }
2396                                 if(!mainmenu){
2397                                         OPENAL_SetPaused(channels[stream_music3], true);
2398                                         OPENAL_SetPaused(channels[music1], false);
2399                                 }
2400                         }
2401                         if(mainmenu==3){
2402                                 fireSound();
2403
2404                                 flash();
2405
2406                                 if(newdetail>2)newdetail=detail;
2407                                 if(newdetail<0)newdetail=detail;
2408                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2409                                 if(newscreenheight<0)newscreenheight=screenheight;
2410
2411                                 SaveSettings(*this);
2412                         }
2413                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2414                                 fireSound();
2415
2416                                 flash();
2417                         }
2418                         if(mainmenu==3&&gameon)mainmenu=2;
2419                         if(mainmenu==3&&!gameon)mainmenu=1;
2420                         if(mainmenu==5&&gameon)mainmenu=2;
2421                         if(mainmenu==5&&!gameon)mainmenu=1;
2422                         if(mainmenu==4)mainmenu=3;
2423                         if(mainmenu==6)mainmenu=5;
2424                         if(mainmenu==7)mainmenu=1;
2425                         if(mainmenu==9)mainmenu=5;
2426                         if(mainmenu==10)mainmenu=5;
2427                         if(mainmenu==100){
2428                                 mainmenu=5;
2429                                 gameon=0;
2430                                 winfreeze=0;
2431                         }
2432                         mainmenutogglekeydown=1;
2433                 }
2434                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2435                         mainmenutogglekeydown=0;
2436                 }
2437         }
2438
2439         static bool minimaptogglekeydown;
2440         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2441                 if(tutorialstage!=51)
2442                         tutorialstagetime=tutorialmaxtime;
2443                 PlaySoundEx( consolefailsound, samp[consolefailsound], NULL, true);
2444                 OPENAL_SetVolume(channels[consolefailsound], 128);
2445                 OPENAL_SetPaused(channels[consolefailsound], false);
2446                 minimaptogglekeydown=1;
2447         }
2448         if(!Input::isKeyDown(SDLK_TAB)){
2449                 minimaptogglekeydown=0;
2450         }
2451
2452         if(mainmenu){
2453                 //menu buttons
2454                 if(mainmenu==1||mainmenu==2){
2455                         if(Input::Button()&&!oldbutton&&selected==1){
2456                                 if(!gameon){
2457                                         fireSound(firestartsound);
2458
2459                                         flash();
2460
2461                                         //new game
2462                                         if(accountactive) {
2463                                                 mainmenu=5;
2464                                         } else {
2465                                                 mainmenu=7;
2466                                         }
2467                                         selected=-1;
2468                                 }
2469                                 else
2470                                 {
2471                                         //resume
2472                                         mainmenu=0;
2473                                         OPENAL_SetPaused(channels[stream_music3], true);
2474                                         OPENAL_SetPaused(channels[music1], false);
2475                                 }
2476                         }
2477
2478                         if(Input::Button()&&!oldbutton&&selected==2){
2479                                 fireSound();
2480
2481                                 flash();
2482
2483                                 //options
2484
2485                                 mainmenu=3;
2486
2487                                 if(newdetail>2)newdetail=detail;
2488                                 if(newdetail<0)newdetail=detail;
2489                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2490                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2491                                 if(newscreenheight>3000)newscreenheight=screenheight;
2492                                 if(newscreenheight<0)newscreenheight=screenheight;
2493                         }
2494
2495                         if(Input::Button()&&!oldbutton&&selected==3){
2496                                 fireSound();
2497
2498                                 flash();
2499
2500                                 if(!gameon){
2501                                         //quit
2502                                         tryquit=1;
2503                                         OPENAL_SetPaused(channels[stream_music3], true);
2504                                 }
2505                                 else{
2506                                         //end game
2507                                         gameon=0;
2508                                         mainmenu=1;
2509                                 }
2510                         }
2511                 }
2512                 if(mainmenu==3){
2513                         if(Input::Button()&&!oldbutton&&selected!=-1){
2514                                 fireSound();
2515                         }
2516                         if(Input::Button()&&!oldbutton&&selected==0){
2517                         
2518                                 extern SDL_Rect **resolutions;
2519                                 bool isCustomResolution = true;
2520                                 bool found = false;
2521                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2522                                 {
2523                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2524                                                 isCustomResolution = false;
2525
2526                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2527                                         {
2528                                                 i++;
2529                                                 if (resolutions[i] != NULL)
2530                                                 {
2531                                                         newscreenwidth = (int) resolutions[i]->w;
2532                                                         newscreenheight = (int) resolutions[i]->h;
2533                                                 }
2534                                                 else if (isCustomResolution)
2535                                                 {
2536                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2537                                                         {
2538                                                                 newscreenwidth = (int) resolutions[0]->w;
2539                                                                 newscreenheight = (int) resolutions[0]->h;
2540                                                         }
2541                                                         else
2542                                                         {
2543                                                                 newscreenwidth = screenwidth;
2544                                                                 newscreenheight = screenheight;
2545                                                         }
2546                                                 }
2547                                                 else
2548                                                 {
2549                                                         newscreenwidth = (int) resolutions[0]->w;
2550                                                         newscreenheight = (int) resolutions[0]->h;
2551                                                 }
2552                                                 found = true;
2553                                         }
2554                                 }
2555
2556                                 if (!found)
2557                                 {
2558                                         newscreenwidth = (int) resolutions[0]->w;
2559                                         newscreenheight = (int) resolutions[0]->h;
2560                                 }
2561
2562                                 
2563                         }
2564                         if(Input::Button()&&!oldbutton&&selected==1){
2565                                 newdetail++;
2566                                 if(newdetail>2)newdetail=0;
2567                         }
2568                         if(Input::Button()&&!oldbutton&&selected==2){
2569                                 bloodtoggle++;
2570                                 if(bloodtoggle>2)bloodtoggle=0;
2571                         }
2572                         if(Input::Button()&&!oldbutton&&selected==3){
2573                                 difficulty++;
2574                                 if(difficulty>2)difficulty=0;
2575                         }
2576                         if(Input::Button()&&!oldbutton&&selected==4){
2577                                 ismotionblur=1-ismotionblur;
2578                         }
2579                         if(Input::Button()&&!oldbutton&&selected==5){
2580                                 decals=1-decals;
2581                         }
2582                         if(Input::Button()&&!oldbutton&&selected==6){
2583                                 musictoggle=1-musictoggle;
2584
2585                                 if(!musictoggle){
2586                                         OPENAL_SetPaused(channels[music1], true);
2587                                         OPENAL_SetPaused(channels[stream_music2], true);
2588                                         OPENAL_SetPaused(channels[stream_music3], true);
2589
2590                                         for(i=0;i<4;i++){
2591                                                 oldmusicvolume[i]=0;
2592                                                 musicvolume[i]=0;
2593                                         }
2594                                 }
2595
2596                                 if(musictoggle){
2597                                         PlayStreamEx( stream_music3, samp[stream_music3], NULL, true);
2598                                         OPENAL_SetPaused(channels[stream_music3], false);
2599                                         OPENAL_SetVolume(channels[stream_music3], 256);
2600                                 }
2601                         }
2602                         if(Input::Button()&&!oldbutton&&selected==9){
2603                                 invertmouse=1-invertmouse;
2604                         }
2605                         if(Input::Button()&&!oldbutton&&selected==10){
2606                                 usermousesensitivity+=.2;
2607                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2608                         }
2609                         if(Input::Button()&&!oldbutton&&selected==11){
2610                                 volume+=.1f;
2611                                 if(volume>1.0001f)volume=0;
2612                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2613                         }
2614                         if(Input::Button()&&!oldbutton&&selected==7){
2615                                 /*fireSound();
2616                                 */
2617                                 flash();
2618
2619                                 //options
2620
2621                                 mainmenu=4;
2622                                 selected=-1;
2623                                 keyselect=-1;
2624                         }
2625                         if(Input::Button() && !oldbutton && selected == 12) {
2626                                 flash();
2627                                 
2628                                 newstereomode = stereomode;
2629                                 mainmenu=18;
2630                                 keyselect=-1;
2631                         }
2632                         if(Input::Button() && !oldbutton && selected == 13) {
2633                                 showdamagebar=!showdamagebar;
2634                         }
2635                         if(Input::Button()&&!oldbutton&&selected==8){
2636                                 fireSound();
2637
2638                                 flash();
2639
2640                                 if(newdetail>2)newdetail=detail;
2641                                 if(newdetail<0)newdetail=detail;
2642                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2643                                 if(newscreenheight<0)newscreenheight=screenheight;
2644
2645
2646                                 SaveSettings(*this);
2647                                 if(mainmenu==3&&gameon)mainmenu=2;
2648                                 if(mainmenu==3&&!gameon)mainmenu=1;
2649                         }
2650                 }
2651                 if(mainmenu==4){
2652                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2653                                 fireSound();
2654                                 if(selected<9&&keyselect==-1)
2655                                         keyselect=selected;
2656                                 if(keyselect!=-1)
2657                                         setKeySelected();
2658                                 if(selected==9){
2659                                         flash();
2660
2661                                         mainmenu=3;
2662
2663                                         if(newdetail>2)newdetail=detail;
2664                                         if(newdetail<0)newdetail=detail;
2665                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2666                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2667                                         if(newscreenheight>3000)newscreenheight=screenheight;
2668                                         if(newscreenheight<0)newscreenheight=screenheight;
2669                                 }
2670                         }
2671                 }
2672
2673                 if(mainmenu==5){
2674
2675                         if(endgame==2){
2676                                 accountactive->endGame();
2677                                 endgame=0;
2678                         }
2679
2680                         if(Input::Button()&&!oldbutton&&selected==1){
2681                                 fireSound();
2682
2683                                 flash();
2684
2685                                 startbonustotal=0;
2686
2687                                 loading=2;
2688                                 loadtime=0;
2689                                 targetlevel=-1;
2690                                 if(firstload)TickOnceAfter();
2691                                 if(!firstload)LoadStuff();
2692                                 else {
2693                                         Loadlevel(-1);
2694                                 }
2695
2696                                 mainmenu=0;
2697                                 gameon=1;
2698                                 OPENAL_SetPaused(channels[stream_music3], true);
2699                         }
2700                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2701                                 fireSound();
2702
2703                                 flash();
2704
2705                                 startbonustotal=0;
2706
2707                                 loading=2;
2708                                 loadtime=0;
2709                                 targetlevel=7;
2710                                 if(firstload) TickOnceAfter();
2711                                 else LoadStuff();
2712                                 for(i=0;i<255;i++){
2713                                         mapname[i]='\0';
2714                                 }
2715                                 mapname[0]=':';
2716                                 mapname[1]='D';
2717                                 mapname[2]='a';
2718                                 mapname[3]='t';
2719                                 mapname[4]='a';
2720                                 mapname[5]=':';
2721                                 mapname[6]='M';
2722                                 mapname[7]='a';
2723                                 mapname[8]='p';
2724                                 mapname[9]='s';
2725                                 mapname[10]=':';
2726                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2727                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2728                                 visibleloading=1;
2729                                 stillloading=1;
2730                                 Loadlevel(mapname);
2731                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2732                                 campaign=1;
2733                                 mainmenu=0;
2734                                 gameon=1;
2735                                 OPENAL_SetPaused(channels[stream_music3], true);
2736                         }
2737                         if(Input::Button()&&!oldbutton&&selected==4){
2738                                 fireSound();
2739
2740                                 flash();
2741
2742                                 if(mainmenu==5&&gameon)mainmenu=2;
2743                                 if(mainmenu==5&&!gameon)mainmenu=1;
2744                         }
2745                         if(Input::Button()&&!oldbutton&&selected==5){
2746                                 fireSound();
2747
2748                                 flash();
2749
2750                                 mainmenu=7;
2751                         }
2752                         if(Input::Button()&&!oldbutton&&selected==3){
2753                                 fireSound();
2754
2755                                 flash();
2756
2757                                 mainmenu=6;
2758                         }
2759                         if(Input::Button()&&!oldbutton&&selected==2){
2760                                 fireSound();
2761
2762                                 flash();
2763
2764                                 mainmenu=9;
2765                         }
2766                 }
2767                 else if(mainmenu==9){
2768                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2769                                 fireSound();
2770
2771                                 flash();
2772
2773                                 startbonustotal=0;
2774
2775                                 loading=2;
2776                                 loadtime=0;
2777                                 targetlevel=selected;
2778                                 if(firstload)TickOnceAfter();
2779                                 if(!firstload)LoadStuff();
2780                                 else {
2781                                         Loadlevel(selected);
2782                                 }
2783                                 campaign=0;
2784
2785                                 mainmenu=0;
2786                                 gameon=1;
2787                                 OPENAL_SetPaused(channels[stream_music3], true);
2788                         }
2789                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2790                                 fireSound();
2791
2792                                 flash();
2793
2794                                 mainmenu=5;
2795                         }
2796                 }
2797                 if(mainmenu==10){
2798                         endgame=2;
2799                         if(Input::Button()&&!oldbutton&&selected==3){
2800                                 fireSound();
2801
2802                                 flash();
2803
2804                                 mainmenu=5;
2805                         }
2806                 }
2807
2808                 if(mainmenu==6){
2809                         if(Input::Button()&&!oldbutton) {
2810                                 if(selected>-1){
2811                                         fireSound();
2812                                         if(selected==1) {
2813                                                 flash();
2814                                                 accountactive = Account::destroy(accountactive);
2815                                                 mainmenu=7;
2816                                         } else if(selected==2) {
2817                                                 flash();
2818                                                 mainmenu=5;
2819                                         }
2820                                 }
2821                         }
2822                 }
2823                 if(mainmenu==7){
2824                         if(Input::Button()&&!oldbutton) {
2825                                 if(selected!=-1){
2826                                         fireSound();
2827                                         if(selected==0&&Account::getNbAccounts()<8){
2828                                                 entername=1;
2829                                         } else if (selected<Account::getNbAccounts()+1) {
2830                                                 accountactive=Account::get(selected-1);
2831                                                 mainmenu=5;
2832                                                 flash();
2833                                         } else if (selected==Account::getNbAccounts()+1) {
2834                                                 flash();
2835
2836                                                 mainmenu=1;
2837
2838                                                 for(j=0;j<255;j++){
2839                                                         displaytext[0][j]=' ';
2840                                                 }
2841                                                 displaychars[0]=0;
2842                                                 displayselected=0;
2843                                                 entername=0;
2844                                         }
2845                                 }
2846                         }
2847                 }
2848                 if(mainmenu==8){
2849                         if(Input::Button()&&!oldbutton&&selected>-1){
2850                                 fireSound();
2851
2852                                 if(selected<=2)
2853                                         accountactive->setDifficulty(selected);
2854
2855                                 mainmenu=5;
2856
2857                                 flash();
2858
2859                         }
2860                 }
2861                 if (mainmenu==18) {                     
2862                         if(Input::Button()&&!oldbutton&&selected==0) {
2863                                 newstereomode = (StereoMode)(newstereomode + 1);
2864                                 while(!CanInitStereo(newstereomode)) {
2865                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2866                                         newstereomode = (StereoMode)(newstereomode + 1);
2867                                         if ( newstereomode >= stereoCount ) {
2868                                                 newstereomode = stereoNone;
2869                                         }
2870                                 }
2871                         }
2872                         
2873                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2874                                 stereoseparation+=0.001;
2875                         }
2876                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2877                                 stereoseparation-=0.001;
2878                         }
2879
2880                         if(Input::Button()&&!oldbutton&&selected==2) {
2881                                 stereoreverse =! stereoreverse;
2882                         }
2883                         
2884                         if(Input::Button()&&!oldbutton&&selected==3) {
2885                                 flash();
2886
2887                                 stereomode = newstereomode;
2888                                 InitStereo(stereomode);
2889                                 
2890                                 mainmenu=3;
2891                         }
2892                 }
2893
2894
2895                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2896                 else oldbutton=0;
2897
2898                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2899                         tryquit=1;
2900                         if(mainmenu==3){
2901                                 if(newdetail>2)newdetail=detail;
2902                                 if(newdetail<0)newdetail=detail;
2903                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2904                                 if(newscreenheight<0)newscreenheight=screenheight;
2905
2906                                 SaveSettings(*this);
2907                         }
2908                 }
2909
2910                 if(mainmenu==1||mainmenu==2){
2911                         if(loaddistrib>4)transition+=multiplier/8;
2912                         if(transition>1){
2913                                 transition=0;
2914                                 anim++;
2915                                 if(anim>4)anim=0;
2916                                 loaddistrib=0;
2917                         }
2918                 }
2919                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2920
2921                 if(entername) {
2922                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2923                         if(!waiting) { // the input as finished
2924                                 if(displaychars[0]){ // with enter
2925                                         accountactive = Account::add(string(displaytext[0]));
2926
2927                                         mainmenu=8;
2928
2929                                         flash();
2930
2931                                         fireSound(firestartsound);
2932
2933                                         for(i=0;i<255;i++){
2934                                                 displaytext[0][i]=' ';
2935                                         }
2936                                         displaychars[0]=0;
2937
2938                                         displayselected=0;
2939                                 } else { // with escape or empty
2940                                         mainmenutogglekeydown=1;
2941                                 }
2942                                 entername=0;
2943                         }
2944                         
2945                         displayblinkdelay-=multiplier;
2946                         if(displayblinkdelay<=0){
2947                                 displayblinkdelay=.3;
2948                                 displayblink=1-displayblink;
2949                         }
2950                 }
2951         }
2952
2953         if(!mainmenu){
2954                 if(hostile==1)hostiletime+=multiplier;
2955                 else hostiletime=0;
2956                 if(!winfreeze)leveltime+=multiplier;
2957                 if(Input::isKeyDown(SDLK_ESCAPE)){
2958                         chatting=0;
2959                         console=0;
2960                         freeze=0;
2961                         displaychars[0]=0;
2962                 }
2963
2964                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2965                         chatting=1;
2966                         chattogglekeydown=1;
2967                 }
2968
2969                 if(!Input::isKeyDown(chatkey)){
2970                         chattogglekeydown=0;
2971                 }
2972
2973                 if(chatting){
2974                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2975                         if(!waiting) {
2976                                 if(displaychars[0]){
2977                                         for(int j=0;j<255;j++){
2978                                                 displaytext[0][j]=' ';
2979                                         }
2980                                         displaychars[0]=0;
2981                                         displayselected=0;
2982                                 }       
2983                                 chatting=0;             
2984                         }
2985
2986                         displayblinkdelay-=multiplier;
2987                         if(displayblinkdelay<=0){
2988                                 displayblinkdelay=.3;
2989                                 displayblink=1-displayblink;
2990                         }
2991                 }
2992
2993                 if(chatting)keyboardfrozen=1;
2994
2995                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
2996                         freeze=1-freeze;
2997                         if(freeze){
2998                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2999                         }
3000                         freezetogglekeydown=1;
3001                 }
3002
3003                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
3004                         freezetogglekeydown=0;
3005                 }
3006
3007                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
3008                         console=1-console;
3009                         if(console){
3010                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
3011                         } else {
3012                                 freeze=0;
3013                                 waiting=false;
3014                         }
3015                         consoletogglekeydown=1;
3016                 }
3017
3018                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
3019                         consoletogglekeydown=0;
3020                 }
3021
3022                 if(console)freeze=1;
3023
3024                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
3025                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
3026                         if(!waiting) {
3027                                 archiveselected=0;
3028                                 cmd_dispatch(this, consoletext[0]);
3029                                 if(consolechars[0]>0){
3030
3031                                         for(k=14;k>=1;k--){
3032                                                 for(j=0;j<255;j++){
3033                                                         consoletext[k][j]=consoletext[k-1][j];
3034                                                 }
3035                                                 consolechars[k]=consolechars[k-1];
3036                                         }
3037                                         for(j=0;j<255;j++){
3038                                                 consoletext[0][j]=' ';
3039                                         }
3040                                         consolechars[0]=0;
3041                                         consoleselected=0;
3042                                 }
3043                         }
3044
3045                         consoleblinkdelay-=multiplier;
3046                         if(consoleblinkdelay<=0){
3047                                 consoleblinkdelay=.3;
3048                                 consoleblink=1-consoleblink;
3049                         }
3050                 }
3051
3052                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
3053                         tryquit=1;
3054                         if(mainmenu==3){
3055                                 if(newdetail>2)newdetail=detail;
3056                                 if(newdetail<0)newdetail=detail;
3057                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
3058                                 if(newscreenheight<0)newscreenheight=screenheight;
3059
3060                                 SaveSettings(*this);
3061                         }
3062                 }
3063
3064                 static int oldwinfreeze;
3065                 if(winfreeze&&!oldwinfreeze){
3066                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
3067                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3068                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3069                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3070                 }
3071                 if(winfreeze==0)oldwinfreeze=winfreeze;
3072                 else oldwinfreeze++;
3073
3074                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
3075                         if(winfreeze)winfreeze=0;
3076                         oldjumpkeydown=1;
3077                 }
3078                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
3079                         if(winfreeze){
3080                                 mainmenu=9;
3081                                 gameon=0;
3082                         }
3083                 }
3084                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
3085                         oldjumpkeydown=1;
3086                 }
3087                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
3088
3089                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
3090
3091                         static bool oldbuttondialogue;
3092
3093                         if(indialogue!=-1)talkdelay=1;
3094                         talkdelay-=multiplier;
3095
3096                         if(talkdelay<=0)
3097                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
3098                                         for(i=0;i<numdialogues;i++){
3099                                                 int realdialoguetype;
3100                                                 bool special;
3101                                                 if(dialoguetype[i]>49){
3102                                                         realdialoguetype=dialoguetype[i]-50;
3103                                                         special=1;
3104                                                 }
3105                                                 else if(dialoguetype[i]>39){
3106                                                         realdialoguetype=dialoguetype[i]-40;
3107                                                         special=1;
3108                                                 }
3109                                                 else if(dialoguetype[i]>29){
3110                                                         realdialoguetype=dialoguetype[i]-30;
3111                                                         special=1;
3112                                                 }
3113                                                 else if(dialoguetype[i]>19){
3114                                                         realdialoguetype=dialoguetype[i]-20;
3115                                                         special=1;
3116                                                 }
3117                                                 else if(dialoguetype[i]>9){
3118                                                         realdialoguetype=dialoguetype[i]-10;
3119                                                         special=1;
3120                                                 }
3121                                                 else {
3122                                                         realdialoguetype=dialoguetype[i];
3123                                                         special=0;
3124                                                 }
3125                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
3126                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
3127                                                                 whichdialogue=i;
3128                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
3129                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3130                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3131                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3132                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3133                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3134                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3135                                                                 }
3136                                                                 directing=0;
3137                                                                 indialogue=0;
3138                                                                 dialoguetime=0;
3139                                                                 dialoguegonethrough[i]++;
3140                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3141                                                                         static float gLoc[3];
3142                                                                         static float vel[3];
3143                                                                         XYZ temppos;
3144                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3145                                                                         temppos=temppos-viewer;
3146                                                                         Normalise(&temppos);
3147                                                                         temppos+=viewer;
3148
3149                                                                         gLoc[0]=temppos.x;
3150                                                                         gLoc[1]=temppos.y;
3151                                                                         gLoc[2]=temppos.z;vel[0]=0;
3152                                                                         vel[1]=0;
3153                                                                         vel[2]=0;
3154                                                                         int whichsoundplay;
3155                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3156                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3157                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3158                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3159                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3160                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3161                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3162                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3163                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3164                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3165                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3166                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3167                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3168                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3169                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3170                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3171                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3172                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3173                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3174                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3175                                                                         PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
3176                                                                         OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
3177                                                                         OPENAL_SetVolume(channels[whichsoundplay], 256);
3178                                                                         OPENAL_SetPaused(channels[whichsoundplay], false);
3179                                                                 }
3180                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3181                                                         }
3182                                                 }
3183                                         }
3184
3185                                         windvar+=multiplier;
3186                                         smoketex+=multiplier;
3187                                         tutorialstagetime+=multiplier;
3188
3189                                         static float hotspotvisual[40];
3190                                         if(numhotspots){
3191                                                 XYZ hotspotsprite;
3192                                                 if(editorenabled)
3193                                                         for(i=0;i<numhotspots;i++)
3194                                                                 hotspotvisual[i]-=multiplier/320;
3195
3196                                                 for(i=0;i<numhotspots;i++){
3197                                                         //if(hotspottype[i]<=10)
3198                                                         while(hotspotvisual[i]<0){
3199                                                                 hotspotsprite=0;
3200                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3201                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3202                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3203                                                                 hotspotsprite+=hotspot[i];
3204                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3205                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3206                                                         }
3207                                                 }
3208
3209                                                 for(i=0;i<numhotspots;i++){
3210                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3211                                                                 hotspot[i]=player[hotspottype[i]].coords;
3212                                                         }
3213                                                 }
3214                                         }
3215
3216                                         //Tutorial
3217                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3218                                                 tutorialstage++;
3219                                                 tutorialsuccess=0;
3220                                                 if(tutorialstage<=1){
3221                                                         canattack=0;
3222                                                         cananger=0;
3223                                                         reversaltrain=0;
3224                                                 }
3225                                                 if(tutorialstage==1){
3226                                                         tutorialmaxtime=5;
3227                                                 } else if(tutorialstage==2){
3228                                                         tutorialmaxtime=2;
3229                                                 } else if(tutorialstage==3){
3230                                                         tutorialmaxtime=600;
3231                                                 } else if(tutorialstage==4){
3232                                                         tutorialmaxtime=1000;
3233                                                 } else if(tutorialstage==5){
3234                                                         tutorialmaxtime=600;
3235                                                 } else if(tutorialstage==6){
3236                                                         tutorialmaxtime=600;
3237                                                 } else if(tutorialstage==7){
3238                                                         tutorialmaxtime=600;
3239                                                 } else if(tutorialstage==8){
3240                                                         tutorialmaxtime=600;
3241                                                 } else if(tutorialstage==9){
3242                                                         tutorialmaxtime=600;
3243                                                 } else if(tutorialstage==10){
3244                                                         tutorialmaxtime=2;
3245                                                 } else if(tutorialstage==11){
3246                                                         tutorialmaxtime=1000;
3247                                                 } else if(tutorialstage==12){
3248                                                         tutorialmaxtime=1000;
3249                                                 } else if(tutorialstage==13){
3250                                                         tutorialmaxtime=2;
3251                                                 } else if(tutorialstage==14){
3252                                                         tutorialmaxtime=3;
3253
3254                                                         XYZ temp,temp2;
3255
3256                                                         temp.x=1011;
3257                                                         temp.y=84;
3258                                                         temp.z=491;
3259                                                         temp2.x=1025;
3260                                                         temp2.y=75;
3261                                                         temp2.z=447;
3262
3263                                                         player[1].coords=(temp+temp2)/2;
3264
3265                                                         float gLoc[3];
3266                                                         float vel[3];
3267                                                         gLoc[0]=player[1].coords.x;
3268                                                         gLoc[1]=player[1].coords.y;
3269                                                         gLoc[2]=player[1].coords.z;
3270                                                         vel[0]=0;
3271                                                         vel[1]=0;
3272                                                         vel[2]=0;
3273                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3274                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
3275                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3276                                                         OPENAL_SetPaused(channels[fireendsound], false);
3277
3278                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3279                                                                 if(Random()%2==0){
3280                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3281                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3282                                                                         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;
3283                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3284                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3285                                                                 }
3286                                                         }
3287
3288                                                 } else if(tutorialstage==15){
3289                                                         tutorialmaxtime=500;
3290                                                 } else if(tutorialstage==16){
3291                                                         tutorialmaxtime=500;
3292                                                 } else if(tutorialstage==17){
3293                                                         tutorialmaxtime=500;
3294                                                 } else if(tutorialstage==18){
3295                                                         tutorialmaxtime=500;
3296                                                 } else if(tutorialstage==19){
3297                                                         tutorialstage=20;
3298                                                         //tutorialmaxtime=500;
3299                                                 } else if(tutorialstage==20){
3300                                                         tutorialmaxtime=500;
3301                                                 } else if(tutorialstage==21){
3302                                                         tutorialmaxtime=500;
3303                                                         if(bonus==cannon){
3304                                                                 bonus=Slicebonus;
3305                                                                 againbonus=1;
3306                                                         }
3307                                                         else againbonus=0;
3308                                                 } else if(tutorialstage==22){
3309                                                         tutorialmaxtime=500;
3310                                                 } else if(tutorialstage==23){
3311                                                         tutorialmaxtime=500;
3312                                                 } else if(tutorialstage==24){
3313                                                         tutorialmaxtime=500;
3314                                                 } else if(tutorialstage==25){
3315                                                         tutorialmaxtime=500;
3316                                                 } else if(tutorialstage==26){
3317                                                         tutorialmaxtime=2;
3318                                                 } else if(tutorialstage==27){
3319                                                         tutorialmaxtime=4;
3320                                                         reversaltrain=1;
3321                                                         cananger=1;
3322                                                         player[1].aitype=attacktypecutoff;
3323                                                 } else if(tutorialstage==28){
3324                                                         tutorialmaxtime=400;
3325                                                 } else if(tutorialstage==29){
3326                                                         tutorialmaxtime=400;
3327                                                         player[0].escapednum=0;
3328                                                 } else if(tutorialstage==30){
3329                                                         tutorialmaxtime=4;
3330                                                         reversaltrain=0;
3331                                                         cananger=0;
3332                                                         player[1].aitype=passivetype;
3333                                                 } else if(tutorialstage==31){
3334                                                         tutorialmaxtime=13;
3335                                                 } else if(tutorialstage==32){
3336                                                         tutorialmaxtime=8;
3337                                                 } else if(tutorialstage==33){
3338                                                         tutorialmaxtime=400;
3339                                                         cananger=1;
3340                                                         canattack=1;
3341                                                         player[1].aitype=attacktypecutoff;
3342                                                 } else if(tutorialstage==34){
3343                                                         tutorialmaxtime=400;
3344                                                 } else if(tutorialstage==35){
3345                                                         tutorialmaxtime=400;
3346                                                 } else if(tutorialstage==36){
3347                                                         tutorialmaxtime=2;
3348                                                         reversaltrain=0;
3349                                                         cananger=0;
3350                                                         player[1].aitype=passivetype;
3351                                                 } else if(tutorialstage==37){
3352                                                         damagedealt=0;
3353                                                         damagetaken=0;
3354                                                         tutorialmaxtime=50;
3355                                                         cananger=1;
3356                                                         canattack=1;
3357                                                         player[1].aitype=attacktypecutoff;
3358                                                 } else if(tutorialstage==38){
3359                                                         tutorialmaxtime=4;
3360                                                         canattack=0;
3361                                                         cananger=0;
3362                                                         player[1].aitype=passivetype;
3363                                                 } else if(tutorialstage==39){
3364                                                         XYZ temp,temp2;
3365
3366                                                         temp.x=1011;
3367                                                         temp.y=84;
3368                                                         temp.z=491;
3369                                                         temp2.x=1025;
3370                                                         temp2.y=75;
3371                                                         temp2.z=447;
3372
3373
3374                                                         weapons.owner[weapons.numweapons]=-1;
3375                                                         weapons.type[weapons.numweapons]=knife;
3376                                                         weapons.damage[weapons.numweapons]=0;
3377                                                         weapons.mass[weapons.numweapons]=1;
3378                                                         weapons.tipmass[weapons.numweapons]=1.2;
3379                                                         weapons.length[weapons.numweapons]=.25;
3380                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3381                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3382
3383                                                         weapons.velocity[weapons.numweapons]=0.1;
3384                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3385                                                         weapons.missed[weapons.numweapons]=1;
3386                                                         weapons.hitsomething[weapons.numweapons]=0;
3387                                                         weapons.freetime[weapons.numweapons]=0;
3388                                                         weapons.firstfree[weapons.numweapons]=1;
3389                                                         weapons.physics[weapons.numweapons]=1;
3390
3391                                                         weapons.numweapons++;
3392                                                 } else if(tutorialstage==40){
3393                                                         tutorialmaxtime=300;
3394                                                 } else if(tutorialstage==41){
3395                                                         tutorialmaxtime=300;
3396                                                 } else if(tutorialstage==42){
3397                                                         tutorialmaxtime=8;
3398                                                 } else if(tutorialstage==43){
3399                                                         tutorialmaxtime=300;
3400                                                 } else if(tutorialstage==44){
3401                                                         weapons.owner[0]=1;
3402                                                         player[0].weaponactive=-1;
3403                                                         player[0].num_weapons=0;
3404                                                         player[1].weaponactive=0;
3405                                                         player[1].num_weapons=1;
3406                                                         player[1].weaponids[0]=0;
3407
3408                                                         cananger=1;
3409                                                         canattack=1;
3410                                                         player[1].aitype=attacktypecutoff;
3411
3412                                                         tutorialmaxtime=300;
3413                                                 } else if(tutorialstage==45){
3414                                                         weapons.owner[0]=1;
3415                                                         player[0].weaponactive=-1;
3416                                                         player[0].num_weapons=0;
3417                                                         player[1].weaponactive=0;
3418                                                         player[1].num_weapons=1;
3419                                                         player[1].weaponids[0]=0;
3420
3421                                                         tutorialmaxtime=300;
3422                                                 } else if(tutorialstage==46){
3423                                                         weapons.owner[0]=1;
3424                                                         player[0].weaponactive=-1;
3425                                                         player[0].num_weapons=0;
3426                                                         player[1].weaponactive=0;
3427                                                         player[1].num_weapons=1;
3428                                                         player[1].weaponids[0]=0;
3429
3430                                                         weapons.type[0]=sword;
3431
3432                                                         tutorialmaxtime=300;
3433                                                 } else if(tutorialstage==47){
3434                                                         tutorialmaxtime=10;
3435
3436                                                         XYZ temp,temp2;
3437
3438                                                         temp.x=1011;
3439                                                         temp.y=84;
3440                                                         temp.z=491;
3441                                                         temp2.x=1025;
3442                                                         temp2.y=75;
3443                                                         temp2.z=447;
3444
3445                                                         weapons.owner[weapons.numweapons]=-1;
3446                                                         weapons.type[weapons.numweapons]=sword;
3447                                                         weapons.damage[weapons.numweapons]=0;
3448                                                         weapons.mass[weapons.numweapons]=1;
3449                                                         weapons.tipmass[weapons.numweapons]=1.2;
3450                                                         weapons.length[weapons.numweapons]=.25;
3451                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3452                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3453
3454                                                         weapons.velocity[weapons.numweapons]=0.1;
3455                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3456                                                         weapons.missed[weapons.numweapons]=1;
3457                                                         weapons.hitsomething[weapons.numweapons]=0;
3458                                                         weapons.freetime[weapons.numweapons]=0;
3459                                                         weapons.firstfree[weapons.numweapons]=1;
3460                                                         weapons.physics[weapons.numweapons]=1;
3461
3462                                                         weapons.owner[0]=1;
3463                                                         weapons.owner[1]=0;
3464                                                         player[0].weaponactive=0;
3465                                                         player[0].num_weapons=1;
3466                                                         player[0].weaponids[0]=1;
3467                                                         player[1].weaponactive=0;
3468                                                         player[1].num_weapons=1;
3469                                                         player[1].weaponids[0]=0;
3470
3471                                                         weapons.numweapons++;
3472                                                 } else if(tutorialstage==48){
3473                                                         canattack=0;
3474                                                         cananger=0;
3475                                                         player[1].aitype=passivetype;
3476
3477                                                         tutorialmaxtime=15;
3478
3479                                                         weapons.owner[0]=1;
3480                                                         weapons.owner[1]=0;
3481                                                         player[0].weaponactive=0;
3482                                                         player[0].num_weapons=1;
3483                                                         player[0].weaponids[0]=1;
3484                                                         player[1].weaponactive=0;
3485                                                         player[1].num_weapons=1;
3486                                                         player[1].weaponids[0]=0;
3487
3488                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3489                                                         else weapons.type[0]=staff;
3490
3491                                                         weapons.numweapons++;
3492                                                 } else if(tutorialstage==49){
3493                                                         canattack=0;
3494                                                         cananger=0;
3495                                                         player[1].aitype=passivetype;
3496
3497                                                         tutorialmaxtime=200;
3498
3499                                                         weapons.position[1]=1000;
3500                                                         weapons.tippoint[1]=1000;
3501
3502                                                         weapons.numweapons=1;
3503                                                         weapons.owner[0]=0;
3504                                                         player[1].weaponactive=-1;
3505                                                         player[1].num_weapons=0;
3506                                                         player[0].weaponactive=0;
3507                                                         player[0].num_weapons=1;
3508                                                         player[0].weaponids[0]=0;
3509
3510                                                         weapons.type[0]=knife;
3511
3512                                                         weapons.numweapons++;
3513                                                 } else if(tutorialstage==50){
3514                                                         tutorialmaxtime=8;
3515
3516                                                         XYZ temp,temp2;
3517                                                         float gLoc[3];
3518                                                         float vel[3];
3519                                                         gLoc[0]=player[1].coords.x;
3520                                                         gLoc[1]=player[1].coords.y;
3521                                                         gLoc[2]=player[1].coords.z;
3522                                                         vel[0]=0;
3523                                                         vel[1]=0;
3524                                                         vel[2]=0;
3525                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3526                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
3527                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3528                                                         OPENAL_SetPaused(channels[fireendsound], false);
3529
3530                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3531                                                                 if(Random()%2==0){
3532                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3533                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3534                                                                         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;
3535                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3536                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3537                                                                 }
3538                                                         }
3539
3540                                                         player[1].num_weapons=0;
3541                                                         player[1].weaponstuck=-1;
3542                                                         player[1].weaponactive=-1;
3543
3544                                                         weapons.numweapons=0;
3545
3546                                                         weapons.owner[0]=-1;
3547                                                         weapons.velocity[0]=0.1;
3548                                                         weapons.tipvelocity[0]=-0.1;
3549                                                         weapons.missed[0]=1;
3550                                                         weapons.hitsomething[0]=0;
3551                                                         weapons.freetime[0]=0;
3552                                                         weapons.firstfree[0]=1;
3553                                                         weapons.physics[0]=1;
3554                                                 } else if(tutorialstage==51){
3555                                                         tutorialmaxtime=80000;
3556                                                 }
3557                                                 if(tutorialstage<=51)tutorialstagetime=0;
3558                                         }
3559
3560                                         //Tutorial success
3561                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3562                                                 if(tutorialstage==3){
3563                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3564                                                 }
3565                                                 if(tutorialstage==4){
3566                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3567                                                 }
3568                                                 if(tutorialstage==5){
3569                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3570                                                 }
3571                                                 if(tutorialstage==6){
3572                                                         if(player[0].isCrouch())tutorialsuccess=1;
3573                                                 }
3574                                                 if(tutorialstage==7){
3575                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3576                                                 }
3577                                                 if(tutorialstage==8){
3578                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3579                                                 }
3580                                                 if(tutorialstage==9){
3581                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3582                                                 }
3583                                                 if(tutorialstage==11){
3584                                                         if(player[0].isWallJump())tutorialsuccess=1;
3585                                                 }
3586                                                 if(tutorialstage==12){
3587                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3588                                                 }
3589                                                 if(tutorialstage==15){
3590                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3591                                                 }
3592                                                 if(tutorialstage==16){
3593                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3594                                                 }
3595                                                 if(tutorialstage==17){
3596                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3597                                                 }
3598                                                 if(tutorialstage==18){
3599                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3600                                                 }
3601                                                 if(tutorialstage==19){
3602                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3603                                                 }
3604                                                 if(tutorialstage==20){
3605                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3606                                                 }
3607                                                 if(tutorialstage==21){
3608                                                         if(bonus==cannon)tutorialsuccess=1;
3609                                                 }
3610                                                 if(tutorialstage==22){
3611                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3612                                                 }
3613                                                 if(tutorialstage==23){
3614                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3615                                                 }
3616                                                 if(tutorialstage==24){
3617                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3618                                                 }
3619                                                 if(tutorialstage==25){
3620                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3621                                                 }
3622                                                 if(tutorialstage==28){
3623                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3624                                                 }
3625                                                 if(tutorialstage==29){
3626                                                         if(player[0].escapednum==2){
3627                                                                 tutorialsuccess=1;
3628                                                                 reversaltrain=0;
3629                                                                 cananger=0;
3630                                                                 player[1].aitype=passivetype;
3631                                                         }
3632                                                 }
3633                                                 if(tutorialstage==33){
3634                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3635                                                 }
3636                                                 if(tutorialstage==34){
3637                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3638                                                 }
3639                                                 if(tutorialstage==35){
3640                                                         if(animation[player[0].targetanimation].attack==reversal){
3641                                                                 tutorialsuccess=1;
3642                                                                 reversaltrain=0;
3643                                                                 cananger=0;
3644                                                                 player[1].aitype=passivetype;
3645                                                         }
3646                                                 }
3647                                                 if(tutorialstage==40){
3648                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3649                                                 }
3650                                                 if(tutorialstage==41){
3651                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3652                                                 }
3653                                                 if(tutorialstage==43){
3654                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3655                                                 }
3656                                                 if(tutorialstage==44){
3657                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3658                                                 }
3659                                                 if(tutorialstage==45){
3660                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3661                                                 }
3662                                                 if(tutorialstage==46){
3663                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3664                                                 }
3665                                                 if(tutorialstage==49){
3666                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3667                                                 }
3668                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3669
3670
3671                                                 if(tutorialstagetime==tutorialmaxtime-3){
3672                                                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3673                                                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3674                                                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3675                                                 }
3676
3677                                                 if(tutorialsuccess>=1){
3678                                                         if(tutorialstage==34||tutorialstage==35)
3679                                                                 tutorialstagetime=tutorialmaxtime-1;
3680                                                 }
3681                                         }
3682
3683                                         if(tutoriallevel){
3684                                                 if(tutorialstage<14||tutorialstage>=50){
3685                                                         player[1].coords.y=300;
3686                                                         player[1].velocity=0;
3687                                                 }
3688                                         }
3689
3690                                         if(tutoriallevel!=1){
3691                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3692                                                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3693                                                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3694                                                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3695                                                 }
3696                                         }
3697                                         else
3698                                                 if(bonustime==0){
3699                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3700                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3701                                                         OPENAL_SetPaused(channels[fireendsound], false);
3702                                                 }
3703                                                 if(bonustime==0){
3704                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3705                                                         else bonusnum[bonus]+=0.15;
3706                                                         if(tutoriallevel)bonusvalue=0;
3707                                                         bonusvalue/=bonusnum[bonus];
3708                                                         bonustotal+=bonusvalue;
3709                                                 }
3710                                                 bonustime+=multiplier;
3711
3712                                                 if(environment==snowyenvironment){
3713                                                         precipdelay-=multiplier;
3714                                                         while(precipdelay<0){
3715                                                                 precipdelay+=.04;
3716                                                                 if(!detail)precipdelay+=.04;
3717                                                                 XYZ footvel,footpoint;
3718
3719                                                                 footvel=0;
3720                                                                 footpoint=viewer+viewerfacing*6;
3721                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3722                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3723                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3724                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3725                                                         }
3726                                                 }
3727                                                 for(k=0;k<numplayers;k++){
3728                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3729                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3730
3731                                                         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){
3732                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3733                                                                 else if(player[k].rotation>player[k].targetrotation){
3734                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3735                                                                 }
3736                                                                 else if(player[k].rotation<player[k].targetrotation){
3737                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3738                                                                 }
3739                                                         }
3740
3741
3742                                                         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))){
3743                                                                 player[k].turnspeed*=2;
3744                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3745                                                                 else if(player[k].rotation>player[k].targetrotation){
3746                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3747                                                                 }
3748                                                                 else if(player[k].rotation<player[k].targetrotation){
3749                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3750                                                                 }
3751                                                                 player[k].turnspeed/=2;
3752                                                         }
3753
3754                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3755                                                                 player[k].turnspeed*=4;
3756                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3757                                                                 else if(player[k].rotation>player[k].targetrotation){
3758                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3759                                                                 }
3760                                                                 else if(player[k].rotation<player[k].targetrotation){
3761                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3762                                                                 }
3763                                                                 player[k].turnspeed/=4;
3764                                                         }
3765
3766                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3767                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3768
3769                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3770                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3771                                                                         bool tempcollide=0;
3772
3773                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3774                                                                         if(player[k].collide>1)player[k].collide=1;
3775                                                                         player[k].collide-=multiplier*30;
3776
3777                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3778                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3779                                                                         }
3780                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3781                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3782                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3783                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3784                                                                                                 lowpoint=player[k].coords;
3785                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3786                                                                                                 else lowpoint.y+=1.3;
3787                                                                                                 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){
3788                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3789                                                                                                 }
3790                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3791                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3792                                                                                                 */
3793                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3794                                                                                                         flatfacing=lowpoint-player[k].coords;
3795                                                                                                         player[k].coords=lowpoint;
3796                                                                                                         player[k].coords.y-=1.3;
3797                                                                                                         player[k].collide=1;
3798                                                                                                         tempcollide=1;
3799                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3800                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3801                                                                                                                 tempcoords1=lowpoint;
3802                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3803                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3804                                                                                                                         player[k].target=0;
3805                                                                                                                         player[k].targetanimation=walljumpleftanim;
3806                                                                                                                         player[k].targetframe=0;
3807                                                                                                                         float gLoc[3];
3808                                                                                                                         float vel[3];
3809                                                                                                                         gLoc[0]=player[k].coords.x;
3810                                                                                                                         gLoc[1]=player[k].coords.y;
3811                                                                                                                         gLoc[2]=player[k].coords.z;
3812                                                                                                                         vel[0]=0;
3813                                                                                                                         vel[1]=0;
3814                                                                                                                         vel[2]=0;
3815                                                                                                                         PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3816                                                                                                                         OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3817                                                                                                                         OPENAL_SetVolume(channels[movewhooshsound], 256);
3818                                                                                                                         OPENAL_SetPaused(channels[movewhooshsound], false);
3819                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3820
3821                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3822                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3823                                                                                                                         player[k].rotation*=360/6.28;
3824                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3825                                                                                                                         player[k].targetrotation=player[k].rotation;
3826                                                                                                                         player[k].lowrotation=player[k].rotation;
3827                                                                                                                         if(k==0)numwallflipped++;
3828                                                                                                                 }
3829                                                                                                                 else
3830                                                                                                                 {
3831                                                                                                                         lowpoint=tempcoords1;
3832                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3833                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3834                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3835                                                                                                                                 player[k].target=0;
3836                                                                                                                                 player[k].targetanimation=walljumprightanim;
3837                                                                                                                                 player[k].targetframe=0;
3838                                                                                                                                 float gLoc[3];
3839                                                                                                                                 float vel[3];
3840                                                                                                                                 gLoc[0]=player[k].coords.x;
3841                                                                                                                                 gLoc[1]=player[k].coords.y;
3842                                                                                                                                 gLoc[2]=player[k].coords.z;
3843                                                                                                                                 vel[0]=0;
3844                                                                                                                                 vel[1]=0;
3845                                                                                                                                 vel[2]=0;
3846                                                                                                                                 PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3847                                                                                                                                 OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3848                                                                                                                                 OPENAL_SetVolume(channels[movewhooshsound], 256);
3849                                                                                                                                 OPENAL_SetPaused(channels[movewhooshsound], false);
3850                                                                                                                                 if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3851
3852                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3853                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3854                                                                                                                                 player[k].rotation*=360/6.28;
3855                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3856                                                                                                                                 player[k].targetrotation=player[k].rotation;
3857                                                                                                                                 player[k].lowrotation=player[k].rotation;
3858                                                                                                                                 if(k==0)numwallflipped++;
3859                                                                                                                         }
3860                                                                                                                         else
3861                                                                                                                         {
3862                                                                                                                                 lowpoint=tempcoords1;
3863                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3864                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3865                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3866                                                                                                                                         player[k].target=0;
3867                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3868                                                                                                                                         player[k].targetframe=0;
3869                                                                                                                                         float gLoc[3];
3870                                                                                                                                         float vel[3];
3871                                                                                                                                         gLoc[0]=player[k].coords.x;
3872                                                                                                                                         gLoc[1]=player[k].coords.y;
3873                                                                                                                                         gLoc[2]=player[k].coords.z;
3874                                                                                                                                         vel[0]=0;
3875                                                                                                                                         vel[1]=0;
3876                                                                                                                                         vel[2]=0;
3877                                                                                                                                         PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3878                                                                                                                                         OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3879                                                                                                                                         OPENAL_SetVolume(channels[movewhooshsound], 256);
3880                                                                                                                                         OPENAL_SetPaused(channels[movewhooshsound], false);
3881                                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3882
3883                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3884                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3885                                                                                                                                         player[k].rotation*=360/6.28;
3886                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3887                                                                                                                                         player[k].targetrotation=player[k].rotation;
3888                                                                                                                                         player[k].lowrotation=player[k].rotation;
3889                                                                                                                                         if(k==0)numwallflipped++;
3890                                                                                                                                 }
3891                                                                                                                                 else
3892                                                                                                                                 {
3893                                                                                                                                         lowpoint=tempcoords1;
3894                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3895                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3896                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3897                                                                                                                                                 player[k].target=0;
3898                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3899                                                                                                                                                 player[k].targetframe=0;
3900                                                                                                                                                 float gLoc[3];
3901                                                                                                                                                 float vel[3];
3902                                                                                                                                                 gLoc[0]=player[k].coords.x;
3903                                                                                                                                                 gLoc[1]=player[k].coords.y;
3904                                                                                                                                                 gLoc[2]=player[k].coords.z;
3905                                                                                                                                                 vel[0]=0;
3906                                                                                                                                                 vel[1]=0;
3907                                                                                                                                                 vel[2]=0;
3908                                                                                                                                                 PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3909                                                                                                                                                 OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3910                                                                                                                                                 OPENAL_SetVolume(channels[movewhooshsound], 256);
3911                                                                                                                                                 OPENAL_SetPaused(channels[movewhooshsound], false);
3912                                                                                                                                                 if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3913
3914                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3915                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3916                                                                                                                                                 player[k].rotation*=360/6.28;
3917                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3918                                                                                                                                                 player[k].rotation+=180;
3919                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3920                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3921                                                                                                                                                 if(k==0)numwallflipped++;
3922                                                                                                                                         }
3923                                                                                                                                 }
3924                                                                                                                         }
3925                                                                                                                 }
3926                                                                                                         }
3927                                                                                                 }
3928                                                                                         }
3929                                                                                         else if(objects.type[i]==rocktype){
3930                                                                                                 lowpoint2=player[k].coords;
3931                                                                                                 lowpoint=player[k].coords;
3932                                                                                                 lowpoint.y+=2;
3933                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3934                                                                                                         player[k].coords=colpoint;
3935                                                                                                         player[k].collide=1;
3936                                                                                                         tempcollide=1;
3937
3938                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3939                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3940
3941                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3942                                                                                                                 player[k].target=0;
3943                                                                                                                 player[k].targetframe=0;
3944                                                                                                                 player[k].onterrain=1;
3945
3946                                                                                                                 if(player[k].id==0){
3947                                                                                                                         OPENAL_SetPaused(channels[whooshsound], true);
3948                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3949                                                                                                                 }
3950
3951                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3952                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3953                                                                                                                         player[k].targetanimation=player[k].getLanding();
3954                                                                                                                         float gLoc[3];
3955                                                                                                                         float vel[3];
3956                                                                                                                         gLoc[0]=player[k].coords.x;
3957                                                                                                                         gLoc[1]=player[k].coords.y;
3958                                                                                                                         gLoc[2]=player[k].coords.z;
3959                                                                                                                         vel[0]=player[k].velocity.x;
3960                                                                                                                         vel[1]=player[k].velocity.y;
3961                                                                                                                         vel[2]=player[k].velocity.z;
3962                                                                                                                         PlaySoundEx( landsound, samp[landsound], NULL, true);
3963                                                                                                                         OPENAL_3D_SetAttributes(channels[landsound], gLoc, vel);
3964                                                                                                                         OPENAL_SetVolume(channels[landsound], 128);
3965                                                                                                                         OPENAL_SetPaused(channels[landsound], false);
3966                                                                                                                         if(k==0){
3967                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3968                                                                                                                                 envsoundvol[numenvsounds]=16;
3969                                                                                                                                 envsoundlife[numenvsounds]=.4;
3970                                                                                                                                 numenvsounds++;
3971                                                                                                                         }
3972
3973                                                                                                                 }
3974                                                                                                         }
3975                                                                                                 }
3976                                                                                         }
3977                                                                                 }
3978                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3979                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3980                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3981                                                                                                 lowpoint=player[k].coords;
3982                                                                                                 lowpoint.y+=1.35;
3983                                                                                                 if(objects.type[i]!=rocktype)
3984                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3985                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
3986                                                                                                                 player[k].coords=lowpoint;
3987                                                                                                                 player[k].coords.y-=1.35;
3988                                                                                                                 player[k].collide=1;
3989
3990                                                                                                                 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)){
3991                                                                                                                         lowpoint=player[k].coords;
3992                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3993                                                                                                                         lowpoint=player[k].coords;
3994                                                                                                                         lowpoint.y+=.05;
3995                                                                                                                         facing=0;
3996                                                                                                                         facing.z=-1;
3997                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3998                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
3999                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4000                                                                                                                         if(whichhit!=-1){
4001                                                                                                                                 lowpoint=player[k].coords;
4002                                                                                                                                 lowpoint.y+=.1;
4003                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
4004                                                                                                                                 lowpoint2=lowpoint;
4005                                                                                                                                 lowpointtarget2=lowpointtarget;
4006                                                                                                                                 lowpoint3=lowpoint;
4007                                                                                                                                 lowpointtarget3=lowpointtarget;
4008                                                                                                                                 lowpoint4=lowpoint;
4009                                                                                                                                 lowpointtarget4=lowpointtarget;
4010                                                                                                                                 lowpoint5=lowpoint;
4011                                                                                                                                 lowpointtarget5=lowpointtarget;
4012                                                                                                                                 lowpoint6=lowpoint;
4013                                                                                                                                 lowpointtarget6=lowpointtarget;
4014                                                                                                                                 lowpoint7=lowpoint;
4015                                                                                                                                 lowpointtarget7=lowpoint;
4016                                                                                                                                 lowpoint2.x+=.1;
4017                                                                                                                                 lowpointtarget2.x+=.1;
4018                                                                                                                                 lowpoint3.z+=.1;
4019                                                                                                                                 lowpointtarget3.z+=.1;
4020                                                                                                                                 lowpoint4.x-=.1;
4021                                                                                                                                 lowpointtarget4.x-=.1;
4022                                                                                                                                 lowpoint5.z-=.1;
4023                                                                                                                                 lowpointtarget5.z-=.1;
4024                                                                                                                                 lowpoint6.y+=45/13;
4025                                                                                                                                 lowpointtarget6.y+=45/13;
4026                                                                                                                                 lowpointtarget6+=facing*.6;
4027                                                                                                                                 lowpointtarget7.y+=90/13;
4028                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4029                                                                                                                                 if(objects.friction[i]>.5)
4030                                                                                                                                         if(whichhit!=-1){
4031                                                                                                                                                 //if(k==0){
4032                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
4033                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4034                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4035                                                                                                                                                                 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)
4036                                                                                                                                                                         for(j=0;j<45;j++){
4037                                                                                                                                                                                 lowpoint=player[k].coords;
4038                                                                                                                                                                                 lowpoint.y+=(float)j/13;
4039                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
4040                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4041                                                                                                                                                                                         if(j<=6){
4042                                                                                                                                                                                                 j=100;
4043                                                                                                                                                                                         }
4044                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
4045                                                                                                                                                                                         j=100;
4046                                                                                                                                                                                         }*/
4047                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
4048                                                                                                                                                                                                 j=100;
4049                                                                                                                                                                                         }
4050                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
4051                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4052                                                                                                                                                                                                 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)*/){
4053                                                                                                                                                                                                         lowpoint=player[k].coords;
4054                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
4055                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
4056                                                                                                                                                                                                         flatfacing=player[k].coords;
4057                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4058                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
4059                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4060
4061                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
4062                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4063                                                                                                                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
4064                                                                                                                                                                                                                 }
4065                                                                                                                                                                                                                 float gLoc[3];
4066                                                                                                                                                                                                                 float vel[3];
4067                                                                                                                                                                                                                 gLoc[0]=player[k].coords.x;
4068                                                                                                                                                                                                                 gLoc[1]=player[k].coords.y;
4069                                                                                                                                                                                                                 gLoc[2]=player[k].coords.z;
4070                                                                                                                                                                                                                 vel[0]=player[k].velocity.x;
4071                                                                                                                                                                                                                 vel[1]=player[k].velocity.y;
4072                                                                                                                                                                                                                 vel[2]=player[k].velocity.z;
4073                                                                                                                                                                                                                 PlaySoundEx( jumpsound, samp[jumpsound], NULL, true);
4074                                                                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[jumpsound], gLoc, vel);
4075                                                                                                                                                                                                                 OPENAL_SetVolume(channels[jumpsound], 128);
4076                                                                                                                                                                                                                 OPENAL_SetPaused(channels[jumpsound], false);
4077
4078                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4079                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
4080                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
4081                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
4082                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
4083                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
4084
4085                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
4086                                                                                                                                                                                                                 player[k].velocity=0;
4087
4088                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
4089                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
4090                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
4091                                                                                                                                                                                                                         player[k].jumppower=0;
4092                                                                                                                                                                                                                         player[k].jumpclimb=1;
4093                                                                                                                                                                                                                 }
4094                                                                                                                                                                                                                 player[k].transspeed=6;
4095                                                                                                                                                                                                                 player[k].target=0;
4096
4097                                                                                                                                                                                                                 //player[k].currentframe=1;
4098                                                                                                                                                                                                                 player[k].targetframe=1;
4099                                                                                                                                                                                                                 if(j>25){
4100                                                                                                                                                                                                                         //player[k].currentframe=0;
4101                                                                                                                                                                                                                         player[k].targetframe=0;
4102                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
4103                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
4104                                                                                                                                                                                                                         player[k].jumppower=0;
4105                                                                                                                                                                                                                 }
4106                                                                                                                                                                                                         }
4107                                                                                                                                                                                                         j=100;
4108                                                                                                                                                                                                 }
4109                                                                                                                                                                                         }
4110                                                                                                                                                                                 }
4111                                                                                                                                                                         }
4112                                                                                                                                                                         //}
4113                                                                                                                                         }
4114                                                                                                                         }
4115                                                                                                                 }
4116                                                                                                         }
4117                                                                                         }
4118                                                                                         if(player[k].collide<=0){
4119                                                                                                 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()){
4120                                                                                                         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)){
4121                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
4122                                                                                                                 player[k].targetanimation=jumpdownanim;
4123                                                                                                                 player[k].targetframe=0;
4124                                                                                                                 player[k].target=0;
4125
4126                                                                                                                 float gLoc[3];
4127                                                                                                                 float vel[3];
4128                                                                                                                 gLoc[0]=player[k].coords.x;
4129                                                                                                                 gLoc[1]=player[k].coords.y;
4130                                                                                                                 gLoc[2]=player[k].coords.z;
4131                                                                                                                 vel[0]=player[k].velocity.x;
4132                                                                                                                 vel[1]=player[k].velocity.y;
4133                                                                                                                 vel[2]=player[k].velocity.z;
4134                                                                                                                 if(k==0){
4135                                                                                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
4136                                                                                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
4137                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 128);
4138                                                                                                                         OPENAL_SetPaused(channels[whooshsound], false);
4139                                                                                                                 }
4140                                                                                                         }
4141                                                                                                         player[k].velocity.y+=gravity;
4142                                                                                                 }
4143                                                                                         }
4144                                                                 }
4145                                                         }
4146                                                         player[k].realoldcoords=player[k].coords;
4147                                                 }
4148
4149                                                 static XYZ oldviewer;
4150
4151                                                 if(indialogue==-1){
4152                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
4153                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
4154                                                         player[0].backkeydown=Input::isKeyDown(backkey);
4155                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
4156                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
4157                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
4158                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
4159                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
4160                                                 }
4161                                                 else
4162                                                 {
4163                                                         player[0].forwardkeydown=0;
4164                                                         player[0].leftkeydown=0;
4165                                                         player[0].backkeydown=0;
4166                                                         player[0].rightkeydown=0;
4167                                                         player[0].jumpkeydown=0;
4168                                                         player[0].crouchkeydown=0;
4169                                                         player[0].drawkeydown=0;
4170                                                         player[0].throwkeydown=0;
4171                                                 }
4172
4173                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
4174
4175
4176                                                 static bool endkeydown;
4177                                                 if(indialogue!=-1){
4178                                                         cameramode=1;
4179                                                         if(directing){
4180                                                                 facing=0;
4181                                                                 facing.z=-1;
4182
4183                                                                 facing=DoRotation(facing,-rotation2,0,0);
4184                                                                 facing=DoRotation(facing,0,0-rotation,0);
4185
4186                                                                 flatfacing=0;
4187                                                                 flatfacing.z=-1;
4188
4189                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
4190
4191                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
4192                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
4193                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
4194                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
4195                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
4196                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
4197                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4198                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4199                                                                         ||Input::isKeyDown(SDLK_MINUS))){
4200                                                                                 int whichend;
4201                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
4202                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
4203                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
4204                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
4205                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
4206                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
4207                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
4208                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
4209                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
4210                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
4211                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
4212                                                                                 if(whichend!=-1){
4213                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
4214                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
4215                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
4216                                                                                 }
4217                                                                                 if(whichend==-1){
4218                                                                                         participantfocus[whichdialogue][indialogue]=-1;
4219                                                                                 }
4220                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
4221                                                                                         indialogue=-1;
4222                                                                                         directing=0;
4223                                                                                         cameramode=0;
4224                                                                                 }
4225                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
4226                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
4227                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
4228                                                                                 indialogue++;
4229                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
4230                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
4231                                                                                                 static float gLoc[3];
4232                                                                                                 static float vel[3];
4233                                                                                                 XYZ temppos;
4234                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4235                                                                                                 temppos=temppos-viewer;
4236                                                                                                 Normalise(&temppos);
4237                                                                                                 temppos+=viewer;
4238
4239                                                                                                 gLoc[0]=temppos.x;
4240                                                                                                 gLoc[1]=temppos.y;
4241                                                                                                 gLoc[2]=temppos.z;vel[0]=0;
4242                                                                                                 vel[1]=0;
4243                                                                                                 vel[2]=0;
4244                                                                                                 int whichsoundplay;
4245                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4246                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4247                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4248                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4249                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4250                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4251                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4252                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4253                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4254                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4255                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4256                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4257                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4258                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4259                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4260                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4261                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4262                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4263                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4264                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4265                                                                                                 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
4266                                                                                                 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
4267                                                                                                 OPENAL_SetVolume(channels[whichsoundplay], 256);
4268                                                                                                 OPENAL_SetPaused(channels[whichsoundplay], false);
4269                                                                                         }
4270                                                                                 }
4271
4272                                                                                 for(j=0;j<numplayers;j++){
4273                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4274                                                                                 }
4275
4276                                                                                 endkeydown=1;
4277                                                                         }
4278                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4279                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4280                                                                                 )){
4281                                                                                         int whichend;
4282                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4283                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4284                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4285                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4286                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4287                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4288                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4289                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4290                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4291                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4292                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4293                                                                                 }
4294                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4295                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4296                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4297                                                                                                 endkeydown=0;
4298                                                                                         }
4299                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4300                                                                                                 indialogue=-1;
4301                                                                                                 directing=0;
4302                                                                                                 cameramode=0;
4303                                                                                         }
4304                                                         }
4305                                                         if(!directing){
4306                                                                 OPENAL_SetPaused(channels[whooshsound], true);
4307                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4308                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4309                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4310                                                                 }
4311                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4312                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4313                                                                 if(dialoguetime>0.5)
4314                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4315                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4316                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4317                                                                                         indialogue++;
4318                                                                                         endkeydown=1;
4319                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4320                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4321                                                                                                         static float gLoc[3];
4322                                                                                                         static float vel[3];
4323                                                                                                         XYZ temppos;
4324                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4325                                                                                                         temppos=temppos-viewer;
4326                                                                                                         Normalise(&temppos);
4327                                                                                                         temppos+=viewer;
4328
4329                                                                                                         gLoc[0]=temppos.x;
4330                                                                                                         gLoc[1]=temppos.y;
4331                                                                                                         gLoc[2]=temppos.z;vel[0]=0;
4332                                                                                                         vel[1]=0;
4333                                                                                                         vel[2]=0;
4334                                                                                                         int whichsoundplay;
4335                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4336                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4337                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4338                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4339                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4340                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4341                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4342                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4343                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4344                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4345                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4346                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4347                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4348                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4349                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4350                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4351                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4352                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4353                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4354                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4355                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4356                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4357                                                                                                                 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
4358                                                                                                                 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
4359                                                                                                                 OPENAL_SetVolume(channels[whichsoundplay], 256);
4360                                                                                                                 OPENAL_SetPaused(channels[whichsoundplay], false);
4361                                                                                                         }
4362                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4363                                                                                                                 hotspot[numhotspots]=player[0].coords;
4364                                                                                                                 hotspotsize[numhotspots]=10;
4365                                                                                                                 hotspottype[numhotspots]=-1;
4366
4367                                                                                                                 numhotspots++;
4368                                                                                                         }
4369                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4370                                                                                                                 hostile=1;
4371                                                                                                         }
4372
4373                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4374                                                                                                                 indialogue=-1;
4375                                                                                                                 directing=0;
4376                                                                                                                 cameramode=0;
4377                                                                                                         }
4378                                                                                                 }
4379                                                                                         }
4380                                                                                 }
4381                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4382                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4383                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4384                                                                                                 endkeydown=0;
4385                                                                                         }
4386                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4387                                                                                                 indialogue=-1;
4388                                                                                                 directing=0;
4389                                                                                                 cameramode=0;
4390                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4391                                                                                                         hostile=1;
4392                                                                                                 }
4393                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4394                                                                                                         windialogue=1;
4395                                                                                                 }
4396                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4397                                                                                                         hostile=1;
4398                                                                                                         for(i=1;i<numplayers;i++){
4399                                                                                                                 player[i].aitype = attacktypecutoff;
4400                                                                                                         }
4401                                                                                                 }
4402                                                                                         }
4403                                                         }
4404                                                 }
4405
4406                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4407                                                 else oldbuttondialogue=1;
4408
4409                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4410
4411                                                 if(!player[0].jumpkeydown){
4412                                                         player[0].jumptogglekeydown=0;
4413                                                 }
4414                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4415
4416
4417                                                 dialoguetime+=multiplier;
4418                                                 skybox.cloudmove+=multiplier;
4419                                                 hawkrotation+=multiplier*25;
4420                                                 realhawkcoords=0;
4421                                                 realhawkcoords.x=25;
4422                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4423                                                 hawkcalldelay-=multiplier/2;
4424
4425                                                 if(hawkcalldelay<=0)
4426                                                 {
4427                                                         static float gLoc[3];
4428                                                         static float vel[3];
4429                                                         gLoc[0]=realhawkcoords.x;
4430                                                         gLoc[1]=realhawkcoords.y;
4431                                                         gLoc[2]=realhawkcoords.z;
4432                                                         vel[0]=0;
4433                                                         vel[1]=0;
4434                                                         vel[2]=0;
4435                                                         PlaySoundEx( hawksound, samp[hawksound], NULL, true);
4436                                                         OPENAL_3D_SetAttributes(channels[hawksound], gLoc, vel);
4437                                                         OPENAL_SetVolume(channels[hawksound], 128);
4438                                                         OPENAL_SetPaused(channels[hawksound], false);
4439
4440                                                         hawkcalldelay=16+abs(Random()%8);
4441                                                 }
4442                                                 static float temptexdetail;
4443
4444
4445                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4446                                                         player[0].damagetolerance=200000;
4447                                                         player[0].damage=0;
4448                                                         player[0].burnt=0;
4449                                                         player[0].permanentdamage=0;
4450                                                         player[0].superpermanentdamage=0;
4451                                                 }
4452
4453                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4454                                                         environment++;
4455                                                         if(environment>2)environment=0;
4456                                                         Setenvironment(environment);
4457
4458                                                         envtogglekeydown=1;
4459                                                 }
4460
4461
4462                                                 if(!Input::isKeyDown(SDLK_j)){
4463                                                         envtogglekeydown=0;
4464                                                 }
4465
4466                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4467                                                         cameramode=1-cameramode;
4468                                                         cameratogglekeydown=1;
4469                                                 }
4470
4471                                                 if(!Input::isKeyDown(SDLK_c)){
4472                                                         cameratogglekeydown=0;
4473                                                 }
4474
4475                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4476                                                         if(player[0].num_weapons>0){
4477                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4478                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4479                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4480                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4481                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4482                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4483                                                                         weapons.length[player[0].weaponids[0]]=.8;
4484                                                                 }
4485                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4486                                                                         weapons.mass[player[0].weaponids[0]]=2;
4487                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4488                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4489                                                                 }
4490
4491                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4492                                                                         weapons.mass[player[0].weaponids[0]]=1;
4493                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4494                                                                         weapons.length[player[0].weaponids[0]]=.25;
4495                                                                 }
4496                                                         }
4497                                                         detailtogglekeydown=1;
4498                                                 }
4499
4500                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4501                                                         int closest=-1;
4502                                                         float closestdist=-1;
4503                                                         float distance;
4504                                                         if(numplayers>1)
4505                                                                 for(i=1;i<numplayers;i++){
4506                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4507                                                                         if(closestdist==-1||distance<closestdist){
4508                                                                                 closestdist=distance;
4509                                                                                 closest=i;
4510                                                                         }
4511                                                                 }
4512                                                                 if(closest!=-1){
4513                                                                         if(player[closest].num_weapons)
4514                                                                         {
4515                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4516                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4517                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4518                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4519                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4520                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4521                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4522                                                                                 }
4523                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4524                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4525                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4526                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4527                                                                                 }
4528                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4529                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4530                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4531                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4532                                                                                 }
4533                                                                         }
4534                                                                         if(!player[closest].num_weapons)
4535                                                                         {
4536                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4537                                                                                 weapons.owner[weapons.numweapons]=closest;
4538                                                                                 weapons.type[weapons.numweapons]=knife;
4539                                                                                 weapons.damage[weapons.numweapons]=0;
4540                                                                                 weapons.numweapons++;
4541                                                                                 player[closest].num_weapons=1;
4542                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4543                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4544                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4545                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4546                                                                                 }
4547                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4548                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4549                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4550                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4551                                                                                 }
4552                                                                         }
4553                                                                 }
4554                                                                 detailtogglekeydown=1;
4555                                                 }
4556
4557                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
4558                                                         int closest=-1;
4559                                                         float closestdist=-1;
4560                                                         float distance;
4561                                                         if(numplayers>1)
4562                                                                 for(i=1;i<numplayers;i++){
4563                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4564                                                                         if(closestdist==-1||distance<closestdist){
4565                                                                                 closestdist=distance;
4566                                                                                 closest=i;
4567                                                                         }
4568                                                                 }
4569
4570                                                                 player[closest].rotation+=multiplier*50;
4571                                                                 player[closest].targetrotation=player[closest].rotation;
4572                                                 }
4573
4574
4575                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4576                                                         int closest=-1;
4577                                                         float closestdist=-1;
4578                                                         float distance;
4579                                                         if(numplayers>1)
4580                                                                 for(i=1;i<numplayers;i++){
4581                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4582                                                                         if(closestdist==-1||distance<closestdist){
4583                                                                                 closestdist=distance;
4584                                                                                 closest=i;
4585                                                                         }
4586                                                                 }
4587                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4588
4589                                                                 if(closest!=-1){
4590                                                                         player[closest].whichskin++;
4591                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4592                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4593
4594                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4595                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4596                                                                 }
4597
4598                                                                 if(player[closest].numclothes){
4599                                                                         for(i=0;i<player[closest].numclothes;i++){
4600                                                                                 tintr=player[closest].clothestintr[i];
4601                                                                                 tintg=player[closest].clothestintg[i];
4602                                                                                 tintb=player[closest].clothestintb[i];
4603                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4604                                                                         }
4605                                                                         player[closest].DoMipmaps(5,0,0,player[closest].skeleton.skinsize,player[closest].skeleton.skinsize);
4606                                                                 }
4607
4608                                                                 detailtogglekeydown=1;
4609                                                 }
4610
4611                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4612                                                         int closest=-1;
4613                                                         float closestdist=-1;
4614                                                         float distance;
4615                                                         if(numplayers>1)
4616                                                                 for(i=1;i<numplayers;i++){
4617                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4618                                                                         if(closestdist==-1||distance<closestdist){
4619                                                                                 closestdist=distance;
4620                                                                                 closest=i;
4621                                                                         }
4622                                                                 }
4623                                                                 if(closest!=-1){
4624                                                                         if(player[closest].creature==wolftype){
4625                                                                                 headprop=player[closest].proportionhead.x/1.1;
4626                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4627                                                                                 armprop=player[closest].proportionarms.x/1.1;
4628                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4629                                                                         }
4630
4631                                                                         if(player[closest].creature==rabbittype){
4632                                                                                 headprop=player[closest].proportionhead.x/1.2;
4633                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4634                                                                                 armprop=player[closest].proportionarms.x/1.00;
4635                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4636                                                                         }
4637
4638
4639                                                                         if(player[closest].creature==rabbittype){
4640                                                                                 player[closest].skeleton.id=closest;
4641                                                                                 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);
4642                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4643                                                                                 player[closest].whichskin=0;
4644                                                                                 player[closest].creature=wolftype;
4645
4646                                                                                 player[closest].proportionhead=1.1;
4647                                                                                 player[closest].proportionbody=1.1;
4648                                                                                 player[closest].proportionarms=1.1;
4649                                                                                 player[closest].proportionlegs=1.1;
4650                                                                                 player[closest].proportionlegs.y=1.1;
4651                                                                                 player[closest].scale=.23*5*player[0].scale;
4652
4653                                                                                 player[closest].damagetolerance=300;
4654                                                                         }
4655                                                                         else
4656                                                                         {
4657                                                                                 player[closest].skeleton.id=closest;
4658                                                                                 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);
4659                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4660                                                                                 player[closest].whichskin=0;
4661                                                                                 player[closest].creature=rabbittype;
4662
4663                                                                                 player[closest].proportionhead=1.2;
4664                                                                                 player[closest].proportionbody=1.05;
4665                                                                                 player[closest].proportionarms=1.00;
4666                                                                                 player[closest].proportionlegs=1.1;
4667                                                                                 player[closest].proportionlegs.y=1.05;
4668                                                                                 player[closest].scale=.2*5*player[0].scale;
4669
4670                                                                                 player[closest].damagetolerance=200;
4671                                                                         }
4672
4673                                                                         if(player[closest].creature==wolftype){
4674                                                                                 player[closest].proportionhead=1.1*headprop;
4675                                                                                 player[closest].proportionbody=1.1*bodyprop;
4676                                                                                 player[closest].proportionarms=1.1*armprop;
4677                                                                                 player[closest].proportionlegs=1.1*legprop;
4678                                                                         }
4679
4680                                                                         if(player[closest].creature==rabbittype){
4681                                                                                 player[closest].proportionhead=1.2*headprop;
4682                                                                                 player[closest].proportionbody=1.05*bodyprop;
4683                                                                                 player[closest].proportionarms=1.00*armprop;
4684                                                                                 player[closest].proportionlegs=1.1*legprop;
4685                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4686                                                                         }
4687
4688                                                                 }
4689                                                                 detailtogglekeydown=1;
4690                                                 }
4691
4692                                                 if(!Input::isKeyDown(SDLK_x)){
4693                                                         detailtogglekeydown=0;
4694                                                 }
4695
4696                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4697                                                         slomo=1-slomo;
4698                                                         slomodelay=1000;
4699                                                         slomotogglekeydown=1;
4700                                                 }
4701
4702
4703                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4704                                                         int closest=-1;
4705                                                         float closestdist=-1;
4706                                                         float distance;
4707                                                         XYZ flatfacing2,flatvelocity2;
4708                                                         XYZ blah;
4709                                                         if(numplayers>1)
4710                                                                 for(i=1;i<numplayers;i++){
4711                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4712                                                                         if(distance<144&&!player[i].headless)
4713                                                                                 if(closestdist==-1||distance<closestdist){
4714                                                                                         closestdist=distance;
4715                                                                                         closest=i;
4716                                                                                         blah = player[i].coords;
4717                                                                                 }
4718                                                                 }
4719
4720                                                                 if(closest!=-1){
4721                                                                         XYZ headspurtdirection;
4722                                                                         int i = player[closest].skeleton.jointlabels[head];
4723                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4724                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4725                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4726                                                                                 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;
4727                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4728                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4729                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4730                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4731                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4732                                                                                 Normalise(&headspurtdirection);
4733                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4734                                                                                 flatvelocity2+=headspurtdirection*8;
4735                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4736                                                                         }
4737                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4738
4739                                                                         float gLoc[3];
4740                                                                         float vel[3];
4741                                                                         gLoc[0]=blah.x;
4742                                                                         gLoc[1]=blah.y;
4743                                                                         gLoc[2]=blah.z;
4744                                                                         vel[0]=0;
4745                                                                         vel[1]=0;
4746                                                                         vel[2]=0;
4747                                                                         PlaySoundEx( splattersound, samp[splattersound], NULL, true);
4748                                                                         OPENAL_3D_SetAttributes(channels[splattersound], gLoc, vel);
4749                                                                         OPENAL_SetVolume(channels[splattersound], 256);
4750                                                                         OPENAL_SetPaused(channels[splattersound], false);
4751
4752                                                                         PlaySoundEx( breaksound2, samp[breaksound2], NULL, true);
4753                                                                         OPENAL_3D_SetAttributes(channels[breaksound2], gLoc, vel);
4754                                                                         OPENAL_SetVolume(channels[breaksound2], 100);
4755                                                                         OPENAL_SetPaused(channels[breaksound2], false);
4756
4757                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4758                                                                         player[closest].RagDoll(0);
4759                                                                         player[closest].dead=2;
4760                                                                         player[closest].headless=1;
4761                                                                         player[closest].DoBloodBig(3,165);
4762
4763                                                                         camerashake+=.3;
4764                                                                 }
4765
4766                                                                 explodetogglekeydown=1;
4767                                                 }
4768
4769                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4770                                                         int closest=-1;
4771                                                         float closestdist=-1;
4772                                                         float distance;
4773                                                         XYZ flatfacing2,flatvelocity2;
4774                                                         XYZ blah;
4775                                                         if(numplayers>1)
4776                                                                 for(i=1;i<numplayers;i++){
4777                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4778                                                                         if(distance<144)
4779                                                                                 if(closestdist==-1||distance<closestdist){
4780                                                                                         closestdist=distance;
4781                                                                                         closest=i;
4782                                                                                         blah=player[i].coords;
4783                                                                                 }
4784                                                                 }
4785
4786                                                                 if(closest!=-1){
4787                                                                         float gLoc[3];
4788                                                                         float vel[3];
4789                                                                         gLoc[0]=blah.x;
4790                                                                         gLoc[1]=blah.y;
4791                                                                         gLoc[2]=blah.z;
4792                                                                         vel[0]=0;
4793                                                                         vel[1]=0;
4794                                                                         vel[2]=0;
4795
4796                                                                         PlaySoundEx( splattersound, samp[splattersound], NULL, true);
4797                                                                         OPENAL_3D_SetAttributes(channels[splattersound], gLoc, vel);
4798                                                                         OPENAL_SetVolume(channels[splattersound], 256);
4799                                                                         OPENAL_SetPaused(channels[splattersound], false);
4800
4801                                                                         PlaySoundEx( breaksound2, samp[breaksound2], NULL, true);
4802                                                                         OPENAL_3D_SetAttributes(channels[breaksound2], gLoc, vel);
4803                                                                         OPENAL_SetVolume(channels[breaksound2], 600);
4804                                                                         OPENAL_SetPaused(channels[breaksound2], false);
4805
4806                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4807                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4808                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4809                                                                                 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;
4810                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4811                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4812                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4813                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4814                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4815                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4816                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4817                                                                         }
4818
4819                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4820                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4821                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4822                                                                                 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;
4823                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4824                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4825                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4826                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4827                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4828                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4829                                                                         }
4830
4831                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4832                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4833                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4834                                                                                 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;
4835                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4836                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4837                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4838                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4839                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4840                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4841                                                                         }
4842
4843                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4844                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4845                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4846                                                                                 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;
4847                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4848                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4849                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4850                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4851                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4852                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4853                                                                         }
4854
4855                                                                         XYZ temppos;
4856                                                                         for(j=0;j<numplayers; j++){
4857                                                                                 if(j!=closest){
4858                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4859                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4860                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4861                                                                                                 player[j].skeleton.longdead=0;
4862                                                                                                 player[j].RagDoll(0);
4863                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4864                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4865                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4866                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4867                                                                                                                 Normalise(&flatvelocity2);
4868                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4869                                                                                                         }
4870                                                                                                 }
4871                                                                                         }
4872                                                                                 }
4873                                                                         }
4874
4875                                                                         player[closest].DoDamage(10000);
4876                                                                         player[closest].RagDoll(0);
4877                                                                         player[closest].dead=2;
4878                                                                         player[closest].coords=20;
4879                                                                         player[closest].skeleton.free=2;
4880
4881                                                                         camerashake+=.6;
4882
4883                                                                 }
4884
4885                                                                 explodetogglekeydown=1;
4886                                                 }
4887
4888                                                 if(!Input::isKeyDown(SDLK_i)){
4889                                                         explodetogglekeydown=0;
4890                                                 }
4891
4892                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4893                                                         slomotogglekeydown=0;
4894                                                 }
4895
4896
4897                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4898                                                         player[0].onfire=1-player[0].onfire;
4899                                                         if(player[0].onfire){
4900                                                                 player[0].CatchFire();
4901                                                         }
4902                                                         if(!player[0].onfire){
4903                                                                 float gLoc[3];
4904                                                                 float vel[3];
4905                                                                 gLoc[0]=player[0].coords.x;
4906                                                                 gLoc[1]=player[0].coords.y;
4907                                                                 gLoc[2]=player[0].coords.z;
4908                                                                 vel[0]=0;
4909                                                                 vel[1]=0;
4910                                                                 vel[2]=0;
4911                                                                 PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
4912                                                                 OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
4913                                                                 OPENAL_SetVolume(channels[fireendsound], 256);
4914                                                                 OPENAL_SetPaused(channels[fireendsound], false);
4915                                                                 OPENAL_SetPaused(channels[stream_firesound], true);
4916                                                         }
4917                                                         slomotogglekeydown=1;
4918                                                 }
4919
4920                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4921                                                         int closest=-1;
4922                                                         float closestdist=-1;
4923                                                         float distance;
4924                                                         if(numplayers>1)
4925                                                                 for(i=1;i<numplayers;i++){
4926                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4927                                                                         if(closestdist==-1||distance<closestdist){
4928                                                                                 closestdist=distance;
4929                                                                                 closest=i;
4930                                                                         }
4931                                                                 }
4932                                                                 if(closestdist>0&&closest>=0){
4933                                                                         //player[closest]=player[numplayers-1];
4934                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4935                                                                         numplayers--;
4936                                                                 }
4937                                                                 drawmodetogglekeydown=1;
4938                                                 }
4939
4940                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4941                                                         int closest=-1;
4942                                                         float closestdist=-1;
4943                                                         float distance;
4944                                                         if(max_objects>1)
4945                                                                 for(i=1;i<max_objects;i++){
4946                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4947                                                                         if(closestdist==-1||distance<closestdist){
4948                                                                                 closestdist=distance;
4949                                                                                 closest=i;
4950                                                                         }
4951                                                                 }
4952                                                                 if(closestdist>0&&closest>=0){
4953                                                                         objects.position[closest].y-=500;
4954                                                                 }
4955                                                                 drawmodetogglekeydown=1;
4956                                                 }
4957
4958                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4959                                                         //drawmode++;
4960                                                         //if(drawmode>2)drawmode=0;
4961                                                         if(objects.numobjects<max_objects-1){
4962                                                                 XYZ boxcoords;
4963                                                                 boxcoords.x=player[0].coords.x;
4964                                                                 boxcoords.z=player[0].coords.z;
4965                                                                 boxcoords.y=player[0].coords.y-3;
4966                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4967                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4968                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4969                                                                 float temprotat,temprotat2;
4970                                                                 temprotat=editorrotation;
4971                                                                 temprotat2=editorrotation2;
4972                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4973                                                                 if(temprotat2<0)temprotat2=Random()%360;
4974
4975                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4976                                                                 if(editortype==treetrunktype)
4977                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4978                                                         }
4979
4980                                                         drawmodetogglekeydown=1;
4981                                                 }
4982
4983                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4984                                                         if(numplayers<maxplayers-1){
4985                                                                 player[numplayers].scale=.2*5*player[0].scale;
4986                                                                 player[numplayers].creature=rabbittype;
4987                                                                 player[numplayers].howactive=editoractive;
4988                                                                 player[numplayers].skeleton.id=numplayers;
4989                                                                 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);
4990
4991                                                                 //texsize=512*512*3/texdetail/texdetail;
4992                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
4993                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
4994
4995                                                                 k=abs(Random()%2)+1;
4996                                                                 if(k==0){
4997                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4998                                                                         player[numplayers].whichskin=0;
4999                                                                 }
5000                                                                 else if(k==1){
5001                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5002                                                                         player[numplayers].whichskin=1;
5003                                                                 }
5004                                                                 else {
5005                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5006                                                                         player[numplayers].whichskin=2;
5007                                                                 }
5008
5009                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
5010                                                                 player[numplayers].power=1;
5011                                                                 player[numplayers].speedmult=1;
5012                                                                 player[numplayers].currentanimation=bounceidleanim;
5013                                                                 player[numplayers].targetanimation=bounceidleanim;
5014                                                                 player[numplayers].currentframe=0;
5015                                                                 player[numplayers].targetframe=1;
5016                                                                 player[numplayers].target=0;
5017                                                                 player[numplayers].bled=0;
5018                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
5019
5020                                                                 player[numplayers].targetrotation=player[0].targetrotation;
5021                                                                 player[numplayers].rotation=player[0].rotation;
5022
5023                                                                 player[numplayers].velocity=0;
5024                                                                 player[numplayers].coords=player[0].coords;
5025                                                                 player[numplayers].oldcoords=player[numplayers].coords;
5026                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
5027
5028                                                                 player[numplayers].id=numplayers;
5029                                                                 player[numplayers].skeleton.id=numplayers;
5030                                                                 player[numplayers].updatedelay=0;
5031                                                                 player[numplayers].normalsupdatedelay=0;
5032
5033                                                                 player[numplayers].aitype=passivetype;
5034                                                                 player[numplayers].aitarget=0;
5035
5036                                                                 if(player[0].creature==wolftype){
5037                                                                         headprop=player[0].proportionhead.x/1.1;
5038                                                                         bodyprop=player[0].proportionbody.x/1.1;
5039                                                                         armprop=player[0].proportionarms.x/1.1;
5040                                                                         legprop=player[0].proportionlegs.x/1.1;
5041                                                                 }
5042
5043                                                                 if(player[0].creature==rabbittype){
5044                                                                         headprop=player[0].proportionhead.x/1.2;
5045                                                                         bodyprop=player[0].proportionbody.x/1.05;
5046                                                                         armprop=player[0].proportionarms.x/1.00;
5047                                                                         legprop=player[0].proportionlegs.x/1.1;
5048                                                                 }
5049
5050                                                                 if(player[numplayers].creature==wolftype){
5051                                                                         player[numplayers].proportionhead=1.1*headprop;
5052                                                                         player[numplayers].proportionbody=1.1*bodyprop;
5053                                                                         player[numplayers].proportionarms=1.1*armprop;
5054                                                                         player[numplayers].proportionlegs=1.1*legprop;
5055                                                                 }
5056
5057                                                                 if(player[numplayers].creature==rabbittype){
5058                                                                         player[numplayers].proportionhead=1.2*headprop;
5059                                                                         player[numplayers].proportionbody=1.05*bodyprop;
5060                                                                         player[numplayers].proportionarms=1.00*armprop;
5061                                                                         player[numplayers].proportionlegs=1.1*legprop;
5062                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
5063                                                                 }
5064
5065                                                                 player[numplayers].headless=0;
5066                                                                 player[numplayers].onfire=0;
5067
5068                                                                 if(cellophane){
5069                                                                         player[numplayers].proportionhead.z=0;
5070                                                                         player[numplayers].proportionbody.z=0;
5071                                                                         player[numplayers].proportionarms.z=0;
5072                                                                         player[numplayers].proportionlegs.z=0;
5073                                                                 }
5074
5075                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
5076
5077                                                                 player[numplayers].damagetolerance=200;
5078
5079                                                                 player[numplayers].protectionhead=player[0].protectionhead;
5080                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
5081                                                                 player[numplayers].protectionlow=player[0].protectionlow;
5082                                                                 player[numplayers].armorhead=player[0].armorhead;
5083                                                                 player[numplayers].armorhigh=player[0].armorhigh;
5084                                                                 player[numplayers].armorlow=player[0].armorlow;
5085                                                                 player[numplayers].metalhead=player[0].metalhead;
5086                                                                 player[numplayers].metalhigh=player[0].metalhigh;
5087                                                                 player[numplayers].metallow=player[0].metallow;
5088
5089                                                                 player[numplayers].immobile=player[0].immobile;
5090
5091                                                                 player[numplayers].numclothes=player[0].numclothes;
5092                                                                 if(player[numplayers].numclothes)
5093                                                                         for(i=0;i<player[numplayers].numclothes;i++){
5094                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
5095                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
5096                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
5097                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
5098                                                                                 tintr=player[numplayers].clothestintr[i];
5099                                                                                 tintg=player[numplayers].clothestintg[i];
5100                                                                                 tintb=player[numplayers].clothestintb[i];
5101                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5102                                                                         }
5103                                                                         if(player[numplayers].numclothes){
5104                                                                                 player[numplayers].DoMipmaps(5,0,0,player[numplayers].skeleton.skinsize,player[numplayers].skeleton.skinsize);
5105                                                                         }
5106
5107                                                                         player[numplayers].power=player[0].power;
5108                                                                         player[numplayers].speedmult=player[0].speedmult;
5109
5110                                                                         player[numplayers].damage=0;
5111                                                                         player[numplayers].permanentdamage=0;
5112                                                                         player[numplayers].superpermanentdamage=0;
5113                                                                         player[numplayers].deathbleeding=0;
5114                                                                         player[numplayers].bleeding=0;
5115                                                                         player[numplayers].numwaypoints=0;
5116                                                                         player[numplayers].waypoint=0;
5117                                                                         player[numplayers].jumppath=0;
5118                                                                         player[numplayers].weaponstuck=-1;
5119                                                                         player[numplayers].weaponactive=-1;
5120                                                                         player[numplayers].num_weapons=0;
5121                                                                         player[numplayers].bloodloss=0;
5122                                                                         player[numplayers].dead=0;
5123
5124                                                                         player[numplayers].loaded=1;
5125
5126                                                                         numplayers++;
5127                                                         }
5128                                                         drawmodetogglekeydown=1;
5129                                                 }
5130
5131                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
5132                                                         if(player[numplayers-1].numwaypoints<90){
5133                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
5134                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
5135                                                                 player[numplayers-1].numwaypoints++;
5136                                                         }
5137                                                         drawmodetogglekeydown=1;
5138                                                 }
5139
5140                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
5141                                                         if(numpathpoints<30){
5142                                                                 bool connected,alreadyconnected;
5143                                                                 connected=0;
5144                                                                 if(numpathpoints>1)
5145                                                                         for(i=0;i<numpathpoints;i++){
5146                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
5147                                                                                         alreadyconnected=0;
5148                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
5149                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
5150                                                                                         }
5151                                                                                         if(!alreadyconnected){
5152                                                                                                 numpathpointconnect[pathpointselected]++;
5153                                                                                                 connected=1;
5154                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
5155                                                                                         }
5156                                                                                 }
5157                                                                         }
5158                                                                         if(!connected){
5159                                                                                 numpathpoints++;
5160                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
5161                                                                                 numpathpointconnect[numpathpoints-1]=0;
5162                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
5163                                                                                         numpathpointconnect[pathpointselected]++;
5164                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
5165                                                                                 }
5166                                                                                 pathpointselected=numpathpoints-1;
5167                                                                         }
5168                                                         }
5169                                                         drawmodetogglekeydown=1;
5170                                                 }
5171
5172                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
5173                                                         pathpointselected++;
5174                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
5175                                                         drawmodetogglekeydown=1;
5176                                                 }
5177                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
5178                                                         pathpointselected--;
5179                                                         if(pathpointselected<=-2)
5180                                                                 pathpointselected=numpathpoints-1;
5181                                                         drawmodetogglekeydown=1;
5182                                                 }
5183                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
5184                                                         if(pathpointselected!=-1){
5185                                                                 numpathpoints--;
5186                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
5187                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
5188                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
5189                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
5190                                                                 }
5191                                                                 for(i=0;i<numpathpoints;i++){
5192                                                                         for(j=0;j<numpathpointconnect[i];j++){
5193                                                                                 if(pathpointconnect[i][j]==pathpointselected){
5194                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
5195                                                                                         numpathpointconnect[i]--;
5196                                                                                 }
5197                                                                                 if(pathpointconnect[i][j]==numpathpoints){
5198                                                                                         pathpointconnect[i][j]=pathpointselected;
5199                                                                                 }
5200                                                                         }
5201                                                                 }
5202                                                                 pathpointselected=numpathpoints-1;
5203                                                         }
5204                                                         drawmodetogglekeydown=1;
5205                                                 }
5206
5207                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
5208                                                         editorenabled=1-editorenabled;
5209                                                         if(editorenabled){
5210                                                                 player[0].damagetolerance=100000;
5211                                                         } else {
5212                                                                 player[0].damagetolerance=200;
5213                                                         }
5214                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
5215                                                         player[0].permanentdamage=0;
5216                                                         player[0].superpermanentdamage=0;
5217                                                         player[0].bloodloss=0;
5218                                                         player[0].deathbleeding=0;
5219                                                         drawmodetogglekeydown=1;
5220                                                 }
5221
5222                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5223                                                         editortype--;
5224                                                         if(editortype==treeleavestype||editortype==10)editortype--;
5225                                                         if(editortype<0)editortype=firetype;
5226                                                         drawmodetogglekeydown=1;
5227                                                 }
5228
5229                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5230                                                         editortype++;
5231                                                         if(editortype==treeleavestype||editortype==10)editortype++;
5232                                                         if(editortype>firetype)editortype=0;
5233                                                         drawmodetogglekeydown=1;
5234                                                 }
5235
5236                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5237                                                         editorrotation-=multiplier*100;
5238                                                         if(editorrotation<-.01)editorrotation=-.01;
5239                                                         drawmodetogglekeydown=1;
5240                                                 }
5241
5242                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5243                                                         editorrotation+=multiplier*100;
5244                                                         drawmodetogglekeydown=1;
5245                                                 }
5246
5247                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
5248                                                         editorsize+=multiplier;
5249                                                         drawmodetogglekeydown=1;
5250                                                 }
5251
5252                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
5253                                                         editorsize-=multiplier;
5254                                                         if(editorsize<.1)editorsize=.1;
5255                                                         drawmodetogglekeydown=1;
5256                                                 }
5257
5258
5259                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
5260                                                         mapradius-=multiplier*10;
5261                                                 }
5262
5263                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
5264                                                         mapradius+=multiplier*10;
5265                                                 }
5266                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
5267                                                         editorrotation2+=multiplier*100;
5268                                                 }
5269
5270                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
5271                                                         editorrotation2-=multiplier*100;
5272                                                         if(editorrotation2<-.01)editorrotation2=-.01;
5273                                                 }
5274                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
5275                                                         int closest=-1;
5276                                                         float closestdist=-1;
5277                                                         float distance;
5278                                                         for(i=0;i<objects.numobjects;i++){
5279                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
5280                                                                 if(closestdist==-1||distance<closestdist){
5281                                                                         closestdist=distance;
5282                                                                         closest=i;
5283                                                                 }
5284                                                         }
5285                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
5286                                                         drawmodetogglekeydown=1;
5287                                                 }
5288
5289
5290                                                 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)){
5291                                                         drawmodetogglekeydown=0;
5292                                                 }
5293
5294                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5295                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
5296                                                         player[0].RagDoll(0);
5297                                                         //player[0].spurt=1;
5298                                                         //player[0].DoDamage(1000);
5299
5300                                                         float gLoc[3];
5301                                                         float vel[3];
5302                                                         gLoc[0]=player[0].coords.x;
5303                                                         gLoc[1]=player[0].coords.y;
5304                                                         gLoc[2]=player[0].coords.z;
5305                                                         vel[0]=player[0].velocity.x;
5306                                                         vel[1]=player[0].velocity.y;
5307                                                         vel[2]=player[0].velocity.z;
5308                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
5309                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
5310                                                         OPENAL_SetVolume(channels[whooshsound], 128);
5311                                                         OPENAL_SetPaused(channels[whooshsound], false);
5312                                                         //OPENAL_SetPaused(channels[whooshsound], true);
5313
5314                                                         texturesizetogglekeydown=1;
5315                                                 }
5316
5317                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5318
5319                                                         int closest=-1;
5320                                                         float closestdist=-1;
5321                                                         float distance;
5322                                                         for(i=0;i<objects.numobjects;i++){
5323                                                                 if(objects.type[i]==treeleavestype){
5324                                                                         objects.scale[i]*=.9;
5325                                                                 }
5326                                                         }
5327                                                         texturesizetogglekeydown=1;
5328                                                 }
5329
5330                                                 static XYZ relative;
5331                                                 static int randattack;
5332                                                 //Attack
5333                                                 static bool playerrealattackkeydown=0;
5334
5335                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5336                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5337                                                 if(oldattackkey)player[0].attackkeydown=0;
5338                                                 if(oldattackkey)playerrealattackkeydown=0;
5339                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5340                                                 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);
5341                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5342                                                         for(k=0;k<numplayers;k++){
5343                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5344                                                                         player[k].Reverse();
5345                                                         }
5346                                                 }
5347
5348                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5349
5350                                                 for(k=0;k<numplayers;k++){
5351                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5352                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5353                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5354                                                                 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)){
5355                                                                         player[k].jumppower-=2;
5356                                                                 }
5357                                                                 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)){
5358                                                                         for(i=0;i<numplayers;i++){
5359                                                                                 if(i==k)i++;
5360                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5361                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5362                                                                                                 player[k].targetanimation=dodgebackanim;
5363                                                                                                 player[k].target=0;
5364                                                                                                 player[k].targetframe=0;
5365                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5366                                                                                                 Normalise(&rotatetarget);
5367                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5368                                                                                                 player[k].targetrotation*=360/6.28;
5369                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5370
5371                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5372                                                                                         }
5373                                                                         }
5374                                                                         if(player[k].targetanimation!=dodgebackanim){
5375                                                                                 if(k==0)numflipped++;
5376                                                                                 player[k].targetanimation=backhandspringanim;
5377                                                                                 player[k].target=0;
5378                                                                                 player[k].targetframe=0;
5379                                                                                 player[k].targetrotation=-rotation+180;
5380                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5381                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5382                                                                                 player[k].rotation=player[k].targetrotation;
5383                                                                                 player[k].jumppower-=2;
5384                                                                         }
5385                                                                 }
5386                                                                 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())){
5387                                                                         player[k].hasvictim=0;
5388                                                                         if(numplayers>1)
5389                                                                                 for(i=0;i<numplayers;i++){
5390                                                                                         if(i==k)i++;
5391                                                                                         if(!player[k].hasvictim)
5392                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5393                                                                                                         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){
5394                                                                                                                 player[k].victim=&player[i];
5395                                                                                                                 player[k].hasvictim=1;
5396                                                                                                                 if(player[k].aitype==playercontrolled){
5397                                                                                                                         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;
5398                                                                                                                         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;
5399                                                                                                                         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;
5400                                                                                                                         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;
5401                                                                                                                         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;
5402                                                                                                                         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;
5403                                                                                                                         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;
5404                                                                                                                         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;
5405                                                                                                                         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;
5406                                                                                                                         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;
5407                                                                                                                 }
5408                                                                                                                 else {
5409                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5410                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5411                                                                                                                                 else randattack=abs(Random()%5);
5412                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5413                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5414                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5415                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5416                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5417                                                                                                                                 }
5418                                                                                                                                 if(player[k].weaponactive!=-1){
5419                                                                                                                                         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;
5420                                                                                                                                         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;
5421                                                                                                                                         //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;
5422                                                                                                                                         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;
5423                                                                                                                                         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;
5424                                                                                                                                         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;
5425                                                                                                                                         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;
5426                                                                                                                                         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;
5427                                                                                                                                 }
5428                                                                                                                         }
5429                                                                                                                 }
5430                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5431                                                                                                         }
5432                                                                                                         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)){
5433                                                                                                                 if(player[k].weaponactive==-1){
5434                                                                                                                         player[i].targetanimation=sneakattackedanim;
5435                                                                                                                         player[i].currentanimation=sneakattackedanim;
5436                                                                                                                         player[k].currentanimation=sneakattackanim;
5437                                                                                                                         player[k].targetanimation=sneakattackanim;
5438                                                                                                                         player[k].oldcoords=player[k].coords;
5439                                                                                                                         player[k].coords=player[i].coords;
5440                                                                                                                 }
5441                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5442                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5443                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5444                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5445                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5446                                                                                                                         player[i].oldcoords=player[i].coords;
5447                                                                                                                         player[i].coords=player[k].coords;
5448                                                                                                                 }
5449                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5450                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5451                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5452                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5453                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5454                                                                                                                         player[i].oldcoords=player[i].coords;
5455                                                                                                                         player[i].coords=player[k].coords;
5456                                                                                                                 }
5457                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5458                                                                                                                         player[k].victim=&player[i];
5459                                                                                                                         player[k].hasvictim=1;
5460                                                                                                                         player[i].targettilt2=0;
5461                                                                                                                         player[i].targetframe=1;
5462                                                                                                                         player[i].currentframe=0;
5463                                                                                                                         player[i].target=0;
5464                                                                                                                         player[i].velocity=0;
5465                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5466                                                                                                                         player[k].currentframe=player[i].currentframe;
5467                                                                                                                         player[k].targetframe=player[i].targetframe;
5468                                                                                                                         player[k].target=player[i].target;
5469                                                                                                                         player[k].velocity=0;
5470                                                                                                                         player[k].targetrotation=player[i].rotation;
5471                                                                                                                         player[k].rotation=player[i].rotation;
5472                                                                                                                         player[i].targetrotation=player[i].rotation;
5473                                                                                                                 }
5474                                                                                                         }
5475                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5476                                                                                                                 oldattackkey=1;
5477                                                                                                                 player[k].targetframe=0;
5478                                                                                                                 player[k].target=0;
5479                                                                                                                 //player[k].velocity=0;
5480
5481                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5482                                                                                                                 Normalise(&rotatetarget);
5483                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5484                                                                                                                 player[k].targetrotation*=360/6.28;
5485                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5486
5487                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5488
5489                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5490                                                                                                                 player[k].lastattack2=player[k].lastattack;
5491                                                                                                                 player[k].lastattack=player[k].targetanimation;
5492                                                                                                                 //player[k].targettilt2=0;
5493                                                                                                                 //slomo=1;
5494                                                                                                                 //slomodelay=.2;
5495                                                                                                         }
5496                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5497                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5498                                                                                                                 Normalise(&rotatetarget);
5499                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5500                                                                                                                 player[k].targetrotation*=360/6.28;
5501                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5502                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5503                                                                                                                 oldattackkey=1;
5504                                                                                                                 player[k].victim=&player[i];
5505                                                                                                                 player[k].hasvictim=1;
5506                                                                                                                 player[i].targetanimation=knifefollowedanim;
5507                                                                                                                 player[i].currentanimation=knifefollowedanim;
5508                                                                                                                 player[i].targettilt2=0;
5509                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5510                                                                                                                 player[i].targetframe=1;
5511                                                                                                                 player[i].currentframe=0;
5512                                                                                                                 player[i].target=0;
5513                                                                                                                 player[i].velocity=0;
5514                                                                                                                 player[k].currentanimation=knifefollowanim;
5515                                                                                                                 player[k].targetanimation=knifefollowanim;
5516                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5517                                                                                                                 player[k].currentframe=player[i].currentframe;
5518                                                                                                                 player[k].targetframe=player[i].targetframe;
5519                                                                                                                 player[k].target=player[i].target;
5520                                                                                                                 player[k].velocity=0;
5521                                                                                                                 player[k].oldcoords=player[k].coords;
5522                                                                                                                 player[i].coords=player[k].coords;
5523                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5524                                                                                                                 player[i].rotation=player[k].targetrotation;
5525                                                                                                                 player[k].rotation=player[k].targetrotation;
5526                                                                                                                 player[i].rotation=player[k].targetrotation;
5527                                                                                                         }
5528                                                                                                 }
5529                                                                                 }
5530                                                                                 bool hasstaff=0;
5531                                                                                 if(player[k].weaponactive!=-1){
5532                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5533                                                                                 }
5534                                                                                 if(numplayers>1)
5535                                                                                         for(i=0;i<numplayers;i++){
5536                                                                                                 if(i==k)i++;
5537                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5538                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5539                                                                                                                 if(player[i].skeleton.free)
5540                                                                                                                         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)))){
5541                                                                                                                                 player[k].victim=&player[i];
5542                                                                                                                                 player[k].hasvictim=1;
5543                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5544                                                                                                                                         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;
5545                                                                                                                                         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;
5546                                                                                                                                         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;
5547                                                                                                                                 }
5548                                                                                                                                 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){
5549                                                                                                                                         player[k].targetanimation=killanim;
5550                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5551                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5552                                                                                                                                                         terrain.DeleteDecal(j);
5553                                                                                                                                                 }
5554                                                                                                                                         }
5555                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5556                                                                                                                                                 if(objects.model[l].type==decalstype)
5557                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5558                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5559                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5560                                                                                                                                                                 }
5561                                                                                                                                                         }
5562                                                                                                                                         }
5563                                                                                                                                 }
5564                                                                                                                                 if(!player[i].dead||musictype!=2)
5565                                                                                                                                         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)){
5566                                                                                                                                                 player[k].targetanimation=dropkickanim;
5567                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5568                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5569                                                                                                                                                                 terrain.DeleteDecal(j);
5570                                                                                                                                                         }
5571                                                                                                                                                 }
5572                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5573                                                                                                                                                         if(objects.model[l].type==decalstype)
5574                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5575                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5576                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5577                                                                                                                                                                         }
5578                                                                                                                                                                 }
5579                                                                                                                                                 }
5580                                                                                                                                         }
5581                                                                                                                         }
5582                                                                                                                         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)){
5583                                                                                                                                 oldattackkey=1;
5584                                                                                                                                 player[k].targetframe=0;
5585                                                                                                                                 player[k].target=0;
5586                                                                                                                                 //player[k].velocity=0;
5587
5588                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5589                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5590                                                                                                                                         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;
5591                                                                                                                                 }
5592                                                                                                                                 Normalise(&rotatetarget);
5593                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5594                                                                                                                                 player[k].targetrotation*=360/6.28;
5595                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5596
5597                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5598                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5599                                                                                                                                 }
5600
5601                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5602                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5603
5604                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5605                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5606                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5607
5608                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5609                                                                                                                                         player[k].targetrotation+=30;
5610                                                                                                                                 }
5611                                                                                                                                 //player[k].targettilt2=0;
5612                                                                                                                                 //slomo=1;
5613                                                                                                                                 //slomodelay=.2;
5614                                                                                                                         }
5615                                                                                                 }
5616                                                                                         }
5617                                                                                         if(!player[k].hasvictim){
5618                                                                                                 for(i=0;i<numplayers;i++){
5619                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5620                                                                                                                 player[k].victim=&player[i];
5621                                                                                                                 player[k].hasvictim=1;
5622                                                                                                         }
5623                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5624                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5625                                                                                                                         player[k].victim=&player[i];
5626                                                                                                                 }
5627                                                                                                 }
5628                                                                                         }
5629                                                                                         if(player[k].aitype==playercontrolled)
5630                                                                                                 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)){
5631                                                                                                         oldattackkey=1;
5632                                                                                                         player[k].targetanimation=rabbitkickanim;
5633                                                                                                         player[k].targetframe=0;
5634                                                                                                         player[k].target=0;
5635                                                                                                 }
5636                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5637                                                                                                         numattacks++;
5638                                                                                                         bool armedstaff=0;
5639                                                                                                         if(player[k].weaponactive!=-1){
5640                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5641                                                                                                         }
5642                                                                                                         bool armedsword=0;
5643                                                                                                         if(player[k].weaponactive!=-1){
5644                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5645                                                                                                         }
5646                                                                                                         bool armedknife=0;
5647                                                                                                         if(player[k].weaponactive!=-1){
5648                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5649                                                                                                         }
5650                                                                                                         if(armedstaff)numstaffattack++;
5651                                                                                                         else if(armedsword)numswordattack++;
5652                                                                                                         else if(armedknife)numknifeattack++;
5653                                                                                                         else numunarmedattack++;
5654                                                                                                 }
5655                                                                 }
5656                                                         }
5657                                                 }
5658
5659                                                 //Collisions
5660                                                 static float collisionradius;
5661                                                 if(numplayers>1)
5662                                                         for(k=0;k<numplayers;k++){
5663                                                                 for(i=k;i<numplayers;i++){
5664                                                                         if(i==k)i++;
5665                                                                         if(i<numplayers)
5666                                                                                 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))
5667                                                                                         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))
5668                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5669                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5670                                                                                                                 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)
5671                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5672                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5673                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5674                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5675                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5676                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5677                                                                                                                                                                         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)){
5678                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5679                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5680                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5681                                                                                                                                                                                 }
5682                                                                                                                                                                         }
5683
5684                                                                                                                                                                         tempcoords1=player[i].coords;
5685                                                                                                                                                                         tempcoords2=player[k].coords;
5686                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5687                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5688                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5689                                                                                                                                                                         if(player[0].hasvictim)
5690                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5691                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5692                                                                                                                                                                                 if(k==0)
5693                                                                                                                                                                                         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)){
5694                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5695                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5696                                                                                                                                                                                                 player[i].skeleton.free=0;
5697                                                                                                                                                                                                 player[i].rotation=0;
5698                                                                                                                                                                                                 player[i].RagDoll(0);
5699                                                                                                                                                                                                 player[i].DoDamage(20);
5700                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5701                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5702                                                                                                                                                                                                 player[k].lastcollide=1;
5703                                                                                                                                                                                         }
5704                                                                                                                                                                                         if(i==0)
5705                                                                                                                                                                                                 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)){
5706                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5707                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5708                                                                                                                                                                                                         player[k].skeleton.free=0;
5709                                                                                                                                                                                                         player[k].rotation=0;
5710                                                                                                                                                                                                         player[k].RagDoll(0);
5711                                                                                                                                                                                                         player[k].DoDamage(20);
5712                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5713                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5714                                                                                                                                                                                                         player[i].lastcollide=1;
5715                                                                                                                                                                                                 }
5716
5717                                                                                                                                                                                                 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)){
5718                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5719                                                                                                                                                                                                         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))
5720                                                                                                                                                                                                                 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))){
5721                                                                                                                                                                                                                         //If hit by body
5722                                                                                                                                                                                                                         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)){
5723                                                                                                                                                                                                                                 static float gLoc[3];
5724                                                                                                                                                                                                                                 static float vel[3];
5725                                                                                                                                                                                                                                 gLoc[0]=player[i].coords.x;
5726                                                                                                                                                                                                                                 gLoc[1]=player[i].coords.y;
5727                                                                                                                                                                                                                                 gLoc[2]=player[i].coords.z;
5728                                                                                                                                                                                                                                 vel[0]=player[i].velocity.x;
5729                                                                                                                                                                                                                                 vel[1]=player[i].velocity.y;
5730                                                                                                                                                                                                                                 vel[2]=player[i].velocity.z;
5731                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5732                                                                                                                                                                                                                                         PlaySoundEx( heavyimpactsound, samp[heavyimpactsound], NULL, true);
5733                                                                                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[heavyimpactsound], gLoc, vel);
5734                                                                                                                                                                                                                                         OPENAL_SetVolume(channels[heavyimpactsound], 256);
5735                                                                                                                                                                                                                                         OPENAL_SetPaused(channels[heavyimpactsound], false);
5736                                                                                                                                                                                                                                 }
5737                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5738                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5739
5740                                                                                                                                                                                                                                 player[i].RagDoll(0);
5741                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5742                                                                                                                                                                                                                                         bonus=aimbonus;
5743                                                                                                                                                                                                                                         bonustime=0;
5744                                                                                                                                                                                                                                         bonusvalue=150;
5745                                                                                                                                                                                                                                 }
5746                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5747                                                                                                                                                                                                                                 player[k].RagDoll(0);
5748                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5749                                                                                                                                                                                                                                         bonus=aimbonus;
5750                                                                                                                                                                                                                                         bonustime=0;
5751                                                                                                                                                                                                                                         bonusvalue=150;
5752                                                                                                                                                                                                                                 }
5753                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5754
5755                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5756                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5757                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5758                                                                                                                                                                                                                                 }
5759                                                                                                                                                                                                                                 //}
5760                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5761                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5762                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5763                                                                                                                                                                                                                                 }
5764                                                                                                                                                                                                                                 //}
5765
5766                                                                                                                                                                                                                         }
5767                                                                                                                                                                                                                 }
5768                                                                                                                                                                                                                 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)){
5769                                                                                                                                                                                                                         //If bumped
5770                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5771                                                                                                                                                                                                                                 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)){
5772                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5773                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5774                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5775                                                                                                                                                                                                                                         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);
5776                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5777                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5778                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5779                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5780                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5781                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5782                                                                                                                                                                                                                                                                 player[k].target=0;
5783                                                                                                                                                                                                                                                         }
5784                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5785                                                                                                                                                                                                                                                         {
5786                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5787                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5788                                                                                                                                                                                                                                                                 player[k].target=0;
5789                                                                                                                                                                                                                                                         }
5790                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5791                                                                                                                                                                                                                                                 }
5792                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5793                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5794                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5795                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5796                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5797                                                                                                                                                                                                                                                                         player[i].target=0;
5798                                                                                                                                                                                                                                                                 }
5799                                                                                                                                                                                                                                                                 else
5800                                                                                                                                                                                                                                                                 {
5801                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5802                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5803                                                                                                                                                                                                                                                                         player[i].target=0;
5804                                                                                                                                                                                                                                                                 }
5805                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5806                                                                                                                                                                                                                                                         }
5807                                                                                                                                                                                                                                 }
5808                                                                                                                                                                                                                                 if(hostile){
5809                                                                                                                                                                                                                                         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){
5810                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5811                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5812                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5813                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5814                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5815                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5816                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5817                                                                                                                                                                                                                                                 if(k==0){
5818                                                                                                                                                                                                                                                         bonus=AboveBonus;
5819                                                                                                                                                                                                                                                         bonustime=0;
5820                                                                                                                                                                                                                                                         bonusvalue=50;
5821                                                                                                                                                                                                                                                 }
5822                                                                                                                                                                                                                                         }
5823                                                                                                                                                                                                                                         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){
5824                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5825                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5826                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5827                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5828                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5829                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5830                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5831                                                                                                                                                                                                                                                 if(i==0){
5832                                                                                                                                                                                                                                                         bonus=AboveBonus;
5833                                                                                                                                                                                                                                                         bonustime=0;
5834                                                                                                                                                                                                                                                         bonusvalue=50;
5835                                                                                                                                                                                                                                                 }
5836                                                                                                                                                                                                                                         }
5837                                                                                                                                                                                                                                 }
5838                                                                                                                                                                                                                         }
5839                                                                                                                                                                                                                 }
5840                                                                                                                                                                                                 }
5841                                                                                                                                                                                                 player[i].CheckKick();
5842                                                                                                                                                                                                 player[k].CheckKick();
5843                                                                                                                                                                         }
5844                                                                                                                                                                 }
5845                                                                 }
5846                                                         }
5847
5848                                                         for(k=0;k<numplayers;k++){
5849                                                                 for(i=k;i<numplayers;i++){
5850                                                                         if(i==k)i++;
5851                                                                         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))){
5852                                                                                 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)){
5853                                                                                         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)){
5854                                                                                                 player[i].victim=&player[k];
5855                                                                                                 player[i].targetanimation=jumpreversedanim;
5856                                                                                                 player[i].currentanimation=jumpreversedanim;
5857                                                                                                 player[k].currentanimation=jumpreversalanim;
5858                                                                                                 player[k].targetanimation=jumpreversalanim;
5859                                                                                                 player[i].targettilt2=0;
5860                                                                                                 player[i].currentframe=0;
5861                                                                                                 player[i].targetframe=1;
5862                                                                                                 player[k].currentframe=0;
5863                                                                                                 player[k].targetframe=1;
5864                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5865                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5866                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5867                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5868                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5869                                                                                                         player[k].currentframe=1;
5870                                                                                                         player[k].targetframe=2;
5871                                                                                                         player[i].currentframe=1;
5872                                                                                                         player[i].targetframe=2;
5873                                                                                                 }
5874                                                                                                 player[k].targettilt2=0;
5875                                                                                                 player[i].target=0;
5876                                                                                                 player[i].velocity=0;
5877                                                                                                 player[k].velocity=0;
5878                                                                                                 player[k].oldcoords=player[k].coords;
5879                                                                                                 player[i].coords=player[k].coords;
5880                                                                                                 player[k].targetrotation=player[i].targetrotation;
5881                                                                                                 player[k].rotation=player[i].targetrotation;
5882                                                                                                 player[k].victim=&player[i];
5883                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5884                                                                                         }
5885                                                                                         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)){
5886                                                                                                 player[k].victim=&player[i];
5887                                                                                                 player[k].targetanimation=jumpreversedanim;
5888                                                                                                 player[k].currentanimation=jumpreversedanim;
5889                                                                                                 player[i].currentanimation=jumpreversalanim;
5890                                                                                                 player[i].targetanimation=jumpreversalanim;
5891                                                                                                 player[k].targettilt2=0;
5892                                                                                                 player[i].targettilt2=0;
5893                                                                                                 player[k].currentframe=0;
5894                                                                                                 player[k].targetframe=1;
5895                                                                                                 player[i].currentframe=0;
5896                                                                                                 player[i].targetframe=1;
5897                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5898                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5899                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5900                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5901                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5902                                                                                                         player[k].currentframe=1;
5903                                                                                                         player[k].targetframe=2;
5904                                                                                                         player[i].currentframe=1;
5905                                                                                                         player[i].targetframe=2;
5906                                                                                                 }
5907                                                                                                 player[k].target=0;
5908                                                                                                 player[k].velocity=0;
5909                                                                                                 player[i].velocity=0;
5910                                                                                                 player[i].oldcoords=player[i].coords;
5911                                                                                                 player[k].coords=player[i].coords;
5912                                                                                                 player[i].targetrotation=player[k].targetrotation;
5913                                                                                                 player[i].rotation=player[k].targetrotation;
5914                                                                                                 player[i].victim=&player[k];
5915                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5916                                                                                         }
5917                                                                                 }
5918                                                                         }
5919                                                                 }
5920                                                         }
5921
5922                                                         for(k=0;k<numplayers;k++)
5923                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5924
5925
5926                                                         //pile
5927                                                         if(!Input::isKeyDown(SDLK_n)){
5928                                                                 texturesizetogglekeydown=0;
5929                                                         }
5930
5931                                                         for(k=0;k<numplayers;k++){
5932                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5933                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5934                                                                                 player[k].DoDamage(1000);
5935                                                                         }
5936                                                                 }
5937                                                         }
5938
5939                                                         static bool respawnkeydown;
5940                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5941                                                                 targetlevel=whichlevel;
5942                                                                 loading=1;
5943                                                                 leveltime=5;
5944                                                         }
5945                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5946                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5947
5948
5949
5950
5951                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5952                                                                 targetlevel++;
5953                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5954                                                                 loading=1;
5955                                                                 leveltime=5;
5956                                                                 slomotogglekeydown=1;
5957                                                         }
5958                                                         static bool movekey;
5959                                                         static bool connected;
5960                                                         
5961                 for(int i=0;i<numplayers;i++){
5962                                                                 if(!player[i].skeleton.free){
5963                                                                         oldtargetrotation=player[i].targetrotation;
5964                                                                         if(i==0&&indialogue==-1){
5965                                                                                 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){
5966                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5967                                                                                         if(cameramode)player[0].targetrotation=0;
5968                                                                                 }
5969
5970                                                                                 facing=0;
5971                                                                                 facing.z=-1;
5972
5973                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5974                                                                                 if(cameramode){facing=flatfacing;}
5975                                                                                 else{
5976                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5977                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5978                                                                                 }
5979
5980                                                                                 player[0].lookrotation=-rotation;
5981
5982                                                                                 player[i].targetheadrotation=rotation;
5983                                                                                 player[i].targetheadrotation2=rotation2;
5984                                                                         }
5985                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
5986                                                                                 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){
5987                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
5988                                                                                 }
5989
5990                                                                                 facing=0;
5991                                                                                 facing.z=-1;
5992
5993                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5994
5995                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
5996                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
5997
5998                                                                                 player[i].targetheadrotation=player[i].lookrotation;
5999                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
6000                                                                         }
6001                                                                         if(indialogue!=-1){
6002                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
6003                                                                                 Normalise(&rotatetarget);
6004                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
6005                                                                                 player[i].targetheadrotation*=360/6.28;
6006                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6007
6008                                                                                 player[i].targetheadrotation*=-1;
6009                                                                                 player[i].targetheadrotation+=180;
6010                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6011                                                                         }
6012
6013                                                                         bool pause;
6014
6015                                                                         if(leveltime<.5)
6016                                                                                 numenvsounds=0;
6017
6018                                                                         player[i].avoidsomething=0;
6019
6020                                                                         for(j=0;j<objects.numobjects;j++){
6021                                                                                 if(objects.onfire[j]){
6022                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
6023                                                                                         {
6024                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
6025                                                                                                         player[i].collided=0;
6026                                                                                                         player[i].avoidcollided=1;
6027                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
6028                                                                                                                 player[i].avoidwhere=objects.position[j];
6029                                                                                                 }
6030                                                                                         }
6031                                                                                 }
6032                                                                         }
6033
6034                                                                         //Add avoidwhere to players
6035
6036                                                                         for(j=0;j<numplayers;j++){
6037                                                                                 if(player[j].onfire){
6038                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
6039                                                                                         {
6040                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
6041                                                                                                         player[i].collided=0;
6042                                                                                                         player[i].avoidcollided=1;
6043                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
6044                                                                                                                 player[i].avoidwhere=objects.position[j];
6045                                                                                                 }
6046                                                                                         }
6047                                                                                 }
6048                                                                         }
6049
6050                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
6051                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
6052                                                                                 player[i].jumpclimb=0;
6053                                                                                 //AI
6054                                                                                 if(editorenabled)player[i].stunned=1;
6055
6056                                                                                 player[i].pause=0;
6057                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
6058                                                                                 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;
6059
6060                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
6061                                                                                 player[i].forwardkeydown=0;
6062                                                                                 player[i].leftkeydown=0;
6063                                                                                 player[i].backkeydown=0;
6064                                                                                 player[i].rightkeydown=0;
6065                                                                                 player[i].crouchkeydown=0;
6066                                                                                 player[i].attackkeydown=0;
6067                                                                                 player[i].jumpkeydown=0;
6068                                                                                 player[i].throwkeydown=0;
6069                                                                                 }*/
6070
6071                                                                                 if(player[i].aitype==pathfindtype){
6072                                                                                         if(player[i].finalpathfindpoint==-1){
6073                                                                                                 float closestdistance;
6074                                                                                                 float tempdist;
6075                                                                                                 int closest;
6076                                                                                                 XYZ colpoint;
6077                                                                                                 closest=-1;
6078                                                                                                 closestdistance=-1;
6079                                                                                                 for(j=0;j<numpathpoints;j++){
6080                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
6081                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
6082                                                                                                                 closest=j;
6083                                                                                                                 player[i].finaltarget=pathpoint[j];
6084                                                                                                         }
6085                                                                                                 }
6086                                                                                                 player[i].finalpathfindpoint=closest;
6087                                                                                                 for(j=0;j<numpathpoints;j++){
6088                                                                                                         if(numpathpointconnect[j])
6089                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6090                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
6091                                                                                                                         if(tempdist*tempdist<closestdistance){
6092                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
6093                                                                                                                                         closestdistance=tempdist*tempdist;
6094                                                                                                                                         closest=j;
6095                                                                                                                                         player[i].finaltarget=colpoint;
6096                                                                                                                                 }
6097                                                                                                                         }
6098                                                                                                                 }
6099                                                                                                 }
6100                                                                                                 player[i].finalpathfindpoint=closest;
6101
6102                                                                                         }
6103                                                                                         if(player[i].targetpathfindpoint==-1){
6104                                                                                                 float closestdistance;
6105                                                                                                 float tempdist;
6106                                                                                                 int closest;
6107                                                                                                 XYZ colpoint;
6108                                                                                                 closest=-1;
6109                                                                                                 closestdistance=-1;
6110                                                                                                 if(player[i].lastpathfindpoint==-1){
6111                                                                                                         for(j=0;j<numpathpoints;j++){
6112                                                                                                                 if(j!=player[i].lastpathfindpoint)
6113                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
6114                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
6115                                                                                                                                 closest=j;
6116                                                                                                                         }
6117                                                                                                         }
6118                                                                                                         player[i].targetpathfindpoint=closest;
6119                                                                                                         for(j=0;j<numpathpoints;j++){
6120                                                                                                                 if(j!=player[i].lastpathfindpoint)
6121                                                                                                                         if(numpathpointconnect[j])
6122                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6123                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
6124                                                                                                                                         if(tempdist*tempdist<closestdistance){
6125                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
6126                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
6127                                                                                                                                                         closestdistance=tempdist*tempdist;
6128                                                                                                                                                         closest=j;
6129                                                                                                                                                         //}
6130                                                                                                                                                 }
6131                                                                                                                                         }
6132                                                                                                                                 }
6133                                                                                                         }
6134                                                                                                         player[i].targetpathfindpoint=closest;
6135                                                                                                 }
6136                                                                                                 else
6137                                                                                                 {
6138                                                                                                         for(j=0;j<numpathpoints;j++){
6139                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
6140                                                                                                                 {
6141                                                                                                                         connected=0;
6142                                                                                                                         if(numpathpointconnect[j])
6143                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6144                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
6145                                                                                                                                 }
6146                                                                                                                                 if(!connected)
6147                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
6148                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
6149                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
6150                                                                                                                                                 }
6151                                                                                                                                                 if(connected){
6152                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
6153                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
6154                                                                                                                                                                 closestdistance=tempdist;
6155                                                                                                                                                                 closest=j;
6156                                                                                                                                                         }
6157                                                                                                                                                 }
6158                                                                                                                 }
6159                                                                                                         }
6160                                                                                                         player[i].targetpathfindpoint=closest;
6161                                                                                                 }
6162                                                                                         }
6163                                                                                         player[i].losupdatedelay-=multiplier;
6164
6165                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
6166                                                                                         Normalise(&rotatetarget);
6167                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6168                                                                                         player[i].targetrotation*=360/6.28;
6169                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6170                                                                                         player[i].lookrotation=player[i].targetrotation;
6171                                                                                         //player[i].aiupdatedelay=.05;
6172
6173                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
6174                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
6175                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
6176                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
6177                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
6178                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
6179                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
6180                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
6181                                                                                                 player[i].targetpathfindpoint=-1;
6182                                                                                         }
6183                                                                                         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){
6184                                                                                                 player[i].aitype=passivetype;
6185                                                                                         }
6186
6187                                                                                         player[i].forwardkeydown=1;
6188                                                                                         player[i].leftkeydown=0;
6189                                                                                         player[i].backkeydown=0;
6190                                                                                         player[i].rightkeydown=0;
6191                                                                                         player[i].crouchkeydown=0;
6192                                                                                         player[i].attackkeydown=0;
6193                                                                                         player[i].throwkeydown=0;
6194
6195                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6196
6197                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6198                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6199
6200                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6201                                                                                                 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))
6202                                                                                                         player[i].aitype=attacktypecutoff;
6203                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6204                                                                                                         player[i].aitype=attacktypecutoff;
6205
6206                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6207                                                                                                         player[i].losupdatedelay=.2;
6208                                                                                                         for(j=0;j<numplayers;j++){
6209                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6210                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6211                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6212                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6213                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
6214                                                                                                                                                         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)){
6215                                                                                                                                                                 player[i].aitype=searchtype;
6216                                                                                                                                                                 player[i].lastchecktime=12;
6217                                                                                                                                                                 player[i].lastseen=player[j].coords;
6218                                                                                                                                                                 player[i].lastseentime=12;
6219                                                                                                                                                         }
6220                                                                                                                 }
6221                                                                                                         }
6222                                                                                                 }
6223                                                                                         }
6224                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6225                                                                                                 if(player[i].creature!=wolftype){
6226                                                                                                         player[i].stunned=.6;
6227                                                                                                         player[i].surprised=.6;
6228                                                                                                 }
6229                                                                                         }
6230                                                                                 }
6231
6232                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
6233                                                                                         player[i].howactive=typeactive;
6234                                                                                 }
6235
6236                                                                                 if(player[i].aitype==passivetype){
6237                                                                                         player[i].aiupdatedelay-=multiplier;
6238                                                                                         player[i].losupdatedelay-=multiplier;
6239                                                                                         player[i].lastseentime+=multiplier;
6240                                                                                         player[i].pausetime-=multiplier;
6241                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
6242
6243                                                                                         if(player[i].aiupdatedelay<0){
6244                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
6245                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
6246                                                                                                         Normalise(&rotatetarget);
6247                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6248                                                                                                         player[i].targetrotation*=360/6.28;
6249                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6250                                                                                                         player[i].lookrotation=player[i].targetrotation;
6251                                                                                                         player[i].aiupdatedelay=.05;
6252
6253                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
6254                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
6255                                                                                                                 player[i].waypoint++;
6256                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
6257
6258                                                                                                         }
6259                                                                                                 }
6260
6261                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
6262                                                                                                 else player[i].forwardkeydown=0;
6263                                                                                                 player[i].leftkeydown=0;
6264                                                                                                 player[i].backkeydown=0;
6265                                                                                                 player[i].rightkeydown=0;
6266                                                                                                 player[i].crouchkeydown=0;
6267                                                                                                 player[i].attackkeydown=0;
6268                                                                                                 player[i].throwkeydown=0;
6269
6270                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6271                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6272                                                                                                         else{
6273                                                                                                                 XYZ leftpos,rightpos;
6274                                                                                                                 float leftdist,rightdist;
6275                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6276                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6277                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6278                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6279                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6280                                                                                                                 else player[i].targetrotation-=90;
6281                                                                                                         }
6282                                                                                                 }
6283                                                                                         }
6284                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6285                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6286
6287
6288                                                                                         if(!editorenabled){
6289                                                                                                 if(player[i].howactive<typesleeping)
6290                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
6291                                                                                                                 for(j=0;j<numenvsounds;j++){
6292                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6293                                                                                                                                 player[i].aitype=attacktypecutoff;
6294                                                                                                                         }
6295                                                                                                                 }
6296
6297                                                                                                                 if(player[i].howactive==typesleeping)
6298                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
6299                                                                                                                                 for(j=0;j<numenvsounds;j++){
6300                                                                                                                                         if(envsoundvol[j]>14)
6301                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
6302                                                                                                                                                         player[i].aitype=attacktypecutoff;
6303                                                                                                                                                 }
6304                                                                                                                                 }
6305
6306                                                                                                                                 if(player[i].aitype!=passivetype){
6307                                                                                                                                         if(player[i].howactive==typesleeping){
6308                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
6309                                                                                                                                                 player[i].targetframe=0;
6310                                                                                                                                                 player[i].target=0;
6311                                                                                                                                         }
6312
6313                                                                                                                                         player[i].howactive=typeactive;
6314                                                                                                                                 }
6315                                                                                         }
6316
6317                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6318                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
6319                                                                                                         player[i].aitype=attacktypecutoff;
6320                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6321                                                                                                         player[i].aitype=attacktypecutoff;
6322
6323                                                                                                 if(player[i].creature==wolftype){
6324                                                                                                         XYZ windsmell;
6325                                                                                                         float smelldistance;
6326                                                                                                         smelldistance=50;
6327                                                                                                         for(j=0;j<numplayers;j++){
6328                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
6329                                                                                                                         if(j==0&&player[j].num_weapons>0){
6330                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
6331                                                                                                                                 if(player[j].num_weapons==2)
6332                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
6333                                                                                                                         }
6334                                                                                                                         if(j!=0){
6335                                                                                                                                 smelldistance=100;
6336                                                                                                                         }
6337                                                                                                                         windsmell=windvector;
6338                                                                                                                         Normalise(&windsmell);
6339                                                                                                                         windsmell=windsmell*2+player[j].coords;
6340                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
6341                                                                                                                                 player[i].aitype=attacktypecutoff;
6342                                                                                                                 }
6343                                                                                                         }
6344                                                                                                 }
6345
6346                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6347                                                                                                         player[i].losupdatedelay=.2;
6348                                                                                                         for(j=0;j<numplayers;j++){
6349                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6350                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6351                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6352                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6353                                                                                                                                                 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)){
6354                                                                                                                                                         player[i].lastseentime-=.2;
6355                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6356                                                                                                                                                         else player[i].lastseentime-=.6;
6357                                                                                                                                                 }
6358                                                                                                                                                 if(player[i].lastseentime<=0){
6359                                                                                                                                                         player[i].aitype=searchtype;
6360                                                                                                                                                         player[i].lastchecktime=12;
6361                                                                                                                                                         player[i].lastseen=player[j].coords;
6362                                                                                                                                                         player[i].lastseentime=12;
6363                                                                                                                                                 }
6364                                                                                                                 }
6365                                                                                                         }
6366                                                                                                 }
6367                                                                                         }
6368                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6369                                                                                                 if(player[i].creature!=wolftype){
6370                                                                                                         player[i].stunned=.6;
6371                                                                                                         player[i].surprised=.6;
6372                                                                                                 }
6373                                                                                                 if(player[i].creature==wolftype){
6374                                                                                                         player[i].stunned=.47;
6375                                                                                                         player[i].surprised=.47;
6376                                                                                                 }
6377                                                                                                 numseen++;
6378                                                                                         }
6379                                                                                 }
6380
6381                                                                                 if(player[i].aitype==searchtype){
6382                                                                                         player[i].aiupdatedelay-=multiplier;
6383                                                                                         player[i].losupdatedelay-=multiplier;
6384                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6385                                                                                         player[i].lastchecktime-=multiplier;
6386
6387                                                                                         if(player[i].isRun()&&!player[i].onground){
6388                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6389                                                                                                         test2=player[i].coords+player[i].facing;
6390                                                                                                         test2.y+=5;
6391                                                                                                         test=player[i].coords+player[i].facing;
6392                                                                                                         test.y-=10;
6393                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6394                                                                                                         if(j==-1)j=checkcollide(test2,test);
6395                                                                                                         if(j==-1){
6396                                                                                                                 player[i].velocity=0;
6397                                                                                                                 player[i].targetanimation=player[i].getStop();
6398                                                                                                                 player[i].targetframe=0;
6399                                                                                                                 player[i].target=0;
6400                                                                                                                 player[i].targetrotation+=180;
6401                                                                                                                 player[i].stunned=.5;
6402                                                                                                                 //player[i].aitype=passivetype;
6403                                                                                                                 player[i].aitype=pathfindtype;
6404                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6405                                                                                                                 player[i].finalpathfindpoint=-1;
6406                                                                                                                 player[i].targetpathfindpoint=-1;
6407                                                                                                                 player[i].lastpathfindpoint=-1;
6408                                                                                                                 player[i].lastpathfindpoint2=-1;
6409                                                                                                                 player[i].lastpathfindpoint3=-1;
6410                                                                                                                 player[i].lastpathfindpoint4=-1;
6411                                                                                                         }
6412                                                                                                         else player[i].laststanding=j;
6413                                                                                                 }
6414                                                                                         }
6415                                                                                         if(player[i].aiupdatedelay<0){
6416                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6417                                                                                                 Normalise(&rotatetarget);
6418                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6419                                                                                                 player[i].targetrotation*=360/6.28;
6420                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6421                                                                                                 player[i].lookrotation=player[i].targetrotation;
6422                                                                                                 player[i].aiupdatedelay=.05;
6423                                                                                                 player[i].forwardkeydown=1;
6424
6425                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6426                                                                                                         player[i].forwardkeydown=0;
6427                                                                                                         player[i].aiupdatedelay=1;
6428                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6429                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6430                                                                                                         player[i].lastchecktime=3;
6431                                                                                                 }
6432
6433                                                                                                 player[i].leftkeydown=0;
6434                                                                                                 player[i].backkeydown=0;
6435                                                                                                 player[i].rightkeydown=0;
6436                                                                                                 player[i].crouchkeydown=0;
6437                                                                                                 player[i].attackkeydown=0;
6438                                                                                                 player[i].throwkeydown=0;
6439
6440                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6441                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6442                                                                                                         else{
6443                                                                                                                 XYZ leftpos,rightpos;
6444                                                                                                                 float leftdist,rightdist;
6445                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6446                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6447                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6448                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6449                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6450                                                                                                                 else player[i].targetrotation-=90;
6451                                                                                                         }
6452                                                                                                 }
6453                                                                                         }
6454                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6455                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6456
6457                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6458                                                                                                 for(j=0;j<numenvsounds;j++){
6459                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6460                                                                                                                 player[i].aitype=attacktypecutoff;
6461                                                                                                         }
6462                                                                                                 }
6463
6464                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6465                                                                                                         player[i].losupdatedelay=.2;
6466                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6467                                                                                                         {player[i].aitype=attacktypecutoff;
6468                                                                                                         player[i].lastseentime=1;}
6469                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6470                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6471                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6472                                                                                                                                 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)){
6473                                                                                                                                         player[i].aitype=attacktypecutoff;
6474                                                                                                                                         player[i].lastseentime=1;
6475                                                                                                                                 }
6476                                                                                                 }
6477                                                                                                 if(player[i].lastseentime<0){
6478                                                                                                         //player[i].aitype=passivetype;
6479                                                                                                         numescaped++;
6480                                                                                                         player[i].aitype=pathfindtype;
6481                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6482                                                                                                         player[i].finalpathfindpoint=-1;
6483                                                                                                         player[i].targetpathfindpoint=-1;
6484                                                                                                         player[i].lastpathfindpoint=-1;
6485                                                                                                         player[i].lastpathfindpoint2=-1;
6486                                                                                                         player[i].lastpathfindpoint3=-1;
6487                                                                                                         player[i].lastpathfindpoint4=-1;
6488                                                                                                 }
6489                                                                                 }
6490
6491                                                                                 if(player[i].aitype!=gethelptype){
6492                                                                                         player[i].runninghowlong=0;
6493                                                                                 }
6494
6495                                                                                 if(player[i].aitype==gethelptype){
6496                                                                                         player[i].runninghowlong+=multiplier;
6497                                                                                         player[i].aiupdatedelay-=multiplier;
6498
6499                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6500                                                                                                 player[i].aiupdatedelay=.2;
6501
6502                                                                                                 int closest;
6503                                                                                                 float closestdist;
6504                                                                                                 closest=-1;
6505                                                                                                 closestdist=-1;
6506                                                                                                 float distance;
6507
6508                                                                                                 if(!player[i].ally){
6509                                                                                                         for(j=0;j<numplayers;j++){
6510                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6511                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6512                                                                                                                         if(closestdist==-1||distance<closestdist){
6513                                                                                                                                 closestdist=distance;
6514                                                                                                                                 closest=j;
6515                                                                                                                         }
6516                                                                                                                         closest=j;
6517                                                                                                                 }
6518                                                                                                         }
6519                                                                                                         if(closest!=-1)player[i].ally=closest;
6520                                                                                                         else player[i].ally=0;
6521                                                                                                         player[i].lastseen=player[0].coords;
6522                                                                                                         player[i].lastseentime=12;
6523                                                                                                 }
6524
6525
6526                                                                                                 player[i].lastchecktime=12;
6527                                                                                                 //player[i].lastseentime-=.5;
6528
6529                                                                                                 facing=player[i].coords;
6530                                                                                                 flatfacing=player[player[i].ally].coords;
6531                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6532                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6533                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6534                                                                                                         player[i].lastseentime-=.1;
6535
6536                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6537                                                                                                         player[i].aitype=searchtype;
6538                                                                                                         player[i].lastseentime=12;
6539                                                                                                 }
6540
6541                                                                                                 if(player[i].ally>0){
6542                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6543                                                                                                         Normalise(&rotatetarget);
6544                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6545                                                                                                         player[i].targetrotation*=360/6.28;
6546                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6547                                                                                                         player[i].lookrotation=player[i].targetrotation;
6548                                                                                                         player[i].aiupdatedelay=.05;
6549                                                                                                         player[i].forwardkeydown=1;
6550
6551                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6552                                                                                                                 player[i].aitype=searchtype;
6553                                                                                                                 player[i].lastseentime=12;
6554                                                                                                                 player[player[i].ally].aitype=searchtype;
6555                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6556                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6557                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6558                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6559                                                                                                                 }
6560                                                                                                         }
6561
6562                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6563                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6564                                                                                                                 else{
6565                                                                                                                         XYZ leftpos,rightpos;
6566                                                                                                                         float leftdist,rightdist;
6567                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6568                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6569                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6570                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6571                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6572                                                                                                                         else player[i].targetrotation-=90;
6573                                                                                                                 }
6574                                                                                                         }
6575                                                                                                 }
6576
6577                                                                                                 player[i].leftkeydown=0;
6578                                                                                                 player[i].backkeydown=0;
6579                                                                                                 player[i].rightkeydown=0;
6580                                                                                                 player[i].crouchkeydown=0;
6581                                                                                                 player[i].attackkeydown=0;
6582                                                                                         }
6583                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6584                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6585                                                                                 }
6586
6587                                                                                 if(player[i].aitype==getweapontype){
6588                                                                                         player[i].aiupdatedelay-=multiplier;
6589                                                                                         player[i].lastchecktime-=multiplier;
6590
6591                                                                                         if(player[i].aiupdatedelay<0){
6592                                                                                                 player[i].aiupdatedelay=.2;
6593
6594                                                                                                 int closest;
6595                                                                                                 float closestdist;
6596                                                                                                 closest=-1;
6597                                                                                                 closestdist=-1;
6598                                                                                                 float distance;
6599
6600                                                                                                 if(player[i].ally<0){
6601                                                                                                         for(j=0;j<weapons.numweapons;j++){
6602                                                                                                                 if(weapons.owner[j]==-1){
6603                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6604                                                                                                                         if(closestdist==-1||distance<closestdist){
6605                                                                                                                                 closestdist=distance;
6606                                                                                                                                 closest=j;
6607                                                                                                                         }
6608                                                                                                                         closest=j;
6609                                                                                                                 }
6610                                                                                                         }
6611                                                                                                         if(closest!=-1)player[i].ally=closest;
6612                                                                                                         else player[i].ally=-1;
6613                                                                                                 }
6614
6615                                                                                                 player[i].lastseentime=12;
6616
6617                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6618                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6619                                                                                                                 player[i].aitype=attacktypecutoff;
6620                                                                                                                 player[i].lastseentime=1;
6621                                                                                                         }
6622                                                                                                         if(!player[0].dead)
6623                                                                                                                 if(player[i].ally>=0){
6624                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6625                                                                                                                                 player[i].aitype=attacktypecutoff;
6626                                                                                                                                 player[i].lastseentime=1;
6627                                                                                                                         }
6628                                                                                                                         rotatetarget=weapons.position[player[i].ally]-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].lookrotation=player[i].targetrotation;
6634                                                                                                                         player[i].aiupdatedelay=.05;
6635                                                                                                                         player[i].forwardkeydown=1;
6636
6637
6638                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6639                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6640                                                                                                                                 else{
6641                                                                                                                                         XYZ leftpos,rightpos;
6642                                                                                                                                         float leftdist,rightdist;
6643                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6644                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6645                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6646                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6647                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6648                                                                                                                                         else player[i].targetrotation-=90;
6649                                                                                                                                 }
6650                                                                                                                         }
6651                                                                                                                 }
6652
6653                                                                                                                 player[i].leftkeydown=0;
6654                                                                                                                 player[i].backkeydown=0;
6655                                                                                                                 player[i].rightkeydown=0;
6656                                                                                                                 player[i].attackkeydown=0;
6657                                                                                                                 player[i].throwkeydown=1;
6658                                                                                                                 player[i].crouchkeydown=0;
6659                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6660                                                                                                                 player[i].drawkeydown=0;
6661                                                                                         }
6662                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6663                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6664                                                                                 }
6665
6666                                                                                 if(player[i].aitype==attacktypecutoff){
6667                                                                                         player[i].aiupdatedelay-=multiplier;
6668                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6669                                                                                                 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)){
6670                                                                                                         player[i].attackkeydown=0;
6671                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6672                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6673                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6674                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6675                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6676                                                                                                                                 else player[i].targetanimation=rollanim;
6677                                                                                                                                 player[i].target=0;
6678                                                                                                                                 player[i].targetframe=0;
6679                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6680                                                                                                                                 player[i].wentforweapon=0;
6681                                                                                                                         }
6682                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6683                                                                                                                                 player[i].targetanimation=flipanim;
6684                                                                                                                                 player[i].target=0;
6685                                                                                                                                 player[i].targetframe=0;
6686                                                                                                                         }
6687                                                                                                                 }
6688                                                                                                         }
6689                                                                                                         player[i].forwardkeydown=0;
6690                                                                                                         player[i].aiupdatedelay=.02;
6691                                                                                                 }
6692                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6693                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6694                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6695                                                                                                 }
6696                                                                                                 if(player[i].wentforweapon<3)
6697                                                                                                         for(j=0;j<weapons.numweapons;j++){
6698                                                                                                                 if(player[i].creature!=wolftype)
6699                                                                                                                         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){
6700                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6701                                                                                                                                         player[i].wentforweapon++;
6702                                                                                                                                         player[i].lastchecktime=6;
6703                                                                                                                                         player[i].aitype=getweapontype;
6704                                                                                                                                         player[i].ally=-1;
6705                                                                                                                                 }
6706                                                                                                                         }
6707                                                                                                         }
6708                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6709                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6710                                                                                                                         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)))){
6711                                                                                                                                 player[i].crouchkeydown=1;
6712                                                                                                                         }
6713                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6714                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6715                                                                                                                                         test2=player[i].coords+player[i].facing;
6716                                                                                                                                         test2.y+=5;
6717                                                                                                                                         test=player[i].coords+player[i].facing;
6718                                                                                                                                         test.y-=10;
6719                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6720                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6721                                                                                                                                         if(j==-1){
6722                                                                                                                                                 player[i].velocity=0;
6723                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6724                                                                                                                                                 player[i].targetframe=0;
6725                                                                                                                                                 player[i].target=0;
6726                                                                                                                                                 player[i].targetrotation+=180;
6727                                                                                                                                                 player[i].stunned=.5;
6728                                                                                                                                                 //player[i].aitype=passivetype;
6729                                                                                                                                                 player[i].aitype=pathfindtype;
6730                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6731                                                                                                                                                 player[i].finalpathfindpoint=-1;
6732                                                                                                                                                 player[i].targetpathfindpoint=-1;
6733                                                                                                                                                 player[i].lastpathfindpoint=-1;
6734                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6735                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6736                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6737                                                                                                                                         }
6738                                                                                                                                         else player[i].laststanding=j;
6739                                                                                                                                 }
6740                                                                                                                         }
6741                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6742                                                                                                                                 player[i].aitype=pathfindtype;
6743                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6744                                                                                                                                 player[i].finalpathfindpoint=-1;
6745                                                                                                                                 player[i].targetpathfindpoint=-1;
6746                                                                                                                                 player[i].lastpathfindpoint=-1;
6747                                                                                                                                 player[i].lastpathfindpoint2=-1;
6748                                                                                                                                 player[i].lastpathfindpoint3=-1;
6749                                                                                                                                 player[i].lastpathfindpoint4=-1;
6750                                                                                                                         }
6751                                                                                                                         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){
6752                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6753                                                                                                                                 else player[i].drawkeydown=0;
6754                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6755                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6756                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6757                                                                                                                                         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;
6758                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6759                                                                                                                                 Normalise(&rotatetarget);
6760                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6761                                                                                                                                 player[i].targetrotation*=360/6.28;
6762                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6763                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6764                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6765
6766                                                                                                                                 oldkey=player[i].forwardkeydown;
6767                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6768                                                                                                                                 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;
6769                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6770                                                                                                                                 else player[i].forwardkeydown=0;
6771                                                                                                                                 if(player[0].dead){
6772                                                                                                                                         player[i].forwardkeydown=0;
6773                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6774                                                                                                                                         if(Random()%100==0){
6775                                                                                                                                                 player[i].aitype=pathfindtype;
6776                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6777                                                                                                                                                 player[i].finalpathfindpoint=-1;
6778                                                                                                                                                 player[i].targetpathfindpoint=-1;
6779                                                                                                                                                 player[i].lastpathfindpoint=-1;
6780                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6781                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6782                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6783                                                                                                                                         }
6784                                                                                                                                 }
6785                                                                                                                                 player[i].leftkeydown=0;
6786                                                                                                                                 player[i].backkeydown=0;
6787                                                                                                                                 player[i].rightkeydown=0;
6788                                                                                                                                 player[i].crouchkeydown=0;
6789                                                                                                                                 player[i].throwkeydown=0;
6790
6791                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6792                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6793                                                                                                                                 else player[i].attackkeydown=0;
6794                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6795
6796                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6797                                                                                                                                         target=-2;
6798                                                                                                                                         for(j=0;j<numplayers;j++){
6799                                                                                                                                                 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)){
6800                                                                                                                                                         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))))){
6801                                                                                                                                                                 if(target>=0)target=-1;
6802                                                                                                                                                                 else target=j;
6803                                                                                                                                                         }
6804                                                                                                                                                 }
6805                                                                                                                                         }
6806                                                                                                                                         if(target>=0)player[target].Reverse();
6807                                                                                                                                 }
6808
6809                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6810                                                                                                                                 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;
6811                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6812                                                                                                                                         player[0].jumpkeydown=0;
6813                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6814                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6815                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6816
6817                                                                                                                                 if(tutoriallevel==1){
6818                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6819                                                                                                                                 }
6820
6821
6822                                                                                                                                 facing=player[i].coords;
6823                                                                                                                                 flatfacing=player[0].coords;
6824                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6825                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6826                                                                                                                                 if(player[i].occluded>=2)
6827                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6828                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6829                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6830                                                                                                                                                         player[i].aitype=searchtype;
6831                                                                                                                                                         player[i].lastchecktime=12;
6832                                                                                                                                                         player[i].lastseen=player[0].coords;
6833                                                                                                                                                         player[i].lastseentime=12;
6834                                                                                                                                                 }
6835                                                                                                                                         }
6836                                                                                                                                         else player[i].lastseentime=1;
6837                                                                                                                         }
6838                                                                                 }
6839                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6840                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6841                                                                                                 test=player[0].coords;
6842                                                                                                 test.y-=40;
6843                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6844                                                                                         }
6845                                                                                 }
6846                                                                                 // NOTE: Ask about logic of this call : NOTE
6847                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6848                                                                                         player[i].stunned>0 ||
6849                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6850                                                                                 {
6851                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6852                                                                                         player[i].targetrotation=player[i].rotation;
6853                                                                                         player[i].forwardkeydown=0;
6854                                                                                         player[i].leftkeydown=0;
6855                                                                                         player[i].backkeydown=0;
6856                                                                                         player[i].rightkeydown=0;
6857                                                                                         player[i].jumpkeydown=0;
6858                                                                                         player[i].attackkeydown=0;
6859                                                                                         player[i].crouchkeydown=0;
6860                                                                                         player[i].throwkeydown=0;
6861                                                                                 }
6862
6863
6864                                                                                 facing=0;
6865                                                                                 facing.z=-1;
6866
6867                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6868                                                                                 facing=flatfacing;
6869
6870                                                                                 if(player[i].aitype==attacktypecutoff){
6871                                                                                         rotatetarget=player[0].coords-player[i].coords;
6872                                                                                         Normalise(&rotatetarget);
6873                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6874                                                                                         player[i].targetheadrotation*=360/6.28;
6875                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6876
6877                                                                                         player[i].targetheadrotation*=-1;
6878                                                                                         player[i].targetheadrotation+=180;
6879                                                                                         //player[i].targetheadrotation2=0;
6880                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6881                                                                                 }
6882                                                                                 else if(player[i].howactive>=typesleeping){
6883                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6884                                                                                         player[i].targetheadrotation2=0;
6885                                                                                 }
6886                                                                                 else {
6887                                                                                         if(player[i].interestdelay<=0){
6888                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6889                                                                                                 player[i].headtarget=player[i].coords;
6890                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6891                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6892                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6893                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6894                                                                                         }
6895                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6896                                                                                         Normalise(&rotatetarget);
6897                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6898                                                                                         player[i].targetheadrotation*=360/6.28;
6899                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6900
6901                                                                                         player[i].targetheadrotation*=-1;
6902                                                                                         player[i].targetheadrotation+=180;
6903                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6904                                                                                 }
6905                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6906                                                                         }
6907                                                                         if(animation[player[i].targetanimation].attack==reversed){
6908                                                                                 //player[i].targetrotation=player[i].rotation;
6909                                                                                 player[i].forwardkeydown=0;
6910                                                                                 player[i].leftkeydown=0;
6911                                                                                 player[i].backkeydown=0;
6912                                                                                 player[i].rightkeydown=0;
6913                                                                                 player[i].jumpkeydown=0;
6914                                                                                 player[i].attackkeydown=0;
6915                                                                                 //player[i].crouchkeydown=0;
6916                                                                                 player[i].throwkeydown=0;
6917                                                                         }
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
6930                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6931                                                                         if(player[i].collided>1)player[i].collided=1;
6932                                                                         player[i].collided-=multiplier*4;
6933                                                                         player[i].whichdirectiondelay-=multiplier;
6934                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6935                                                                                 player[i].avoidcollided=-.3;
6936                                                                                 player[i].whichdirection=abs(Random()%2);
6937                                                                                 player[i].whichdirectiondelay=.4;
6938                                                                         }
6939                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6940                                                                         player[i].avoidcollided-=multiplier/4;
6941                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6942                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6943                                                                         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;
6944
6945                                                                         if(!player[i].throwkeydown){
6946                                                                                 player[i].throwtogglekeydown=0;
6947                                                                         }
6948                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6949                                                                                 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)){
6950                                                                                         for(j=0;j<weapons.numweapons;j++){
6951                                                                                                 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)
6952                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6953                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6954                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6955                                                                                                                                 player[i].throwtogglekeydown=1;
6956                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6957                                                                                                                                 player[i].target=0;
6958                                                                                                                                 player[i].targetframe=0;
6959                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6960                                                                                                                                 Normalise(&rotatetarget);
6961                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6962                                                                                                                                 player[i].targetrotation*=360/6.28;
6963                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6964                                                                                                                                 player[i].hasvictim=0;
6965                                                                                                                         }
6966                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6967                                                                                                                                 player[i].throwtogglekeydown=1;
6968                                                                                                                                 player[i].hasvictim=0;
6969
6970                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6971                                                                                                                                 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))
6972                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6973                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6974                                                                                                                                                         float gLoc[3];
6975                                                                                                                                                         float vel[3];
6976                                                                                                                                                         gLoc[0]=player[i].coords.x;
6977                                                                                                                                                         gLoc[1]=player[i].coords.y;
6978                                                                                                                                                         gLoc[2]=player[i].coords.z;
6979                                                                                                                                                         vel[0]=player[i].velocity.x;
6980                                                                                                                                                         vel[1]=player[i].velocity.y;
6981                                                                                                                                                         vel[2]=player[i].velocity.z;
6982                                                                                                                                                         if(weapons.type[j]!=staff){
6983                                                                                                                                                                 PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
6984                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
6985                                                                                                                                                                 OPENAL_SetVolume(channels[knifedrawsound], 128);
6986                                                                                                                                                                 OPENAL_SetPaused(channels[knifedrawsound], false);
6987                                                                                                                                                         }
6988
6989                                                                                                                                                         player[i].weaponactive=0;
6990                                                                                                                                                         weapons.owner[j]=player[i].id;
6991                                                                                                                                                         if(player[i].num_weapons>0){
6992                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6993                                                                                                                                                         }
6994                                                                                                                                                         player[i].num_weapons++;
6995                                                                                                                                                         player[i].weaponids[0]=j;
6996                                                                                                                                                 }
6997                                                                                                                                         }
6998                                                                                                                                         //}
6999                                                                                                                         }
7000                                                                                                                 }
7001                                                                                                                 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){
7002                                                                                                                         if(!player[i].isFlip()){
7003                                                                                                                                 player[i].throwtogglekeydown=1;
7004                                                                                                                                 player[i].targetanimation=removeknifeanim;
7005                                                                                                                                 player[i].target=0;
7006                                                                                                                                 player[i].targetframe=0;
7007                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
7008                                                                                                                                 Normalise(&rotatetarget);
7009                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7010                                                                                                                                 player[i].targetrotation*=360/6.28;
7011                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7012                                                                                                                         }
7013                                                                                                                         if(player[i].isFlip()){
7014                                                                                                                                 player[i].throwtogglekeydown=1;
7015                                                                                                                                 player[i].hasvictim=0;
7016
7017                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
7018                                                                                                                                         if(player[i].weaponactive==-1)
7019                                                                                                                                                 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))
7020                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
7021                                                                                                                                                                 float gLoc[3];
7022                                                                                                                                                                 float vel[3];
7023                                                                                                                                                                 gLoc[0]=player[i].coords.x;
7024                                                                                                                                                                 gLoc[1]=player[i].coords.y;
7025                                                                                                                                                                 gLoc[2]=player[i].coords.z;
7026                                                                                                                                                                 vel[0]=player[i].velocity.x;
7027                                                                                                                                                                 vel[1]=player[i].velocity.y;
7028                                                                                                                                                                 vel[2]=player[i].velocity.z;
7029                                                                                                                                                                 if(weapons.type[k]!=staff){
7030                                                                                                                                                                         PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
7031                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
7032                                                                                                                                                                         OPENAL_SetVolume(channels[knifedrawsound], 128);
7033                                                                                                                                                                         OPENAL_SetPaused(channels[knifedrawsound], false);
7034                                                                                                                                                                 }
7035
7036                                                                                                                                                                 player[i].weaponactive=0;
7037                                                                                                                                                                 weapons.owner[k]=player[i].id;
7038                                                                                                                                                                 if(player[i].num_weapons>0){
7039                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
7040                                                                                                                                                                 }
7041                                                                                                                                                                 player[i].num_weapons++;
7042                                                                                                                                                                 player[i].weaponids[0]=k;
7043                                                                                                                                                         }
7044                                                                                                                                 }
7045                                                                                                                         }
7046                                                                                                                 }
7047                                                                                                         }
7048                                                                                         }
7049                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
7050                                                                                                 if(numplayers>1)
7051                                                                                                         for(j=0;j<numplayers;j++){
7052                                                                                                                 if(player[i].weaponactive==-1)
7053                                                                                                                         if(j!=i)
7054                                                                                                                                 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)){
7055                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
7056                                                                                                                                                 player[i].throwtogglekeydown=1;
7057                                                                                                                                                 player[i].victim=&player[j];
7058                                                                                                                                                 player[i].hasvictim=1;
7059                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
7060                                                                                                                                                 player[i].target=0;
7061                                                                                                                                                 player[i].targetframe=0;
7062                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
7063                                                                                                                                                 Normalise(&rotatetarget);
7064                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7065                                                                                                                                                 player[i].targetrotation*=360/6.28;
7066                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7067                                                                                                                                         }
7068                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
7069                                                                                                                                                 player[i].throwtogglekeydown=1;
7070                                                                                                                                                 player[i].victim=&player[j];
7071                                                                                                                                                 player[i].hasvictim=1;
7072                                                                                                                                                 int k = player[j].weaponids[0];
7073                                                                                                                                                 if(player[i].hasvictim){
7074                                                                                                                                                         float gLoc[3];
7075                                                                                                                                                         float vel[3];
7076                                                                                                                                                         gLoc[0]=player[i].coords.x;
7077                                                                                                                                                         gLoc[1]=player[i].coords.y;
7078                                                                                                                                                         gLoc[2]=player[i].coords.z;
7079                                                                                                                                                         vel[0]=player[i].velocity.x;
7080                                                                                                                                                         vel[1]=player[i].velocity.y;
7081                                                                                                                                                         vel[2]=player[i].velocity.z;
7082                                                                                                                                                         bool fleshstuck;
7083                                                                                                                                                         fleshstuck=0;
7084                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
7085                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
7086                                                                                                                                                                         fleshstuck=1;
7087                                                                                                                                                                 }
7088                                                                                                                                                         }
7089                                                                                                                                                         if(!fleshstuck){
7090                                                                                                                                                                 if(weapons.type[k]!=staff){
7091                                                                                                                                                                         PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
7092                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
7093                                                                                                                                                                         OPENAL_SetVolume(channels[knifedrawsound], 128);
7094                                                                                                                                                                         OPENAL_SetPaused(channels[knifedrawsound], false);
7095                                                                                                                                                                 }
7096                                                                                                                                                         }
7097                                                                                                                                                         if(fleshstuck){
7098                                                                                                                                                                 PlaySoundEx( fleshstabremovesound, samp[fleshstabremovesound], NULL, true);
7099                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[fleshstabremovesound], gLoc, vel);
7100                                                                                                                                                                 OPENAL_SetVolume(channels[fleshstabremovesound], 128);
7101                                                                                                                                                                 OPENAL_SetPaused(channels[fleshstabremovesound], false);
7102                                                                                                                                                         }
7103
7104                                                                                                                                                         player[i].weaponactive=0;
7105                                                                                                                                                         if(weapons.owner[k]!=-1){
7106                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
7107                                                                                                                                                                 else player[i].victim->num_weapons=1;
7108
7109                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
7110                                                                                                                                                                 player[i].victim->skeleton.free=1;
7111                                                                                                                                                                 player[i].victim->skeleton.broken=0;
7112
7113                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
7114                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
7115                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
7116                                                                                                                                                                 }
7117
7118                                                                                                                                                                 XYZ relative;
7119                                                                                                                                                                 relative=0;
7120                                                                                                                                                                 relative.y=10;
7121                                                                                                                                                                 Normalise(&relative);
7122                                                                                                                                                                 XYZ footvel,footpoint;
7123                                                                                                                                                                 footvel=0;
7124                                                                                                                                                                 footpoint=weapons.position[k];
7125                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
7126                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
7127                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
7128                                                                                                                                                                                 weapons.bloody[k]=2;
7129                                                                                                                                                                                 weapons.blooddrip[k]=5;
7130                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
7131                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
7132                                                                                                                                                                                 player[i].victim->DoDamage(2000);
7133                                                                                                                                                                         }
7134                                                                                                                                                                 }
7135                                                                                                                                                                 if(player[i].victim->num_weapons>0){
7136                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
7137                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
7138                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
7139                                                                                                                                                                 }
7140
7141                                                                                                                                                                 player[i].victim->weaponactive=-1;
7142
7143                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
7144                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
7145                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
7146                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
7147                                                                                                                                                         }
7148                                                                                                                                                         weapons.owner[k]=i;
7149                                                                                                                                                         if(player[i].num_weapons>0){
7150                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
7151                                                                                                                                                         }
7152                                                                                                                                                         player[i].num_weapons++;
7153                                                                                                                                                         player[i].weaponids[0]=k;
7154                                                                                                                                                 }
7155                                                                                                                                         }
7156                                                                                                                                 }
7157                                                                                                         }
7158                                                                                         }
7159                                                                                 }
7160                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
7161                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
7162                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
7163                                                                                                         if(numplayers>1)
7164                                                                                                                 for(j=0;j<numplayers;j++){
7165                                                                                                                         if(i!=j)
7166                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
7167                                                                                                                                         if(hostile)
7168                                                                                                                                                 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)){
7169                                                                                                                                                         if(!player[i].isFlip()){
7170                                                                                                                                                                 player[i].throwtogglekeydown=1;
7171                                                                                                                                                                 player[i].victim=&player[j];
7172                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
7173                                                                                                                                                                 player[i].target=0;
7174                                                                                                                                                                 player[i].targetframe=0;
7175                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
7176                                                                                                                                                                 Normalise(&rotatetarget);
7177                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7178                                                                                                                                                                 player[i].targetrotation*=360/6.28;
7179                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7180
7181                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
7182                                                                                                                                                         }
7183                                                                                                                                                         if(player[i].isFlip()){
7184                                                                                                                                                                 if(player[i].weaponactive!=-1){
7185                                                                                                                                                                         player[i].throwtogglekeydown=1;
7186                                                                                                                                                                         player[i].victim=&player[j];
7187                                                                                                                                                                         XYZ aim;
7188                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
7189                                                                                                                                                                         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);
7190                                                                                                                                                                         Normalise(&aim);
7191
7192                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
7193
7194                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
7195                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
7196                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
7197                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
7198                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
7199                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
7200                                                                                                                                                                         player[i].num_weapons--;
7201                                                                                                                                                                         if(player[i].num_weapons){
7202                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
7203                                                                                                                                                                         }
7204                                                                                                                                                                         player[i].weaponactive=-1;
7205                                                                                                                                                                 }
7206                                                                                                                                                         }
7207                                                                                                                                                 }
7208                                                                                                                 }
7209                                                                                         }
7210                                                                                 }
7211                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
7212                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
7213                                                                                         {
7214                                                                                                 player[i].throwtogglekeydown=1;
7215                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
7216                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
7217                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
7218                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
7219                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
7220                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
7221                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
7222                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
7223                                                                                                 player[i].num_weapons--;
7224                                                                                                 if(player[i].num_weapons){
7225                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
7226                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
7227                                                                                                 }
7228
7229                                                                                                 player[i].weaponactive=-1;
7230                                                                                                 for(j=0;j<numplayers;j++){
7231                                                                                                         player[j].wentforweapon=0;
7232                                                                                                 }
7233                                                                                         }
7234                                                                                 }
7235
7236                                                                         }
7237
7238                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7239                                                                                 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)){
7240                                                                                         //Setenvironment(1-environment);
7241                                                                                         bool isgood;
7242                                                                                         isgood=1;
7243                                                                                         if(player[i].weaponactive!=-1){
7244                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
7245                                                                                         }
7246                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
7247                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7248                                                                                                         player[i].targetanimation=drawrightanim;
7249                                                                                                         player[i].targetframe=0;
7250                                                                                                         player[i].target=0;
7251                                                                                                         player[i].drawtogglekeydown=1;
7252                                                                                                 }
7253                                                                                                 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){
7254                                                                                                         player[i].targetanimation=drawleftanim;
7255                                                                                                         player[i].targetframe=0;
7256                                                                                                         player[i].target=0;
7257                                                                                                         player[i].drawtogglekeydown=1;
7258                                                                                                 }
7259                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7260                                                                                                         player[i].targetanimation=crouchdrawrightanim;
7261                                                                                                         player[i].targetframe=0;
7262                                                                                                         player[i].target=0;
7263                                                                                                         player[i].drawtogglekeydown=1;
7264                                                                                                 }
7265                                                                                         }
7266                                                                                 }
7267                                                                                 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){
7268                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
7269                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
7270                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
7271                                                                                                 player[i].targetframe=0;
7272                                                                                                 player[i].target=0;
7273                                                                                                 player[i].hasvictim=0;
7274                                                                                                 //player[i].attacktogglekeydown=1;
7275                                                                                         }
7276                                                                                 }
7277
7278                                                                                 if(!player[i].drawkeydown){
7279                                                                                         player[i].drawtogglekeydown=0;
7280                                                                                 }
7281
7282                                                                                 if(i==0){
7283                                                                                         absflatfacing=0;
7284                                                                                         absflatfacing.z=-1;
7285
7286                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7287                                                                                 }
7288                                                                                 else absflatfacing=flatfacing;
7289
7290                                                                                 if(indialogue!=-1){
7291                                                                                         player[i].forwardkeydown=0;
7292                                                                                         player[i].leftkeydown=0;
7293                                                                                         player[i].backkeydown=0;
7294                                                                                         player[i].rightkeydown=0;
7295                                                                                         player[i].jumpkeydown=0;
7296                                                                                         player[i].crouchkeydown=0;
7297                                                                                         player[i].drawkeydown=0;
7298                                                                                         player[i].throwkeydown=0;
7299                                                                                 }
7300                                                                                 movekey=0;
7301                                                                                 //Do controls
7302                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
7303                                                                                         if(!player[i].forwardkeydown){
7304                                                                                                 player[i].forwardstogglekeydown=0;
7305                                                                                         }
7306                                                                                         if(player[i].crouchkeydown){
7307                                                                                                 //Crouch
7308                                                                                                 target=-2;
7309                                                                                                 if(i==0){
7310                                                                                                         player[i].superruntoggle=1;
7311                                                                                                         if(numplayers>1)
7312                                                                                                                 for(j=0;j<numplayers;j++){
7313                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
7314                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
7315                                                                                                                                         player[i].superruntoggle=0;
7316                                                                                                                                 }
7317                                                                                                                         }
7318                                                                                                                 }
7319                                                                                                 }
7320
7321                                                                                                 if(numplayers>1)
7322                                                                                                         for(j=0;j<numplayers;j++){
7323                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7324                                                                                                                         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))){
7325                                                                                                                                 if(target>=0)target=-1;
7326                                                                                                                                 else target=j;
7327                                                                                                                         }
7328                                                                                                                 }
7329                                                                                                         }
7330                                                                                                         if(target>=0)player[target].Reverse();
7331                                                                                                         player[i].lowreversaldelay=.5;
7332
7333                                                                                                         if(player[i].isIdle()){
7334                                                                                                                 player[i].targetanimation=player[i].getCrouch();
7335                                                                                                                 player[i].target=0;
7336                                                                                                                 player[i].targetframe=0;
7337                                                                                                                 player[i].transspeed=10;
7338                                                                                                         }
7339                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
7340                                                                                                                 player[i].targetanimation=rollanim;
7341                                                                                                                 player[i].target=0;
7342                                                                                                                 player[i].targetframe=0;
7343                                                                                                                 player[i].transspeed=20;
7344                                                                                                         }
7345                                                                                         }
7346                                                                                         if(!player[i].crouchkeydown){
7347                                                                                                 //Uncrouch
7348                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7349                                                                                                 target=-2;
7350                                                                                                 if(player[i].isCrouch()){
7351                                                                                                         if(numplayers>1)
7352                                                                                                                 for(j=0;j<numplayers;j++){
7353                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
7354                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
7355                                                                                                                                         if(target>=0)target=-1;
7356                                                                                                                                         else target=j;
7357                                                                                                                                 }
7358                                                                                                                         }
7359                                                                                                                 }
7360                                                                                                                 if(target>=0)player[target].Reverse();
7361                                                                                                                 player[i].highreversaldelay=.5;
7362
7363                                                                                                                 if(player[i].isCrouch()){
7364                                                                                                                         if(!player[i].wasCrouch()){
7365                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
7366                                                                                                                                 player[i].currentframe=0;
7367                                                                                                                         }
7368                                                                                                                         player[i].target=0;
7369                                                                                                                         player[i].targetanimation=player[i].getIdle();
7370                                                                                                                         player[i].targetframe=0;
7371                                                                                                                         player[i].transspeed=10;
7372                                                                                                                 }
7373                                                                                                 }
7374                                                                                                 if(player[i].targetanimation==sneakanim){
7375                                                                                                         player[i].targetanimation=player[i].getIdle();
7376                                                                                                         player[i].target=0;
7377                                                                                                         player[i].targetframe=0;
7378                                                                                                         player[i].transspeed=10;
7379                                                                                                 }
7380                                                                                         }
7381                                                                                         if(player[i].forwardkeydown){
7382                                                                                                 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)){
7383                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
7384                                                                                                         else player[i].targetanimation=player[i].getRun();
7385                                                                                                         player[i].target=0;
7386                                                                                                         player[i].targetframe=0;
7387                                                                                                 }
7388                                                                                                 if(player[i].isCrouch()){
7389                                                                                                         player[i].targetanimation=sneakanim;
7390                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7391                                                                                                         player[i].targetframe=0;
7392                                                                                                 }
7393                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7394                                                                                                         player[i].targetanimation=climbanim;
7395                                                                                                         player[i].target=0;
7396                                                                                                         player[i].targetframe=1;
7397                                                                                                         player[i].jumpclimb=1;
7398                                                                                                 }
7399                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7400                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7401                                                                                                 }
7402                                                                                                 player[i].forwardstogglekeydown=1;
7403                                                                                                 movekey=1;
7404                                                                                         }
7405                                                                                         if (player[i].rightkeydown){
7406                                                                                                 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)){
7407                                                                                                         player[i].targetanimation=player[i].getRun();
7408                                                                                                         player[i].target=0;
7409                                                                                                         player[i].targetframe=0;
7410                                                                                                 }
7411                                                                                                 if(player[i].isCrouch()){
7412                                                                                                         player[i].targetanimation=sneakanim;
7413                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7414                                                                                                         player[i].targetframe=0;
7415                                                                                                 }
7416                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7417                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7418                                                                                                 }
7419                                                                                                 player[i].targetrotation-=90;
7420                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7421                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7422                                                                                                 movekey=1;
7423                                                                                         }
7424                                                                                         if ( player[i].leftkeydown){
7425                                                                                                 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)){
7426                                                                                                         player[i].targetanimation=player[i].getRun();
7427                                                                                                         player[i].target=0;
7428                                                                                                         player[i].targetframe=0;
7429                                                                                                 }
7430                                                                                                 if(player[i].isCrouch()){
7431                                                                                                         player[i].targetanimation=sneakanim;
7432                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7433                                                                                                         player[i].targetframe=0;
7434                                                                                                 }
7435                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7436                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7437                                                                                                 }
7438                                                                                                 player[i].targetrotation+=90;
7439                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7440                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7441                                                                                                 movekey=1;
7442                                                                                         }
7443                                                                                         if(player[i].backkeydown){
7444                                                                                                 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)){
7445                                                                                                         player[i].targetanimation=player[i].getRun();
7446                                                                                                         player[i].target=0;
7447                                                                                                         player[i].targetframe=0;
7448                                                                                                 }
7449                                                                                                 if(player[i].isCrouch()){
7450                                                                                                         player[i].targetanimation=sneakanim;
7451                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7452                                                                                                         player[i].targetframe=0;
7453                                                                                                 }
7454                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7455                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7456                                                                                                 }
7457                                                                                                 if(player[i].targetanimation==hanganim){
7458                                                                                                         player[i].currentanimation=jumpdownanim;
7459                                                                                                         player[i].targetanimation=jumpdownanim;
7460                                                                                                         player[i].target=0;
7461                                                                                                         player[i].currentframe=0;
7462                                                                                                         player[i].targetframe=1;
7463                                                                                                         player[i].velocity=0;
7464                                                                                                         player[i].velocity.y+=gravity;
7465                                                                                                         player[i].coords.y-=1.4;
7466                                                                                                         player[i].grabdelay=1;
7467                                                                                                 }
7468                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7469                                                                                                         player[i].targetrotation+=180;
7470                                                                                                 movekey=1;
7471                                                                                         }
7472                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7473                                                                                                 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)){
7474                                                                                                         player[i].jumpstart=0;
7475                                                                                                         player[i].targetanimation=jumpupanim;
7476                                                                                                         player[i].target=0;
7477                                                                                                         player[i].targetframe=0;
7478                                                                                                         player[i].rotation=player[i].targetrotation;
7479                                                                                                         player[i].transspeed=20;
7480                                                                                                         player[i].FootLand(0,1);
7481                                                                                                         player[i].FootLand(1,1);
7482
7483                                                                                                         facing=0;
7484                                                                                                         facing.z=-1;
7485                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7486
7487                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7488                                                                                                         if(!movekey)player[i].velocity=0;
7489
7490                                                                                                         //Dodge sweep?
7491                                                                                                         target=-2;
7492                                                                                                         if(numplayers>1)
7493                                                                                                                 for(j=0;j<numplayers;j++){
7494                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7495                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7496                                                                                                                                         if(target>=0)target=-1;
7497                                                                                                                                         else target=j;
7498                                                                                                                                 }
7499                                                                                                                         }
7500                                                                                                                 }
7501                                                                                                                 if(target>=0)player[i].velocity.y=1;
7502                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7503                                                                                                                         player[i].velocity.y=7;
7504                                                                                                                         player[i].crouchtogglekeydown=1;
7505                                                                                                                 }
7506                                                                                                                 else player[i].velocity.y=5;
7507
7508                                                                                                                 if(mousejump&&i==0&&debugmode){
7509                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7510                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7511                                                                                                                 }
7512
7513                                                                                                                 player[i].coords.y+=.2;
7514                                                                                                                 player[i].jumppower-=1;
7515
7516                                                                                                                 static float gLoc[3];
7517                                                                                                                 static float vel[3];
7518                                                                                                                 gLoc[0]=player[i].coords.x;
7519                                                                                                                 gLoc[1]=player[i].coords.y;
7520                                                                                                                 gLoc[2]=player[i].coords.z;
7521                                                                                                                 vel[0]=player[i].velocity.x;
7522                                                                                                                 vel[1]=player[i].velocity.y;
7523                                                                                                                 vel[2]=player[i].velocity.z;
7524
7525                                                                                                                 if(i==0){
7526                                                                                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
7527                                                                                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
7528                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 128);
7529                                                                                                                         OPENAL_SetPaused(channels[whooshsound], false);
7530                                                                                                                 }
7531
7532                                                                                                                 PlaySoundEx( jumpsound, samp[jumpsound], NULL, true);
7533                                                                                                                 OPENAL_3D_SetAttributes(channels[jumpsound], gLoc, vel);
7534                                                                                                                 OPENAL_SetVolume(channels[jumpsound], 128);
7535                                                                                                                 OPENAL_SetPaused(channels[jumpsound], false);
7536                                                                                                 }
7537                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7538                                                                                                         player[i].targetanimation=player[i].getLanding();
7539                                                                                                         player[i].landhard=0;
7540                                                                                                         player[i].target=0;
7541                                                                                                         player[i].targetframe=2;
7542                                                                                                         player[i].jumpstart=1;
7543                                                                                                         player[i].tempdeltav=deltav;
7544                                                                                                 }
7545                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7546                                                                                                         if(player[i].jumppower>multiplier*6){
7547                                                                                                                 player[i].velocity.y+=multiplier*6;
7548                                                                                                                 player[i].jumppower-=multiplier*6;
7549                                                                                                         }
7550                                                                                                         if(player[i].jumppower<=multiplier*6){
7551                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7552                                                                                                                 player[i].jumppower=0;
7553                                                                                                         }
7554                                                                                                 }
7555                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7556                                                                                         }
7557
7558                                                                                         if(!movekey){
7559                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7560                                                                                                         player[i].targetanimation=player[i].getStop();
7561                                                                                                         player[i].target=0;
7562                                                                                                         player[i].targetframe=0;
7563                                                                                                 }
7564                                                                                                 if(player[i].targetanimation==sneakanim){
7565                                                                                                         player[i].targetanimation=player[i].getCrouch();
7566                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7567                                                                                                         player[i].targetframe=0;
7568                                                                                                 }
7569                                                                                         }
7570                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7571                                                                                                 player[i].targetanimation=player[i].getStop();
7572                                                                                                 player[i].target=0;
7573                                                                                                 player[i].targetframe=0;
7574                                                                                         }
7575                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7576                                                                                                 player[i].targetanimation=player[i].getStop();
7577                                                                                                 player[i].target=0;
7578                                                                                                 player[i].targetframe=0;
7579                                                                                         }
7580                                                                                 }
7581                                                                 }
7582                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7583                                                         }
7584
7585                                                         //Rotation
7586                                                         for(k=0;k<numplayers;k++){
7587                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7588                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7589                                                                         else player[k].rotation+=360;
7590                                                                 }
7591
7592                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7593                                                                         player[k].targetanimation=player[k].getStop();
7594                                                                         player[k].targetframe=0;
7595                                                                         player[k].target=0;
7596                                                                 }
7597
7598                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7599                                                                         player[k].targettilt=0;
7600                                                                 }
7601                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7602                                                                         player[k].targettilt=0;
7603                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7604                                                                         player[k].jumppower+=multiplier*7;
7605                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7606                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7607                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7608                                                                 }
7609
7610                                                                 if(player[k].isRun()){
7611                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7612                                                                 }
7613
7614                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7615                                                                 else if(player[k].tilt>player[k].targettilt){
7616                                                                         player[k].tilt-=multiplier*150;
7617                                                                 }
7618                                                                 else if(player[k].tilt<player[k].targettilt){
7619                                                                         player[k].tilt+=multiplier*150;
7620                                                                 }
7621
7622                                                                 player[k].grabdelay-=multiplier;
7623                                                         }
7624
7625                                                         for(k=0;k<numplayers;k++){
7626                                                                 player[k].DoAnimations();
7627                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7628                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7629                                                         }
7630
7631                                                         objects.DoStuff();
7632                                                         
7633                                                         for(j=numenvsounds-1;j>=0;j--){
7634                                                                 envsoundlife[j]-=multiplier;
7635                                                                 if(envsoundlife[j]<0){
7636                                                                         numenvsounds--;
7637                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7638                                                                         envsound[j]=envsound[numenvsounds];
7639                                                                 }
7640                                                         }
7641                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7642                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7643
7644                                                         if(tutoriallevel==1){
7645                                                                 XYZ temp;
7646                                                                 XYZ temp2;
7647                                                                 XYZ temp3;
7648                                                                 XYZ oldtemp;
7649                                                                 XYZ oldtemp2;
7650                                                                 temp.x=1011;
7651                                                                 temp.y=84;
7652                                                                 temp.z=491;
7653                                                                 temp2.x=1025;
7654                                                                 temp2.y=75;
7655                                                                 temp2.z=447;
7656                                                                 temp3.x=1038;
7657                                                                 temp3.y=76;
7658                                                                 temp3.z=453;
7659                                                                 oldtemp=temp;
7660                                                                 oldtemp2=temp2;
7661                                                                 if(tutorialstage>=51)
7662                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7663                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7664                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7665
7666                                                                                 PlayStreamEx( stream_music3, samp[stream_music3], NULL, true);
7667                                                                                 OPENAL_SetPaused(channels[stream_music3], false);
7668                                                                                 OPENAL_SetVolume(channels[stream_music3], 256);
7669
7670                                                                                 gameon=0;
7671                                                                                 mainmenu=5;
7672
7673                                                                                 fireSound();
7674
7675                                                                                 flash();
7676                                                                         }
7677                                                                         if(tutorialstage<51)
7678                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7679                                                                                         float gLoc[3];
7680                                                                                         float vel[3];
7681                                                                                         gLoc[0]=player[0].coords.x;
7682                                                                                         gLoc[1]=player[0].coords.y;
7683                                                                                         gLoc[2]=player[0].coords.z;
7684                                                                                         vel[0]=0;
7685                                                                                         vel[1]=0;
7686                                                                                         vel[2]=0;
7687                                                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
7688                                                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
7689                                                                                         OPENAL_SetVolume(channels[fireendsound], 256);
7690                                                                                         OPENAL_SetPaused(channels[fireendsound], false);
7691
7692                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7693
7694                                                                                         flash();
7695                                                                                 }
7696                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7697                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7698                                                                                                 float gLoc[3];
7699                                                                                                 float vel[3];
7700                                                                                                 gLoc[0]=player[1].coords.x;
7701                                                                                                 gLoc[1]=player[1].coords.y;
7702                                                                                                 gLoc[2]=player[1].coords.z;
7703                                                                                                 vel[0]=0;
7704                                                                                                 vel[1]=0;
7705                                                                                                 vel[2]=0;
7706                                                                                                 PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
7707                                                                                                 OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
7708                                                                                                 OPENAL_SetVolume(channels[fireendsound], 256);
7709                                                                                                 OPENAL_SetPaused(channels[fireendsound], false);
7710
7711                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7712                                                                                                         if(Random()%2==0){
7713                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7714                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7715                                                                                                                 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;
7716                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7717                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7718                                                                                                         }
7719                                                                                                 }
7720
7721                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7722                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7723                                                                                                         player[1].skeleton.joints[i].velocity=0;
7724                                                                                                         if(Random()%2==0){
7725                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7726                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7727                                                                                                                 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;
7728                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7729                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7730                                                                                                         }
7731                                                                                                 }
7732                                                                                         }
7733                                                         }
7734
7735
7736                                                         //3d sound
7737                                                         static float gLoc[3];
7738                                                         gLoc[0]=viewer.x;
7739                                                         gLoc[1]=viewer.y;
7740                                                         gLoc[2]=viewer.z;
7741                                                         static float vel[3];
7742                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7743                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7744                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7745
7746                                                         //Set orientation with forward and up vectors
7747                                                         static XYZ upvector;
7748                                                         upvector=0;
7749                                                         upvector.z=-1;
7750
7751                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7752                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7753
7754                                                         facing=0;
7755                                                         facing.z=-1;
7756
7757                                                         facing=DoRotation(facing,-rotation2,0,0);
7758                                                         facing=DoRotation(facing,0,0-rotation,0);
7759
7760
7761                                                         static float ori[6];
7762                                                         ori[0] = -facing.x;
7763                                                         ori[1] = facing.y;
7764                                                         ori[2] = -facing.z;
7765                                                         ori[3] = -upvector.x;
7766                                                         ori[4] = upvector.y;
7767                                                         ori[5] = -upvector.z;
7768
7769                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7770                                                         OPENAL_Update();
7771
7772                                                         oldviewer=viewer;
7773                 }
7774         }
7775
7776         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7777                 Screenshot();
7778                 freezetogglekeydown=1;
7779         }
7780 }
7781
7782 void    Game::TickOnce(){
7783         if(mainmenu)
7784                 rotation+=multiplier*5;
7785         else
7786                 if(directing||indialogue==-1) {
7787                         rotation+=deltah*.7;
7788                         if(!invertmouse)rotation2+=deltav*.7;
7789                         if(invertmouse)rotation2-=deltav*.7;
7790                         if(rotation2>90)rotation2=90;
7791                         if(rotation2<-70)rotation2=-70;
7792                 }
7793 }
7794
7795 void    Game::TickOnceAfter(){
7796         static XYZ colviewer;
7797         static XYZ coltarget;
7798         static XYZ target;
7799         static XYZ col;
7800         static float brotate;
7801         static XYZ facing;
7802         static int i,j;
7803         static float changedelay;
7804         static bool alldead;
7805         static float unseendelay;
7806         static float cameraspeed;
7807
7808         if(!mainmenu){
7809
7810                 if(environment==snowyenvironment)music1=stream_music1snow;
7811                 if(environment==grassyenvironment)music1=stream_music1grass;
7812                 if(environment==desertenvironment)music1=stream_music1desert;
7813
7814                 realthreat=0;
7815
7816                 musictype=music1;
7817                 for(i=0;i<numplayers;i++){
7818                         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)){
7819                                 musictype=stream_music2;
7820                                 realthreat=1;
7821                         }
7822                 }
7823                 if(player[0].dead)musictype=stream_music3;
7824
7825
7826                 if(musictype==stream_music2){
7827                         unseendelay=1;
7828                 }
7829
7830                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7831                         unseendelay-=multiplier;
7832                         if(unseendelay>0){
7833                                 musictype=stream_music2;
7834                         }
7835                 }
7836
7837
7838                 if(loading==2){
7839                         musictype=stream_music3;
7840                         musicvolume[2]=512;
7841                         musicvolume[0]=0;
7842                         musicvolume[1]=0;
7843                         musicvolume[3]=0;
7844                 }
7845
7846                 if(musictoggle){
7847                         if(musictype!=oldmusictype&&musictype==stream_music2){
7848                                 static float gLoc[3];
7849                                 static float vel[3];
7850                                 gLoc[0]=cameraloc.x;
7851                                 gLoc[1]=cameraloc.y;
7852                                 gLoc[2]=cameraloc.z;
7853                                 vel[0]=0;
7854                                 vel[1]=0;
7855                                 vel[2]=0;
7856                                 PlaySoundEx( alarmsound, samp[alarmsound], NULL, true);
7857                                 OPENAL_SetVolume(channels[alarmsound], 512);
7858                                 OPENAL_SetPaused(channels[alarmsound], false);
7859
7860                         }
7861                 }
7862                 musicselected=musictype;
7863
7864                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7865                 else musicvolume[0]-=multiplier*450;
7866                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7867                 else musicvolume[1]-=multiplier*450;
7868                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7869                 else musicvolume[2]-=multiplier*450;
7870
7871                 for(i=0;i<3;i++){
7872                         if(musicvolume[i]<0)musicvolume[i]=0;
7873                         if(musicvolume[i]>512)musicvolume[i]=512;
7874                 }
7875
7876                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7877
7878                 if(musictoggle){
7879                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0){
7880                                 PlayStreamEx( music1, samp[music1], NULL, true);
7881                                 OPENAL_SetPaused(channels[music1], false);
7882                         }
7883                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0){
7884                                 PlayStreamEx( stream_music2, samp[stream_music2], NULL, true);
7885                                 OPENAL_SetPaused(channels[stream_music2], false);
7886                         }
7887                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0){
7888                                 PlayStreamEx( stream_music3, samp[stream_music3], NULL, true);
7889                                 OPENAL_SetPaused(channels[stream_music3], false);
7890                         }
7891                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7892                                 OPENAL_SetPaused(channels[music1], true);
7893                         }
7894                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7895                                 OPENAL_SetPaused(channels[stream_music2], true);
7896                         }
7897                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7898                                 OPENAL_SetPaused(channels[stream_music3], true);
7899                         }
7900
7901                         if(musicvolume[0]!=oldmusicvolume[0]){
7902                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7903                         }
7904                         if(musicvolume[1]!=oldmusicvolume[1]){
7905                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7906                         }
7907                         if(musicvolume[2]!=oldmusicvolume[2]){
7908                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7909                         }
7910
7911                         for(i=0;i<3;i++){
7912                                 oldmusicvolume[i]=musicvolume[i];
7913                         }
7914                 } else {
7915                         OPENAL_SetPaused(channels[music1], true);
7916                         OPENAL_SetPaused(channels[stream_music2], true);
7917                         OPENAL_SetPaused(channels[stream_music3], true);
7918
7919                         for(i=0;i<4;i++){
7920                                 oldmusicvolume[i]=0;
7921                                 musicvolume[i]=0;
7922                         }
7923                 }
7924
7925                 killhotspot=2;
7926                 for(i=0;i<numhotspots;i++){
7927                         if(hotspottype[i]>10&&hotspottype[i]<20){
7928                                 if(player[hotspottype[i]-10].dead==0){
7929                                         killhotspot=0;
7930                                 }
7931                                 else if(killhotspot==2)
7932                                         killhotspot=1;
7933                         }
7934                 }
7935                 if(killhotspot==2)killhotspot=0;
7936
7937
7938                 winhotspot=0;
7939                 for(i=0;i<numhotspots;i++){
7940                         if(hotspottype[i]==-1){
7941                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7942                                         winhotspot=1;
7943                         }
7944                 }
7945
7946                 int numalarmed=0;
7947                 for(i=1;i<numplayers;i++){
7948                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7949                 }
7950                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7951
7952                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7953                         if(player[0].dead&&changedelay<=0){
7954                                 changedelay=1;
7955                                 targetlevel=whichlevel;
7956                         }
7957                         alldead=1;
7958                         for(i=1;i<numplayers;i++){
7959                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7960                         }
7961
7962
7963                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7964                                 changedelay=1;
7965                                 targetlevel=whichlevel+1;
7966                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7967                         }
7968                         if(winhotspot||windialogue){
7969                                 changedelay=0.1;
7970                                 targetlevel=whichlevel+1;
7971                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7972                         }
7973
7974
7975                         if(killhotspot){
7976                                 changedelay=1;
7977                                 targetlevel=whichlevel+1;
7978                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7979                         }
7980
7981                         if(changedelay>0&&!player[0].dead&&!won){
7982                                 //high scores, awards, win
7983                                 if(campaign){
7984                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7985                                         scoreadded=1;
7986                                 }
7987                                 else
7988                                 {
7989                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7990                                 }
7991                                 won=1;
7992                         }
7993                 }
7994
7995                 if(!winfreeze){
7996
7997                         if(leveltime<1){
7998                                 loading=0;
7999                                 changedelay=.1;
8000                                 alldead=0;
8001                                 winhotspot=0;
8002                                 killhotspot=0;
8003                         }
8004
8005                         if(!editorenabled&&gameon&&!mainmenu){
8006                                 if(changedelay!=-999)changedelay-=multiplier/7;
8007                                 if(player[0].dead)targetlevel=whichlevel;
8008                                 if(loading==2&&!campaign){
8009                                         flash();
8010
8011                                         fireSound(firestartsound);
8012
8013                                         if(!player[0].dead&&targetlevel!=whichlevel){
8014                                                 startbonustotal=bonustotal;
8015                                         }
8016                                         if(player[0].dead) Loadlevel(whichlevel);
8017                                         else Loadlevel(targetlevel);
8018
8019                                         fireSound();
8020
8021                                         loading=3;
8022                                 }
8023                                 if(loading==2&&targetlevel==whichlevel){
8024                                         flash();
8025                                         loadtime=0;
8026
8027                                         fireSound(firestartsound);
8028
8029                                         for(i=0;i<255;i++){
8030                                                 mapname[i]='\0';
8031                                         }
8032                                         mapname[0]=':';
8033                                         mapname[1]='D';
8034                                         mapname[2]='a';
8035                                         mapname[3]='t';
8036                                         mapname[4]='a';
8037                                         mapname[5]=':';
8038                                         mapname[6]='M';
8039                                         mapname[7]='a';
8040                                         mapname[8]='p';
8041                                         mapname[9]='s';
8042                                         mapname[10]=':';
8043                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
8044                                         Loadlevel(mapname);
8045
8046                                         fireSound();
8047
8048                                         loading=3;
8049                                 }
8050                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
8051                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
8052                         {
8053                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
8054                                                         winfreeze=1;
8055                                                         changedelay=-999;
8056                                                 }
8057                                                 if(player[0].dead)loading=1;
8058                                         }
8059                                 }
8060                         }
8061
8062                         if(campaign)
8063                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
8064                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
8065                                                 endgame=1;
8066                                         }
8067                                 }
8068                                 else if(mainmenu==0&&winfreeze){
8069                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
8070                                                 stealthloading=1;
8071                                         else stealthloading=0;
8072
8073                                         if(!stealthloading){
8074                                                 float gLoc[3]={0,0,0};
8075                                                 float vel[3]={0,0,0};
8076                                                 fireSound(firestartsound);
8077
8078                                                 flash();
8079                                         }
8080
8081                                         startbonustotal=0;
8082
8083                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
8084                                         ipstream.ignore(256,':');
8085                                         ipstream >> campaignnumlevels;
8086                                         for(i=0;i<campaignnumlevels;i++){
8087                                                 ipstream.ignore(256,':');
8088                                                 ipstream.ignore(256,':');
8089                                                 ipstream.ignore(256,' ');
8090                                                 ipstream >> campaignmapname[i];
8091                                                 ipstream.ignore(256,':');
8092                                                 ipstream >> campaigndescription[i];
8093                                                 for(j=0;j<256;j++){
8094                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
8095                                                 }
8096                                                 ipstream.ignore(256,':');
8097                                                 ipstream >> campaignchoosenext[i];
8098                                                 ipstream.ignore(256,':');
8099                                                 ipstream >> campaignnumnext[i];
8100                                                 for(j=0;j<campaignnumnext[i];j++){
8101                                                         ipstream.ignore(256,':');
8102                                                         ipstream >> campaignnextlevel[i][j];
8103                                                         campaignnextlevel[i][j]-=1;
8104                                                 }
8105                                                 ipstream.ignore(256,':');
8106                                                 ipstream >> campaignlocationx[i];
8107                                                 ipstream.ignore(256,':');
8108                                                 ipstream >> campaignlocationy[i];
8109                                         }
8110                                         ipstream.close();
8111
8112                                         for(i=0;i<campaignnumlevels;i++){
8113                                                 levelvisible[i]=0;
8114                                                 levelhighlight[i]=0;
8115                                         }
8116
8117
8118                                         for(i=0;i<campaignnumlevels;i++){
8119                                                 levelvisible[i]=0;
8120                                                 levelhighlight[i]=0;
8121                                         }
8122
8123                                         levelorder[0]=0;
8124                                         levelvisible[0]=1;
8125                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
8126                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
8127                                                 levelvisible[levelorder[i+1]]=1;
8128                                         }
8129                                         int whichlevelstart;
8130                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
8131                                         if(whichlevelstart<0){
8132                                                 campaignchoicenum=1;
8133                                                 campaignchoicewhich[0]=0;
8134                                         }
8135                                         else
8136                                         {
8137                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
8138                                                 for(i=0;i<campaignchoicenum;i++){
8139                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
8140                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
8141                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
8142                                                 }
8143                                         }
8144
8145                                         loading=2;
8146                                         loadtime=0;
8147                                         targetlevel=7;
8148                                         //if(firstload)TickOnceAfter();
8149                                         if(!firstload)LoadStuff();
8150                                         //else {
8151                                         for(i=0;i<255;i++){
8152                                                 mapname[i]='\0';
8153                                         }
8154                                         mapname[0]=':';
8155                                         mapname[1]='D';
8156                                         mapname[2]='a';
8157                                         mapname[3]='t';
8158                                         mapname[4]='a';
8159                                         mapname[5]=':';
8160                                         mapname[6]='M';
8161                                         mapname[7]='a';
8162                                         mapname[8]='p';
8163                                         mapname[9]='s';
8164                                         mapname[10]=':';
8165
8166                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
8167                                         whichchoice=0;
8168                                         visibleloading=1;
8169                                         stillloading=1;
8170                                         Loadlevel(mapname);
8171                                         campaign=1;
8172                                         mainmenu=0;
8173                                         gameon=1;
8174                                         OPENAL_SetPaused(channels[stream_music3], true);
8175
8176                                         stealthloading=0;
8177                                 }
8178
8179                                 if(loading==3)loading=0;
8180
8181                         }
8182
8183                         oldmusictype=musictype;
8184         }
8185
8186         facing=0;
8187         facing.z=-1;
8188
8189         facing=DoRotation(facing,-rotation2,0,0);
8190         facing=DoRotation(facing,0,0-rotation,0);
8191         viewerfacing=facing;
8192
8193         brotate=0;
8194         if(!cameramode){
8195                 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;
8196                 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;
8197                 target.y+=.1;
8198                 if(player[0].skeleton.free){
8199                         for(i=0;i<player[0].skeleton.num_joints;i++){
8200                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
8201                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
8202                         }
8203                         target.y+=.1;
8204                 }
8205                 if(player[0].skeleton.free!=2&&!autocam){
8206                         cameraspeed=20;
8207                         if(findLengthfast(&player[0].velocity)>400){
8208                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8209                         }
8210                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8211                         coltarget=target-cameraloc;
8212                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8213                         else {
8214                                 Normalise(&coltarget);
8215                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8216                                 else cameraloc=cameraloc+coltarget*multiplier*8;
8217                         }
8218                         if(editorenabled)cameraloc=target;
8219                         cameradist+=multiplier*5;
8220                         if(cameradist>2.3)cameradist=2.3;
8221                         viewer=cameraloc-facing*cameradist;
8222                         colviewer=viewer;
8223                         coltarget=cameraloc;
8224                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8225                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8226                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8227                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8228                                         colviewer=viewer;
8229                                         coltarget=cameraloc;
8230                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8231                                 }
8232                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8233                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8234                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8235                                                 colviewer=viewer;
8236                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8237                                                         viewer=colviewer;
8238                                                 }
8239                                         }
8240                                         cameradist=findDistance(&viewer,&target);
8241                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
8242                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
8243                                         }
8244                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8245                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8246                                         }
8247                 }
8248                 if(player[0].skeleton.free!=2&&autocam){
8249                         cameraspeed=20;
8250                         if(findLengthfast(&player[0].velocity)>400){
8251                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8252                         }
8253                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8254                         cameradist+=multiplier*5;
8255                         if(cameradist>3.3)cameradist=3.3;
8256                         coltarget=target-cameraloc;
8257                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8258                         else if(findLengthfast(&coltarget)>1)
8259                         {
8260                                 Normalise(&coltarget);
8261                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8262                                 else cameraloc=cameraloc+coltarget*multiplier*8;
8263                         }
8264                         if(editorenabled)cameraloc=target;
8265                         viewer=cameraloc;
8266                         colviewer=viewer;
8267                         coltarget=cameraloc;
8268                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8269                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8270                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8271                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8272                                         colviewer=viewer;
8273                                         coltarget=cameraloc;
8274                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8275                                 }
8276                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8277                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8278                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8279                                                 colviewer=viewer;
8280                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8281                                                         viewer=colviewer;
8282                                                 }
8283                                         }
8284                                         cameradist=findDistance(&viewer,&target);
8285                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
8286                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
8287                                         }
8288                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8289                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8290                                         }
8291                 }
8292                 if(camerashake>.8)camerashake=.8;
8293                 //if(woozy>10)woozy=10;
8294                 //woozy+=multiplier;
8295                 woozy+=multiplier;
8296                 if(player[0].dead)camerashake=0;
8297                 if(player[0].dead)woozy=0;
8298                 camerashake-=multiplier*2;
8299                 blackout-=multiplier*2;
8300                 //if(player[0].isCrouch())woozy-=multiplier*8;
8301                 if(camerashake<0)camerashake=0;
8302                 if(blackout<0)blackout=0;
8303                 //if(woozy<0)woozy=0;
8304                 if(camerashake){
8305                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
8306                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
8307                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
8308                 }
8309         }
8310 }