]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Remove some extra declarations of "channels"
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36 #include "Awards.h"
37
38 using namespace std;
39
40 // Added more evilness needed for MSVC
41 #ifdef _MSC_VER
42         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
43         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
44 #endif
45
46
47 extern float multiplier;
48 extern XYZ viewer;
49 extern int environment;
50 extern float texscale;
51 extern Terrain terrain;
52 extern int kTextureSize;
53 extern float screenwidth,screenheight;
54 extern float gravity;
55 extern int detail;
56 extern float texdetail;
57 extern Objects objects;
58 extern int slomo;
59 extern float slomodelay;
60 extern bool floatjump;
61 extern float volume;
62 extern Light light;
63 extern float texdetail;
64 extern GLubyte bloodText[512*512*3];
65 extern GLubyte wolfbloodText[512*512*3];
66 extern float terraindetail;
67 extern float camerashake;
68 extern float woozy;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern int bloodtoggle;
74 extern bool invertmouse;
75 extern float windvar;
76 extern float precipdelay;
77 extern XYZ viewerfacing;
78 extern bool ambientsound;
79 extern bool mousejump;
80 extern float viewdistance;
81 extern bool freeze;
82 extern bool autoslomo;
83 extern bool keyboardfrozen;
84 extern int netdatanew;
85 extern bool loadingstuff;
86 extern char mapname[256];
87 extern XYZ windvector;
88 extern bool debugmode;
89 static int music1;
90 extern int mainmenu;
91 extern int oldmainmenu;
92 extern bool visibleloading;
93 extern int loadscreencolor;
94 extern float flashamount,flashr,flashg,flashb;
95 extern int flashdelay;
96 extern XYZ envsound[30];
97 extern float envsoundvol[30];
98 extern int numenvsounds;
99 extern float envsoundlife[30];
100 extern float usermousesensitivity;
101 extern bool ismotionblur;
102 extern bool foliage;
103 extern bool trilinear;
104 extern bool damageeffects;
105 extern bool showpoints;
106 extern bool showdamagebar; // (des)activate the damage bar
107 extern bool texttoggle;
108 extern bool alwaysblur;
109 extern float gamespeed;
110 extern bool decals;
111 extern bool vblsync;
112 extern bool immediate;
113 extern bool velocityblur;
114 extern float tintr,tintg,tintb;
115 extern bool skyboxtexture;
116 extern float skyboxr;
117 extern float skyboxg;
118 extern float skyboxb;
119 extern float skyboxlightr;
120 extern float skyboxlightg;
121 extern float skyboxlightb;
122 extern float fadestart;
123 extern float slomospeed;
124 extern float slomofreq;
125 extern int tutoriallevel;
126 extern float smoketex;
127 extern float tutorialstagetime;
128 extern int tutorialstage;
129 extern float tutorialmaxtime;
130 extern float tutorialsuccess;
131 extern bool againbonus;
132 extern bool reversaltrain;
133 extern bool canattack;
134 extern bool cananger;
135 extern float damagedealt;
136 extern int maptype;
137 extern int editoractive;
138 extern int editorpathtype;
139
140 extern float hostiletime;
141
142 extern bool gamestarted;
143
144 extern int numhotspots;
145 extern int winhotspot;
146 extern int windialogue;
147 extern int killhotspot;
148 extern XYZ hotspot[40];
149 extern int hotspottype[40];
150 extern float hotspotsize[40];
151 extern char hotspottext[40][256];
152 extern int currenthotspot;
153
154 extern int kBitsPerPixel;
155 extern int hostile;
156
157 extern bool stillloading;
158 extern bool winfreeze;
159
160 extern int numdialogues;
161 extern int numdialogueboxes[max_dialogues];
162 extern int dialoguetype[max_dialogues];
163 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
164 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
165 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
166 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
167 extern char dialoguename[max_dialogues][max_dialoguelength][64];
168 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
169 extern XYZ participantlocation[max_dialogues][10];
170 extern int participantfocus[max_dialogues][max_dialoguelength];
171 extern int participantaction[max_dialogues][max_dialoguelength];
172 extern float participantrotation[max_dialogues][10];
173 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
174 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
175 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
176 extern int indialogue;
177 extern int whichdialogue;
178 extern int directing;
179 extern float dialoguetime;
180 extern int dialoguegonethrough[20];
181
182 extern bool campaign;
183
184 extern float oldgamespeed;
185
186 static const char *rabbitskin[] = {
187 ":Data:Textures:Fur3.jpg",
188 ":Data:Textures:Fur.jpg",
189 ":Data:Textures:Fur2.jpg",
190 ":Data:Textures:Lynx.jpg",
191 ":Data:Textures:Otter.jpg",
192 ":Data:Textures:Opal.jpg",
193 ":Data:Textures:Sable.jpg",
194 ":Data:Textures:Chocolate.jpg",
195 ":Data:Textures:BW2.jpg",
196 ":Data:Textures:WB2.jpg"
197 };
198
199 static const char *wolfskin[] = {
200 ":Data:Textures:Wolf.jpg",
201 ":Data:Textures:Darkwolf.jpg",
202 ":Data:Textures:Snowwolf.jpg"
203 };
204
205 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
206 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
207
208 static const char **creatureskin[] = {rabbitskin, wolfskin};
209
210 /* Return true if PFX is a prefix of STR (case-insensitive).  */
211 static bool stripfx(const char *str, const char *pfx)
212 {
213   return !strncasecmp(str, pfx, strlen(pfx));
214 }
215
216 static const char *cmd_names[] = {
217 #define DECLARE_COMMAND(cmd) #cmd " ",
218 #include "ConsoleCmds.h"
219 #undef  DECLARE_COMMAND
220 };
221
222 typedef void (*console_handler)(Game *game, const char *args);
223
224 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
225 #include "ConsoleCmds.h"
226 #undef  DECLARE_COMMAND
227
228 static console_handler cmd_handlers[] = {
229 #define DECLARE_COMMAND(cmd) ch_##cmd,
230 #include "ConsoleCmds.h"
231 #undef  DECLARE_COMMAND
232 };
233
234 static void ch_quit(Game *game, const char *args)
235 {
236   game->tryquit = 1;
237 }
238
239 static void ch_map(Game *game, const char *args)
240 {
241   char buf[64];
242   snprintf(buf, 63, ":Data:Maps:%s", args);
243   game->Loadlevel(buf);
244   game->whichlevel = -2;
245   campaign = 0;
246 }
247
248 static void ch_save(Game *game, const char *args)
249 {
250   char buf[64];
251   int i, j, k, l, m, templength;
252   float headprop, bodyprop, armprop, legprop;
253   snprintf(buf, 63, ":Data:Maps:%s", args);
254
255
256   int mapvers = 12;;
257
258   FILE                  *tfile;
259   tfile=fopen( ConvertFileName(buf), "wb" );
260   fpackf(tfile, "Bi", mapvers);
261   fpackf(tfile, "Bi", maptype);
262   fpackf(tfile, "Bi", hostile);
263   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
264   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
265   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
266   fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
267   if(player[0].num_weapons>0&&player[0].num_weapons<5)
268     for(j=0;j<player[0].num_weapons;j++){
269       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
270     }
271
272   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
273   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
274   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
275   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
276
277   fpackf(tfile, "Bi", player[0].numclothes);
278
279   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
280
281   fpackf(tfile, "Bi", numdialogues);
282         for(k=0;k<numdialogues;k++){
283                 fpackf(tfile, "Bi", numdialogueboxes[k]);
284                 fpackf(tfile, "Bi", dialoguetype[k]);
285                 for(l=0;l<10;l++){
286                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
287                         fpackf(tfile, "Bf", participantrotation[k][l]);
288                 }
289                 for(l=0;l<numdialogueboxes[k];l++){
290                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
291                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
292                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
293                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
294                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
295
296                         templength=strlen(dialoguetext[k][l]);
297                         fpackf(tfile, "Bi",(templength));
298                         for(m=0;m<templength;m++){
299                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
300                                 if(dialoguetext[k][l][m]=='\0')break;
301                         }
302
303                         templength=strlen(dialoguename[k][l]);
304                         fpackf(tfile, "Bi",templength);
305                         for(m=0;m<templength;m++){
306                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
307                                 if(dialoguename[k][l][m]=='\0')break;
308                         }
309
310                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
311                         fpackf(tfile, "Bi", participantfocus[k][l]);
312                         fpackf(tfile, "Bi", participantaction[k][l]);
313
314                         for(m=0;m<10;m++)
315                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
316
317                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
318                 }
319         }
320
321         for(k=0;k<player[0].numclothes;k++){
322                 templength=strlen(player[0].clothes[k]);
323                 fpackf(tfile, "Bi", templength);
324                 for(l=0;l<templength;l++)
325                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
326                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
327         }
328
329   fpackf(tfile, "Bi", environment);
330
331   fpackf(tfile, "Bi", objects.numobjects);
332
333     for(k=0;k<objects.numobjects;k++){
334       fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
335     }
336
337   fpackf(tfile, "Bi", numhotspots);
338         for(i=0;i<numhotspots;i++){
339                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
340                 templength=strlen(hotspottext[i]);
341                 fpackf(tfile, "Bi",templength);
342                 for(l=0;l<templength;l++)
343                         fpackf(tfile, "Bb", hotspottext[i][l]);
344         }
345
346   fpackf(tfile, "Bi", numplayers);
347   if(numplayers<maxplayers)
348     for(j=1;j<numplayers;j++){
349                 fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
350                 if(player[j].num_weapons<5)
351                         for(k=0;k<player[j].num_weapons;k++){
352                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
353                         }
354                 if(player[j].numwaypoints<30){
355                         fpackf(tfile, "Bi", player[j].numwaypoints);
356                         for(k=0;k<player[j].numwaypoints;k++){
357                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
358                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
359                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
360                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
361                         }
362                         fpackf(tfile, "Bi", player[j].waypoint);
363                 } else {
364                         player[j].numwaypoints=0;
365                         player[j].waypoint=0;
366                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
367                 }
368
369                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
370                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
371                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
372                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
373
374                 if(player[j].creature==wolftype) {
375                         headprop=player[j].proportionhead.x/1.1;
376                         bodyprop=player[j].proportionbody.x/1.1;
377                         armprop=player[j].proportionarms.x/1.1;
378                         legprop=player[j].proportionlegs.x/1.1;
379                 } else if(player[j].creature==rabbittype){
380                         headprop=player[j].proportionhead.x/1.2;
381                         bodyprop=player[j].proportionbody.x/1.05;
382                         armprop=player[j].proportionarms.x/1.00;
383                         legprop=player[j].proportionlegs.x/1.1;
384                 }
385
386                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
387
388                 fpackf(tfile, "Bi", player[j].numclothes);
389                 if(player[j].numclothes)
390                         for(k=0;k<player[j].numclothes;k++){
391                                 int templength;
392                                 templength=strlen(player[j].clothes[k]);
393                                 fpackf(tfile, "Bi", templength);
394                                 for(l=0;l<templength;l++)
395                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
396                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
397                         }
398     }
399
400   fpackf(tfile, "Bi", game->numpathpoints);
401         for(j=0;j<game->numpathpoints;j++){
402                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
403                 for(k=0;k<game->numpathpointconnect[j];k++){
404                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
405                 }
406         }
407
408   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
409
410   fclose(tfile);
411 }
412
413 static void ch_cellar(Game *game, const char *args)
414 {
415   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
416 }
417
418 static void ch_tint(Game *game, const char *args)
419 {
420   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
421 }
422
423 static void ch_tintr(Game *game, const char *args)
424 {
425   tintr = atof(args);
426 }
427
428 static void ch_tintg(Game *game, const char *args)
429 {
430   tintg = atof(args);
431 }
432
433 static void ch_tintb(Game *game, const char *args)
434 {
435   tintb = atof(args);
436 }
437
438 static void ch_speed(Game *game, const char *args)
439 {
440   player[0].speedmult = atof(args);
441 }
442
443 static void ch_strength(Game *game, const char *args)
444 {
445   player[0].power = atof(args);
446 }
447
448 static void ch_power(Game *game, const char *args)
449 {
450   player[0].power = atof(args);
451 }
452
453 static void ch_size(Game *game, const char *args)
454 {
455   player[0].scale = atof(args) * .2;
456 }
457
458 static int find_closest()
459 {
460   int closest = 0;
461   float closestdist = 1.0/0.0;
462
463   for (int i = 1; i < numplayers; i++) {
464     float distance;
465     distance = findDistancefast(&player[i].coords,&player[0].coords);
466     if (distance < closestdist) {
467       closestdist = distance;
468       closest = i;
469     }
470   }
471   return closest;
472 }
473
474 static void ch_sizenear(Game *game, const char *args)
475 {
476   int closest = find_closest();
477
478   if (closest)
479     player[closest].scale = atof(args) * .2;
480 }
481
482 static void set_proportion(int pnum, const char *args)
483 {
484   float headprop,bodyprop,armprop,legprop;
485
486   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
487
488   if(player[pnum].creature==wolftype){
489     player[pnum].proportionhead=1.1*headprop;
490     player[pnum].proportionbody=1.1*bodyprop;
491     player[pnum].proportionarms=1.1*armprop;
492     player[pnum].proportionlegs=1.1*legprop;
493   } else if(player[pnum].creature==rabbittype){
494     player[pnum].proportionhead=1.2*headprop;
495     player[pnum].proportionbody=1.05*bodyprop;
496     player[pnum].proportionarms=1.00*armprop;
497     player[pnum].proportionlegs=1.1*legprop;
498     player[pnum].proportionlegs.y=1.05*legprop;
499   }
500 }
501
502 static void ch_proportion(Game *game, const char *args)
503 {
504   set_proportion(0, args);
505 }
506
507 static void ch_proportionnear(Game *game, const char *args)
508 {
509   int closest = find_closest();
510   if (closest)
511     set_proportion(closest, args);
512 }
513
514 static void set_protection(int pnum, const char *args)
515 {
516   float head, high, low;
517   sscanf(args, "%f%f%f", &head, &high, &low);
518
519   player[pnum].protectionhead = head;
520   player[pnum].protectionhigh = high;
521   player[pnum].protectionlow  = low;
522 }
523
524 static void ch_protection(Game *game, const char *args)
525 {
526   set_protection(0, args);
527 }
528
529 static void ch_protectionnear(Game *game, const char *args)
530 {
531   int closest = find_closest();
532   if (closest)
533     set_protection(closest, args);
534 }
535
536 static void set_armor(int pnum, const char *args)
537 {
538   float head, high, low;
539   sscanf(args, "%f%f%f", &head, &high, &low);
540
541   player[pnum].armorhead = head;
542   player[pnum].armorhigh = high;
543   player[pnum].armorlow  = low;
544 }
545
546 static void ch_armor(Game *game, const char *args)
547 {
548   set_armor(0, args);
549 }
550
551 static void ch_armornear(Game *game, const char *args)
552 {
553   int closest = find_closest();
554   if (closest)
555     set_armor(closest, args);
556 }
557
558 static void ch_protectionreset(Game *game, const char *args)
559 {
560   set_protection(0, "1 1 1");
561   set_armor(0, "1 1 1");
562 }
563
564 static void set_metal(int pnum, const char *args)
565 {
566   float head, high, low;
567   sscanf(args, "%f%f%f", &head, &high, &low);
568
569   player[pnum].metalhead = head;
570   player[pnum].metalhigh = high;
571   player[pnum].metallow  = low;
572 }
573
574 static void ch_metal(Game *game, const char *args)
575 {
576   set_metal(0, args);
577 }
578
579 static void set_noclothes(int pnum, Game *game, const char *args)
580 {
581   player[pnum].numclothes = 0;
582   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
583                         &player[pnum].skeleton.drawmodel.textureptr,1,
584                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
585 }
586
587 static void ch_noclothes(Game *game, const char *args)
588 {
589   set_noclothes(0, game, args);
590 }
591
592 static void ch_noclothesnear(Game *game, const char *args)
593 {
594   int closest = find_closest();
595   if (closest)
596     set_noclothes(closest, game, args);
597 }
598
599
600 static void set_clothes(int pnum, Game *game, const char *args)
601 {
602   char buf[64];
603   snprintf(buf, 63, ":Data:Textures:%s.png", args);
604
605   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
606     return;
607
608   player[pnum].DoMipmaps();
609   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
610   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
611   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
612   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
613   player[pnum].numclothes++;
614 }
615
616 static void ch_clothes(Game *game, const char *args)
617 {
618   set_clothes(0, game, args);
619 }
620
621 static void ch_clothesnear(Game *game, const char *args)
622 {
623   int closest = find_closest();
624   if (closest)
625     set_clothes(closest, game, args);
626 }
627
628 static void ch_belt(Game *game, const char *args)
629 {
630   player[0].skeleton.clothes = !player[0].skeleton.clothes;
631 }
632
633
634 static void ch_cellophane(Game *game, const char *args)
635 {
636   cellophane = !cellophane;
637   float mul = cellophane ? 0 : 1;
638
639   for (int i = 0; i < numplayers; i++) {
640     player[i].proportionhead.z = player[i].proportionhead.x * mul;
641     player[i].proportionbody.z = player[i].proportionbody.x * mul;
642     player[i].proportionarms.z = player[i].proportionarms.x * mul;
643     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
644   }
645 }
646
647 static void ch_funnybunny(Game *game, const char *args)
648 {
649   player[0].skeleton.id=0;
650   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
651                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
652                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
653                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
654                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
655                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
656   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
657                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
658   player[0].creature=rabbittype;
659   player[0].scale=.2;
660   player[0].headless=0;
661   player[0].damagetolerance=200;
662   set_proportion(0, "1 1 1 1");
663 }
664
665 static void ch_wolfie(Game *game, const char *args)
666 {
667   player[0].skeleton.id=0;
668   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
669                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
670                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
671                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
672                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
673                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
674   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
675                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
676   player[0].creature=wolftype;
677   player[0].damagetolerance=300;
678   set_proportion(0, "1 1 1 1");
679 }
680
681 static void ch_wolfieisgod(Game *game, const char *args)
682 {
683   ch_wolfie(game, args);
684 }
685
686 static void ch_wolf(Game *game, const char *args)
687 {
688   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
689                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
690 }
691
692 static void ch_snowwolf(Game *game, const char *args)
693 {
694   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
695                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
696 }
697
698 static void ch_darkwolf(Game *game, const char *args)
699 {
700   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
701                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
702 }
703
704 static void ch_lizardwolf(Game *game, const char *args)
705 {
706   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
707                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
708 }
709
710 static void ch_white(Game *game, const char *args)
711 {
712   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
713                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
714 }
715
716 static void ch_brown(Game *game, const char *args)
717 {
718   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
719                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
720 }
721
722 static void ch_black(Game *game, const char *args)
723 {
724   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
725                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
726 }
727
728 static void ch_sizemin(Game *game, const char *args)
729 {
730   int i;
731   for (i = 1; i < numplayers; i++)
732     if (player[i].scale < 0.8 * 0.2)
733       player[i].scale = 0.8 * 0.2;
734 }
735
736 static void ch_tutorial(Game *game, const char *args)
737 {
738   tutoriallevel = atoi(args);
739 }
740
741 static void ch_hostile(Game *game, const char *args)
742 {
743   hostile = atoi(args);
744 }
745
746 static void ch_indemo(Game *game, const char *args)
747 {
748   game->indemo=1;
749   hotspot[numhotspots]=player[0].coords;
750   hotspotsize[numhotspots]=0;
751   hotspottype[numhotspots]=-111;
752   strcpy(hotspottext[numhotspots],"mapname");
753   numhotspots++;
754 }
755
756 static void ch_notindemo(Game *game, const char *args)
757 {
758   game->indemo=0;
759   numhotspots--;
760 }
761
762 static void ch_type(Game *game, const char *args)
763 {
764   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
765         for (i = 0; i < n; i++)
766                 if (stripfx(args, editortypenames[i])) {
767                         editoractive = i;
768                         break;
769                 }
770 }
771
772 static void ch_path(Game *game, const char *args)
773 {
774   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
775   for (i = 0; i < n; i++)
776     if (stripfx(args, pathtypenames[i])) {
777                 editorpathtype = i;
778                 break;
779     }
780 }
781
782 static void ch_hs(Game *game, const char *args)
783 {
784   hotspot[numhotspots]=player[0].coords;
785
786   float size;
787   int type, shift;
788   sscanf(args, "%f%d %n", &size, &type, &shift);
789
790   hotspotsize[numhotspots] = size;
791   hotspottype[numhotspots] = type;
792
793   strcpy(hotspottext[numhotspots], args + shift);
794   strcat(hotspottext[numhotspots], "\n");
795
796   numhotspots++;
797 }
798
799 static void ch_dialogue(Game *game, const char *args)
800 {
801   int dlg, i, j;
802   char buf1[32], buf2[64];
803
804   sscanf(args, "%d %31s", &dlg, buf1);
805   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
806
807   dialoguetype[numdialogues] = dlg;
808
809   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
810   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
811
812   ifstream ipstream(ConvertFileName(buf2));
813   ipstream.ignore(256,':');
814   ipstream >> numdialogueboxes[numdialogues];
815   for(i=0;i<numdialogueboxes[numdialogues];i++){
816     ipstream.ignore(256,':');
817     ipstream.ignore(256,':');
818     ipstream.ignore(256,' ');
819     ipstream >> dialogueboxlocation[numdialogues][i];
820     ipstream.ignore(256,':');
821     ipstream >> dialogueboxcolor[numdialogues][i][0];
822     ipstream >> dialogueboxcolor[numdialogues][i][1];
823     ipstream >> dialogueboxcolor[numdialogues][i][2];
824     ipstream.ignore(256,':');
825     ipstream.getline(dialoguename[numdialogues][i],64);
826     ipstream.ignore(256,':');
827     ipstream.ignore(256,' ');
828     ipstream.getline(dialoguetext[numdialogues][i],128);
829     for(j=0;j<128;j++){
830       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
831     }
832     ipstream.ignore(256,':');
833     ipstream >> dialogueboxsound[numdialogues][i];
834   }
835
836   for(i=0;i<numdialogueboxes[numdialogues];i++){
837     for(j=0;j<numplayers;j++){
838       participantfacing[numdialogues][i][j]=player[j].facing;
839     }
840   }
841   ipstream.close();
842
843   directing=1;
844   indialogue=0;
845   whichdialogue=numdialogues;
846
847   numdialogues++;
848 }
849
850 static void ch_fixdialogue(Game *game, const char *args)
851 {
852   char buf1[32], buf2[64];
853   int whichdi, i, j;
854
855   sscanf(args, "%d %31s", &whichdi, buf1);
856   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
857
858   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
859   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
860
861   ifstream ipstream(ConvertFileName(buf2));
862   ipstream.ignore(256,':');
863   ipstream >> numdialogueboxes[whichdi];
864   for(i=0;i<numdialogueboxes[whichdi];i++){
865     ipstream.ignore(256,':');
866     ipstream.ignore(256,':');
867     ipstream.ignore(256,' ');
868     ipstream >> dialogueboxlocation[whichdi][i];
869     ipstream.ignore(256,':');
870     ipstream >> dialogueboxcolor[whichdi][i][0];
871     ipstream >> dialogueboxcolor[whichdi][i][1];
872     ipstream >> dialogueboxcolor[whichdi][i][2];
873     ipstream.ignore(256,':');
874     ipstream.getline(dialoguename[whichdi][i],64);
875     ipstream.ignore(256,':');
876     ipstream.ignore(256,' ');
877     ipstream.getline(dialoguetext[whichdi][i],128);
878     for(j=0;j<128;j++){
879       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
880     }
881     ipstream.ignore(256,':');
882     ipstream >> dialogueboxsound[whichdi][i];
883   }
884
885   ipstream.close();
886 }
887
888 static void ch_fixtype(Game *game, const char *args)
889 {
890   int dlg;
891   sscanf(args, "%d", &dlg);
892   dialoguetype[0] = dlg;
893 }
894
895 static void ch_fixrotation(Game *game, const char *args)
896 {
897   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
898 }
899
900 static void ch_ddialogue(Game *game, const char *args)
901 {
902   if (numdialogues)
903     numdialogues--;
904 }
905
906 static void ch_dhs(Game *game, const char *args)
907 {
908   if (numhotspots)
909     numhotspots--;
910 }
911
912 static void ch_immobile(Game *game, const char *args)
913 {
914   player[0].immobile = 1;
915 }
916
917 static void ch_allimmobile(Game *game, const char *args)
918 {
919   for (int i = 1; i < numplayers; i++)
920     player[i].immobile = 1;
921 }
922
923 static void ch_mobile(Game *game, const char *args)
924 {
925   player[0].immobile = 0;
926 }
927
928 static void ch_default(Game *game, const char *args)
929 {
930   player[0].armorhead=1;
931   player[0].armorhigh=1;
932   player[0].armorlow=1;
933   player[0].protectionhead=1;
934   player[0].protectionhigh=1;
935   player[0].protectionlow=1;
936   player[0].metalhead=1;
937   player[0].metalhigh=1;
938   player[0].metallow=1;
939   player[0].power=1;
940   player[0].speedmult=1;
941   player[0].scale=1;
942
943   if(player[0].creature==wolftype){
944     player[0].proportionhead=1.1;
945     player[0].proportionbody=1.1;
946     player[0].proportionarms=1.1;
947     player[0].proportionlegs=1.1;
948   } else if(player[0].creature==rabbittype){
949     player[0].proportionhead=1.2;
950     player[0].proportionbody=1.05;
951     player[0].proportionarms=1.00;
952     player[0].proportionlegs=1.1;
953     player[0].proportionlegs.y=1.05;
954   }
955
956   player[0].numclothes=0;
957   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
958                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
959                         &player[0].skeleton.skinsize);
960
961   editoractive=typeactive;
962   player[0].immobile=0;
963 }
964
965 static void ch_play(Game *game, const char *args)
966 {
967   int dlg, i;
968   sscanf(args, "%d", &dlg);
969   whichdialogue = dlg;
970
971   if (whichdialogue >= numdialogues)
972     return;
973
974   for(i=0;i<numdialogueboxes[whichdialogue];i++){
975     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
976     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
977     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
978     player[participantfocus[whichdialogue][i]].velocity=0;
979     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
980     player[participantfocus[whichdialogue][i]].targetframe=0;
981   }
982
983   directing=0;
984   indialogue=0;
985
986   XYZ temppos;
987   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
988   temppos=temppos-viewer;
989   Normalise(&temppos);
990   temppos+=viewer;
991
992   int whichsoundplay;
993   whichsoundplay=rabbitchitter;
994   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
995   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
996   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
997   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
998   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
999   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1000   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1001   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1002   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1003   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1004   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1005   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1006   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1007   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1008   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1009   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1010   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1011   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1012   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1013   emit_sound_at(whichsoundplay, temppos);
1014 }
1015
1016 static void ch_mapkilleveryone(Game *game, const char *args)
1017 {
1018   maptype = mapkilleveryone;
1019 }
1020
1021 static void ch_mapkillmost(Game *game, const char *args)
1022 {
1023   maptype = mapkillmost;
1024 }
1025
1026 static void ch_mapkillsomeone(Game *game, const char *args)
1027 {
1028   maptype = mapkillsomeone;
1029 }
1030
1031 static void ch_mapgosomewhere(Game *game, const char *args)
1032 {
1033   maptype = mapgosomewhere;
1034 }
1035
1036 static void ch_viewdistance(Game *game, const char *args)
1037 {
1038   viewdistance = atof(args)*100;
1039 }
1040
1041 static void ch_fadestart(Game *game, const char *args)
1042 {
1043   fadestart = atof(args);
1044 }
1045
1046 static void ch_slomo(Game *game, const char *args)
1047 {
1048   slomospeed = atof(args);
1049   slomo = !slomo;
1050   slomodelay = 1000;
1051 }
1052
1053 static void ch_slofreq(Game *game, const char *args)
1054 {
1055   slomofreq = atof(args);
1056 }
1057
1058 static void ch_skytint(Game *game, const char *args)
1059 {
1060   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1061
1062   skyboxlightr=skyboxr;
1063   skyboxlightg=skyboxg;
1064   skyboxlightb=skyboxb;
1065
1066   game->SetUpLighting();
1067
1068   terrain.DoShadows();
1069   objects.DoShadows();
1070 }
1071
1072 static void ch_skylight(Game *game, const char *args)
1073 {
1074   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1075
1076   game->SetUpLighting();
1077
1078   terrain.DoShadows();
1079   objects.DoShadows();
1080 }
1081
1082 static void ch_skybox(Game *game, const char *args)
1083 {
1084   skyboxtexture = !skyboxtexture;
1085
1086   game->SetUpLighting();
1087
1088   terrain.DoShadows();
1089   objects.DoShadows();
1090 }
1091
1092 static void cmd_dispatch(Game *game, const char *cmd)
1093 {
1094   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1095
1096   for (i = 0; i < n_cmds; i++)
1097     if (stripfx(cmd, cmd_names[i]))
1098       {
1099         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1100         break;
1101       }
1102   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1103 }
1104
1105 /********************> Tick() <*****/
1106 extern bool save_image(const char * fname);
1107 void Screenshot (void)
1108 {
1109         char temp[1024];
1110         time_t  t = time(NULL);
1111         struct  tm *tme = localtime(&t);
1112         sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
1113
1114         #if defined(_WIN32)
1115         mkdir("Screenshots");
1116         #else
1117         mkdir("Screenshots", S_IRWXU);
1118         #endif
1119         
1120         save_image(temp);
1121 }
1122
1123
1124
1125 void    Game::SetUpLighting(){
1126         if(environment==snowyenvironment){
1127                 light.color[0]=.65;
1128                 light.color[1]=.65;
1129                 light.color[2]=.7;
1130                 light.ambient[0]=.4;
1131                 light.ambient[1]=.4;
1132                 light.ambient[2]=.44;
1133         }
1134         if(environment==desertenvironment){
1135                 light.color[0]=.95;
1136                 light.color[1]=.95;
1137                 light.color[2]=.95;
1138                 light.ambient[0]=.4;
1139                 light.ambient[1]=.35;
1140                 light.ambient[2]=.3;
1141         }
1142
1143         if(environment==grassyenvironment){
1144                 light.color[0]=.95;
1145                 light.color[1]=.95;
1146                 light.color[2]=1;
1147                 light.ambient[0]=.4;
1148                 light.ambient[1]=.4;
1149                 light.ambient[2]=.44;
1150         }
1151         if(!skyboxtexture){
1152                 light.color[0]=1;
1153                 light.color[1]=1;
1154                 light.color[2]=1;
1155                 light.ambient[0]=.4;
1156                 light.ambient[1]=.4;
1157                 light.ambient[2]=.4;
1158         }
1159         float average;
1160         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1161         light.color[0]*=(skyboxlightr+average)/2;
1162         light.color[1]*=(skyboxlightg+average)/2;
1163         light.color[2]*=(skyboxlightb+average)/2;
1164         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1165         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1166         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1167         /*
1168         light.ambient[0]=0;
1169         light.ambient[1]=0;
1170         light.ambient[2]=0;     */
1171 }
1172
1173 int Game::findPathDist(int start,int end){
1174         int i,j,k,smallestcount,count,connected;
1175         int last,last2,last3,last4;
1176         int closest;
1177
1178         smallestcount=1000;
1179         for(i=0;i<50;i++){
1180                 count=0;
1181                 last=start;
1182                 last2=-1;
1183                 last3=-1;
1184                 last4=-1;
1185                 while(last!=end&&count<30){
1186                         closest=-1;
1187                         for(j=0;j<numpathpoints;j++){
1188                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1189                                 {
1190                                         connected=0;
1191                                         if(numpathpointconnect[j])
1192                                                 for(k=0;k<numpathpointconnect[j];k++){
1193                                                         if(pathpointconnect[j][k]==last)connected=1;
1194                                                 }
1195                                                 if(!connected)
1196                                                         if(numpathpointconnect[last])
1197                                                                 for(k=0;k<numpathpointconnect[last];k++){
1198                                                                         if(pathpointconnect[last][k]==j)connected=1;
1199                                                                 }
1200                                                                 if(connected)
1201                                                                         if(closest==-1||Random()%2==0){
1202                                                                                 closest=j;
1203                                                                         }
1204                                 }
1205                         }
1206                         last4=last3;
1207                         last3=last2;
1208                         last2=last;
1209                         last=closest;
1210                         count++;
1211                 }
1212                 if(count<smallestcount)smallestcount=count;
1213         }
1214         return smallestcount;
1215 }
1216
1217 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1218         static XYZ colpoint,colviewer,coltarget;
1219         static float minx,minz,maxx,maxz,miny,maxy;
1220         static int i;
1221
1222         //startpoint.y+=.7;
1223         //endpoint.y+=.7;
1224         //startpoint.y-=.1;
1225         //endpoint.y-=.1;
1226
1227         minx=startpoint.x;
1228         if(minx>endpoint.x)minx=endpoint.x;
1229         miny=startpoint.y;
1230         if(miny>endpoint.y)miny=endpoint.y;
1231         minz=startpoint.z;
1232         if(minz>endpoint.z)minz=endpoint.z;
1233
1234         maxx=startpoint.x;
1235         if(maxx<endpoint.x)maxx=endpoint.x;
1236         maxy=startpoint.y;
1237         if(maxy<endpoint.y)maxy=endpoint.y;
1238         maxz=startpoint.z;
1239         if(maxz<endpoint.z)maxz=endpoint.z;
1240
1241         minx-=1;
1242         miny-=1;
1243         minz-=1;
1244         maxx+=1;
1245         maxy+=1;
1246         maxz+=1;
1247
1248         for(i=0;i<objects.numobjects;i++){
1249                 if(objects.position[i].x>minx-objects.model[i].boundingsphereradius&&objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&objects.position[i].y>miny-objects.model[i].boundingsphereradius&&objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&objects.position[i].z>minz-objects.model[i].boundingsphereradius&&objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
1250                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1251                                 colviewer=startpoint;
1252                                 coltarget=endpoint;
1253                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1254                         }
1255                 }
1256         }
1257
1258         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1259
1260         return -1;
1261 }
1262
1263 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1264         static XYZ colpoint,colviewer,coltarget;
1265         static float minx,minz,maxx,maxz,miny,maxy;
1266         static int i;
1267
1268         //startpoint.y+=.7;
1269         //endpoint.y+=.7;
1270         //startpoint.y-=.1;
1271         //endpoint.y-=.1;
1272
1273         minx=startpoint.x;
1274         if(minx>endpoint.x)minx=endpoint.x;
1275         miny=startpoint.y;
1276         if(miny>endpoint.y)miny=endpoint.y;
1277         minz=startpoint.z;
1278         if(minz>endpoint.z)minz=endpoint.z;
1279
1280         maxx=startpoint.x;
1281         if(maxx<endpoint.x)maxx=endpoint.x;
1282         maxy=startpoint.y;
1283         if(maxy<endpoint.y)maxy=endpoint.y;
1284         maxz=startpoint.z;
1285         if(maxz<endpoint.z)maxz=endpoint.z;
1286
1287         minx-=1;
1288         miny-=1;
1289         minz-=1;
1290         maxx+=1;
1291         maxy+=1;
1292         maxz+=1;
1293
1294         if(what!=1000){
1295                 if(objects.position[what].x>minx-objects.model[what].boundingsphereradius&&objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&objects.position[what].y>miny-objects.model[what].boundingsphereradius&&objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&objects.position[what].z>minz-objects.model[what].boundingsphereradius&&objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
1296                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1297                                 colviewer=startpoint;
1298                                 coltarget=endpoint;
1299                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1300                         }
1301                 }
1302         }
1303
1304         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1305
1306         return -1;
1307 }
1308
1309 void    Game::Setenvironment(int which)
1310 {
1311         LOGFUNC;
1312
1313         LOG(" Setting environment...");
1314
1315         float temptexdetail;
1316         environment=which;
1317
1318         pause_sound(stream_music1snow);
1319         pause_sound(stream_music1grass);
1320         pause_sound(stream_music1desert);
1321         pause_sound(stream_wind);
1322         pause_sound(stream_desertambient);
1323
1324
1325         if(environment==snowyenvironment){
1326                 windvector=0;
1327                 windvector.z=3;
1328                 if(ambientsound)
1329                   emit_stream_np(stream_wind);
1330
1331                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1332                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1333                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1334                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1335
1336                 footstepsound = footstepsn1;
1337                 footstepsound2 = footstepsn2;
1338                 footstepsound3 = footstepst1;
1339                 footstepsound4 = footstepst2;
1340
1341                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1342
1343                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1344
1345                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1346
1347
1348
1349
1350                 temptexdetail=texdetail;
1351                 if(texdetail>1)texdetail=4;
1352                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1353                         ":Data:Textures:Skybox(snow):Left.jpg",
1354                         ":Data:Textures:Skybox(snow):Back.jpg",
1355                         ":Data:Textures:Skybox(snow):Right.jpg",
1356                         ":Data:Textures:Skybox(snow):Up.jpg",
1357                         ":Data:Textures:Skybox(snow):Down.jpg",
1358                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1359                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1360
1361
1362
1363
1364                 texdetail=temptexdetail;
1365         }
1366         if(environment==desertenvironment){
1367                 windvector=0;
1368                 windvector.z=2;
1369                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1370                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1371                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1372                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1373
1374
1375                 if(ambientsound)
1376                   emit_stream_np(stream_desertambient);
1377
1378                 footstepsound = footstepsn1;
1379                 footstepsound2 = footstepsn2;
1380                 footstepsound3 = footstepsn1;
1381                 footstepsound4 = footstepsn2;
1382
1383                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1384
1385                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1386
1387                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1388
1389
1390
1391                 temptexdetail=texdetail;
1392                 if(texdetail>1)texdetail=4;
1393                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1394                         ":Data:Textures:Skybox(sand):Left.jpg",
1395                         ":Data:Textures:Skybox(sand):Back.jpg",
1396                         ":Data:Textures:Skybox(sand):Right.jpg",
1397                         ":Data:Textures:Skybox(sand):Up.jpg",
1398                         ":Data:Textures:Skybox(sand):Down.jpg",
1399                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1400                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1401
1402
1403
1404
1405                 texdetail=temptexdetail;
1406         }
1407         if(environment==grassyenvironment){
1408                 windvector=0;
1409                 windvector.z=2;
1410                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1411                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1412                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1413                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1414
1415                 if(ambientsound)
1416                   emit_stream_np(stream_wind, 100.);
1417
1418                 footstepsound = footstepgr1;
1419                 footstepsound2 = footstepgr2;
1420                 footstepsound3 = footstepst1;
1421                 footstepsound4 = footstepst2;
1422
1423                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1424
1425                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1426
1427                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1428
1429
1430
1431                 temptexdetail=texdetail;
1432                 if(texdetail>1)texdetail=4;
1433                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1434                         ":Data:Textures:Skybox(grass):Left.jpg",
1435                         ":Data:Textures:Skybox(grass):Back.jpg",
1436                         ":Data:Textures:Skybox(grass):Right.jpg",
1437                         ":Data:Textures:Skybox(grass):Up.jpg",
1438                         ":Data:Textures:Skybox(grass):Down.jpg",
1439                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1440                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1441
1442
1443
1444                 texdetail=temptexdetail;
1445         }
1446         temptexdetail=texdetail;
1447         texdetail=1;
1448         terrain.load(":Data:Textures:heightmap.png");
1449
1450         texdetail=temptexdetail;
1451 }
1452
1453
1454 void    Game::Loadlevel(int which){
1455         stealthloading=0;
1456
1457         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1458         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1459         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1460         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1461         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1462         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1463         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1464         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1465         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1466         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1467         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1468         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1469         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1470         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1471         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1472         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1473         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1474         else Loadlevel((char *)":Data:Maps:mapsave");
1475
1476         whichlevel=which;
1477 }
1478
1479 void    Game::Loadlevel(char *name){
1480         int i,j,k,l,m;
1481         static int oldlevel;
1482         int templength;
1483         float lamefloat;
1484         int lameint;
1485
1486         float headprop,legprop,armprop,bodyprop;
1487
1488         LOGFUNC;
1489
1490         LOG(std::string("Loading level...") + name);
1491
1492         if(!gameon)visibleloading=1;
1493
1494         if(stealthloading)visibleloading=0;
1495
1496         if(!stillloading)loadtime=0;
1497         gamestarted=1;
1498
1499         numenvsounds=0;
1500         //visibleloading=1;
1501         if(tutoriallevel!=-1)tutoriallevel=0;
1502         else tutoriallevel=1;
1503
1504         if(tutoriallevel==1)tutorialstage=0;
1505         if(tutorialstage==0){
1506                 tutorialstagetime=0;
1507                 tutorialmaxtime=1;
1508         }
1509         loadingstuff=1;
1510         if(!firstload){
1511                 oldlevel=50;
1512         }
1513         pause_sound(whooshsound);
1514         pause_sound(stream_firesound);
1515
1516         // Change the map filename into something that is os specific
1517         char *FixedFN = ConvertFileName(name);
1518
1519         int mapvers;
1520         FILE                    *tfile;
1521         tfile=fopen( FixedFN, "rb" );
1522         if(tfile)
1523         {
1524                 pause_sound(stream_firesound);
1525
1526
1527                 scoreadded=0;
1528                 windialogue=0;
1529
1530                 hostiletime=0;
1531
1532                 won=0;
1533
1534                 //campaign=0;
1535                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1536
1537                 numdialogues=0;
1538
1539                 for(i=0;i<20;i++)
1540                 {
1541                         dialoguegonethrough[i]=0;
1542                 }
1543
1544                 indialogue=-1;
1545                 cameramode=0;
1546
1547                 damagedealt=0;
1548                 damagetaken=0;
1549
1550                 if(accountactive)difficulty=accountactive->getDifficulty();
1551
1552                 if(difficulty!=2)minimap=1;
1553                 else minimap=0;
1554
1555                 numhotspots=0;
1556                 currenthotspot=-1;
1557                 bonustime=1;
1558
1559                 skyboxtexture=1;
1560                 skyboxr=1;
1561                 skyboxg=1;
1562                 skyboxb=1;
1563
1564                 freeze=0;
1565                 winfreeze=0;
1566
1567                 for(i=0;i<100;i++)
1568                 {
1569                         bonusnum[i]=0;
1570                 }
1571
1572                 numfalls=0;
1573                 numflipfail=0;
1574                 numseen=0;
1575                 numstaffattack=0;
1576                 numswordattack=0;
1577                 numknifeattack=0;
1578                 numunarmedattack=0;
1579                 numescaped=0;
1580                 numflipped=0;
1581                 numwallflipped=0;
1582                 numthrowkill=0;
1583                 numafterkill=0;
1584                 numreversals=0;
1585                 numattacks=0;
1586                 maxalarmed=0;
1587                 numresponded=0;
1588
1589                 bonustotal=startbonustotal;
1590                 bonus=0;
1591                 gameon=1;
1592                 changedelay=0;
1593                 if(console)
1594                 {
1595                         emit_sound_np(consolesuccesssound);
1596                         freeze=0;
1597                         console=0;
1598                 }
1599
1600                 if(!stealthloading)
1601                 {
1602                         terrain.numdecals=0;
1603                         Sprite::deleteSprites();
1604                         for(i=0;i<objects.numobjects;i++)
1605                         {
1606                                 objects.model[i].numdecals=0;
1607                         }
1608
1609                         j=objects.numobjects;
1610                         for(i=0;i<j;i++)
1611                         {
1612                                 objects.DeleteObject(0);
1613                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1614                         }
1615
1616                         for(i=0;i<subdivision;i++)
1617                         {
1618                                 for(j=0;j<subdivision;j++)
1619                                 {
1620                                         terrain.patchobjectnum[i][j]=0;
1621                                 }
1622                         }
1623                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1624                 }
1625
1626                 weapons.numweapons=0;
1627
1628                 funpackf(tfile, "Bi", &mapvers);
1629                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1630                 else indemo=0;
1631                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1632                 else maptype=mapkilleveryone;
1633                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1634                 else hostile=1;
1635                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1636                 else
1637                 {
1638                         viewdistance=100;
1639                         fadestart=.6;
1640                 }
1641                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1642                 else
1643                 {
1644                         skyboxtexture=1;
1645                         skyboxr=1;
1646                         skyboxg=1;
1647                         skyboxb=1;
1648                 }
1649                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1650                 else
1651                 {
1652                         skyboxlightr=skyboxr;
1653                         skyboxlightg=skyboxg;
1654                         skyboxlightb=skyboxb;
1655                 }
1656                 if(!stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
1657                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1658                 player[0].originalcoords=player[0].coords;
1659                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1660                 {
1661                         for(j=0;j<player[0].num_weapons;j++)
1662                         {
1663                                 player[0].weaponids[j]=weapons.numweapons;
1664                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1665                                 weapons.owner[weapons.numweapons]=0;
1666                                 weapons.numweapons++;
1667                         }
1668                 }
1669
1670                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1671
1672                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1673                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1674                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1675                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1676
1677                 funpackf(tfile, "Bi", &player[0].numclothes);
1678
1679                 if(mapvers>=9)
1680                 {
1681                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1682                 }
1683                 else
1684                 {
1685                         player[0].whichskin=0;
1686                         player[0].creature=rabbittype;
1687                 }
1688
1689                 for(i=0;i<max_dialogues;i++)
1690                 {
1691                         for(j=0;j<max_dialoguelength;j++)
1692                         {
1693                                 for(k=0;k<128;k++)
1694                                 {
1695                                         dialoguetext[i][j][k]='\0';
1696                                 }
1697                                 for(k=0;k<64;k++)
1698                                 {
1699                                         dialoguename[i][j][k]='\0';
1700                                 }
1701                         }
1702                 }
1703
1704                 player[0].lastattack=-1;
1705                 player[0].lastattack2=-1;
1706                 player[0].lastattack3=-1;
1707
1708                 if(mapvers>=8)
1709                 {
1710                         funpackf(tfile, "Bi", &numdialogues);
1711                         if(numdialogues)
1712                         {
1713                                 for(k=0;k<numdialogues;k++)
1714                                 {
1715                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1716                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1717                                         for(l=0;l<10;l++)
1718                                         {
1719                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1720                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1721                                         }
1722                                         if(numdialogueboxes)
1723                                         {
1724                                                 for(l=0;l<numdialogueboxes[k];l++)
1725                                                 {
1726                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1727                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1728                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1729                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1730                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1731
1732                                                         bool doneread;
1733
1734                                                         funpackf(tfile, "Bi",&templength);
1735                                                         if(templength>128||templength<=0)templength=128;
1736                                                         for(m=0;m<templength;m++){
1737                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1738                                                                 if(dialoguetext[k][l][m]=='\0')break;
1739                                                         }
1740
1741                                                         funpackf(tfile, "Bi",&templength);
1742                                                         if(templength>64||templength<=0)templength=64;
1743                                                         for(m=0;m<templength;m++){
1744                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1745                                                                 if(dialoguename[k][l][m]=='\0'){
1746                                                                         break;
1747                                                                 }
1748                                                         }
1749                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1750                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1751                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1752
1753                                                         for(m=0;m<10;m++)
1754                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1755
1756                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1757                                                 }
1758                                         }
1759                                 }
1760                         }
1761                 }
1762                 else numdialogues=0;
1763
1764                 if(player[0].numclothes)
1765                 {
1766                         for(k=0;k<player[0].numclothes;k++)
1767                         {
1768                                 funpackf(tfile, "Bi", &templength);
1769                                 for(l=0;l<templength;l++)
1770                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1771                                 player[0].clothes[k][templength]='\0';
1772                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1773                         }
1774                 }
1775
1776                 funpackf(tfile, "Bi", &environment);
1777
1778                 funpackf(tfile, "Bi", &objects.numobjects);
1779                 if(objects.numobjects)
1780                 {
1781                         for(i=0;i<objects.numobjects;i++)
1782                         {
1783                                 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]);
1784                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1785                         }
1786                 }
1787
1788                 if(mapvers>=7)
1789                 {
1790                         funpackf(tfile, "Bi", &numhotspots);
1791                         if(numhotspots)
1792                         {
1793                                 for(i=0;i<numhotspots;i++)
1794                                 {
1795                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1796                                         funpackf(tfile, "Bi", &templength);
1797                                         if(templength)
1798                                                 for(l=0;l<templength;l++)
1799                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1800                                         hotspottext[i][templength]='\0';
1801                                         if(hotspottype[i]==-111)indemo=1;
1802                                 }
1803                         }
1804                 }
1805                 else numhotspots=0;
1806
1807                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1808
1809                 if(!stealthloading)
1810                 {
1811                         objects.center=0;
1812                         for(i=0;i<objects.numobjects;i++)
1813                         {
1814                                 objects.center+=objects.position[i];
1815                         }
1816                         objects.center/=objects.numobjects;
1817
1818
1819                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1820
1821                         float maxdistance=0;
1822                         float tempdist;
1823                         int whichclosest;
1824                         for(i=0;i<objects.numobjects;i++)
1825                         {
1826                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1827                                 if(tempdist>maxdistance)
1828                                 {
1829                                         whichclosest=i;
1830                                         maxdistance=tempdist;
1831                                 }
1832                         }
1833                         objects.radius=fast_sqrt(maxdistance);
1834                 }
1835
1836                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1837                 //mapcenter=objects.center;
1838                 //mapradius=objects.radius;
1839
1840                 funpackf(tfile, "Bi", &numplayers);
1841                 int howmanyremoved=0;
1842                 bool removeanother=0;
1843                 if(numplayers>1&&numplayers<maxplayers)
1844                 {
1845                         for(i=1;i<numplayers;i++)
1846                         {
1847                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1848                                 removeanother=0;
1849
1850                                 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);
1851                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1852                                 else player[i-howmanyremoved].howactive=typeactive;
1853                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1854                                 else player[i-howmanyremoved].scale=-1;
1855                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1856                                 else player[i-howmanyremoved].immobile=0;
1857                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1858                                 else player[i-howmanyremoved].rotation=0;
1859                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1860                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1861                                         removeanother=1;
1862                                         howmanyremoved++;
1863                                 }
1864                                 if(!removeanother)
1865                                 {
1866                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1867                                         {
1868                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1869                                                 {
1870                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1871                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1872                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1873                                                         weapons.numweapons++;
1874                                                 }
1875                                         }
1876                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1877                                         //player[i-howmanyremoved].numwaypoints=10;
1878                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1879                                         {
1880                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1881                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1882                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1883                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1884                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1885                                         }
1886
1887                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1888                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1889
1890                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1891                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1892                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1893                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1894
1895                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1896                                         else
1897                                         {
1898                                                 headprop=1;
1899                                                 bodyprop=1;
1900                                                 armprop=1;
1901                                                 legprop=1;
1902                                         }
1903                                         if(player[i-howmanyremoved].creature==wolftype)
1904                                         {
1905                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1906                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1907                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1908                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1909                                         }
1910
1911                                         if(player[i-howmanyremoved].creature==rabbittype)
1912                                         {
1913                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1914                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1915                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1916                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1917                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1918                                         }
1919
1920                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1921                                         if(player[i-howmanyremoved].numclothes)
1922                                         {
1923                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
1924                                                 {
1925                                                         int templength;
1926                                                         funpackf(tfile, "Bi", &templength);
1927                                                         for(l=0;l<templength;l++)
1928                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1929                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
1930                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1931                                                 }
1932                                         }
1933                                 }
1934                         }
1935                 }
1936                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1937
1938                 numplayers-=howmanyremoved;
1939                 funpackf(tfile, "Bi", &numpathpoints);
1940                 if(numpathpoints>30||numpathpoints<0)
1941                         numpathpoints=0;
1942                 if(numpathpoints)
1943                 {
1944                         for(j=0;j<numpathpoints;j++)
1945                         {
1946                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1947                                 for(k=0;k<numpathpointconnect[j];k++){
1948                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1949                                 }
1950                         }
1951                 }
1952                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1953
1954                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1955
1956                 SetUpLighting();
1957                 if(environment!=oldenvironment)Setenvironment(environment);
1958                 oldenvironment=environment;
1959
1960                 if(!stealthloading)
1961                 {
1962                         j=objects.numobjects;
1963                         objects.numobjects=0;
1964                         for(i=0;i<j;i++)
1965                         {
1966                                 //if(objects.type[i]!=spiketype)
1967                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1968                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1969                         }
1970
1971                         //if(skyboxtexture){
1972                         terrain.DoShadows();
1973                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1974                         objects.DoShadows();
1975                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1976                         /*}
1977                         else terrain.DoLighting();
1978                         */
1979                 }
1980
1981                 fclose(tfile);
1982
1983                 oldlevel=whichlevel;
1984
1985
1986                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
1987                 for(i=0;i<numplayers;i++)
1988                 {
1989                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1990                         player[i].burnt=0;
1991                         player[i].bled=0;
1992                         player[i].onfire=0;
1993                         if(i==0||player[i].scale<0)player[i].scale=.2;
1994                         player[i].skeleton.free=0;
1995                         player[i].skeleton.id=i;
1996                         //if(Random()%2==0)player[i].creature=wolftype;
1997                         //else player[i].creature=rabbittype;
1998                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
1999                         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);
2000                         else
2001                         {
2002                                 if(player[i].creature!=wolftype){
2003                                         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);
2004                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
2005                                 }
2006                                 if(player[i].creature==wolftype){
2007                                         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);
2008                                 }
2009                         }
2010
2011
2012                         int texsize;
2013                         texsize=512*512*3/texdetail/texdetail;
2014                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
2015                         //player[i].skeleton.skinText.resize(texsize);
2016
2017                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2018
2019                         if(player[i].numclothes)
2020                         {
2021                                 for(j=0;j<player[i].numclothes;j++)
2022                                 {
2023                                         tintr=player[i].clothestintr[j];
2024                                         tintg=player[i].clothestintg[j];
2025                                         tintb=player[i].clothestintb[j];
2026                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2027                                 }
2028                                 player[i].DoMipmaps();
2029                         }
2030
2031                         player[i].currentanimation=bounceidleanim;
2032                         player[i].targetanimation=bounceidleanim;
2033                         player[i].currentframe=0;
2034                         player[i].targetframe=1;
2035                         player[i].target=0;
2036                         player[i].speed=1+(float)(Random()%100)/1000;
2037                         if(difficulty==0)player[i].speed-=.2;
2038                         if(difficulty==1)player[i].speed-=.1;
2039
2040                         player[i].velocity=0;
2041                         player[i].oldcoords=player[i].coords;
2042                         player[i].realoldcoords=player[i].coords;
2043
2044                         player[i].id=i;
2045                         player[i].skeleton.id=i;
2046                         player[i].updatedelay=0;
2047                         player[i].normalsupdatedelay=0;
2048
2049                         player[i].aitype=passivetype;
2050                         player[i].aitarget=0;
2051                         player[i].madskills=0;
2052
2053                         if(i==0)
2054                         {
2055                                 player[i].proportionhead=1.2;
2056                                 player[i].proportionbody=1.05;
2057                                 player[i].proportionarms=1.00;
2058                                 player[i].proportionlegs=1.1;
2059                                 player[i].proportionlegs.y=1.05;
2060                         }
2061                         player[i].headless=0;
2062                         player[i].currentoffset=0;
2063                         player[i].targetoffset=0;
2064                         /*player[i].armorhead=1;
2065                         player[i].armorhigh=1;
2066                         player[i].armorlow=1;
2067                         player[i].protectionhead=1;
2068                         player[i].protectionhigh=1;
2069                         player[i].protectionlow=1;
2070                         player[i].metalhead=1;
2071                         player[i].metalhigh=1;
2072                         player[i].metallow=1;
2073                         player[i].power=1;
2074                         player[i].speedmult=1;*/
2075
2076                         player[i].damagetolerance=200;
2077
2078                         if(player[i].creature==wolftype)
2079                         {
2080                                 /*player[i].proportionhead=1.1;
2081                                 player[i].proportionbody=1.1;
2082                                 player[i].proportionarms=1.1;
2083                                 player[i].proportionlegs=1.1;
2084                                 player[i].proportionlegs.y=1.1;*/
2085                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2086
2087                                 player[i].damagetolerance=300;
2088                         }
2089
2090                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2091                         if(cellophane)
2092                         {
2093                                 player[i].proportionhead.z=0;
2094                                 player[i].proportionbody.z=0;
2095                                 player[i].proportionarms.z=0;
2096                                 player[i].proportionlegs.z=0;
2097                         }
2098
2099                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2100
2101                         player[i].headmorphness=0;
2102                         player[i].targetheadmorphness=1;
2103                         player[i].headmorphstart=0;
2104                         player[i].headmorphend=0;
2105
2106                         player[i].pausetime=0;
2107
2108                         player[i].dead=0;
2109                         player[i].jumppower=5;
2110                         player[i].damage=0;
2111                         player[i].permanentdamage=0;
2112                         player[i].superpermanentdamage=0;
2113
2114                         player[i].forwardkeydown=0;
2115                         player[i].leftkeydown=0;
2116                         player[i].backkeydown=0;
2117                         player[i].rightkeydown=0;
2118                         player[i].jumpkeydown=0;
2119                         player[i].crouchkeydown=0;
2120                         player[i].throwkeydown=0;
2121
2122                         player[i].collided=-10;
2123                         player[i].loaded=1;
2124                         player[i].bloodloss=0;
2125                         player[i].weaponactive=-1;
2126                         player[i].weaponstuck=-1;
2127                         player[i].bleeding=0;
2128                         player[i].deathbleeding=0;
2129                         player[i].stunned=0;
2130                         player[i].hasvictim=0;
2131                         player[i].wentforweapon=0;
2132                 }
2133
2134                 player[0].aitype=playercontrolled;
2135                 player[0].weaponactive=-1;
2136
2137                 if(difficulty==1)
2138                 {
2139                         //player[0].speedmult=1/.9;
2140                         player[0].power=1/.9;
2141                 }
2142
2143                 if(difficulty==0)
2144                 {
2145                         //player[0].speedmult=1/.8;
2146                         player[0].power=1/.8;
2147                 }
2148
2149                 //player[0].weaponstuck=1;
2150
2151                 if(difficulty==1)player[0].damagetolerance=250;
2152                 if(difficulty==0)player[0].damagetolerance=300;
2153                 if(difficulty==0)player[0].armorhead*=1.5;
2154                 if(difficulty==0)player[0].armorhigh*=1.5;
2155                 if(difficulty==0)player[0].armorlow*=1.5;
2156                 cameraloc=player[0].coords;
2157                 cameraloc.y+=5;
2158                 rotation=player[0].rotation;
2159
2160                 hawkcoords=player[0].coords;
2161                 hawkcoords.y+=30;
2162
2163                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2164                 //weapons.numweapons=numplayers;
2165                 for(i=0;i<weapons.numweapons;i++)
2166                 {
2167                         weapons.bloody[i]=0;
2168                         weapons.blooddrip[i]=0;
2169                         weapons.blooddripdelay[i]=0;
2170                         weapons.onfire[i]=0;
2171                         weapons.flamedelay[i]=0;
2172                         weapons.damage[i]=0;
2173                         //weapons.type[i]=sword;
2174                         if(weapons.type[i]==sword){
2175                                 weapons.mass[i]=1.5;
2176                                 weapons.tipmass[i]=1;
2177                                 weapons.length[i]=.8;
2178                         }
2179                         if(weapons.type[i]==staff){
2180                                 weapons.mass[i]=2;
2181                                 weapons.tipmass[i]=1;
2182                                 weapons.length[i]=1.5;
2183                         }
2184                         if(weapons.type[i]==knife){
2185                                 weapons.mass[i]=1;
2186                                 weapons.tipmass[i]=1.2;
2187                                 weapons.length[i]=.25;
2188                         }
2189                         weapons.position[i]=-1000;
2190                         weapons.tippoint[i]=-1000;
2191                 }
2192                 
2193                 LOG("Starting background music...");
2194
2195                 OPENAL_StopSound(OPENAL_ALL);
2196                 if(environment==snowyenvironment)
2197                 {
2198                         if(ambientsound)
2199                           emit_stream_np(stream_wind);
2200                 }
2201                 else if(environment==desertenvironment)
2202                 {
2203                         if(ambientsound)
2204                           emit_stream_np(stream_desertambient);
2205                 }
2206                 else if(environment==grassyenvironment)
2207                 {
2208                         if(ambientsound)
2209                           emit_stream_np(stream_wind, 100.);
2210                 }
2211                 oldmusicvolume[0]=0;
2212                 oldmusicvolume[1]=0;
2213                 oldmusicvolume[2]=0;
2214                 oldmusicvolume[3]=0;
2215
2216                 if(!firstload)
2217                 {
2218                         firstload=1;
2219                 }
2220         }
2221         leveltime=0;
2222         loadingstuff=0;
2223         visibleloading=0;
2224 }
2225
2226 void    Game::Tick()
2227 {
2228         static int i,k,j,l,m;
2229         static XYZ facing,flatfacing,absflatfacing;
2230         static XYZ rotatetarget;
2231         static bool oldkey;
2232         static float oldtargetrotation;
2233         static int target, numgood;
2234         static XYZ tempcoords1,tempcoords2;
2235         static XYZ test;
2236         static XYZ test2;
2237         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2238         static int whichhit;
2239         static bool oldjumpkeydown;
2240
2241         int templength;
2242
2243         float headprop,bodyprop,armprop,legprop;
2244
2245         for(i=0;i<15;i++){
2246                 displaytime[i]+=multiplier;
2247         }
2248
2249         keyboardfrozen=0;
2250
2251         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2252                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2253                         stereoreverse=true;
2254                 } else {
2255                         stereoreverse=false;
2256                 }
2257
2258                 if (stereoreverse) {
2259                         printf("Stereo reversed\n");
2260                 } else {
2261                         printf("Stereo unreversed\n");
2262                 }
2263                 freezetogglekeydown=1;
2264         }
2265
2266         if (Input::isKeyDown(SDLK_F7)) {
2267                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2268                         stereoseparation -= 0.001;
2269                 } else {
2270                         stereoseparation -= 0.010;
2271                 }
2272
2273                 printf("Stereo decreased increased to %f\n", stereoseparation);
2274         }
2275
2276         if (Input::isKeyDown(SDLK_F8)) {
2277                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2278                         stereoseparation += 0.001;
2279                 } else {
2280                         stereoseparation += 0.010;
2281                 }
2282
2283                 printf("Stereo separation increased to %f\n", stereoseparation);
2284         }
2285
2286
2287         if(!console){
2288                 if(mainmenu&&endgame==1)mainmenu=10;
2289                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2290                     && !mainmenutogglekeydown
2291                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2292                   ) { // go back
2293                         selected=-1;
2294                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2295                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2296                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2297                                 else if(mainmenu==0&&winfreeze){
2298                                         
2299                                 }
2300                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2301                                 if(mainmenu&&musictoggle){
2302                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2303                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2304                                                 emit_stream_np(stream_music3);
2305                                                 pause_sound(music1);
2306                                         }
2307                                 }
2308                                 if(!mainmenu){
2309                                         pause_sound(stream_music3);
2310                                         resume_stream(music1);
2311                                 }
2312                         }
2313                         if(mainmenu==3){
2314                                 fireSound();
2315
2316                                 flash();
2317
2318                                 if(newdetail>2)newdetail=detail;
2319                                 if(newdetail<0)newdetail=detail;
2320                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2321                                 if(newscreenheight<0)newscreenheight=screenheight;
2322
2323                                 SaveSettings(*this);
2324                         }
2325                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2326                                 fireSound();
2327
2328                                 flash();
2329                         }
2330                         if(mainmenu==3&&gameon)mainmenu=2;
2331                         if(mainmenu==3&&!gameon)mainmenu=1;
2332                         if(mainmenu==5&&gameon)mainmenu=2;
2333                         if(mainmenu==5&&!gameon)mainmenu=1;
2334                         if(mainmenu==4)mainmenu=3;
2335                         if(mainmenu==6)mainmenu=5;
2336                         if(mainmenu==7)mainmenu=1;
2337                         if(mainmenu==9)mainmenu=5;
2338                         if(mainmenu==10)mainmenu=5;
2339                         if(mainmenu==100){
2340                                 mainmenu=5;
2341                                 gameon=0;
2342                                 winfreeze=0;
2343                         }
2344                         mainmenutogglekeydown=1;
2345                 }
2346                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2347                         mainmenutogglekeydown=0;
2348                 }
2349         }
2350
2351         static bool minimaptogglekeydown;
2352         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2353                 if(tutorialstage!=51)
2354                         tutorialstagetime=tutorialmaxtime;
2355                 emit_sound_np(consolefailsound, 128.);
2356                 minimaptogglekeydown=1;
2357         }
2358         if(!Input::isKeyDown(SDLK_TAB)){
2359                 minimaptogglekeydown=0;
2360         }
2361
2362         if(mainmenu){
2363                 //menu buttons
2364                 if(mainmenu==1||mainmenu==2){
2365                         if(Input::Button()&&!oldbutton&&selected==1){
2366                                 if(!gameon){
2367                                         fireSound(firestartsound);
2368
2369                                         flash();
2370
2371                                         //new game
2372                                         if(accountactive) {
2373                                                 mainmenu=5;
2374                                         } else {
2375                                                 mainmenu=7;
2376                                         }
2377                                         selected=-1;
2378                                 }
2379                                 else
2380                                 {
2381                                         //resume
2382                                         mainmenu=0;
2383                                         pause_sound(stream_music3);
2384                                         resume_stream(music1);
2385                                 }
2386                         }
2387
2388                         if(Input::Button()&&!oldbutton&&selected==2){
2389                                 fireSound();
2390
2391                                 flash();
2392
2393                                 //options
2394
2395                                 mainmenu=3;
2396
2397                                 if(newdetail>2)newdetail=detail;
2398                                 if(newdetail<0)newdetail=detail;
2399                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2400                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2401                                 if(newscreenheight>3000)newscreenheight=screenheight;
2402                                 if(newscreenheight<0)newscreenheight=screenheight;
2403                         }
2404
2405                         if(Input::Button()&&!oldbutton&&selected==3){
2406                                 fireSound();
2407
2408                                 flash();
2409
2410                                 if(!gameon){
2411                                         //quit
2412                                         tryquit=1;
2413                                         pause_sound(stream_music3);
2414                                 }
2415                                 else{
2416                                         //end game
2417                                         gameon=0;
2418                                         mainmenu=1;
2419                                 }
2420                         }
2421                 }
2422                 if(mainmenu==3){
2423                         if(Input::Button()&&!oldbutton&&selected!=-1){
2424                                 fireSound();
2425                         }
2426                         if(Input::Button()&&!oldbutton&&selected==0){
2427                         
2428                                 extern SDL_Rect **resolutions;
2429                                 bool isCustomResolution = true;
2430                                 bool found = false;
2431                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2432                                 {
2433                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2434                                                 isCustomResolution = false;
2435
2436                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2437                                         {
2438                                                 i++;
2439                                                 if (resolutions[i] != NULL)
2440                                                 {
2441                                                         newscreenwidth = (int) resolutions[i]->w;
2442                                                         newscreenheight = (int) resolutions[i]->h;
2443                                                 }
2444                                                 else if (isCustomResolution)
2445                                                 {
2446                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2447                                                         {
2448                                                                 newscreenwidth = (int) resolutions[0]->w;
2449                                                                 newscreenheight = (int) resolutions[0]->h;
2450                                                         }
2451                                                         else
2452                                                         {
2453                                                                 newscreenwidth = screenwidth;
2454                                                                 newscreenheight = screenheight;
2455                                                         }
2456                                                 }
2457                                                 else
2458                                                 {
2459                                                         newscreenwidth = (int) resolutions[0]->w;
2460                                                         newscreenheight = (int) resolutions[0]->h;
2461                                                 }
2462                                                 found = true;
2463                                         }
2464                                 }
2465
2466                                 if (!found)
2467                                 {
2468                                         newscreenwidth = (int) resolutions[0]->w;
2469                                         newscreenheight = (int) resolutions[0]->h;
2470                                 }
2471
2472                                 
2473                         }
2474                         if(Input::Button()&&!oldbutton&&selected==1){
2475                                 newdetail++;
2476                                 if(newdetail>2)newdetail=0;
2477                         }
2478                         if(Input::Button()&&!oldbutton&&selected==2){
2479                                 bloodtoggle++;
2480                                 if(bloodtoggle>2)bloodtoggle=0;
2481                         }
2482                         if(Input::Button()&&!oldbutton&&selected==3){
2483                                 difficulty++;
2484                                 if(difficulty>2)difficulty=0;
2485                         }
2486                         if(Input::Button()&&!oldbutton&&selected==4){
2487                                 ismotionblur=1-ismotionblur;
2488                         }
2489                         if(Input::Button()&&!oldbutton&&selected==5){
2490                                 decals=1-decals;
2491                         }
2492                         if(Input::Button()&&!oldbutton&&selected==6){
2493                                 musictoggle=1-musictoggle;
2494
2495                                 if(!musictoggle){
2496                                         pause_sound(music1);
2497                                         pause_sound(stream_music2);
2498                                         pause_sound(stream_music3);
2499
2500                                         for(i=0;i<4;i++){
2501                                                 oldmusicvolume[i]=0;
2502                                                 musicvolume[i]=0;
2503                                         }
2504                                 }
2505
2506                                 if(musictoggle)
2507                                   emit_stream_np(stream_music3);
2508                         }
2509                         if(Input::Button()&&!oldbutton&&selected==9){
2510                                 invertmouse=1-invertmouse;
2511                         }
2512                         if(Input::Button()&&!oldbutton&&selected==10){
2513                                 usermousesensitivity+=.2;
2514                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2515                         }
2516                         if(Input::Button()&&!oldbutton&&selected==11){
2517                                 volume+=.1f;
2518                                 if(volume>1.0001f)volume=0;
2519                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2520                         }
2521                         if(Input::Button()&&!oldbutton&&selected==7){
2522                                 /*fireSound();
2523                                 */
2524                                 flash();
2525
2526                                 //options
2527
2528                                 mainmenu=4;
2529                                 selected=-1;
2530                                 keyselect=-1;
2531                         }
2532                         if(Input::Button() && !oldbutton && selected == 12) {
2533                                 flash();
2534                                 
2535                                 newstereomode = stereomode;
2536                                 mainmenu=18;
2537                                 keyselect=-1;
2538                         }
2539                         if(Input::Button() && !oldbutton && selected == 13) {
2540                                 showdamagebar=!showdamagebar;
2541                         }
2542                         if(Input::Button()&&!oldbutton&&selected==8){
2543                                 fireSound();
2544
2545                                 flash();
2546
2547                                 if(newdetail>2)newdetail=detail;
2548                                 if(newdetail<0)newdetail=detail;
2549                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2550                                 if(newscreenheight<0)newscreenheight=screenheight;
2551
2552
2553                                 SaveSettings(*this);
2554                                 if(mainmenu==3&&gameon)mainmenu=2;
2555                                 if(mainmenu==3&&!gameon)mainmenu=1;
2556                         }
2557                 }
2558                 if(mainmenu==4){
2559                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2560                                 fireSound();
2561                                 if(selected<9&&keyselect==-1)
2562                                         keyselect=selected;
2563                                 if(keyselect!=-1)
2564                                         setKeySelected();
2565                                 if(selected==9){
2566                                         flash();
2567
2568                                         mainmenu=3;
2569
2570                                         if(newdetail>2)newdetail=detail;
2571                                         if(newdetail<0)newdetail=detail;
2572                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2573                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2574                                         if(newscreenheight>3000)newscreenheight=screenheight;
2575                                         if(newscreenheight<0)newscreenheight=screenheight;
2576                                 }
2577                         }
2578                 }
2579
2580                 if(mainmenu==5){
2581
2582                         if(endgame==2){
2583                                 accountactive->endGame();
2584                                 endgame=0;
2585                         }
2586
2587                         if(Input::Button()&&!oldbutton&&selected==1){
2588                                 fireSound();
2589
2590                                 flash();
2591
2592                                 startbonustotal=0;
2593
2594                                 loading=2;
2595                                 loadtime=0;
2596                                 targetlevel=-1;
2597                                 if(firstload)TickOnceAfter();
2598                                 if(!firstload)LoadStuff();
2599                                 else {
2600                                         Loadlevel(-1);
2601                                 }
2602
2603                                 mainmenu=0;
2604                                 gameon=1;
2605                                 pause_sound(stream_music3);
2606                         }
2607                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2608                                 fireSound();
2609
2610                                 flash();
2611
2612                                 startbonustotal=0;
2613
2614                                 loading=2;
2615                                 loadtime=0;
2616                                 targetlevel=7;
2617                                 if(firstload) TickOnceAfter();
2618                                 else LoadStuff();
2619                                 for(i=0;i<255;i++){
2620                                         mapname[i]='\0';
2621                                 }
2622                                 mapname[0]=':';
2623                                 mapname[1]='D';
2624                                 mapname[2]='a';
2625                                 mapname[3]='t';
2626                                 mapname[4]='a';
2627                                 mapname[5]=':';
2628                                 mapname[6]='M';
2629                                 mapname[7]='a';
2630                                 mapname[8]='p';
2631                                 mapname[9]='s';
2632                                 mapname[10]=':';
2633                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2634                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2635                                 visibleloading=1;
2636                                 stillloading=1;
2637                                 Loadlevel(mapname);
2638                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2639                                 campaign=1;
2640                                 mainmenu=0;
2641                                 gameon=1;
2642                                 pause_sound(stream_music3);
2643                         }
2644                         if(Input::Button()&&!oldbutton&&selected==4){
2645                                 fireSound();
2646
2647                                 flash();
2648
2649                                 if(mainmenu==5&&gameon)mainmenu=2;
2650                                 if(mainmenu==5&&!gameon)mainmenu=1;
2651                         }
2652                         if(Input::Button()&&!oldbutton&&selected==5){
2653                                 fireSound();
2654
2655                                 flash();
2656
2657                                 mainmenu=7;
2658                         }
2659                         if(Input::Button()&&!oldbutton&&selected==3){
2660                                 fireSound();
2661
2662                                 flash();
2663
2664                                 mainmenu=6;
2665                         }
2666                         if(Input::Button()&&!oldbutton&&selected==2){
2667                                 fireSound();
2668
2669                                 flash();
2670
2671                                 mainmenu=9;
2672                         }
2673                 }
2674                 else if(mainmenu==9){
2675                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2676                                 fireSound();
2677
2678                                 flash();
2679
2680                                 startbonustotal=0;
2681
2682                                 loading=2;
2683                                 loadtime=0;
2684                                 targetlevel=selected;
2685                                 if(firstload)TickOnceAfter();
2686                                 if(!firstload)LoadStuff();
2687                                 else {
2688                                         Loadlevel(selected);
2689                                 }
2690                                 campaign=0;
2691
2692                                 mainmenu=0;
2693                                 gameon=1;
2694                                 pause_sound(stream_music3);
2695                         }
2696                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2697                                 fireSound();
2698
2699                                 flash();
2700
2701                                 mainmenu=5;
2702                         }
2703                 }
2704                 if(mainmenu==10){
2705                         endgame=2;
2706                         if(Input::Button()&&!oldbutton&&selected==3){
2707                                 fireSound();
2708
2709                                 flash();
2710
2711                                 mainmenu=5;
2712                         }
2713                 }
2714
2715                 if(mainmenu==6){
2716                         if(Input::Button()&&!oldbutton) {
2717                                 if(selected>-1){
2718                                         fireSound();
2719                                         if(selected==1) {
2720                                                 flash();
2721                                                 accountactive = Account::destroy(accountactive);
2722                                                 mainmenu=7;
2723                                         } else if(selected==2) {
2724                                                 flash();
2725                                                 mainmenu=5;
2726                                         }
2727                                 }
2728                         }
2729                 }
2730                 if(mainmenu==7){
2731                         if(Input::Button()&&!oldbutton) {
2732                                 if(selected!=-1){
2733                                         fireSound();
2734                                         if(selected==0&&Account::getNbAccounts()<8){
2735                                                 entername=1;
2736                                         } else if (selected<Account::getNbAccounts()+1) {
2737                                                 accountactive=Account::get(selected-1);
2738                                                 mainmenu=5;
2739                                                 flash();
2740                                         } else if (selected==Account::getNbAccounts()+1) {
2741                                                 flash();
2742
2743                                                 mainmenu=1;
2744
2745                                                 for(j=0;j<255;j++){
2746                                                         displaytext[0][j]=' ';
2747                                                 }
2748                                                 displaychars[0]=0;
2749                                                 displayselected=0;
2750                                                 entername=0;
2751                                         }
2752                                 }
2753                         }
2754                 }
2755                 if(mainmenu==8){
2756                         if(Input::Button()&&!oldbutton&&selected>-1){
2757                                 fireSound();
2758
2759                                 if(selected<=2)
2760                                         accountactive->setDifficulty(selected);
2761
2762                                 mainmenu=5;
2763
2764                                 flash();
2765
2766                         }
2767                 }
2768                 if (mainmenu==18) {                     
2769                         if(Input::Button()&&!oldbutton&&selected==0) {
2770                                 newstereomode = (StereoMode)(newstereomode + 1);
2771                                 while(!CanInitStereo(newstereomode)) {
2772                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2773                                         newstereomode = (StereoMode)(newstereomode + 1);
2774                                         if ( newstereomode >= stereoCount ) {
2775                                                 newstereomode = stereoNone;
2776                                         }
2777                                 }
2778                         }
2779                         
2780                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2781                                 stereoseparation+=0.001;
2782                         }
2783                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2784                                 stereoseparation-=0.001;
2785                         }
2786
2787                         if(Input::Button()&&!oldbutton&&selected==2) {
2788                                 stereoreverse =! stereoreverse;
2789                         }
2790                         
2791                         if(Input::Button()&&!oldbutton&&selected==3) {
2792                                 flash();
2793
2794                                 stereomode = newstereomode;
2795                                 InitStereo(stereomode);
2796                                 
2797                                 mainmenu=3;
2798                         }
2799                 }
2800
2801
2802                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2803                 else oldbutton=0;
2804
2805                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2806                         tryquit=1;
2807                         if(mainmenu==3){
2808                                 if(newdetail>2)newdetail=detail;
2809                                 if(newdetail<0)newdetail=detail;
2810                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2811                                 if(newscreenheight<0)newscreenheight=screenheight;
2812
2813                                 SaveSettings(*this);
2814                         }
2815                 }
2816
2817                 if(mainmenu==1||mainmenu==2){
2818                         if(loaddistrib>4)transition+=multiplier/8;
2819                         if(transition>1){
2820                                 transition=0;
2821                                 anim++;
2822                                 if(anim>4)anim=0;
2823                                 loaddistrib=0;
2824                         }
2825                 }
2826                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2827
2828                 if(entername) {
2829                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2830                         if(!waiting) { // the input as finished
2831                                 if(displaychars[0]){ // with enter
2832                                         accountactive = Account::add(string(displaytext[0]));
2833
2834                                         mainmenu=8;
2835
2836                                         flash();
2837
2838                                         fireSound(firestartsound);
2839
2840                                         for(i=0;i<255;i++){
2841                                                 displaytext[0][i]=' ';
2842                                         }
2843                                         displaychars[0]=0;
2844
2845                                         displayselected=0;
2846                                 } else { // with escape or empty
2847                                         mainmenutogglekeydown=1;
2848                                 }
2849                                 entername=0;
2850                         }
2851                         
2852                         displayblinkdelay-=multiplier;
2853                         if(displayblinkdelay<=0){
2854                                 displayblinkdelay=.3;
2855                                 displayblink=1-displayblink;
2856                         }
2857                 }
2858         }
2859
2860         if(!mainmenu){
2861                 if(hostile==1)hostiletime+=multiplier;
2862                 else hostiletime=0;
2863                 if(!winfreeze)leveltime+=multiplier;
2864                 if(Input::isKeyDown(SDLK_ESCAPE)){
2865                         chatting=0;
2866                         console=0;
2867                         freeze=0;
2868                         displaychars[0]=0;
2869                 }
2870
2871                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2872                         chatting=1;
2873                         chattogglekeydown=1;
2874                 }
2875
2876                 if(!Input::isKeyDown(chatkey)){
2877                         chattogglekeydown=0;
2878                 }
2879
2880                 if(chatting){
2881                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2882                         if(!waiting) {
2883                                 if(displaychars[0]){
2884                                         for(int j=0;j<255;j++){
2885                                                 displaytext[0][j]=' ';
2886                                         }
2887                                         displaychars[0]=0;
2888                                         displayselected=0;
2889                                 }       
2890                                 chatting=0;             
2891                         }
2892
2893                         displayblinkdelay-=multiplier;
2894                         if(displayblinkdelay<=0){
2895                                 displayblinkdelay=.3;
2896                                 displayblink=1-displayblink;
2897                         }
2898                 }
2899
2900                 if(chatting)keyboardfrozen=1;
2901
2902                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
2903                         freeze=1-freeze;
2904                         if(freeze){
2905                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2906                         }
2907                         freezetogglekeydown=1;
2908                 }
2909
2910                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
2911                         freezetogglekeydown=0;
2912                 }
2913
2914                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
2915                         console=1-console;
2916                         if(console){
2917                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2918                         } else {
2919                                 freeze=0;
2920                                 waiting=false;
2921                         }
2922                         consoletogglekeydown=1;
2923                 }
2924
2925                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
2926                         consoletogglekeydown=0;
2927                 }
2928
2929                 if(console)freeze=1;
2930
2931                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
2932                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
2933                         if(!waiting) {
2934                                 archiveselected=0;
2935                                 cmd_dispatch(this, consoletext[0]);
2936                                 if(consolechars[0]>0){
2937
2938                                         for(k=14;k>=1;k--){
2939                                                 for(j=0;j<255;j++){
2940                                                         consoletext[k][j]=consoletext[k-1][j];
2941                                                 }
2942                                                 consolechars[k]=consolechars[k-1];
2943                                         }
2944                                         for(j=0;j<255;j++){
2945                                                 consoletext[0][j]=' ';
2946                                         }
2947                                         consolechars[0]=0;
2948                                         consoleselected=0;
2949                                 }
2950                         }
2951
2952                         consoleblinkdelay-=multiplier;
2953                         if(consoleblinkdelay<=0){
2954                                 consoleblinkdelay=.3;
2955                                 consoleblink=1-consoleblink;
2956                         }
2957                 }
2958
2959                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2960                         tryquit=1;
2961                         if(mainmenu==3){
2962                                 if(newdetail>2)newdetail=detail;
2963                                 if(newdetail<0)newdetail=detail;
2964                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2965                                 if(newscreenheight<0)newscreenheight=screenheight;
2966
2967                                 SaveSettings(*this);
2968                         }
2969                 }
2970
2971                 static int oldwinfreeze;
2972                 if(winfreeze&&!oldwinfreeze){
2973                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2974                         emit_sound_np(consolesuccesssound);
2975                 }
2976                 if(winfreeze==0)oldwinfreeze=winfreeze;
2977                 else oldwinfreeze++;
2978
2979                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
2980                         if(winfreeze)winfreeze=0;
2981                         oldjumpkeydown=1;
2982                 }
2983                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
2984                         if(winfreeze){
2985                                 mainmenu=9;
2986                                 gameon=0;
2987                         }
2988                 }
2989                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
2990                         oldjumpkeydown=1;
2991                 }
2992                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
2993
2994                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
2995
2996                         static bool oldbuttondialogue;
2997
2998                         if(indialogue!=-1)talkdelay=1;
2999                         talkdelay-=multiplier;
3000
3001                         if(talkdelay<=0)
3002                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
3003                                         for(i=0;i<numdialogues;i++){
3004                                                 int realdialoguetype;
3005                                                 bool special;
3006                                                 if(dialoguetype[i]>49){
3007                                                         realdialoguetype=dialoguetype[i]-50;
3008                                                         special=1;
3009                                                 }
3010                                                 else if(dialoguetype[i]>39){
3011                                                         realdialoguetype=dialoguetype[i]-40;
3012                                                         special=1;
3013                                                 }
3014                                                 else if(dialoguetype[i]>29){
3015                                                         realdialoguetype=dialoguetype[i]-30;
3016                                                         special=1;
3017                                                 }
3018                                                 else if(dialoguetype[i]>19){
3019                                                         realdialoguetype=dialoguetype[i]-20;
3020                                                         special=1;
3021                                                 }
3022                                                 else if(dialoguetype[i]>9){
3023                                                         realdialoguetype=dialoguetype[i]-10;
3024                                                         special=1;
3025                                                 }
3026                                                 else {
3027                                                         realdialoguetype=dialoguetype[i];
3028                                                         special=0;
3029                                                 }
3030                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
3031                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
3032                                                                 whichdialogue=i;
3033                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
3034                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3035                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3036                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3037                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3038                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3039                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3040                                                                 }
3041                                                                 directing=0;
3042                                                                 indialogue=0;
3043                                                                 dialoguetime=0;
3044                                                                 dialoguegonethrough[i]++;
3045                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3046                                                                         XYZ temppos;
3047                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3048                                                                         temppos=temppos-viewer;
3049                                                                         Normalise(&temppos);
3050                                                                         temppos+=viewer;
3051
3052                                                                         int whichsoundplay;
3053                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3054                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3055                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3056                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3057                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3058                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3059                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3060                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3061                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3062                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3063                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3064                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3065                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3066                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3067                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3068                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3069                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3070                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3071                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3072                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3073                                                                         emit_sound_at(whichsoundplay, temppos);
3074                                                                 }
3075                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3076                                                         }
3077                                                 }
3078                                         }
3079
3080                                         windvar+=multiplier;
3081                                         smoketex+=multiplier;
3082                                         tutorialstagetime+=multiplier;
3083
3084                                         static float hotspotvisual[40];
3085                                         if(numhotspots){
3086                                                 XYZ hotspotsprite;
3087                                                 if(editorenabled)
3088                                                         for(i=0;i<numhotspots;i++)
3089                                                                 hotspotvisual[i]-=multiplier/320;
3090
3091                                                 for(i=0;i<numhotspots;i++){
3092                                                         //if(hotspottype[i]<=10)
3093                                                         while(hotspotvisual[i]<0){
3094                                                                 hotspotsprite=0;
3095                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3096                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3097                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3098                                                                 hotspotsprite+=hotspot[i];
3099                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3100                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3101                                                         }
3102                                                 }
3103
3104                                                 for(i=0;i<numhotspots;i++){
3105                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3106                                                                 hotspot[i]=player[hotspottype[i]].coords;
3107                                                         }
3108                                                 }
3109                                         }
3110
3111                                         //Tutorial
3112                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3113                                                 tutorialstage++;
3114                                                 tutorialsuccess=0;
3115                                                 if(tutorialstage<=1){
3116                                                         canattack=0;
3117                                                         cananger=0;
3118                                                         reversaltrain=0;
3119                                                 }
3120                                                 if(tutorialstage==1){
3121                                                         tutorialmaxtime=5;
3122                                                 } else if(tutorialstage==2){
3123                                                         tutorialmaxtime=2;
3124                                                 } else if(tutorialstage==3){
3125                                                         tutorialmaxtime=600;
3126                                                 } else if(tutorialstage==4){
3127                                                         tutorialmaxtime=1000;
3128                                                 } else if(tutorialstage==5){
3129                                                         tutorialmaxtime=600;
3130                                                 } else if(tutorialstage==6){
3131                                                         tutorialmaxtime=600;
3132                                                 } else if(tutorialstage==7){
3133                                                         tutorialmaxtime=600;
3134                                                 } else if(tutorialstage==8){
3135                                                         tutorialmaxtime=600;
3136                                                 } else if(tutorialstage==9){
3137                                                         tutorialmaxtime=600;
3138                                                 } else if(tutorialstage==10){
3139                                                         tutorialmaxtime=2;
3140                                                 } else if(tutorialstage==11){
3141                                                         tutorialmaxtime=1000;
3142                                                 } else if(tutorialstage==12){
3143                                                         tutorialmaxtime=1000;
3144                                                 } else if(tutorialstage==13){
3145                                                         tutorialmaxtime=2;
3146                                                 } else if(tutorialstage==14){
3147                                                         tutorialmaxtime=3;
3148
3149                                                         XYZ temp,temp2;
3150
3151                                                         temp.x=1011;
3152                                                         temp.y=84;
3153                                                         temp.z=491;
3154                                                         temp2.x=1025;
3155                                                         temp2.y=75;
3156                                                         temp2.z=447;
3157
3158                                                         player[1].coords=(temp+temp2)/2;
3159
3160                                                         emit_sound_at(fireendsound, player[1].coords);
3161
3162                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3163                                                                 if(Random()%2==0){
3164                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3165                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3166                                                                         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;
3167                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3168                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3169                                                                 }
3170                                                         }
3171
3172                                                 } else if(tutorialstage==15){
3173                                                         tutorialmaxtime=500;
3174                                                 } else if(tutorialstage==16){
3175                                                         tutorialmaxtime=500;
3176                                                 } else if(tutorialstage==17){
3177                                                         tutorialmaxtime=500;
3178                                                 } else if(tutorialstage==18){
3179                                                         tutorialmaxtime=500;
3180                                                 } else if(tutorialstage==19){
3181                                                         tutorialstage=20;
3182                                                         //tutorialmaxtime=500;
3183                                                 } else if(tutorialstage==20){
3184                                                         tutorialmaxtime=500;
3185                                                 } else if(tutorialstage==21){
3186                                                         tutorialmaxtime=500;
3187                                                         if(bonus==cannon){
3188                                                                 bonus=Slicebonus;
3189                                                                 againbonus=1;
3190                                                         }
3191                                                         else againbonus=0;
3192                                                 } else if(tutorialstage==22){
3193                                                         tutorialmaxtime=500;
3194                                                 } else if(tutorialstage==23){
3195                                                         tutorialmaxtime=500;
3196                                                 } else if(tutorialstage==24){
3197                                                         tutorialmaxtime=500;
3198                                                 } else if(tutorialstage==25){
3199                                                         tutorialmaxtime=500;
3200                                                 } else if(tutorialstage==26){
3201                                                         tutorialmaxtime=2;
3202                                                 } else if(tutorialstage==27){
3203                                                         tutorialmaxtime=4;
3204                                                         reversaltrain=1;
3205                                                         cananger=1;
3206                                                         player[1].aitype=attacktypecutoff;
3207                                                 } else if(tutorialstage==28){
3208                                                         tutorialmaxtime=400;
3209                                                 } else if(tutorialstage==29){
3210                                                         tutorialmaxtime=400;
3211                                                         player[0].escapednum=0;
3212                                                 } else if(tutorialstage==30){
3213                                                         tutorialmaxtime=4;
3214                                                         reversaltrain=0;
3215                                                         cananger=0;
3216                                                         player[1].aitype=passivetype;
3217                                                 } else if(tutorialstage==31){
3218                                                         tutorialmaxtime=13;
3219                                                 } else if(tutorialstage==32){
3220                                                         tutorialmaxtime=8;
3221                                                 } else if(tutorialstage==33){
3222                                                         tutorialmaxtime=400;
3223                                                         cananger=1;
3224                                                         canattack=1;
3225                                                         player[1].aitype=attacktypecutoff;
3226                                                 } else if(tutorialstage==34){
3227                                                         tutorialmaxtime=400;
3228                                                 } else if(tutorialstage==35){
3229                                                         tutorialmaxtime=400;
3230                                                 } else if(tutorialstage==36){
3231                                                         tutorialmaxtime=2;
3232                                                         reversaltrain=0;
3233                                                         cananger=0;
3234                                                         player[1].aitype=passivetype;
3235                                                 } else if(tutorialstage==37){
3236                                                         damagedealt=0;
3237                                                         damagetaken=0;
3238                                                         tutorialmaxtime=50;
3239                                                         cananger=1;
3240                                                         canattack=1;
3241                                                         player[1].aitype=attacktypecutoff;
3242                                                 } else if(tutorialstage==38){
3243                                                         tutorialmaxtime=4;
3244                                                         canattack=0;
3245                                                         cananger=0;
3246                                                         player[1].aitype=passivetype;
3247                                                 } else if(tutorialstage==39){
3248                                                         XYZ temp,temp2;
3249
3250                                                         temp.x=1011;
3251                                                         temp.y=84;
3252                                                         temp.z=491;
3253                                                         temp2.x=1025;
3254                                                         temp2.y=75;
3255                                                         temp2.z=447;
3256
3257
3258                                                         weapons.owner[weapons.numweapons]=-1;
3259                                                         weapons.type[weapons.numweapons]=knife;
3260                                                         weapons.damage[weapons.numweapons]=0;
3261                                                         weapons.mass[weapons.numweapons]=1;
3262                                                         weapons.tipmass[weapons.numweapons]=1.2;
3263                                                         weapons.length[weapons.numweapons]=.25;
3264                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3265                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3266
3267                                                         weapons.velocity[weapons.numweapons]=0.1;
3268                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3269                                                         weapons.missed[weapons.numweapons]=1;
3270                                                         weapons.hitsomething[weapons.numweapons]=0;
3271                                                         weapons.freetime[weapons.numweapons]=0;
3272                                                         weapons.firstfree[weapons.numweapons]=1;
3273                                                         weapons.physics[weapons.numweapons]=1;
3274
3275                                                         weapons.numweapons++;
3276                                                 } else if(tutorialstage==40){
3277                                                         tutorialmaxtime=300;
3278                                                 } else if(tutorialstage==41){
3279                                                         tutorialmaxtime=300;
3280                                                 } else if(tutorialstage==42){
3281                                                         tutorialmaxtime=8;
3282                                                 } else if(tutorialstage==43){
3283                                                         tutorialmaxtime=300;
3284                                                 } else if(tutorialstage==44){
3285                                                         weapons.owner[0]=1;
3286                                                         player[0].weaponactive=-1;
3287                                                         player[0].num_weapons=0;
3288                                                         player[1].weaponactive=0;
3289                                                         player[1].num_weapons=1;
3290                                                         player[1].weaponids[0]=0;
3291
3292                                                         cananger=1;
3293                                                         canattack=1;
3294                                                         player[1].aitype=attacktypecutoff;
3295
3296                                                         tutorialmaxtime=300;
3297                                                 } else if(tutorialstage==45){
3298                                                         weapons.owner[0]=1;
3299                                                         player[0].weaponactive=-1;
3300                                                         player[0].num_weapons=0;
3301                                                         player[1].weaponactive=0;
3302                                                         player[1].num_weapons=1;
3303                                                         player[1].weaponids[0]=0;
3304
3305                                                         tutorialmaxtime=300;
3306                                                 } else if(tutorialstage==46){
3307                                                         weapons.owner[0]=1;
3308                                                         player[0].weaponactive=-1;
3309                                                         player[0].num_weapons=0;
3310                                                         player[1].weaponactive=0;
3311                                                         player[1].num_weapons=1;
3312                                                         player[1].weaponids[0]=0;
3313
3314                                                         weapons.type[0]=sword;
3315
3316                                                         tutorialmaxtime=300;
3317                                                 } else if(tutorialstage==47){
3318                                                         tutorialmaxtime=10;
3319
3320                                                         XYZ temp,temp2;
3321
3322                                                         temp.x=1011;
3323                                                         temp.y=84;
3324                                                         temp.z=491;
3325                                                         temp2.x=1025;
3326                                                         temp2.y=75;
3327                                                         temp2.z=447;
3328
3329                                                         weapons.owner[weapons.numweapons]=-1;
3330                                                         weapons.type[weapons.numweapons]=sword;
3331                                                         weapons.damage[weapons.numweapons]=0;
3332                                                         weapons.mass[weapons.numweapons]=1;
3333                                                         weapons.tipmass[weapons.numweapons]=1.2;
3334                                                         weapons.length[weapons.numweapons]=.25;
3335                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3336                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3337
3338                                                         weapons.velocity[weapons.numweapons]=0.1;
3339                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3340                                                         weapons.missed[weapons.numweapons]=1;
3341                                                         weapons.hitsomething[weapons.numweapons]=0;
3342                                                         weapons.freetime[weapons.numweapons]=0;
3343                                                         weapons.firstfree[weapons.numweapons]=1;
3344                                                         weapons.physics[weapons.numweapons]=1;
3345
3346                                                         weapons.owner[0]=1;
3347                                                         weapons.owner[1]=0;
3348                                                         player[0].weaponactive=0;
3349                                                         player[0].num_weapons=1;
3350                                                         player[0].weaponids[0]=1;
3351                                                         player[1].weaponactive=0;
3352                                                         player[1].num_weapons=1;
3353                                                         player[1].weaponids[0]=0;
3354
3355                                                         weapons.numweapons++;
3356                                                 } else if(tutorialstage==48){
3357                                                         canattack=0;
3358                                                         cananger=0;
3359                                                         player[1].aitype=passivetype;
3360
3361                                                         tutorialmaxtime=15;
3362
3363                                                         weapons.owner[0]=1;
3364                                                         weapons.owner[1]=0;
3365                                                         player[0].weaponactive=0;
3366                                                         player[0].num_weapons=1;
3367                                                         player[0].weaponids[0]=1;
3368                                                         player[1].weaponactive=0;
3369                                                         player[1].num_weapons=1;
3370                                                         player[1].weaponids[0]=0;
3371
3372                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3373                                                         else weapons.type[0]=staff;
3374
3375                                                         weapons.numweapons++;
3376                                                 } else if(tutorialstage==49){
3377                                                         canattack=0;
3378                                                         cananger=0;
3379                                                         player[1].aitype=passivetype;
3380
3381                                                         tutorialmaxtime=200;
3382
3383                                                         weapons.position[1]=1000;
3384                                                         weapons.tippoint[1]=1000;
3385
3386                                                         weapons.numweapons=1;
3387                                                         weapons.owner[0]=0;
3388                                                         player[1].weaponactive=-1;
3389                                                         player[1].num_weapons=0;
3390                                                         player[0].weaponactive=0;
3391                                                         player[0].num_weapons=1;
3392                                                         player[0].weaponids[0]=0;
3393
3394                                                         weapons.type[0]=knife;
3395
3396                                                         weapons.numweapons++;
3397                                                 } else if(tutorialstage==50){
3398                                                         tutorialmaxtime=8;
3399
3400                                                         XYZ temp,temp2;
3401                                                         emit_sound_at(fireendsound, player[1].coords);
3402
3403                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3404                                                                 if(Random()%2==0){
3405                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3406                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3407                                                                         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;
3408                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3409                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3410                                                                 }
3411                                                         }
3412
3413                                                         player[1].num_weapons=0;
3414                                                         player[1].weaponstuck=-1;
3415                                                         player[1].weaponactive=-1;
3416
3417                                                         weapons.numweapons=0;
3418
3419                                                         weapons.owner[0]=-1;
3420                                                         weapons.velocity[0]=0.1;
3421                                                         weapons.tipvelocity[0]=-0.1;
3422                                                         weapons.missed[0]=1;
3423                                                         weapons.hitsomething[0]=0;
3424                                                         weapons.freetime[0]=0;
3425                                                         weapons.firstfree[0]=1;
3426                                                         weapons.physics[0]=1;
3427                                                 } else if(tutorialstage==51){
3428                                                         tutorialmaxtime=80000;
3429                                                 }
3430                                                 if(tutorialstage<=51)tutorialstagetime=0;
3431                                         }
3432
3433                                         //Tutorial success
3434                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3435                                                 if(tutorialstage==3){
3436                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3437                                                 }
3438                                                 if(tutorialstage==4){
3439                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3440                                                 }
3441                                                 if(tutorialstage==5){
3442                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3443                                                 }
3444                                                 if(tutorialstage==6){
3445                                                         if(player[0].isCrouch())tutorialsuccess=1;
3446                                                 }
3447                                                 if(tutorialstage==7){
3448                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3449                                                 }
3450                                                 if(tutorialstage==8){
3451                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3452                                                 }
3453                                                 if(tutorialstage==9){
3454                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3455                                                 }
3456                                                 if(tutorialstage==11){
3457                                                         if(player[0].isWallJump())tutorialsuccess=1;
3458                                                 }
3459                                                 if(tutorialstage==12){
3460                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3461                                                 }
3462                                                 if(tutorialstage==15){
3463                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3464                                                 }
3465                                                 if(tutorialstage==16){
3466                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3467                                                 }
3468                                                 if(tutorialstage==17){
3469                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3470                                                 }
3471                                                 if(tutorialstage==18){
3472                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3473                                                 }
3474                                                 if(tutorialstage==19){
3475                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3476                                                 }
3477                                                 if(tutorialstage==20){
3478                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3479                                                 }
3480                                                 if(tutorialstage==21){
3481                                                         if(bonus==cannon)tutorialsuccess=1;
3482                                                 }
3483                                                 if(tutorialstage==22){
3484                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3485                                                 }
3486                                                 if(tutorialstage==23){
3487                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3488                                                 }
3489                                                 if(tutorialstage==24){
3490                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3491                                                 }
3492                                                 if(tutorialstage==25){
3493                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3494                                                 }
3495                                                 if(tutorialstage==28){
3496                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3497                                                 }
3498                                                 if(tutorialstage==29){
3499                                                         if(player[0].escapednum==2){
3500                                                                 tutorialsuccess=1;
3501                                                                 reversaltrain=0;
3502                                                                 cananger=0;
3503                                                                 player[1].aitype=passivetype;
3504                                                         }
3505                                                 }
3506                                                 if(tutorialstage==33){
3507                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3508                                                 }
3509                                                 if(tutorialstage==34){
3510                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3511                                                 }
3512                                                 if(tutorialstage==35){
3513                                                         if(animation[player[0].targetanimation].attack==reversal){
3514                                                                 tutorialsuccess=1;
3515                                                                 reversaltrain=0;
3516                                                                 cananger=0;
3517                                                                 player[1].aitype=passivetype;
3518                                                         }
3519                                                 }
3520                                                 if(tutorialstage==40){
3521                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3522                                                 }
3523                                                 if(tutorialstage==41){
3524                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3525                                                 }
3526                                                 if(tutorialstage==43){
3527                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3528                                                 }
3529                                                 if(tutorialstage==44){
3530                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3531                                                 }
3532                                                 if(tutorialstage==45){
3533                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3534                                                 }
3535                                                 if(tutorialstage==46){
3536                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3537                                                 }
3538                                                 if(tutorialstage==49){
3539                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3540                                                 }
3541                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3542
3543
3544                                                 if(tutorialstagetime==tutorialmaxtime-3){
3545                                                         emit_sound_np(consolesuccesssound);
3546                                                 }
3547
3548                                                 if(tutorialsuccess>=1){
3549                                                         if(tutorialstage==34||tutorialstage==35)
3550                                                                 tutorialstagetime=tutorialmaxtime-1;
3551                                                 }
3552                                         }
3553
3554                                         if(tutoriallevel){
3555                                                 if(tutorialstage<14||tutorialstage>=50){
3556                                                         player[1].coords.y=300;
3557                                                         player[1].velocity=0;
3558                                                 }
3559                                         }
3560
3561                                         if(tutoriallevel!=1){
3562                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3563                                                         emit_sound_np(consolesuccesssound);
3564                                                 }
3565                                         }
3566                                         else
3567                                                 if(bonustime==0){
3568                                                         emit_sound_np(fireendsound);
3569                                                 }
3570                                                 if(bonustime==0){
3571                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3572                                                         else bonusnum[bonus]+=0.15;
3573                                                         if(tutoriallevel)bonusvalue=0;
3574                                                         bonusvalue/=bonusnum[bonus];
3575                                                         bonustotal+=bonusvalue;
3576                                                 }
3577                                                 bonustime+=multiplier;
3578
3579                                                 if(environment==snowyenvironment){
3580                                                         precipdelay-=multiplier;
3581                                                         while(precipdelay<0){
3582                                                                 precipdelay+=.04;
3583                                                                 if(!detail)precipdelay+=.04;
3584                                                                 XYZ footvel,footpoint;
3585
3586                                                                 footvel=0;
3587                                                                 footpoint=viewer+viewerfacing*6;
3588                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3589                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3590                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3591                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3592                                                         }
3593                                                 }
3594                                                 for(k=0;k<numplayers;k++){
3595                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3596                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3597
3598                                                         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){
3599                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3600                                                                 else if(player[k].rotation>player[k].targetrotation){
3601                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3602                                                                 }
3603                                                                 else if(player[k].rotation<player[k].targetrotation){
3604                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3605                                                                 }
3606                                                         }
3607
3608
3609                                                         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))){
3610                                                                 player[k].turnspeed*=2;
3611                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3612                                                                 else if(player[k].rotation>player[k].targetrotation){
3613                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3614                                                                 }
3615                                                                 else if(player[k].rotation<player[k].targetrotation){
3616                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3617                                                                 }
3618                                                                 player[k].turnspeed/=2;
3619                                                         }
3620
3621                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3622                                                                 player[k].turnspeed*=4;
3623                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3624                                                                 else if(player[k].rotation>player[k].targetrotation){
3625                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3626                                                                 }
3627                                                                 else if(player[k].rotation<player[k].targetrotation){
3628                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3629                                                                 }
3630                                                                 player[k].turnspeed/=4;
3631                                                         }
3632
3633                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3634                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3635
3636                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3637                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3638                                                                         bool tempcollide=0;
3639
3640                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3641                                                                         if(player[k].collide>1)player[k].collide=1;
3642                                                                         player[k].collide-=multiplier*30;
3643
3644                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3645                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3646                                                                         }
3647                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3648                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3649                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3650                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3651                                                                                                 lowpoint=player[k].coords;
3652                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3653                                                                                                 else lowpoint.y+=1.3;
3654                                                                                                 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){
3655                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3656                                                                                                 }
3657                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3658                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3659                                                                                                 */
3660                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3661                                                                                                         flatfacing=lowpoint-player[k].coords;
3662                                                                                                         player[k].coords=lowpoint;
3663                                                                                                         player[k].coords.y-=1.3;
3664                                                                                                         player[k].collide=1;
3665                                                                                                         tempcollide=1;
3666                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3667                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3668                                                                                                                 tempcoords1=lowpoint;
3669                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3670                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3671                                                                                                                         player[k].target=0;
3672                                                                                                                         player[k].targetanimation=walljumpleftanim;
3673                                                                                                                         player[k].targetframe=0;
3674                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3675                                                                                                                         if(k==0)pause_sound(whooshsound);
3676
3677                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3678                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3679                                                                                                                         player[k].rotation*=360/6.28;
3680                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3681                                                                                                                         player[k].targetrotation=player[k].rotation;
3682                                                                                                                         player[k].lowrotation=player[k].rotation;
3683                                                                                                                         if(k==0)numwallflipped++;
3684                                                                                                                 }
3685                                                                                                                 else
3686                                                                                                                 {
3687                                                                                                                         lowpoint=tempcoords1;
3688                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3689                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3690                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3691                                                                                                                                 player[k].target=0;
3692                                                                                                                                 player[k].targetanimation=walljumprightanim;
3693                                                                                                                                 player[k].targetframe=0;
3694                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3695                                                                                                                                 if(k==0)pause_sound(whooshsound);
3696
3697                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3698                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3699                                                                                                                                 player[k].rotation*=360/6.28;
3700                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3701                                                                                                                                 player[k].targetrotation=player[k].rotation;
3702                                                                                                                                 player[k].lowrotation=player[k].rotation;
3703                                                                                                                                 if(k==0)numwallflipped++;
3704                                                                                                                         }
3705                                                                                                                         else
3706                                                                                                                         {
3707                                                                                                                                 lowpoint=tempcoords1;
3708                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3709                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3710                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3711                                                                                                                                         player[k].target=0;
3712                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3713                                                                                                                                         player[k].targetframe=0;
3714                                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3715                                                                                                                                         if(k==0)pause_sound(whooshsound);
3716
3717                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3718                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3719                                                                                                                                         player[k].rotation*=360/6.28;
3720                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3721                                                                                                                                         player[k].targetrotation=player[k].rotation;
3722                                                                                                                                         player[k].lowrotation=player[k].rotation;
3723                                                                                                                                         if(k==0)numwallflipped++;
3724                                                                                                                                 }
3725                                                                                                                                 else
3726                                                                                                                                 {
3727                                                                                                                                         lowpoint=tempcoords1;
3728                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3729                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3730                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3731                                                                                                                                                 player[k].target=0;
3732                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3733                                                                                                                                                 player[k].targetframe=0;
3734                                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3735                                                                                                                                                 if(k==0)pause_sound(whooshsound);
3736
3737                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3738                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3739                                                                                                                                                 player[k].rotation*=360/6.28;
3740                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3741                                                                                                                                                 player[k].rotation+=180;
3742                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3743                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3744                                                                                                                                                 if(k==0)numwallflipped++;
3745                                                                                                                                         }
3746                                                                                                                                 }
3747                                                                                                                         }
3748                                                                                                                 }
3749                                                                                                         }
3750                                                                                                 }
3751                                                                                         }
3752                                                                                         else if(objects.type[i]==rocktype){
3753                                                                                                 lowpoint2=player[k].coords;
3754                                                                                                 lowpoint=player[k].coords;
3755                                                                                                 lowpoint.y+=2;
3756                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3757                                                                                                         player[k].coords=colpoint;
3758                                                                                                         player[k].collide=1;
3759                                                                                                         tempcollide=1;
3760
3761                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3762                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3763
3764                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3765                                                                                                                 player[k].target=0;
3766                                                                                                                 player[k].targetframe=0;
3767                                                                                                                 player[k].onterrain=1;
3768
3769                                                                                                                 if(player[k].id==0){
3770                                                                                                                         pause_sound(whooshsound);
3771                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3772                                                                                                                 }
3773
3774                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3775                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3776                                                                                                                         player[k].targetanimation=player[k].getLanding();
3777                                                                                                                         emit_sound_at(landsound, player[k].coords, 128.);
3778                                                                                                                         if(k==0){
3779                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3780                                                                                                                                 envsoundvol[numenvsounds]=16;
3781                                                                                                                                 envsoundlife[numenvsounds]=.4;
3782                                                                                                                                 numenvsounds++;
3783                                                                                                                         }
3784
3785                                                                                                                 }
3786                                                                                                         }
3787                                                                                                 }
3788                                                                                         }
3789                                                                                 }
3790                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3791                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3792                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3793                                                                                                 lowpoint=player[k].coords;
3794                                                                                                 lowpoint.y+=1.35;
3795                                                                                                 if(objects.type[i]!=rocktype)
3796                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3797                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
3798                                                                                                                 player[k].coords=lowpoint;
3799                                                                                                                 player[k].coords.y-=1.35;
3800                                                                                                                 player[k].collide=1;
3801
3802                                                                                                                 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)){
3803                                                                                                                         lowpoint=player[k].coords;
3804                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3805                                                                                                                         lowpoint=player[k].coords;
3806                                                                                                                         lowpoint.y+=.05;
3807                                                                                                                         facing=0;
3808                                                                                                                         facing.z=-1;
3809                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3810                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
3811                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3812                                                                                                                         if(whichhit!=-1){
3813                                                                                                                                 lowpoint=player[k].coords;
3814                                                                                                                                 lowpoint.y+=.1;
3815                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3816                                                                                                                                 lowpoint2=lowpoint;
3817                                                                                                                                 lowpointtarget2=lowpointtarget;
3818                                                                                                                                 lowpoint3=lowpoint;
3819                                                                                                                                 lowpointtarget3=lowpointtarget;
3820                                                                                                                                 lowpoint4=lowpoint;
3821                                                                                                                                 lowpointtarget4=lowpointtarget;
3822                                                                                                                                 lowpoint5=lowpoint;
3823                                                                                                                                 lowpointtarget5=lowpointtarget;
3824                                                                                                                                 lowpoint6=lowpoint;
3825                                                                                                                                 lowpointtarget6=lowpointtarget;
3826                                                                                                                                 lowpoint7=lowpoint;
3827                                                                                                                                 lowpointtarget7=lowpoint;
3828                                                                                                                                 lowpoint2.x+=.1;
3829                                                                                                                                 lowpointtarget2.x+=.1;
3830                                                                                                                                 lowpoint3.z+=.1;
3831                                                                                                                                 lowpointtarget3.z+=.1;
3832                                                                                                                                 lowpoint4.x-=.1;
3833                                                                                                                                 lowpointtarget4.x-=.1;
3834                                                                                                                                 lowpoint5.z-=.1;
3835                                                                                                                                 lowpointtarget5.z-=.1;
3836                                                                                                                                 lowpoint6.y+=45/13;
3837                                                                                                                                 lowpointtarget6.y+=45/13;
3838                                                                                                                                 lowpointtarget6+=facing*.6;
3839                                                                                                                                 lowpointtarget7.y+=90/13;
3840                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3841                                                                                                                                 if(objects.friction[i]>.5)
3842                                                                                                                                         if(whichhit!=-1){
3843                                                                                                                                                 //if(k==0){
3844                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
3845                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3846                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3847                                                                                                                                                                 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)
3848                                                                                                                                                                         for(j=0;j<45;j++){
3849                                                                                                                                                                                 lowpoint=player[k].coords;
3850                                                                                                                                                                                 lowpoint.y+=(float)j/13;
3851                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3852                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3853                                                                                                                                                                                         if(j<=6){
3854                                                                                                                                                                                                 j=100;
3855                                                                                                                                                                                         }
3856                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
3857                                                                                                                                                                                         j=100;
3858                                                                                                                                                                                         }*/
3859                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
3860                                                                                                                                                                                                 j=100;
3861                                                                                                                                                                                         }
3862                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3863                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3864                                                                                                                                                                                                 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)*/){
3865                                                                                                                                                                                                         lowpoint=player[k].coords;
3866                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
3867                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
3868                                                                                                                                                                                                         flatfacing=player[k].coords;
3869                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3870                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
3871                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3872
3873                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
3874                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3875                                                                                                                                                                                                                         if(k==0)pause_sound(whooshsound);
3876                                                                                                                                                                                                                 }
3877                                                                                                                                                                                                                 emit_sound_at(jumpsound, player[k].coords, 128.);
3878
3879                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3880                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3881                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
3882                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3883                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3884                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3885
3886                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
3887                                                                                                                                                                                                                 player[k].velocity=0;
3888
3889                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
3890                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
3891                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
3892                                                                                                                                                                                                                         player[k].jumppower=0;
3893                                                                                                                                                                                                                         player[k].jumpclimb=1;
3894                                                                                                                                                                                                                 }
3895                                                                                                                                                                                                                 player[k].transspeed=6;
3896                                                                                                                                                                                                                 player[k].target=0;
3897
3898                                                                                                                                                                                                                 //player[k].currentframe=1;
3899                                                                                                                                                                                                                 player[k].targetframe=1;
3900                                                                                                                                                                                                                 if(j>25){
3901                                                                                                                                                                                                                         //player[k].currentframe=0;
3902                                                                                                                                                                                                                         player[k].targetframe=0;
3903                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
3904                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
3905                                                                                                                                                                                                                         player[k].jumppower=0;
3906                                                                                                                                                                                                                 }
3907                                                                                                                                                                                                         }
3908                                                                                                                                                                                                         j=100;
3909                                                                                                                                                                                                 }
3910                                                                                                                                                                                         }
3911                                                                                                                                                                                 }
3912                                                                                                                                                                         }
3913                                                                                                                                                                         //}
3914                                                                                                                                         }
3915                                                                                                                         }
3916                                                                                                                 }
3917                                                                                                         }
3918                                                                                         }
3919                                                                                         if(player[k].collide<=0){
3920                                                                                                 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()){
3921                                                                                                         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)){
3922                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
3923                                                                                                                 player[k].targetanimation=jumpdownanim;
3924                                                                                                                 player[k].targetframe=0;
3925                                                                                                                 player[k].target=0;
3926
3927                                                                                                                 if(!k)
3928                                                                                                                   emit_sound_at(whooshsound, player[k].coords, 128.);
3929                                                                                                         }
3930                                                                                                         player[k].velocity.y+=gravity;
3931                                                                                                 }
3932                                                                                         }
3933                                                                 }
3934                                                         }
3935                                                         player[k].realoldcoords=player[k].coords;
3936                                                 }
3937
3938                                                 static XYZ oldviewer;
3939
3940                                                 if(indialogue==-1){
3941                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
3942                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
3943                                                         player[0].backkeydown=Input::isKeyDown(backkey);
3944                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
3945                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
3946                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
3947                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
3948                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
3949                                                 }
3950                                                 else
3951                                                 {
3952                                                         player[0].forwardkeydown=0;
3953                                                         player[0].leftkeydown=0;
3954                                                         player[0].backkeydown=0;
3955                                                         player[0].rightkeydown=0;
3956                                                         player[0].jumpkeydown=0;
3957                                                         player[0].crouchkeydown=0;
3958                                                         player[0].drawkeydown=0;
3959                                                         player[0].throwkeydown=0;
3960                                                 }
3961
3962                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
3963
3964
3965                                                 static bool endkeydown;
3966                                                 if(indialogue!=-1){
3967                                                         cameramode=1;
3968                                                         if(directing){
3969                                                                 facing=0;
3970                                                                 facing.z=-1;
3971
3972                                                                 facing=DoRotation(facing,-rotation2,0,0);
3973                                                                 facing=DoRotation(facing,0,0-rotation,0);
3974
3975                                                                 flatfacing=0;
3976                                                                 flatfacing.z=-1;
3977
3978                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
3979
3980                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
3981                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
3982                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
3983                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
3984                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
3985                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
3986                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
3987                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
3988                                                                         ||Input::isKeyDown(SDLK_MINUS))){
3989                                                                                 int whichend;
3990                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
3991                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
3992                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
3993                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
3994                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
3995                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
3996                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
3997                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
3998                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
3999                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
4000                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
4001                                                                                 if(whichend!=-1){
4002                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
4003                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
4004                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
4005                                                                                 }
4006                                                                                 if(whichend==-1){
4007                                                                                         participantfocus[whichdialogue][indialogue]=-1;
4008                                                                                 }
4009                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
4010                                                                                         indialogue=-1;
4011                                                                                         directing=0;
4012                                                                                         cameramode=0;
4013                                                                                 }
4014                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
4015                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
4016                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
4017                                                                                 indialogue++;
4018                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
4019                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
4020                                                                                                 XYZ temppos;
4021                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4022                                                                                                 temppos=temppos-viewer;
4023                                                                                                 Normalise(&temppos);
4024                                                                                                 temppos+=viewer;
4025
4026                                                                                                 int whichsoundplay;
4027                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4028                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4029                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4030                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4031                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4032                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4033                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4034                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4035                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4036                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4037                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4038                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4039                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4040                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4041                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4042                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4043                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4044                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4045                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4046                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4047                                                                                                 emit_sound_at(whichsoundplay, temppos);
4048                                                                                         }
4049                                                                                 }
4050
4051                                                                                 for(j=0;j<numplayers;j++){
4052                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4053                                                                                 }
4054
4055                                                                                 endkeydown=1;
4056                                                                         }
4057                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4058                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4059                                                                                 )){
4060                                                                                         int whichend;
4061                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4062                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4063                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4064                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4065                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4066                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4067                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4068                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4069                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4070                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4071                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4072                                                                                 }
4073                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4074                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4075                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4076                                                                                                 endkeydown=0;
4077                                                                                         }
4078                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4079                                                                                                 indialogue=-1;
4080                                                                                                 directing=0;
4081                                                                                                 cameramode=0;
4082                                                                                         }
4083                                                         }
4084                                                         if(!directing){
4085                                                                 pause_sound(whooshsound);
4086                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4087                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4088                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4089                                                                 }
4090                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4091                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4092                                                                 if(dialoguetime>0.5)
4093                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4094                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4095                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4096                                                                                         indialogue++;
4097                                                                                         endkeydown=1;
4098                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4099                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4100                                                                                                         XYZ temppos;
4101                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4102                                                                                                         temppos=temppos-viewer;
4103                                                                                                         Normalise(&temppos);
4104                                                                                                         temppos+=viewer;
4105
4106                                                                                                         int whichsoundplay;
4107                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4108                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4109                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4110                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4111                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4112                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4113                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4114                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4115                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4116                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4117                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4118                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4119                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4120                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4121                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4122                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4123                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4124                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4125                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4126                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4127                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4128                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4129                                                                                                                 emit_sound_at(whichsoundplay, temppos);
4130                                                                                                         }
4131                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4132                                                                                                                 hotspot[numhotspots]=player[0].coords;
4133                                                                                                                 hotspotsize[numhotspots]=10;
4134                                                                                                                 hotspottype[numhotspots]=-1;
4135
4136                                                                                                                 numhotspots++;
4137                                                                                                         }
4138                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4139                                                                                                                 hostile=1;
4140                                                                                                         }
4141
4142                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4143                                                                                                                 indialogue=-1;
4144                                                                                                                 directing=0;
4145                                                                                                                 cameramode=0;
4146                                                                                                         }
4147                                                                                                 }
4148                                                                                         }
4149                                                                                 }
4150                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4151                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4152                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4153                                                                                                 endkeydown=0;
4154                                                                                         }
4155                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4156                                                                                                 indialogue=-1;
4157                                                                                                 directing=0;
4158                                                                                                 cameramode=0;
4159                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4160                                                                                                         hostile=1;
4161                                                                                                 }
4162                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4163                                                                                                         windialogue=1;
4164                                                                                                 }
4165                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4166                                                                                                         hostile=1;
4167                                                                                                         for(i=1;i<numplayers;i++){
4168                                                                                                                 player[i].aitype = attacktypecutoff;
4169                                                                                                         }
4170                                                                                                 }
4171                                                                                         }
4172                                                         }
4173                                                 }
4174
4175                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4176                                                 else oldbuttondialogue=1;
4177
4178                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4179
4180                                                 if(!player[0].jumpkeydown){
4181                                                         player[0].jumptogglekeydown=0;
4182                                                 }
4183                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4184
4185
4186                                                 dialoguetime+=multiplier;
4187                                                 skybox.cloudmove+=multiplier;
4188                                                 hawkrotation+=multiplier*25;
4189                                                 realhawkcoords=0;
4190                                                 realhawkcoords.x=25;
4191                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4192                                                 hawkcalldelay-=multiplier/2;
4193
4194                                                 if(hawkcalldelay<=0)
4195                                                 {
4196                                                         emit_sound_at(hawksound, realhawkcoords);
4197
4198                                                         hawkcalldelay=16+abs(Random()%8);
4199                                                 }
4200                                                 static float temptexdetail;
4201
4202
4203                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4204                                                         player[0].damagetolerance=200000;
4205                                                         player[0].damage=0;
4206                                                         player[0].burnt=0;
4207                                                         player[0].permanentdamage=0;
4208                                                         player[0].superpermanentdamage=0;
4209                                                 }
4210
4211                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4212                                                         environment++;
4213                                                         if(environment>2)environment=0;
4214                                                         Setenvironment(environment);
4215
4216                                                         envtogglekeydown=1;
4217                                                 }
4218
4219
4220                                                 if(!Input::isKeyDown(SDLK_j)){
4221                                                         envtogglekeydown=0;
4222                                                 }
4223
4224                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4225                                                         cameramode=1-cameramode;
4226                                                         cameratogglekeydown=1;
4227                                                 }
4228
4229                                                 if(!Input::isKeyDown(SDLK_c)){
4230                                                         cameratogglekeydown=0;
4231                                                 }
4232
4233                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4234                                                         if(player[0].num_weapons>0){
4235                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4236                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4237                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4238                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4239                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4240                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4241                                                                         weapons.length[player[0].weaponids[0]]=.8;
4242                                                                 }
4243                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4244                                                                         weapons.mass[player[0].weaponids[0]]=2;
4245                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4246                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4247                                                                 }
4248
4249                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4250                                                                         weapons.mass[player[0].weaponids[0]]=1;
4251                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4252                                                                         weapons.length[player[0].weaponids[0]]=.25;
4253                                                                 }
4254                                                         }
4255                                                         detailtogglekeydown=1;
4256                                                 }
4257
4258                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4259                                                         int closest=-1;
4260                                                         float closestdist=-1;
4261                                                         float distance;
4262                                                         if(numplayers>1)
4263                                                                 for(i=1;i<numplayers;i++){
4264                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4265                                                                         if(closestdist==-1||distance<closestdist){
4266                                                                                 closestdist=distance;
4267                                                                                 closest=i;
4268                                                                         }
4269                                                                 }
4270                                                                 if(closest!=-1){
4271                                                                         if(player[closest].num_weapons)
4272                                                                         {
4273                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4274                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4275                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4276                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4277                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4278                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4279                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4280                                                                                 }
4281                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4282                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4283                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4284                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4285                                                                                 }
4286                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4287                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4288                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4289                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4290                                                                                 }
4291                                                                         }
4292                                                                         if(!player[closest].num_weapons)
4293                                                                         {
4294                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4295                                                                                 weapons.owner[weapons.numweapons]=closest;
4296                                                                                 weapons.type[weapons.numweapons]=knife;
4297                                                                                 weapons.damage[weapons.numweapons]=0;
4298                                                                                 weapons.numweapons++;
4299                                                                                 player[closest].num_weapons=1;
4300                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4301                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4302                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4303                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4304                                                                                 }
4305                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4306                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4307                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4308                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4309                                                                                 }
4310                                                                         }
4311                                                                 }
4312                                                                 detailtogglekeydown=1;
4313                                                 }
4314
4315                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
4316                                                         int closest=-1;
4317                                                         float closestdist=-1;
4318                                                         float distance;
4319                                                         if(numplayers>1)
4320                                                                 for(i=1;i<numplayers;i++){
4321                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4322                                                                         if(closestdist==-1||distance<closestdist){
4323                                                                                 closestdist=distance;
4324                                                                                 closest=i;
4325                                                                         }
4326                                                                 }
4327
4328                                                                 player[closest].rotation+=multiplier*50;
4329                                                                 player[closest].targetrotation=player[closest].rotation;
4330                                                 }
4331
4332
4333                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4334                                                         int closest=-1;
4335                                                         float closestdist=-1;
4336                                                         float distance;
4337                                                         if(numplayers>1)
4338                                                                 for(i=1;i<numplayers;i++){
4339                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4340                                                                         if(closestdist==-1||distance<closestdist){
4341                                                                                 closestdist=distance;
4342                                                                                 closest=i;
4343                                                                         }
4344                                                                 }
4345                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4346
4347                                                                 if(closest!=-1){
4348                                                                         player[closest].whichskin++;
4349                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4350                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4351
4352                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4353                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4354                                                                 }
4355
4356                                                                 if(player[closest].numclothes){
4357                                                                         for(i=0;i<player[closest].numclothes;i++){
4358                                                                                 tintr=player[closest].clothestintr[i];
4359                                                                                 tintg=player[closest].clothestintg[i];
4360                                                                                 tintb=player[closest].clothestintb[i];
4361                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4362                                                                         }
4363                                                                         player[closest].DoMipmaps();
4364                                                                 }
4365
4366                                                                 detailtogglekeydown=1;
4367                                                 }
4368
4369                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4370                                                         int closest=-1;
4371                                                         float closestdist=-1;
4372                                                         float distance;
4373                                                         if(numplayers>1)
4374                                                                 for(i=1;i<numplayers;i++){
4375                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4376                                                                         if(closestdist==-1||distance<closestdist){
4377                                                                                 closestdist=distance;
4378                                                                                 closest=i;
4379                                                                         }
4380                                                                 }
4381                                                                 if(closest!=-1){
4382                                                                         if(player[closest].creature==wolftype){
4383                                                                                 headprop=player[closest].proportionhead.x/1.1;
4384                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4385                                                                                 armprop=player[closest].proportionarms.x/1.1;
4386                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4387                                                                         }
4388
4389                                                                         if(player[closest].creature==rabbittype){
4390                                                                                 headprop=player[closest].proportionhead.x/1.2;
4391                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4392                                                                                 armprop=player[closest].proportionarms.x/1.00;
4393                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4394                                                                         }
4395
4396
4397                                                                         if(player[closest].creature==rabbittype){
4398                                                                                 player[closest].skeleton.id=closest;
4399                                                                                 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);
4400                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4401                                                                                 player[closest].whichskin=0;
4402                                                                                 player[closest].creature=wolftype;
4403
4404                                                                                 player[closest].proportionhead=1.1;
4405                                                                                 player[closest].proportionbody=1.1;
4406                                                                                 player[closest].proportionarms=1.1;
4407                                                                                 player[closest].proportionlegs=1.1;
4408                                                                                 player[closest].proportionlegs.y=1.1;
4409                                                                                 player[closest].scale=.23*5*player[0].scale;
4410
4411                                                                                 player[closest].damagetolerance=300;
4412                                                                         }
4413                                                                         else
4414                                                                         {
4415                                                                                 player[closest].skeleton.id=closest;
4416                                                                                 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);
4417                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4418                                                                                 player[closest].whichskin=0;
4419                                                                                 player[closest].creature=rabbittype;
4420
4421                                                                                 player[closest].proportionhead=1.2;
4422                                                                                 player[closest].proportionbody=1.05;
4423                                                                                 player[closest].proportionarms=1.00;
4424                                                                                 player[closest].proportionlegs=1.1;
4425                                                                                 player[closest].proportionlegs.y=1.05;
4426                                                                                 player[closest].scale=.2*5*player[0].scale;
4427
4428                                                                                 player[closest].damagetolerance=200;
4429                                                                         }
4430
4431                                                                         if(player[closest].creature==wolftype){
4432                                                                                 player[closest].proportionhead=1.1*headprop;
4433                                                                                 player[closest].proportionbody=1.1*bodyprop;
4434                                                                                 player[closest].proportionarms=1.1*armprop;
4435                                                                                 player[closest].proportionlegs=1.1*legprop;
4436                                                                         }
4437
4438                                                                         if(player[closest].creature==rabbittype){
4439                                                                                 player[closest].proportionhead=1.2*headprop;
4440                                                                                 player[closest].proportionbody=1.05*bodyprop;
4441                                                                                 player[closest].proportionarms=1.00*armprop;
4442                                                                                 player[closest].proportionlegs=1.1*legprop;
4443                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4444                                                                         }
4445
4446                                                                 }
4447                                                                 detailtogglekeydown=1;
4448                                                 }
4449
4450                                                 if(!Input::isKeyDown(SDLK_x)){
4451                                                         detailtogglekeydown=0;
4452                                                 }
4453
4454                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4455                                                         slomo=1-slomo;
4456                                                         slomodelay=1000;
4457                                                         slomotogglekeydown=1;
4458                                                 }
4459
4460
4461                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4462                                                         int closest=-1;
4463                                                         float closestdist=-1;
4464                                                         float distance;
4465                                                         XYZ flatfacing2,flatvelocity2;
4466                                                         XYZ blah;
4467                                                         if(numplayers>1)
4468                                                                 for(i=1;i<numplayers;i++){
4469                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4470                                                                         if(distance<144&&!player[i].headless)
4471                                                                                 if(closestdist==-1||distance<closestdist){
4472                                                                                         closestdist=distance;
4473                                                                                         closest=i;
4474                                                                                         blah = player[i].coords;
4475                                                                                 }
4476                                                                 }
4477
4478                                                                 if(closest!=-1){
4479                                                                         XYZ headspurtdirection;
4480                                                                         int i = player[closest].skeleton.jointlabels[head];
4481                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4482                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4483                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4484                                                                                 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;
4485                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4486                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4487                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4488                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4489                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4490                                                                                 Normalise(&headspurtdirection);
4491                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4492                                                                                 flatvelocity2+=headspurtdirection*8;
4493                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4494                                                                         }
4495                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4496
4497                                                                         emit_sound_at(splattersound, blah);
4498                                                                         emit_sound_at(breaksound2, blah, 100.);
4499
4500                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4501                                                                         player[closest].RagDoll(0);
4502                                                                         player[closest].dead=2;
4503                                                                         player[closest].headless=1;
4504                                                                         player[closest].DoBloodBig(3,165);
4505
4506                                                                         camerashake+=.3;
4507                                                                 }
4508
4509                                                                 explodetogglekeydown=1;
4510                                                 }
4511
4512                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4513                                                         int closest=-1;
4514                                                         float closestdist=-1;
4515                                                         float distance;
4516                                                         XYZ flatfacing2,flatvelocity2;
4517                                                         XYZ blah;
4518                                                         if(numplayers>1)
4519                                                                 for(i=1;i<numplayers;i++){
4520                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4521                                                                         if(distance<144)
4522                                                                                 if(closestdist==-1||distance<closestdist){
4523                                                                                         closestdist=distance;
4524                                                                                         closest=i;
4525                                                                                         blah=player[i].coords;
4526                                                                                 }
4527                                                                 }
4528
4529                                                                 if(closest!=-1){
4530                                                                         emit_sound_at(splattersound, blah);
4531
4532                                                                         emit_sound_at(breaksound2, blah);
4533
4534                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4535                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4536                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4537                                                                                 if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
4538                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4539                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4540                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4541                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4542                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4543                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4544                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4545                                                                         }
4546
4547                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4548                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4549                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4550                                                                                 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;
4551                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4552                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4553                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4554                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4555                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4556                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4557                                                                         }
4558
4559                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4560                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4561                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4562                                                                                 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;
4563                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4564                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4565                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4566                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4567                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4568                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4569                                                                         }
4570
4571                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4572                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4573                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4574                                                                                 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;
4575                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4576                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4577                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4578                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4579                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4580                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4581                                                                         }
4582
4583                                                                         XYZ temppos;
4584                                                                         for(j=0;j<numplayers; j++){
4585                                                                                 if(j!=closest){
4586                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4587                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4588                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4589                                                                                                 player[j].skeleton.longdead=0;
4590                                                                                                 player[j].RagDoll(0);
4591                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4592                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4593                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4594                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4595                                                                                                                 Normalise(&flatvelocity2);
4596                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4597                                                                                                         }
4598                                                                                                 }
4599                                                                                         }
4600                                                                                 }
4601                                                                         }
4602
4603                                                                         player[closest].DoDamage(10000);
4604                                                                         player[closest].RagDoll(0);
4605                                                                         player[closest].dead=2;
4606                                                                         player[closest].coords=20;
4607                                                                         player[closest].skeleton.free=2;
4608
4609                                                                         camerashake+=.6;
4610
4611                                                                 }
4612
4613                                                                 explodetogglekeydown=1;
4614                                                 }
4615
4616                                                 if(!Input::isKeyDown(SDLK_i)){
4617                                                         explodetogglekeydown=0;
4618                                                 }
4619
4620                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4621                                                         slomotogglekeydown=0;
4622                                                 }
4623
4624
4625                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4626                                                         player[0].onfire=1-player[0].onfire;
4627                                                         if(player[0].onfire){
4628                                                                 player[0].CatchFire();
4629                                                         }
4630                                                         if(!player[0].onfire){
4631                                                                 emit_sound_at(fireendsound, player[0].coords);
4632                                                                 pause_sound(stream_firesound);
4633                                                         }
4634                                                         slomotogglekeydown=1;
4635                                                 }
4636
4637                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4638                                                         int closest=-1;
4639                                                         float closestdist=-1;
4640                                                         float distance;
4641                                                         if(numplayers>1)
4642                                                                 for(i=1;i<numplayers;i++){
4643                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4644                                                                         if(closestdist==-1||distance<closestdist){
4645                                                                                 closestdist=distance;
4646                                                                                 closest=i;
4647                                                                         }
4648                                                                 }
4649                                                                 if(closestdist>0&&closest>=0){
4650                                                                         //player[closest]=player[numplayers-1];
4651                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4652                                                                         numplayers--;
4653                                                                 }
4654                                                                 drawmodetogglekeydown=1;
4655                                                 }
4656
4657                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4658                                                         int closest=-1;
4659                                                         float closestdist=-1;
4660                                                         float distance;
4661                                                         if(max_objects>1)
4662                                                                 for(i=1;i<max_objects;i++){
4663                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4664                                                                         if(closestdist==-1||distance<closestdist){
4665                                                                                 closestdist=distance;
4666                                                                                 closest=i;
4667                                                                         }
4668                                                                 }
4669                                                                 if(closestdist>0&&closest>=0){
4670                                                                         objects.position[closest].y-=500;
4671                                                                 }
4672                                                                 drawmodetogglekeydown=1;
4673                                                 }
4674
4675                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4676                                                         //drawmode++;
4677                                                         //if(drawmode>2)drawmode=0;
4678                                                         if(objects.numobjects<max_objects-1){
4679                                                                 XYZ boxcoords;
4680                                                                 boxcoords.x=player[0].coords.x;
4681                                                                 boxcoords.z=player[0].coords.z;
4682                                                                 boxcoords.y=player[0].coords.y-3;
4683                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4684                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4685                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4686                                                                 float temprotat,temprotat2;
4687                                                                 temprotat=editorrotation;
4688                                                                 temprotat2=editorrotation2;
4689                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4690                                                                 if(temprotat2<0)temprotat2=Random()%360;
4691
4692                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4693                                                                 if(editortype==treetrunktype)
4694                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4695                                                         }
4696
4697                                                         drawmodetogglekeydown=1;
4698                                                 }
4699
4700                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4701                                                         if(numplayers<maxplayers-1){
4702                                                                 player[numplayers].scale=.2*5*player[0].scale;
4703                                                                 player[numplayers].creature=rabbittype;
4704                                                                 player[numplayers].howactive=editoractive;
4705                                                                 player[numplayers].skeleton.id=numplayers;
4706                                                                 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);
4707
4708                                                                 //texsize=512*512*3/texdetail/texdetail;
4709                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
4710                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
4711
4712                                                                 k=abs(Random()%2)+1;
4713                                                                 if(k==0){
4714                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4715                                                                         player[numplayers].whichskin=0;
4716                                                                 }
4717                                                                 else if(k==1){
4718                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4719                                                                         player[numplayers].whichskin=1;
4720                                                                 }
4721                                                                 else {
4722                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4723                                                                         player[numplayers].whichskin=2;
4724                                                                 }
4725
4726                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
4727                                                                 player[numplayers].power=1;
4728                                                                 player[numplayers].speedmult=1;
4729                                                                 player[numplayers].currentanimation=bounceidleanim;
4730                                                                 player[numplayers].targetanimation=bounceidleanim;
4731                                                                 player[numplayers].currentframe=0;
4732                                                                 player[numplayers].targetframe=1;
4733                                                                 player[numplayers].target=0;
4734                                                                 player[numplayers].bled=0;
4735                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
4736
4737                                                                 player[numplayers].targetrotation=player[0].targetrotation;
4738                                                                 player[numplayers].rotation=player[0].rotation;
4739
4740                                                                 player[numplayers].velocity=0;
4741                                                                 player[numplayers].coords=player[0].coords;
4742                                                                 player[numplayers].oldcoords=player[numplayers].coords;
4743                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
4744
4745                                                                 player[numplayers].id=numplayers;
4746                                                                 player[numplayers].skeleton.id=numplayers;
4747                                                                 player[numplayers].updatedelay=0;
4748                                                                 player[numplayers].normalsupdatedelay=0;
4749
4750                                                                 player[numplayers].aitype=passivetype;
4751                                                                 player[numplayers].aitarget=0;
4752
4753                                                                 if(player[0].creature==wolftype){
4754                                                                         headprop=player[0].proportionhead.x/1.1;
4755                                                                         bodyprop=player[0].proportionbody.x/1.1;
4756                                                                         armprop=player[0].proportionarms.x/1.1;
4757                                                                         legprop=player[0].proportionlegs.x/1.1;
4758                                                                 }
4759
4760                                                                 if(player[0].creature==rabbittype){
4761                                                                         headprop=player[0].proportionhead.x/1.2;
4762                                                                         bodyprop=player[0].proportionbody.x/1.05;
4763                                                                         armprop=player[0].proportionarms.x/1.00;
4764                                                                         legprop=player[0].proportionlegs.x/1.1;
4765                                                                 }
4766
4767                                                                 if(player[numplayers].creature==wolftype){
4768                                                                         player[numplayers].proportionhead=1.1*headprop;
4769                                                                         player[numplayers].proportionbody=1.1*bodyprop;
4770                                                                         player[numplayers].proportionarms=1.1*armprop;
4771                                                                         player[numplayers].proportionlegs=1.1*legprop;
4772                                                                 }
4773
4774                                                                 if(player[numplayers].creature==rabbittype){
4775                                                                         player[numplayers].proportionhead=1.2*headprop;
4776                                                                         player[numplayers].proportionbody=1.05*bodyprop;
4777                                                                         player[numplayers].proportionarms=1.00*armprop;
4778                                                                         player[numplayers].proportionlegs=1.1*legprop;
4779                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
4780                                                                 }
4781
4782                                                                 player[numplayers].headless=0;
4783                                                                 player[numplayers].onfire=0;
4784
4785                                                                 if(cellophane){
4786                                                                         player[numplayers].proportionhead.z=0;
4787                                                                         player[numplayers].proportionbody.z=0;
4788                                                                         player[numplayers].proportionarms.z=0;
4789                                                                         player[numplayers].proportionlegs.z=0;
4790                                                                 }
4791
4792                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
4793
4794                                                                 player[numplayers].damagetolerance=200;
4795
4796                                                                 player[numplayers].protectionhead=player[0].protectionhead;
4797                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
4798                                                                 player[numplayers].protectionlow=player[0].protectionlow;
4799                                                                 player[numplayers].armorhead=player[0].armorhead;
4800                                                                 player[numplayers].armorhigh=player[0].armorhigh;
4801                                                                 player[numplayers].armorlow=player[0].armorlow;
4802                                                                 player[numplayers].metalhead=player[0].metalhead;
4803                                                                 player[numplayers].metalhigh=player[0].metalhigh;
4804                                                                 player[numplayers].metallow=player[0].metallow;
4805
4806                                                                 player[numplayers].immobile=player[0].immobile;
4807
4808                                                                 player[numplayers].numclothes=player[0].numclothes;
4809                                                                 if(player[numplayers].numclothes)
4810                                                                         for(i=0;i<player[numplayers].numclothes;i++){
4811                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
4812                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
4813                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
4814                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
4815                                                                                 tintr=player[numplayers].clothestintr[i];
4816                                                                                 tintg=player[numplayers].clothestintg[i];
4817                                                                                 tintb=player[numplayers].clothestintb[i];
4818                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4819                                                                         }
4820                                                                         if(player[numplayers].numclothes){
4821                                                                                 player[numplayers].DoMipmaps();
4822                                                                         }
4823
4824                                                                         player[numplayers].power=player[0].power;
4825                                                                         player[numplayers].speedmult=player[0].speedmult;
4826
4827                                                                         player[numplayers].damage=0;
4828                                                                         player[numplayers].permanentdamage=0;
4829                                                                         player[numplayers].superpermanentdamage=0;
4830                                                                         player[numplayers].deathbleeding=0;
4831                                                                         player[numplayers].bleeding=0;
4832                                                                         player[numplayers].numwaypoints=0;
4833                                                                         player[numplayers].waypoint=0;
4834                                                                         player[numplayers].jumppath=0;
4835                                                                         player[numplayers].weaponstuck=-1;
4836                                                                         player[numplayers].weaponactive=-1;
4837                                                                         player[numplayers].num_weapons=0;
4838                                                                         player[numplayers].bloodloss=0;
4839                                                                         player[numplayers].dead=0;
4840
4841                                                                         player[numplayers].loaded=1;
4842
4843                                                                         numplayers++;
4844                                                         }
4845                                                         drawmodetogglekeydown=1;
4846                                                 }
4847
4848                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
4849                                                         if(player[numplayers-1].numwaypoints<90){
4850                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
4851                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
4852                                                                 player[numplayers-1].numwaypoints++;
4853                                                         }
4854                                                         drawmodetogglekeydown=1;
4855                                                 }
4856
4857                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4858                                                         if(numpathpoints<30){
4859                                                                 bool connected,alreadyconnected;
4860                                                                 connected=0;
4861                                                                 if(numpathpoints>1)
4862                                                                         for(i=0;i<numpathpoints;i++){
4863                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
4864                                                                                         alreadyconnected=0;
4865                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
4866                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
4867                                                                                         }
4868                                                                                         if(!alreadyconnected){
4869                                                                                                 numpathpointconnect[pathpointselected]++;
4870                                                                                                 connected=1;
4871                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
4872                                                                                         }
4873                                                                                 }
4874                                                                         }
4875                                                                         if(!connected){
4876                                                                                 numpathpoints++;
4877                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
4878                                                                                 numpathpointconnect[numpathpoints-1]=0;
4879                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
4880                                                                                         numpathpointconnect[pathpointselected]++;
4881                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
4882                                                                                 }
4883                                                                                 pathpointselected=numpathpoints-1;
4884                                                                         }
4885                                                         }
4886                                                         drawmodetogglekeydown=1;
4887                                                 }
4888
4889                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
4890                                                         pathpointselected++;
4891                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
4892                                                         drawmodetogglekeydown=1;
4893                                                 }
4894                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4895                                                         pathpointselected--;
4896                                                         if(pathpointselected<=-2)
4897                                                                 pathpointselected=numpathpoints-1;
4898                                                         drawmodetogglekeydown=1;
4899                                                 }
4900                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4901                                                         if(pathpointselected!=-1){
4902                                                                 numpathpoints--;
4903                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
4904                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
4905                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
4906                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
4907                                                                 }
4908                                                                 for(i=0;i<numpathpoints;i++){
4909                                                                         for(j=0;j<numpathpointconnect[i];j++){
4910                                                                                 if(pathpointconnect[i][j]==pathpointselected){
4911                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
4912                                                                                         numpathpointconnect[i]--;
4913                                                                                 }
4914                                                                                 if(pathpointconnect[i][j]==numpathpoints){
4915                                                                                         pathpointconnect[i][j]=pathpointselected;
4916                                                                                 }
4917                                                                         }
4918                                                                 }
4919                                                                 pathpointselected=numpathpoints-1;
4920                                                         }
4921                                                         drawmodetogglekeydown=1;
4922                                                 }
4923
4924                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4925                                                         editorenabled=1-editorenabled;
4926                                                         if(editorenabled){
4927                                                                 player[0].damagetolerance=100000;
4928                                                         } else {
4929                                                                 player[0].damagetolerance=200;
4930                                                         }
4931                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
4932                                                         player[0].permanentdamage=0;
4933                                                         player[0].superpermanentdamage=0;
4934                                                         player[0].bloodloss=0;
4935                                                         player[0].deathbleeding=0;
4936                                                         drawmodetogglekeydown=1;
4937                                                 }
4938
4939                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4940                                                         editortype--;
4941                                                         if(editortype==treeleavestype||editortype==10)editortype--;
4942                                                         if(editortype<0)editortype=firetype;
4943                                                         drawmodetogglekeydown=1;
4944                                                 }
4945
4946                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4947                                                         editortype++;
4948                                                         if(editortype==treeleavestype||editortype==10)editortype++;
4949                                                         if(editortype>firetype)editortype=0;
4950                                                         drawmodetogglekeydown=1;
4951                                                 }
4952
4953                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4954                                                         editorrotation-=multiplier*100;
4955                                                         if(editorrotation<-.01)editorrotation=-.01;
4956                                                         drawmodetogglekeydown=1;
4957                                                 }
4958
4959                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4960                                                         editorrotation+=multiplier*100;
4961                                                         drawmodetogglekeydown=1;
4962                                                 }
4963
4964                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4965                                                         editorsize+=multiplier;
4966                                                         drawmodetogglekeydown=1;
4967                                                 }
4968
4969                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4970                                                         editorsize-=multiplier;
4971                                                         if(editorsize<.1)editorsize=.1;
4972                                                         drawmodetogglekeydown=1;
4973                                                 }
4974
4975
4976                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4977                                                         mapradius-=multiplier*10;
4978                                                 }
4979
4980                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4981                                                         mapradius+=multiplier*10;
4982                                                 }
4983                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4984                                                         editorrotation2+=multiplier*100;
4985                                                 }
4986
4987                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4988                                                         editorrotation2-=multiplier*100;
4989                                                         if(editorrotation2<-.01)editorrotation2=-.01;
4990                                                 }
4991                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
4992                                                         int closest=-1;
4993                                                         float closestdist=-1;
4994                                                         float distance;
4995                                                         for(i=0;i<objects.numobjects;i++){
4996                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
4997                                                                 if(closestdist==-1||distance<closestdist){
4998                                                                         closestdist=distance;
4999                                                                         closest=i;
5000                                                                 }
5001                                                         }
5002                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
5003                                                         drawmodetogglekeydown=1;
5004                                                 }
5005
5006
5007                                                 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)){
5008                                                         drawmodetogglekeydown=0;
5009                                                 }
5010
5011                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5012                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
5013                                                         player[0].RagDoll(0);
5014                                                         //player[0].spurt=1;
5015                                                         //player[0].DoDamage(1000);
5016
5017                                                         emit_sound_at(whooshsound, player[0].coords, 128.);
5018
5019                                                         texturesizetogglekeydown=1;
5020                                                 }
5021
5022                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5023
5024                                                         int closest=-1;
5025                                                         float closestdist=-1;
5026                                                         float distance;
5027                                                         for(i=0;i<objects.numobjects;i++){
5028                                                                 if(objects.type[i]==treeleavestype){
5029                                                                         objects.scale[i]*=.9;
5030                                                                 }
5031                                                         }
5032                                                         texturesizetogglekeydown=1;
5033                                                 }
5034
5035                                                 static XYZ relative;
5036                                                 static int randattack;
5037                                                 //Attack
5038                                                 static bool playerrealattackkeydown=0;
5039
5040                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5041                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5042                                                 if(oldattackkey)player[0].attackkeydown=0;
5043                                                 if(oldattackkey)playerrealattackkeydown=0;
5044                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5045                                                 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);
5046                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5047                                                         for(k=0;k<numplayers;k++){
5048                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5049                                                                         player[k].Reverse();
5050                                                         }
5051                                                 }
5052
5053                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5054
5055                                                 for(k=0;k<numplayers;k++){
5056                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5057                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5058                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5059                                                                 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)){
5060                                                                         player[k].jumppower-=2;
5061                                                                 }
5062                                                                 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)){
5063                                                                         for(i=0;i<numplayers;i++){
5064                                                                                 if(i==k)i++;
5065                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5066                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5067                                                                                                 player[k].targetanimation=dodgebackanim;
5068                                                                                                 player[k].target=0;
5069                                                                                                 player[k].targetframe=0;
5070                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5071                                                                                                 Normalise(&rotatetarget);
5072                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5073                                                                                                 player[k].targetrotation*=360/6.28;
5074                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5075
5076                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5077                                                                                         }
5078                                                                         }
5079                                                                         if(player[k].targetanimation!=dodgebackanim){
5080                                                                                 if(k==0)numflipped++;
5081                                                                                 player[k].targetanimation=backhandspringanim;
5082                                                                                 player[k].target=0;
5083                                                                                 player[k].targetframe=0;
5084                                                                                 player[k].targetrotation=-rotation+180;
5085                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5086                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5087                                                                                 player[k].rotation=player[k].targetrotation;
5088                                                                                 player[k].jumppower-=2;
5089                                                                         }
5090                                                                 }
5091                                                                 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())){
5092                                                                         player[k].hasvictim=0;
5093                                                                         if(numplayers>1)
5094                                                                                 for(i=0;i<numplayers;i++){
5095                                                                                         if(i==k)i++;
5096                                                                                         if(!player[k].hasvictim)
5097                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5098                                                                                                         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){
5099                                                                                                                 player[k].victim=&player[i];
5100                                                                                                                 player[k].hasvictim=1;
5101                                                                                                                 if(player[k].aitype==playercontrolled){
5102                                                                                                                         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;
5103                                                                                                                         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;
5104                                                                                                                         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;
5105                                                                                                                         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;
5106                                                                                                                         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;
5107                                                                                                                         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;
5108                                                                                                                         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;
5109                                                                                                                         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;
5110                                                                                                                         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;
5111                                                                                                                         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;
5112                                                                                                                 }
5113                                                                                                                 else {
5114                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5115                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5116                                                                                                                                 else randattack=abs(Random()%5);
5117                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5118                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5119                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5120                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5121                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5122                                                                                                                                 }
5123                                                                                                                                 if(player[k].weaponactive!=-1){
5124                                                                                                                                         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;
5125                                                                                                                                         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;
5126                                                                                                                                         //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;
5127                                                                                                                                         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;
5128                                                                                                                                         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;
5129                                                                                                                                         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;
5130                                                                                                                                         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;
5131                                                                                                                                         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;
5132                                                                                                                                 }
5133                                                                                                                         }
5134                                                                                                                 }
5135                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5136                                                                                                         }
5137                                                                                                         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)){
5138                                                                                                                 if(player[k].weaponactive==-1){
5139                                                                                                                         player[i].targetanimation=sneakattackedanim;
5140                                                                                                                         player[i].currentanimation=sneakattackedanim;
5141                                                                                                                         player[k].currentanimation=sneakattackanim;
5142                                                                                                                         player[k].targetanimation=sneakattackanim;
5143                                                                                                                         player[k].oldcoords=player[k].coords;
5144                                                                                                                         player[k].coords=player[i].coords;
5145                                                                                                                 }
5146                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5147                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5148                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5149                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5150                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5151                                                                                                                         player[i].oldcoords=player[i].coords;
5152                                                                                                                         player[i].coords=player[k].coords;
5153                                                                                                                 }
5154                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5155                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5156                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5157                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5158                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5159                                                                                                                         player[i].oldcoords=player[i].coords;
5160                                                                                                                         player[i].coords=player[k].coords;
5161                                                                                                                 }
5162                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5163                                                                                                                         player[k].victim=&player[i];
5164                                                                                                                         player[k].hasvictim=1;
5165                                                                                                                         player[i].targettilt2=0;
5166                                                                                                                         player[i].targetframe=1;
5167                                                                                                                         player[i].currentframe=0;
5168                                                                                                                         player[i].target=0;
5169                                                                                                                         player[i].velocity=0;
5170                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5171                                                                                                                         player[k].currentframe=player[i].currentframe;
5172                                                                                                                         player[k].targetframe=player[i].targetframe;
5173                                                                                                                         player[k].target=player[i].target;
5174                                                                                                                         player[k].velocity=0;
5175                                                                                                                         player[k].targetrotation=player[i].rotation;
5176                                                                                                                         player[k].rotation=player[i].rotation;
5177                                                                                                                         player[i].targetrotation=player[i].rotation;
5178                                                                                                                 }
5179                                                                                                         }
5180                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5181                                                                                                                 oldattackkey=1;
5182                                                                                                                 player[k].targetframe=0;
5183                                                                                                                 player[k].target=0;
5184                                                                                                                 //player[k].velocity=0;
5185
5186                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5187                                                                                                                 Normalise(&rotatetarget);
5188                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5189                                                                                                                 player[k].targetrotation*=360/6.28;
5190                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5191
5192                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5193
5194                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5195                                                                                                                 player[k].lastattack2=player[k].lastattack;
5196                                                                                                                 player[k].lastattack=player[k].targetanimation;
5197                                                                                                                 //player[k].targettilt2=0;
5198                                                                                                                 //slomo=1;
5199                                                                                                                 //slomodelay=.2;
5200                                                                                                         }
5201                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5202                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5203                                                                                                                 Normalise(&rotatetarget);
5204                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5205                                                                                                                 player[k].targetrotation*=360/6.28;
5206                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5207                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5208                                                                                                                 oldattackkey=1;
5209                                                                                                                 player[k].victim=&player[i];
5210                                                                                                                 player[k].hasvictim=1;
5211                                                                                                                 player[i].targetanimation=knifefollowedanim;
5212                                                                                                                 player[i].currentanimation=knifefollowedanim;
5213                                                                                                                 player[i].targettilt2=0;
5214                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5215                                                                                                                 player[i].targetframe=1;
5216                                                                                                                 player[i].currentframe=0;
5217                                                                                                                 player[i].target=0;
5218                                                                                                                 player[i].velocity=0;
5219                                                                                                                 player[k].currentanimation=knifefollowanim;
5220                                                                                                                 player[k].targetanimation=knifefollowanim;
5221                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5222                                                                                                                 player[k].currentframe=player[i].currentframe;
5223                                                                                                                 player[k].targetframe=player[i].targetframe;
5224                                                                                                                 player[k].target=player[i].target;
5225                                                                                                                 player[k].velocity=0;
5226                                                                                                                 player[k].oldcoords=player[k].coords;
5227                                                                                                                 player[i].coords=player[k].coords;
5228                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5229                                                                                                                 player[i].rotation=player[k].targetrotation;
5230                                                                                                                 player[k].rotation=player[k].targetrotation;
5231                                                                                                                 player[i].rotation=player[k].targetrotation;
5232                                                                                                         }
5233                                                                                                 }
5234                                                                                 }
5235                                                                                 bool hasstaff=0;
5236                                                                                 if(player[k].weaponactive!=-1){
5237                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5238                                                                                 }
5239                                                                                 if(numplayers>1)
5240                                                                                         for(i=0;i<numplayers;i++){
5241                                                                                                 if(i==k)i++;
5242                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5243                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5244                                                                                                                 if(player[i].skeleton.free)
5245                                                                                                                         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)))){
5246                                                                                                                                 player[k].victim=&player[i];
5247                                                                                                                                 player[k].hasvictim=1;
5248                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5249                                                                                                                                         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;
5250                                                                                                                                         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;
5251                                                                                                                                         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;
5252                                                                                                                                 }
5253                                                                                                                                 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){
5254                                                                                                                                         player[k].targetanimation=killanim;
5255                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5256                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5257                                                                                                                                                         terrain.DeleteDecal(j);
5258                                                                                                                                                 }
5259                                                                                                                                         }
5260                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5261                                                                                                                                                 if(objects.model[l].type==decalstype)
5262                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5263                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5264                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5265                                                                                                                                                                 }
5266                                                                                                                                                         }
5267                                                                                                                                         }
5268                                                                                                                                 }
5269                                                                                                                                 if(!player[i].dead||musictype!=2)
5270                                                                                                                                         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)){
5271                                                                                                                                                 player[k].targetanimation=dropkickanim;
5272                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5273                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5274                                                                                                                                                                 terrain.DeleteDecal(j);
5275                                                                                                                                                         }
5276                                                                                                                                                 }
5277                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5278                                                                                                                                                         if(objects.model[l].type==decalstype)
5279                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5280                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5281                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5282                                                                                                                                                                         }
5283                                                                                                                                                                 }
5284                                                                                                                                                 }
5285                                                                                                                                         }
5286                                                                                                                         }
5287                                                                                                                         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)){
5288                                                                                                                                 oldattackkey=1;
5289                                                                                                                                 player[k].targetframe=0;
5290                                                                                                                                 player[k].target=0;
5291                                                                                                                                 //player[k].velocity=0;
5292
5293                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5294                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5295                                                                                                                                         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;
5296                                                                                                                                 }
5297                                                                                                                                 Normalise(&rotatetarget);
5298                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5299                                                                                                                                 player[k].targetrotation*=360/6.28;
5300                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5301
5302                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5303                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5304                                                                                                                                 }
5305
5306                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5307                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5308
5309                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5310                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5311                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5312
5313                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5314                                                                                                                                         player[k].targetrotation+=30;
5315                                                                                                                                 }
5316                                                                                                                                 //player[k].targettilt2=0;
5317                                                                                                                                 //slomo=1;
5318                                                                                                                                 //slomodelay=.2;
5319                                                                                                                         }
5320                                                                                                 }
5321                                                                                         }
5322                                                                                         if(!player[k].hasvictim){
5323                                                                                                 for(i=0;i<numplayers;i++){
5324                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5325                                                                                                                 player[k].victim=&player[i];
5326                                                                                                                 player[k].hasvictim=1;
5327                                                                                                         }
5328                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5329                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5330                                                                                                                         player[k].victim=&player[i];
5331                                                                                                                 }
5332                                                                                                 }
5333                                                                                         }
5334                                                                                         if(player[k].aitype==playercontrolled)
5335                                                                                                 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)){
5336                                                                                                         oldattackkey=1;
5337                                                                                                         player[k].targetanimation=rabbitkickanim;
5338                                                                                                         player[k].targetframe=0;
5339                                                                                                         player[k].target=0;
5340                                                                                                 }
5341                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5342                                                                                                         numattacks++;
5343                                                                                                         bool armedstaff=0;
5344                                                                                                         if(player[k].weaponactive!=-1){
5345                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5346                                                                                                         }
5347                                                                                                         bool armedsword=0;
5348                                                                                                         if(player[k].weaponactive!=-1){
5349                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5350                                                                                                         }
5351                                                                                                         bool armedknife=0;
5352                                                                                                         if(player[k].weaponactive!=-1){
5353                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5354                                                                                                         }
5355                                                                                                         if(armedstaff)numstaffattack++;
5356                                                                                                         else if(armedsword)numswordattack++;
5357                                                                                                         else if(armedknife)numknifeattack++;
5358                                                                                                         else numunarmedattack++;
5359                                                                                                 }
5360                                                                 }
5361                                                         }
5362                                                 }
5363
5364                                                 //Collisions
5365                                                 static float collisionradius;
5366                                                 if(numplayers>1)
5367                                                         for(k=0;k<numplayers;k++){
5368                                                                 for(i=k;i<numplayers;i++){
5369                                                                         if(i==k)i++;
5370                                                                         if(i<numplayers)
5371                                                                                 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))
5372                                                                                         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))
5373                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5374                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5375                                                                                                                 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)
5376                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5377                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5378                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5379                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5380                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5381                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5382                                                                                                                                                                         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)){
5383                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5384                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5385                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5386                                                                                                                                                                                 }
5387                                                                                                                                                                         }
5388
5389                                                                                                                                                                         tempcoords1=player[i].coords;
5390                                                                                                                                                                         tempcoords2=player[k].coords;
5391                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5392                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5393                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5394                                                                                                                                                                         if(player[0].hasvictim)
5395                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5396                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5397                                                                                                                                                                                 if(k==0)
5398                                                                                                                                                                                         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)){
5399                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5400                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5401                                                                                                                                                                                                 player[i].skeleton.free=0;
5402                                                                                                                                                                                                 player[i].rotation=0;
5403                                                                                                                                                                                                 player[i].RagDoll(0);
5404                                                                                                                                                                                                 player[i].DoDamage(20);
5405                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5406                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5407                                                                                                                                                                                                 player[k].lastcollide=1;
5408                                                                                                                                                                                         }
5409                                                                                                                                                                                         if(i==0)
5410                                                                                                                                                                                                 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)){
5411                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5412                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5413                                                                                                                                                                                                         player[k].skeleton.free=0;
5414                                                                                                                                                                                                         player[k].rotation=0;
5415                                                                                                                                                                                                         player[k].RagDoll(0);
5416                                                                                                                                                                                                         player[k].DoDamage(20);
5417                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5418                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5419                                                                                                                                                                                                         player[i].lastcollide=1;
5420                                                                                                                                                                                                 }
5421
5422                                                                                                                                                                                                 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)){
5423                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5424                                                                                                                                                                                                         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))
5425                                                                                                                                                                                                                 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))){
5426                                                                                                                                                                                                                         //If hit by body
5427                                                                                                                                                                                                                         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)){
5428                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5429                                                                                                                                                                                                                                         emit_sound_at(heavyimpactsound, player[i].coords);
5430                                                                                                                                                                                                                                 }
5431                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5432                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5433
5434                                                                                                                                                                                                                                 player[i].RagDoll(0);
5435                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5436                                                                                                                                                                                                                                   award_bonus(0, aimbonus);
5437                                                                                                                                                                                                                                 }
5438                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5439                                                                                                                                                                                                                                 player[k].RagDoll(0);
5440                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5441                                                                                                                                                                                                                                   award_bonus(0, aimbonus); // Huh, again?
5442                                                                                                                                                                                                                                 }
5443                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5444
5445                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5446                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5447                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5448                                                                                                                                                                                                                                 }
5449                                                                                                                                                                                                                                 //}
5450                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5451                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5452                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5453                                                                                                                                                                                                                                 }
5454                                                                                                                                                                                                                                 //}
5455
5456                                                                                                                                                                                                                         }
5457                                                                                                                                                                                                                 }
5458                                                                                                                                                                                                                 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)){
5459                                                                                                                                                                                                                         //If bumped
5460                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5461                                                                                                                                                                                                                                 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)){
5462                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5463                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5464                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5465                                                                                                                                                                                                                                         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);
5466                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5467                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5468                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5469                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5470                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5471                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5472                                                                                                                                                                                                                                                                 player[k].target=0;
5473                                                                                                                                                                                                                                                         }
5474                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5475                                                                                                                                                                                                                                                         {
5476                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5477                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5478                                                                                                                                                                                                                                                                 player[k].target=0;
5479                                                                                                                                                                                                                                                         }
5480                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5481                                                                                                                                                                                                                                                 }
5482                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5483                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5484                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5485                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5486                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5487                                                                                                                                                                                                                                                                         player[i].target=0;
5488                                                                                                                                                                                                                                                                 }
5489                                                                                                                                                                                                                                                                 else
5490                                                                                                                                                                                                                                                                 {
5491                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5492                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5493                                                                                                                                                                                                                                                                         player[i].target=0;
5494                                                                                                                                                                                                                                                                 }
5495                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5496                                                                                                                                                                                                                                                         }
5497                                                                                                                                                                                                                                 }
5498                                                                                                                                                                                                                                 if(hostile){
5499                                                                                                                                                                                                                                         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){
5500                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5501                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5502                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5503                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5504                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5505                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5506                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5507                                                                                                                                                                                                                                                 award_bonus(k, AboveBonus);
5508                                                                                                                                                                                                                                         }
5509                                                                                                                                                                                                                                         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){
5510                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5511                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5512                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5513                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5514                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5515                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5516                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5517                                                                                                                                                                                                                                                 award_bonus(i, AboveBonus);
5518                                                                                                                                                                                                                                         }
5519                                                                                                                                                                                                                                 }
5520                                                                                                                                                                                                                         }
5521                                                                                                                                                                                                                 }
5522                                                                                                                                                                                                 }
5523                                                                                                                                                                                                 player[i].CheckKick();
5524                                                                                                                                                                                                 player[k].CheckKick();
5525                                                                                                                                                                         }
5526                                                                                                                                                                 }
5527                                                                 }
5528                                                         }
5529
5530                                                         for(k=0;k<numplayers;k++){
5531                                                                 for(i=k;i<numplayers;i++){
5532                                                                         if(i==k)i++;
5533                                                                         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))){
5534                                                                                 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)){
5535                                                                                         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)){
5536                                                                                                 player[i].victim=&player[k];
5537                                                                                                 player[i].targetanimation=jumpreversedanim;
5538                                                                                                 player[i].currentanimation=jumpreversedanim;
5539                                                                                                 player[k].currentanimation=jumpreversalanim;
5540                                                                                                 player[k].targetanimation=jumpreversalanim;
5541                                                                                                 player[i].targettilt2=0;
5542                                                                                                 player[i].currentframe=0;
5543                                                                                                 player[i].targetframe=1;
5544                                                                                                 player[k].currentframe=0;
5545                                                                                                 player[k].targetframe=1;
5546                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5547                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5548                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5549                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5550                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5551                                                                                                         player[k].currentframe=1;
5552                                                                                                         player[k].targetframe=2;
5553                                                                                                         player[i].currentframe=1;
5554                                                                                                         player[i].targetframe=2;
5555                                                                                                 }
5556                                                                                                 player[k].targettilt2=0;
5557                                                                                                 player[i].target=0;
5558                                                                                                 player[i].velocity=0;
5559                                                                                                 player[k].velocity=0;
5560                                                                                                 player[k].oldcoords=player[k].coords;
5561                                                                                                 player[i].coords=player[k].coords;
5562                                                                                                 player[k].targetrotation=player[i].targetrotation;
5563                                                                                                 player[k].rotation=player[i].targetrotation;
5564                                                                                                 player[k].victim=&player[i];
5565                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5566                                                                                         }
5567                                                                                         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)){
5568                                                                                                 player[k].victim=&player[i];
5569                                                                                                 player[k].targetanimation=jumpreversedanim;
5570                                                                                                 player[k].currentanimation=jumpreversedanim;
5571                                                                                                 player[i].currentanimation=jumpreversalanim;
5572                                                                                                 player[i].targetanimation=jumpreversalanim;
5573                                                                                                 player[k].targettilt2=0;
5574                                                                                                 player[i].targettilt2=0;
5575                                                                                                 player[k].currentframe=0;
5576                                                                                                 player[k].targetframe=1;
5577                                                                                                 player[i].currentframe=0;
5578                                                                                                 player[i].targetframe=1;
5579                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5580                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5581                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5582                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5583                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5584                                                                                                         player[k].currentframe=1;
5585                                                                                                         player[k].targetframe=2;
5586                                                                                                         player[i].currentframe=1;
5587                                                                                                         player[i].targetframe=2;
5588                                                                                                 }
5589                                                                                                 player[k].target=0;
5590                                                                                                 player[k].velocity=0;
5591                                                                                                 player[i].velocity=0;
5592                                                                                                 player[i].oldcoords=player[i].coords;
5593                                                                                                 player[k].coords=player[i].coords;
5594                                                                                                 player[i].targetrotation=player[k].targetrotation;
5595                                                                                                 player[i].rotation=player[k].targetrotation;
5596                                                                                                 player[i].victim=&player[k];
5597                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5598                                                                                         }
5599                                                                                 }
5600                                                                         }
5601                                                                 }
5602                                                         }
5603
5604                                                         for(k=0;k<numplayers;k++)
5605                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5606
5607
5608                                                         //pile
5609                                                         if(!Input::isKeyDown(SDLK_n)){
5610                                                                 texturesizetogglekeydown=0;
5611                                                         }
5612
5613                                                         for(k=0;k<numplayers;k++){
5614                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5615                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5616                                                                                 player[k].DoDamage(1000);
5617                                                                         }
5618                                                                 }
5619                                                         }
5620
5621                                                         static bool respawnkeydown;
5622                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5623                                                                 targetlevel=whichlevel;
5624                                                                 loading=1;
5625                                                                 leveltime=5;
5626                                                         }
5627                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5628                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5629
5630
5631
5632
5633                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5634                                                                 targetlevel++;
5635                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5636                                                                 loading=1;
5637                                                                 leveltime=5;
5638                                                                 slomotogglekeydown=1;
5639                                                         }
5640                                                         static bool movekey;
5641                                                         static bool connected;
5642                                                         
5643                 for(int i=0;i<numplayers;i++){
5644                                                                 if(!player[i].skeleton.free){
5645                                                                         oldtargetrotation=player[i].targetrotation;
5646                                                                         if(i==0&&indialogue==-1){
5647                                                                                 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){
5648                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5649                                                                                         if(cameramode)player[0].targetrotation=0;
5650                                                                                 }
5651
5652                                                                                 facing=0;
5653                                                                                 facing.z=-1;
5654
5655                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5656                                                                                 if(cameramode){facing=flatfacing;}
5657                                                                                 else{
5658                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5659                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5660                                                                                 }
5661
5662                                                                                 player[0].lookrotation=-rotation;
5663
5664                                                                                 player[i].targetheadrotation=rotation;
5665                                                                                 player[i].targetheadrotation2=rotation2;
5666                                                                         }
5667                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
5668                                                                                 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){
5669                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
5670                                                                                 }
5671
5672                                                                                 facing=0;
5673                                                                                 facing.z=-1;
5674
5675                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5676
5677                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
5678                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
5679
5680                                                                                 player[i].targetheadrotation=player[i].lookrotation;
5681                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
5682                                                                         }
5683                                                                         if(indialogue!=-1){
5684                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
5685                                                                                 Normalise(&rotatetarget);
5686                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
5687                                                                                 player[i].targetheadrotation*=360/6.28;
5688                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
5689
5690                                                                                 player[i].targetheadrotation*=-1;
5691                                                                                 player[i].targetheadrotation+=180;
5692                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
5693                                                                         }
5694
5695                                                                         bool pause;
5696
5697                                                                         if(leveltime<.5)
5698                                                                                 numenvsounds=0;
5699
5700                                                                         player[i].avoidsomething=0;
5701
5702                                                                         for(j=0;j<objects.numobjects;j++){
5703                                                                                 if(objects.onfire[j]){
5704                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
5705                                                                                         {
5706                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
5707                                                                                                         player[i].collided=0;
5708                                                                                                         player[i].avoidcollided=1;
5709                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5710                                                                                                                 player[i].avoidwhere=objects.position[j];
5711                                                                                                 }
5712                                                                                         }
5713                                                                                 }
5714                                                                         }
5715
5716                                                                         //Add avoidwhere to players
5717
5718                                                                         for(j=0;j<numplayers;j++){
5719                                                                                 if(player[j].onfire){
5720                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
5721                                                                                         {
5722                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
5723                                                                                                         player[i].collided=0;
5724                                                                                                         player[i].avoidcollided=1;
5725                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5726                                                                                                                 player[i].avoidwhere=objects.position[j];
5727                                                                                                 }
5728                                                                                         }
5729                                                                                 }
5730                                                                         }
5731
5732                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
5733                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
5734                                                                                 player[i].jumpclimb=0;
5735                                                                                 //AI
5736                                                                                 if(editorenabled)player[i].stunned=1;
5737
5738                                                                                 player[i].pause=0;
5739                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
5740                                                                                 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;
5741
5742                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
5743                                                                                 player[i].forwardkeydown=0;
5744                                                                                 player[i].leftkeydown=0;
5745                                                                                 player[i].backkeydown=0;
5746                                                                                 player[i].rightkeydown=0;
5747                                                                                 player[i].crouchkeydown=0;
5748                                                                                 player[i].attackkeydown=0;
5749                                                                                 player[i].jumpkeydown=0;
5750                                                                                 player[i].throwkeydown=0;
5751                                                                                 }*/
5752
5753                                                                                 if(player[i].aitype==pathfindtype){
5754                                                                                         if(player[i].finalpathfindpoint==-1){
5755                                                                                                 float closestdistance;
5756                                                                                                 float tempdist;
5757                                                                                                 int closest;
5758                                                                                                 XYZ colpoint;
5759                                                                                                 closest=-1;
5760                                                                                                 closestdistance=-1;
5761                                                                                                 for(j=0;j<numpathpoints;j++){
5762                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
5763                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
5764                                                                                                                 closest=j;
5765                                                                                                                 player[i].finaltarget=pathpoint[j];
5766                                                                                                         }
5767                                                                                                 }
5768                                                                                                 player[i].finalpathfindpoint=closest;
5769                                                                                                 for(j=0;j<numpathpoints;j++){
5770                                                                                                         if(numpathpointconnect[j])
5771                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5772                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5773                                                                                                                         if(tempdist*tempdist<closestdistance){
5774                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5775                                                                                                                                         closestdistance=tempdist*tempdist;
5776                                                                                                                                         closest=j;
5777                                                                                                                                         player[i].finaltarget=colpoint;
5778                                                                                                                                 }
5779                                                                                                                         }
5780                                                                                                                 }
5781                                                                                                 }
5782                                                                                                 player[i].finalpathfindpoint=closest;
5783
5784                                                                                         }
5785                                                                                         if(player[i].targetpathfindpoint==-1){
5786                                                                                                 float closestdistance;
5787                                                                                                 float tempdist;
5788                                                                                                 int closest;
5789                                                                                                 XYZ colpoint;
5790                                                                                                 closest=-1;
5791                                                                                                 closestdistance=-1;
5792                                                                                                 if(player[i].lastpathfindpoint==-1){
5793                                                                                                         for(j=0;j<numpathpoints;j++){
5794                                                                                                                 if(j!=player[i].lastpathfindpoint)
5795                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
5796                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5797                                                                                                                                 closest=j;
5798                                                                                                                         }
5799                                                                                                         }
5800                                                                                                         player[i].targetpathfindpoint=closest;
5801                                                                                                         for(j=0;j<numpathpoints;j++){
5802                                                                                                                 if(j!=player[i].lastpathfindpoint)
5803                                                                                                                         if(numpathpointconnect[j])
5804                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5805                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5806                                                                                                                                         if(tempdist*tempdist<closestdistance){
5807                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5808                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
5809                                                                                                                                                         closestdistance=tempdist*tempdist;
5810                                                                                                                                                         closest=j;
5811                                                                                                                                                         //}
5812                                                                                                                                                 }
5813                                                                                                                                         }
5814                                                                                                                                 }
5815                                                                                                         }
5816                                                                                                         player[i].targetpathfindpoint=closest;
5817                                                                                                 }
5818                                                                                                 else
5819                                                                                                 {
5820                                                                                                         for(j=0;j<numpathpoints;j++){
5821                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
5822                                                                                                                 {
5823                                                                                                                         connected=0;
5824                                                                                                                         if(numpathpointconnect[j])
5825                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5826                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
5827                                                                                                                                 }
5828                                                                                                                                 if(!connected)
5829                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
5830                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
5831                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
5832                                                                                                                                                 }
5833                                                                                                                                                 if(connected){
5834                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
5835                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
5836                                                                                                                                                                 closestdistance=tempdist;
5837                                                                                                                                                                 closest=j;
5838                                                                                                                                                         }
5839                                                                                                                                                 }
5840                                                                                                                 }
5841                                                                                                         }
5842                                                                                                         player[i].targetpathfindpoint=closest;
5843                                                                                                 }
5844                                                                                         }
5845                                                                                         player[i].losupdatedelay-=multiplier;
5846
5847                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
5848                                                                                         Normalise(&rotatetarget);
5849                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5850                                                                                         player[i].targetrotation*=360/6.28;
5851                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5852                                                                                         player[i].lookrotation=player[i].targetrotation;
5853                                                                                         //player[i].aiupdatedelay=.05;
5854
5855                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5856                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5857                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5858                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5859                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5860                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5861                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5862                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5863                                                                                                 player[i].targetpathfindpoint=-1;
5864                                                                                         }
5865                                                                                         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){
5866                                                                                                 player[i].aitype=passivetype;
5867                                                                                         }
5868
5869                                                                                         player[i].forwardkeydown=1;
5870                                                                                         player[i].leftkeydown=0;
5871                                                                                         player[i].backkeydown=0;
5872                                                                                         player[i].rightkeydown=0;
5873                                                                                         player[i].crouchkeydown=0;
5874                                                                                         player[i].attackkeydown=0;
5875                                                                                         player[i].throwkeydown=0;
5876
5877                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5878
5879                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5880                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5881
5882                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5883                                                                                                 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))
5884                                                                                                         player[i].aitype=attacktypecutoff;
5885                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5886                                                                                                         player[i].aitype=attacktypecutoff;
5887
5888                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5889                                                                                                         player[i].losupdatedelay=.2;
5890                                                                                                         for(j=0;j<numplayers;j++){
5891                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5892                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5893                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5894                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5895                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5896                                                                                                                                                         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)){
5897                                                                                                                                                                 player[i].aitype=searchtype;
5898                                                                                                                                                                 player[i].lastchecktime=12;
5899                                                                                                                                                                 player[i].lastseen=player[j].coords;
5900                                                                                                                                                                 player[i].lastseentime=12;
5901                                                                                                                                                         }
5902                                                                                                                 }
5903                                                                                                         }
5904                                                                                                 }
5905                                                                                         }
5906                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
5907                                                                                                 if(player[i].creature!=wolftype){
5908                                                                                                         player[i].stunned=.6;
5909                                                                                                         player[i].surprised=.6;
5910                                                                                                 }
5911                                                                                         }
5912                                                                                 }
5913
5914                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
5915                                                                                         player[i].howactive=typeactive;
5916                                                                                 }
5917
5918                                                                                 if(player[i].aitype==passivetype){
5919                                                                                         player[i].aiupdatedelay-=multiplier;
5920                                                                                         player[i].losupdatedelay-=multiplier;
5921                                                                                         player[i].lastseentime+=multiplier;
5922                                                                                         player[i].pausetime-=multiplier;
5923                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
5924
5925                                                                                         if(player[i].aiupdatedelay<0){
5926                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5927                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
5928                                                                                                         Normalise(&rotatetarget);
5929                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5930                                                                                                         player[i].targetrotation*=360/6.28;
5931                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5932                                                                                                         player[i].lookrotation=player[i].targetrotation;
5933                                                                                                         player[i].aiupdatedelay=.05;
5934
5935                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5936                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
5937                                                                                                                 player[i].waypoint++;
5938                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
5939
5940                                                                                                         }
5941                                                                                                 }
5942
5943                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
5944                                                                                                 else player[i].forwardkeydown=0;
5945                                                                                                 player[i].leftkeydown=0;
5946                                                                                                 player[i].backkeydown=0;
5947                                                                                                 player[i].rightkeydown=0;
5948                                                                                                 player[i].crouchkeydown=0;
5949                                                                                                 player[i].attackkeydown=0;
5950                                                                                                 player[i].throwkeydown=0;
5951
5952                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5953                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5954                                                                                                         else{
5955                                                                                                                 XYZ leftpos,rightpos;
5956                                                                                                                 float leftdist,rightdist;
5957                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5958                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5959                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5960                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5961                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
5962                                                                                                                 else player[i].targetrotation-=90;
5963                                                                                                         }
5964                                                                                                 }
5965                                                                                         }
5966                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5967                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5968
5969
5970                                                                                         if(!editorenabled){
5971                                                                                                 if(player[i].howactive<typesleeping)
5972                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5973                                                                                                                 for(j=0;j<numenvsounds;j++){
5974                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
5975                                                                                                                                 player[i].aitype=attacktypecutoff;
5976                                                                                                                         }
5977                                                                                                                 }
5978
5979                                                                                                                 if(player[i].howactive==typesleeping)
5980                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5981                                                                                                                                 for(j=0;j<numenvsounds;j++){
5982                                                                                                                                         if(envsoundvol[j]>14)
5983                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
5984                                                                                                                                                         player[i].aitype=attacktypecutoff;
5985                                                                                                                                                 }
5986                                                                                                                                 }
5987
5988                                                                                                                                 if(player[i].aitype!=passivetype){
5989                                                                                                                                         if(player[i].howactive==typesleeping){
5990                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
5991                                                                                                                                                 player[i].targetframe=0;
5992                                                                                                                                                 player[i].target=0;
5993                                                                                                                                         }
5994
5995                                                                                                                                         player[i].howactive=typeactive;
5996                                                                                                                                 }
5997                                                                                         }
5998
5999                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6000                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
6001                                                                                                         player[i].aitype=attacktypecutoff;
6002                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6003                                                                                                         player[i].aitype=attacktypecutoff;
6004
6005                                                                                                 if(player[i].creature==wolftype){
6006                                                                                                         XYZ windsmell;
6007                                                                                                         float smelldistance;
6008                                                                                                         smelldistance=50;
6009                                                                                                         for(j=0;j<numplayers;j++){
6010                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
6011                                                                                                                         if(j==0&&player[j].num_weapons>0){
6012                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
6013                                                                                                                                 if(player[j].num_weapons==2)
6014                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
6015                                                                                                                         }
6016                                                                                                                         if(j!=0){
6017                                                                                                                                 smelldistance=100;
6018                                                                                                                         }
6019                                                                                                                         windsmell=windvector;
6020                                                                                                                         Normalise(&windsmell);
6021                                                                                                                         windsmell=windsmell*2+player[j].coords;
6022                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
6023                                                                                                                                 player[i].aitype=attacktypecutoff;
6024                                                                                                                 }
6025                                                                                                         }
6026                                                                                                 }
6027
6028                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6029                                                                                                         player[i].losupdatedelay=.2;
6030                                                                                                         for(j=0;j<numplayers;j++){
6031                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6032                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6033                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6034                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6035                                                                                                                                                 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)){
6036                                                                                                                                                         player[i].lastseentime-=.2;
6037                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6038                                                                                                                                                         else player[i].lastseentime-=.6;
6039                                                                                                                                                 }
6040                                                                                                                                                 if(player[i].lastseentime<=0){
6041                                                                                                                                                         player[i].aitype=searchtype;
6042                                                                                                                                                         player[i].lastchecktime=12;
6043                                                                                                                                                         player[i].lastseen=player[j].coords;
6044                                                                                                                                                         player[i].lastseentime=12;
6045                                                                                                                                                 }
6046                                                                                                                 }
6047                                                                                                         }
6048                                                                                                 }
6049                                                                                         }
6050                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6051                                                                                                 if(player[i].creature!=wolftype){
6052                                                                                                         player[i].stunned=.6;
6053                                                                                                         player[i].surprised=.6;
6054                                                                                                 }
6055                                                                                                 if(player[i].creature==wolftype){
6056                                                                                                         player[i].stunned=.47;
6057                                                                                                         player[i].surprised=.47;
6058                                                                                                 }
6059                                                                                                 numseen++;
6060                                                                                         }
6061                                                                                 }
6062
6063                                                                                 if(player[i].aitype==searchtype){
6064                                                                                         player[i].aiupdatedelay-=multiplier;
6065                                                                                         player[i].losupdatedelay-=multiplier;
6066                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6067                                                                                         player[i].lastchecktime-=multiplier;
6068
6069                                                                                         if(player[i].isRun()&&!player[i].onground){
6070                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6071                                                                                                         test2=player[i].coords+player[i].facing;
6072                                                                                                         test2.y+=5;
6073                                                                                                         test=player[i].coords+player[i].facing;
6074                                                                                                         test.y-=10;
6075                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6076                                                                                                         if(j==-1)j=checkcollide(test2,test);
6077                                                                                                         if(j==-1){
6078                                                                                                                 player[i].velocity=0;
6079                                                                                                                 player[i].targetanimation=player[i].getStop();
6080                                                                                                                 player[i].targetframe=0;
6081                                                                                                                 player[i].target=0;
6082                                                                                                                 player[i].targetrotation+=180;
6083                                                                                                                 player[i].stunned=.5;
6084                                                                                                                 //player[i].aitype=passivetype;
6085                                                                                                                 player[i].aitype=pathfindtype;
6086                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6087                                                                                                                 player[i].finalpathfindpoint=-1;
6088                                                                                                                 player[i].targetpathfindpoint=-1;
6089                                                                                                                 player[i].lastpathfindpoint=-1;
6090                                                                                                                 player[i].lastpathfindpoint2=-1;
6091                                                                                                                 player[i].lastpathfindpoint3=-1;
6092                                                                                                                 player[i].lastpathfindpoint4=-1;
6093                                                                                                         }
6094                                                                                                         else player[i].laststanding=j;
6095                                                                                                 }
6096                                                                                         }
6097                                                                                         if(player[i].aiupdatedelay<0){
6098                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6099                                                                                                 Normalise(&rotatetarget);
6100                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6101                                                                                                 player[i].targetrotation*=360/6.28;
6102                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6103                                                                                                 player[i].lookrotation=player[i].targetrotation;
6104                                                                                                 player[i].aiupdatedelay=.05;
6105                                                                                                 player[i].forwardkeydown=1;
6106
6107                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6108                                                                                                         player[i].forwardkeydown=0;
6109                                                                                                         player[i].aiupdatedelay=1;
6110                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6111                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6112                                                                                                         player[i].lastchecktime=3;
6113                                                                                                 }
6114
6115                                                                                                 player[i].leftkeydown=0;
6116                                                                                                 player[i].backkeydown=0;
6117                                                                                                 player[i].rightkeydown=0;
6118                                                                                                 player[i].crouchkeydown=0;
6119                                                                                                 player[i].attackkeydown=0;
6120                                                                                                 player[i].throwkeydown=0;
6121
6122                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6123                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6124                                                                                                         else{
6125                                                                                                                 XYZ leftpos,rightpos;
6126                                                                                                                 float leftdist,rightdist;
6127                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6128                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6129                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6130                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6131                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6132                                                                                                                 else player[i].targetrotation-=90;
6133                                                                                                         }
6134                                                                                                 }
6135                                                                                         }
6136                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6137                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6138
6139                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6140                                                                                                 for(j=0;j<numenvsounds;j++){
6141                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6142                                                                                                                 player[i].aitype=attacktypecutoff;
6143                                                                                                         }
6144                                                                                                 }
6145
6146                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6147                                                                                                         player[i].losupdatedelay=.2;
6148                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6149                                                                                                         {player[i].aitype=attacktypecutoff;
6150                                                                                                         player[i].lastseentime=1;}
6151                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6152                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6153                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6154                                                                                                                                 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)){
6155                                                                                                                                         player[i].aitype=attacktypecutoff;
6156                                                                                                                                         player[i].lastseentime=1;
6157                                                                                                                                 }
6158                                                                                                 }
6159                                                                                                 if(player[i].lastseentime<0){
6160                                                                                                         //player[i].aitype=passivetype;
6161                                                                                                         numescaped++;
6162                                                                                                         player[i].aitype=pathfindtype;
6163                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6164                                                                                                         player[i].finalpathfindpoint=-1;
6165                                                                                                         player[i].targetpathfindpoint=-1;
6166                                                                                                         player[i].lastpathfindpoint=-1;
6167                                                                                                         player[i].lastpathfindpoint2=-1;
6168                                                                                                         player[i].lastpathfindpoint3=-1;
6169                                                                                                         player[i].lastpathfindpoint4=-1;
6170                                                                                                 }
6171                                                                                 }
6172
6173                                                                                 if(player[i].aitype!=gethelptype){
6174                                                                                         player[i].runninghowlong=0;
6175                                                                                 }
6176
6177                                                                                 if(player[i].aitype==gethelptype){
6178                                                                                         player[i].runninghowlong+=multiplier;
6179                                                                                         player[i].aiupdatedelay-=multiplier;
6180
6181                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6182                                                                                                 player[i].aiupdatedelay=.2;
6183
6184                                                                                                 int closest;
6185                                                                                                 float closestdist;
6186                                                                                                 closest=-1;
6187                                                                                                 closestdist=-1;
6188                                                                                                 float distance;
6189
6190                                                                                                 if(!player[i].ally){
6191                                                                                                         for(j=0;j<numplayers;j++){
6192                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6193                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6194                                                                                                                         if(closestdist==-1||distance<closestdist){
6195                                                                                                                                 closestdist=distance;
6196                                                                                                                                 closest=j;
6197                                                                                                                         }
6198                                                                                                                         closest=j;
6199                                                                                                                 }
6200                                                                                                         }
6201                                                                                                         if(closest!=-1)player[i].ally=closest;
6202                                                                                                         else player[i].ally=0;
6203                                                                                                         player[i].lastseen=player[0].coords;
6204                                                                                                         player[i].lastseentime=12;
6205                                                                                                 }
6206
6207
6208                                                                                                 player[i].lastchecktime=12;
6209                                                                                                 //player[i].lastseentime-=.5;
6210
6211                                                                                                 facing=player[i].coords;
6212                                                                                                 flatfacing=player[player[i].ally].coords;
6213                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6214                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6215                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6216                                                                                                         player[i].lastseentime-=.1;
6217
6218                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6219                                                                                                         player[i].aitype=searchtype;
6220                                                                                                         player[i].lastseentime=12;
6221                                                                                                 }
6222
6223                                                                                                 if(player[i].ally>0){
6224                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6225                                                                                                         Normalise(&rotatetarget);
6226                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6227                                                                                                         player[i].targetrotation*=360/6.28;
6228                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6229                                                                                                         player[i].lookrotation=player[i].targetrotation;
6230                                                                                                         player[i].aiupdatedelay=.05;
6231                                                                                                         player[i].forwardkeydown=1;
6232
6233                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6234                                                                                                                 player[i].aitype=searchtype;
6235                                                                                                                 player[i].lastseentime=12;
6236                                                                                                                 player[player[i].ally].aitype=searchtype;
6237                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6238                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6239                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6240                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6241                                                                                                                 }
6242                                                                                                         }
6243
6244                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6245                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6246                                                                                                                 else{
6247                                                                                                                         XYZ leftpos,rightpos;
6248                                                                                                                         float leftdist,rightdist;
6249                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6250                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6251                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6252                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6253                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6254                                                                                                                         else player[i].targetrotation-=90;
6255                                                                                                                 }
6256                                                                                                         }
6257                                                                                                 }
6258
6259                                                                                                 player[i].leftkeydown=0;
6260                                                                                                 player[i].backkeydown=0;
6261                                                                                                 player[i].rightkeydown=0;
6262                                                                                                 player[i].crouchkeydown=0;
6263                                                                                                 player[i].attackkeydown=0;
6264                                                                                         }
6265                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6266                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6267                                                                                 }
6268
6269                                                                                 if(player[i].aitype==getweapontype){
6270                                                                                         player[i].aiupdatedelay-=multiplier;
6271                                                                                         player[i].lastchecktime-=multiplier;
6272
6273                                                                                         if(player[i].aiupdatedelay<0){
6274                                                                                                 player[i].aiupdatedelay=.2;
6275
6276                                                                                                 int closest;
6277                                                                                                 float closestdist;
6278                                                                                                 closest=-1;
6279                                                                                                 closestdist=-1;
6280                                                                                                 float distance;
6281
6282                                                                                                 if(player[i].ally<0){
6283                                                                                                         for(j=0;j<weapons.numweapons;j++){
6284                                                                                                                 if(weapons.owner[j]==-1){
6285                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6286                                                                                                                         if(closestdist==-1||distance<closestdist){
6287                                                                                                                                 closestdist=distance;
6288                                                                                                                                 closest=j;
6289                                                                                                                         }
6290                                                                                                                         closest=j;
6291                                                                                                                 }
6292                                                                                                         }
6293                                                                                                         if(closest!=-1)player[i].ally=closest;
6294                                                                                                         else player[i].ally=-1;
6295                                                                                                 }
6296
6297                                                                                                 player[i].lastseentime=12;
6298
6299                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6300                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6301                                                                                                                 player[i].aitype=attacktypecutoff;
6302                                                                                                                 player[i].lastseentime=1;
6303                                                                                                         }
6304                                                                                                         if(!player[0].dead)
6305                                                                                                                 if(player[i].ally>=0){
6306                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6307                                                                                                                                 player[i].aitype=attacktypecutoff;
6308                                                                                                                                 player[i].lastseentime=1;
6309                                                                                                                         }
6310                                                                                                                         rotatetarget=weapons.position[player[i].ally]-player[i].coords;
6311                                                                                                                         Normalise(&rotatetarget);
6312                                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6313                                                                                                                         player[i].targetrotation*=360/6.28;
6314                                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6315                                                                                                                         player[i].lookrotation=player[i].targetrotation;
6316                                                                                                                         player[i].aiupdatedelay=.05;
6317                                                                                                                         player[i].forwardkeydown=1;
6318
6319
6320                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6321                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6322                                                                                                                                 else{
6323                                                                                                                                         XYZ leftpos,rightpos;
6324                                                                                                                                         float leftdist,rightdist;
6325                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6326                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6327                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6328                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6329                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6330                                                                                                                                         else player[i].targetrotation-=90;
6331                                                                                                                                 }
6332                                                                                                                         }
6333                                                                                                                 }
6334
6335                                                                                                                 player[i].leftkeydown=0;
6336                                                                                                                 player[i].backkeydown=0;
6337                                                                                                                 player[i].rightkeydown=0;
6338                                                                                                                 player[i].attackkeydown=0;
6339                                                                                                                 player[i].throwkeydown=1;
6340                                                                                                                 player[i].crouchkeydown=0;
6341                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6342                                                                                                                 player[i].drawkeydown=0;
6343                                                                                         }
6344                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6345                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6346                                                                                 }
6347
6348                                                                                 if(player[i].aitype==attacktypecutoff){
6349                                                                                         player[i].aiupdatedelay-=multiplier;
6350                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6351                                                                                                 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)){
6352                                                                                                         player[i].attackkeydown=0;
6353                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6354                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6355                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6356                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6357                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6358                                                                                                                                 else player[i].targetanimation=rollanim;
6359                                                                                                                                 player[i].target=0;
6360                                                                                                                                 player[i].targetframe=0;
6361                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6362                                                                                                                                 player[i].wentforweapon=0;
6363                                                                                                                         }
6364                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6365                                                                                                                                 player[i].targetanimation=flipanim;
6366                                                                                                                                 player[i].target=0;
6367                                                                                                                                 player[i].targetframe=0;
6368                                                                                                                         }
6369                                                                                                                 }
6370                                                                                                         }
6371                                                                                                         player[i].forwardkeydown=0;
6372                                                                                                         player[i].aiupdatedelay=.02;
6373                                                                                                 }
6374                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6375                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6376                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6377                                                                                                 }
6378                                                                                                 if(player[i].wentforweapon<3)
6379                                                                                                         for(j=0;j<weapons.numweapons;j++){
6380                                                                                                                 if(player[i].creature!=wolftype)
6381                                                                                                                         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){
6382                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6383                                                                                                                                         player[i].wentforweapon++;
6384                                                                                                                                         player[i].lastchecktime=6;
6385                                                                                                                                         player[i].aitype=getweapontype;
6386                                                                                                                                         player[i].ally=-1;
6387                                                                                                                                 }
6388                                                                                                                         }
6389                                                                                                         }
6390                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6391                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6392                                                                                                                         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)))){
6393                                                                                                                                 player[i].crouchkeydown=1;
6394                                                                                                                         }
6395                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6396                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6397                                                                                                                                         test2=player[i].coords+player[i].facing;
6398                                                                                                                                         test2.y+=5;
6399                                                                                                                                         test=player[i].coords+player[i].facing;
6400                                                                                                                                         test.y-=10;
6401                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6402                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6403                                                                                                                                         if(j==-1){
6404                                                                                                                                                 player[i].velocity=0;
6405                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6406                                                                                                                                                 player[i].targetframe=0;
6407                                                                                                                                                 player[i].target=0;
6408                                                                                                                                                 player[i].targetrotation+=180;
6409                                                                                                                                                 player[i].stunned=.5;
6410                                                                                                                                                 //player[i].aitype=passivetype;
6411                                                                                                                                                 player[i].aitype=pathfindtype;
6412                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6413                                                                                                                                                 player[i].finalpathfindpoint=-1;
6414                                                                                                                                                 player[i].targetpathfindpoint=-1;
6415                                                                                                                                                 player[i].lastpathfindpoint=-1;
6416                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6417                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6418                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6419                                                                                                                                         }
6420                                                                                                                                         else player[i].laststanding=j;
6421                                                                                                                                 }
6422                                                                                                                         }
6423                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6424                                                                                                                                 player[i].aitype=pathfindtype;
6425                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6426                                                                                                                                 player[i].finalpathfindpoint=-1;
6427                                                                                                                                 player[i].targetpathfindpoint=-1;
6428                                                                                                                                 player[i].lastpathfindpoint=-1;
6429                                                                                                                                 player[i].lastpathfindpoint2=-1;
6430                                                                                                                                 player[i].lastpathfindpoint3=-1;
6431                                                                                                                                 player[i].lastpathfindpoint4=-1;
6432                                                                                                                         }
6433                                                                                                                         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){
6434                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6435                                                                                                                                 else player[i].drawkeydown=0;
6436                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6437                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6438                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6439                                                                                                                                         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;
6440                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6441                                                                                                                                 Normalise(&rotatetarget);
6442                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6443                                                                                                                                 player[i].targetrotation*=360/6.28;
6444                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6445                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6446                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6447
6448                                                                                                                                 oldkey=player[i].forwardkeydown;
6449                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6450                                                                                                                                 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;
6451                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6452                                                                                                                                 else player[i].forwardkeydown=0;
6453                                                                                                                                 if(player[0].dead){
6454                                                                                                                                         player[i].forwardkeydown=0;
6455                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6456                                                                                                                                         if(Random()%100==0){
6457                                                                                                                                                 player[i].aitype=pathfindtype;
6458                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6459                                                                                                                                                 player[i].finalpathfindpoint=-1;
6460                                                                                                                                                 player[i].targetpathfindpoint=-1;
6461                                                                                                                                                 player[i].lastpathfindpoint=-1;
6462                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6463                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6464                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6465                                                                                                                                         }
6466                                                                                                                                 }
6467                                                                                                                                 player[i].leftkeydown=0;
6468                                                                                                                                 player[i].backkeydown=0;
6469                                                                                                                                 player[i].rightkeydown=0;
6470                                                                                                                                 player[i].crouchkeydown=0;
6471                                                                                                                                 player[i].throwkeydown=0;
6472
6473                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6474                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6475                                                                                                                                 else player[i].attackkeydown=0;
6476                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6477
6478                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6479                                                                                                                                         target=-2;
6480                                                                                                                                         for(j=0;j<numplayers;j++){
6481                                                                                                                                                 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)){
6482                                                                                                                                                         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))))){
6483                                                                                                                                                                 if(target>=0)target=-1;
6484                                                                                                                                                                 else target=j;
6485                                                                                                                                                         }
6486                                                                                                                                                 }
6487                                                                                                                                         }
6488                                                                                                                                         if(target>=0)player[target].Reverse();
6489                                                                                                                                 }
6490
6491                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6492                                                                                                                                 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;
6493                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6494                                                                                                                                         player[0].jumpkeydown=0;
6495                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6496                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6497                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6498
6499                                                                                                                                 if(tutoriallevel==1){
6500                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6501                                                                                                                                 }
6502
6503
6504                                                                                                                                 facing=player[i].coords;
6505                                                                                                                                 flatfacing=player[0].coords;
6506                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6507                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6508                                                                                                                                 if(player[i].occluded>=2)
6509                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6510                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6511                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6512                                                                                                                                                         player[i].aitype=searchtype;
6513                                                                                                                                                         player[i].lastchecktime=12;
6514                                                                                                                                                         player[i].lastseen=player[0].coords;
6515                                                                                                                                                         player[i].lastseentime=12;
6516                                                                                                                                                 }
6517                                                                                                                                         }
6518                                                                                                                                         else player[i].lastseentime=1;
6519                                                                                                                         }
6520                                                                                 }
6521                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6522                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6523                                                                                                 test=player[0].coords;
6524                                                                                                 test.y-=40;
6525                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6526                                                                                         }
6527                                                                                 }
6528                                                                                 // NOTE: Ask about logic of this call : NOTE
6529                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6530                                                                                         player[i].stunned>0 ||
6531                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6532                                                                                 {
6533                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6534                                                                                         player[i].targetrotation=player[i].rotation;
6535                                                                                         player[i].forwardkeydown=0;
6536                                                                                         player[i].leftkeydown=0;
6537                                                                                         player[i].backkeydown=0;
6538                                                                                         player[i].rightkeydown=0;
6539                                                                                         player[i].jumpkeydown=0;
6540                                                                                         player[i].attackkeydown=0;
6541                                                                                         player[i].crouchkeydown=0;
6542                                                                                         player[i].throwkeydown=0;
6543                                                                                 }
6544
6545
6546                                                                                 facing=0;
6547                                                                                 facing.z=-1;
6548
6549                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6550                                                                                 facing=flatfacing;
6551
6552                                                                                 if(player[i].aitype==attacktypecutoff){
6553                                                                                         rotatetarget=player[0].coords-player[i].coords;
6554                                                                                         Normalise(&rotatetarget);
6555                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6556                                                                                         player[i].targetheadrotation*=360/6.28;
6557                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6558
6559                                                                                         player[i].targetheadrotation*=-1;
6560                                                                                         player[i].targetheadrotation+=180;
6561                                                                                         //player[i].targetheadrotation2=0;
6562                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6563                                                                                 }
6564                                                                                 else if(player[i].howactive>=typesleeping){
6565                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6566                                                                                         player[i].targetheadrotation2=0;
6567                                                                                 }
6568                                                                                 else {
6569                                                                                         if(player[i].interestdelay<=0){
6570                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6571                                                                                                 player[i].headtarget=player[i].coords;
6572                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6573                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6574                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6575                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6576                                                                                         }
6577                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6578                                                                                         Normalise(&rotatetarget);
6579                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6580                                                                                         player[i].targetheadrotation*=360/6.28;
6581                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6582
6583                                                                                         player[i].targetheadrotation*=-1;
6584                                                                                         player[i].targetheadrotation+=180;
6585                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6586                                                                                 }
6587                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6588                                                                         }
6589                                                                         if(animation[player[i].targetanimation].attack==reversed){
6590                                                                                 //player[i].targetrotation=player[i].rotation;
6591                                                                                 player[i].forwardkeydown=0;
6592                                                                                 player[i].leftkeydown=0;
6593                                                                                 player[i].backkeydown=0;
6594                                                                                 player[i].rightkeydown=0;
6595                                                                                 player[i].jumpkeydown=0;
6596                                                                                 player[i].attackkeydown=0;
6597                                                                                 //player[i].crouchkeydown=0;
6598                                                                                 player[i].throwkeydown=0;
6599                                                                         }
6600
6601                                                                         if(indialogue!=-1){
6602                                                                                 player[i].forwardkeydown=0;
6603                                                                                 player[i].leftkeydown=0;
6604                                                                                 player[i].backkeydown=0;
6605                                                                                 player[i].rightkeydown=0;
6606                                                                                 player[i].jumpkeydown=0;
6607                                                                                 player[i].crouchkeydown=0;
6608                                                                                 player[i].drawkeydown=0;
6609                                                                                 player[i].throwkeydown=0;
6610                                                                         }
6611
6612                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6613                                                                         if(player[i].collided>1)player[i].collided=1;
6614                                                                         player[i].collided-=multiplier*4;
6615                                                                         player[i].whichdirectiondelay-=multiplier;
6616                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6617                                                                                 player[i].avoidcollided=-.3;
6618                                                                                 player[i].whichdirection=abs(Random()%2);
6619                                                                                 player[i].whichdirectiondelay=.4;
6620                                                                         }
6621                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6622                                                                         player[i].avoidcollided-=multiplier/4;
6623                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6624                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6625                                                                         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;
6626
6627                                                                         if(!player[i].throwkeydown){
6628                                                                                 player[i].throwtogglekeydown=0;
6629                                                                         }
6630                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6631                                                                                 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)){
6632                                                                                         for(j=0;j<weapons.numweapons;j++){
6633                                                                                                 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)
6634                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6635                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6636                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6637                                                                                                                                 player[i].throwtogglekeydown=1;
6638                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6639                                                                                                                                 player[i].target=0;
6640                                                                                                                                 player[i].targetframe=0;
6641                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6642                                                                                                                                 Normalise(&rotatetarget);
6643                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6644                                                                                                                                 player[i].targetrotation*=360/6.28;
6645                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6646                                                                                                                                 player[i].hasvictim=0;
6647                                                                                                                         }
6648                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6649                                                                                                                                 player[i].throwtogglekeydown=1;
6650                                                                                                                                 player[i].hasvictim=0;
6651
6652                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6653                                                                                                                                 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))
6654                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6655                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6656                                                                                                                                                         if(weapons.type[j]!=staff)
6657                                                                                                                                                           emit_sound_at(knifedrawsound, player[i].coords, 128.);
6658
6659                                                                                                                                                         player[i].weaponactive=0;
6660                                                                                                                                                         weapons.owner[j]=player[i].id;
6661                                                                                                                                                         if(player[i].num_weapons>0){
6662                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6663                                                                                                                                                         }
6664                                                                                                                                                         player[i].num_weapons++;
6665                                                                                                                                                         player[i].weaponids[0]=j;
6666                                                                                                                                                 }
6667                                                                                                                                         }
6668                                                                                                                                         //}
6669                                                                                                                         }
6670                                                                                                                 }
6671                                                                                                                 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){
6672                                                                                                                         if(!player[i].isFlip()){
6673                                                                                                                                 player[i].throwtogglekeydown=1;
6674                                                                                                                                 player[i].targetanimation=removeknifeanim;
6675                                                                                                                                 player[i].target=0;
6676                                                                                                                                 player[i].targetframe=0;
6677                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6678                                                                                                                                 Normalise(&rotatetarget);
6679                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6680                                                                                                                                 player[i].targetrotation*=360/6.28;
6681                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6682                                                                                                                         }
6683                                                                                                                         if(player[i].isFlip()){
6684                                                                                                                                 player[i].throwtogglekeydown=1;
6685                                                                                                                                 player[i].hasvictim=0;
6686
6687                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
6688                                                                                                                                         if(player[i].weaponactive==-1)
6689                                                                                                                                                 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))
6690                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
6691                                                                                                                                                                 if(weapons.type[k]!=staff)
6692                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6693
6694                                                                                                                                                                 player[i].weaponactive=0;
6695                                                                                                                                                                 weapons.owner[k]=player[i].id;
6696                                                                                                                                                                 if(player[i].num_weapons>0){
6697                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6698                                                                                                                                                                 }
6699                                                                                                                                                                 player[i].num_weapons++;
6700                                                                                                                                                                 player[i].weaponids[0]=k;
6701                                                                                                                                                         }
6702                                                                                                                                 }
6703                                                                                                                         }
6704                                                                                                                 }
6705                                                                                                         }
6706                                                                                         }
6707                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6708                                                                                                 if(numplayers>1)
6709                                                                                                         for(j=0;j<numplayers;j++){
6710                                                                                                                 if(player[i].weaponactive==-1)
6711                                                                                                                         if(j!=i)
6712                                                                                                                                 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)){
6713                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6714                                                                                                                                                 player[i].throwtogglekeydown=1;
6715                                                                                                                                                 player[i].victim=&player[j];
6716                                                                                                                                                 player[i].hasvictim=1;
6717                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6718                                                                                                                                                 player[i].target=0;
6719                                                                                                                                                 player[i].targetframe=0;
6720                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6721                                                                                                                                                 Normalise(&rotatetarget);
6722                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6723                                                                                                                                                 player[i].targetrotation*=360/6.28;
6724                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6725                                                                                                                                         }
6726                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6727                                                                                                                                                 player[i].throwtogglekeydown=1;
6728                                                                                                                                                 player[i].victim=&player[j];
6729                                                                                                                                                 player[i].hasvictim=1;
6730                                                                                                                                                 int k = player[j].weaponids[0];
6731                                                                                                                                                 if(player[i].hasvictim){
6732                                                                                                                                                         bool fleshstuck;
6733                                                                                                                                                         fleshstuck=0;
6734                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
6735                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6736                                                                                                                                                                         fleshstuck=1;
6737                                                                                                                                                                 }
6738                                                                                                                                                         }
6739                                                                                                                                                         if(!fleshstuck){
6740                                                                                                                                                                 if(weapons.type[k]!=staff)
6741                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6742                                                                                                                                                         }
6743                                                                                                                                                         if(fleshstuck)
6744                                                                                                                                                           emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6745
6746                                                                                                                                                         player[i].weaponactive=0;
6747                                                                                                                                                         if(weapons.owner[k]!=-1){
6748                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6749                                                                                                                                                                 else player[i].victim->num_weapons=1;
6750
6751                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
6752                                                                                                                                                                 player[i].victim->skeleton.free=1;
6753                                                                                                                                                                 player[i].victim->skeleton.broken=0;
6754
6755                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6756                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
6757                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
6758                                                                                                                                                                 }
6759
6760                                                                                                                                                                 XYZ relative;
6761                                                                                                                                                                 relative=0;
6762                                                                                                                                                                 relative.y=10;
6763                                                                                                                                                                 Normalise(&relative);
6764                                                                                                                                                                 XYZ footvel,footpoint;
6765                                                                                                                                                                 footvel=0;
6766                                                                                                                                                                 footpoint=weapons.position[k];
6767                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
6768                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6769                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6770                                                                                                                                                                                 weapons.bloody[k]=2;
6771                                                                                                                                                                                 weapons.blooddrip[k]=5;
6772                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
6773                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
6774                                                                                                                                                                                 player[i].victim->DoDamage(2000);
6775                                                                                                                                                                         }
6776                                                                                                                                                                 }
6777                                                                                                                                                                 if(player[i].victim->num_weapons>0){
6778                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6779                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
6780                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6781                                                                                                                                                                 }
6782
6783                                                                                                                                                                 player[i].victim->weaponactive=-1;
6784
6785                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
6786                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
6787                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
6788                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
6789                                                                                                                                                         }
6790                                                                                                                                                         weapons.owner[k]=i;
6791                                                                                                                                                         if(player[i].num_weapons>0){
6792                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6793                                                                                                                                                         }
6794                                                                                                                                                         player[i].num_weapons++;
6795                                                                                                                                                         player[i].weaponids[0]=k;
6796                                                                                                                                                 }
6797                                                                                                                                         }
6798                                                                                                                                 }
6799                                                                                                         }
6800                                                                                         }
6801                                                                                 }
6802                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6803                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
6804                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
6805                                                                                                         if(numplayers>1)
6806                                                                                                                 for(j=0;j<numplayers;j++){
6807                                                                                                                         if(i!=j)
6808                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
6809                                                                                                                                         if(hostile)
6810                                                                                                                                                 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)){
6811                                                                                                                                                         if(!player[i].isFlip()){
6812                                                                                                                                                                 player[i].throwtogglekeydown=1;
6813                                                                                                                                                                 player[i].victim=&player[j];
6814                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
6815                                                                                                                                                                 player[i].target=0;
6816                                                                                                                                                                 player[i].targetframe=0;
6817                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6818                                                                                                                                                                 Normalise(&rotatetarget);
6819                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6820                                                                                                                                                                 player[i].targetrotation*=360/6.28;
6821                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6822
6823                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
6824                                                                                                                                                         }
6825                                                                                                                                                         if(player[i].isFlip()){
6826                                                                                                                                                                 if(player[i].weaponactive!=-1){
6827                                                                                                                                                                         player[i].throwtogglekeydown=1;
6828                                                                                                                                                                         player[i].victim=&player[j];
6829                                                                                                                                                                         XYZ aim;
6830                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
6831                                                                                                                                                                         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);
6832                                                                                                                                                                         Normalise(&aim);
6833
6834                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6835
6836                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
6837                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6838                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
6839                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
6840                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
6841                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
6842                                                                                                                                                                         player[i].num_weapons--;
6843                                                                                                                                                                         if(player[i].num_weapons){
6844                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6845                                                                                                                                                                         }
6846                                                                                                                                                                         player[i].weaponactive=-1;
6847                                                                                                                                                                 }
6848                                                                                                                                                         }
6849                                                                                                                                                 }
6850                                                                                                                 }
6851                                                                                         }
6852                                                                                 }
6853                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6854                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
6855                                                                                         {
6856                                                                                                 player[i].throwtogglekeydown=1;
6857                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
6858                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6859                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6860                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6861                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
6862                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
6863                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
6864                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
6865                                                                                                 player[i].num_weapons--;
6866                                                                                                 if(player[i].num_weapons){
6867                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6868                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6869                                                                                                 }
6870
6871                                                                                                 player[i].weaponactive=-1;
6872                                                                                                 for(j=0;j<numplayers;j++){
6873                                                                                                         player[j].wentforweapon=0;
6874                                                                                                 }
6875                                                                                         }
6876                                                                                 }
6877
6878                                                                         }
6879
6880                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6881                                                                                 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)){
6882                                                                                         //Setenvironment(1-environment);
6883                                                                                         bool isgood;
6884                                                                                         isgood=1;
6885                                                                                         if(player[i].weaponactive!=-1){
6886                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
6887                                                                                         }
6888                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
6889                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6890                                                                                                         player[i].targetanimation=drawrightanim;
6891                                                                                                         player[i].targetframe=0;
6892                                                                                                         player[i].target=0;
6893                                                                                                         player[i].drawtogglekeydown=1;
6894                                                                                                 }
6895                                                                                                 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){
6896                                                                                                         player[i].targetanimation=drawleftanim;
6897                                                                                                         player[i].targetframe=0;
6898                                                                                                         player[i].target=0;
6899                                                                                                         player[i].drawtogglekeydown=1;
6900                                                                                                 }
6901                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6902                                                                                                         player[i].targetanimation=crouchdrawrightanim;
6903                                                                                                         player[i].targetframe=0;
6904                                                                                                         player[i].target=0;
6905                                                                                                         player[i].drawtogglekeydown=1;
6906                                                                                                 }
6907                                                                                         }
6908                                                                                 }
6909                                                                                 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){
6910                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
6911                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
6912                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
6913                                                                                                 player[i].targetframe=0;
6914                                                                                                 player[i].target=0;
6915                                                                                                 player[i].hasvictim=0;
6916                                                                                                 //player[i].attacktogglekeydown=1;
6917                                                                                         }
6918                                                                                 }
6919
6920                                                                                 if(!player[i].drawkeydown){
6921                                                                                         player[i].drawtogglekeydown=0;
6922                                                                                 }
6923
6924                                                                                 if(i==0){
6925                                                                                         absflatfacing=0;
6926                                                                                         absflatfacing.z=-1;
6927
6928                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6929                                                                                 }
6930                                                                                 else absflatfacing=flatfacing;
6931
6932                                                                                 if(indialogue!=-1){
6933                                                                                         player[i].forwardkeydown=0;
6934                                                                                         player[i].leftkeydown=0;
6935                                                                                         player[i].backkeydown=0;
6936                                                                                         player[i].rightkeydown=0;
6937                                                                                         player[i].jumpkeydown=0;
6938                                                                                         player[i].crouchkeydown=0;
6939                                                                                         player[i].drawkeydown=0;
6940                                                                                         player[i].throwkeydown=0;
6941                                                                                 }
6942                                                                                 movekey=0;
6943                                                                                 //Do controls
6944                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6945                                                                                         if(!player[i].forwardkeydown){
6946                                                                                                 player[i].forwardstogglekeydown=0;
6947                                                                                         }
6948                                                                                         if(player[i].crouchkeydown){
6949                                                                                                 //Crouch
6950                                                                                                 target=-2;
6951                                                                                                 if(i==0){
6952                                                                                                         player[i].superruntoggle=1;
6953                                                                                                         if(numplayers>1)
6954                                                                                                                 for(j=0;j<numplayers;j++){
6955                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6956                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
6957                                                                                                                                         player[i].superruntoggle=0;
6958                                                                                                                                 }
6959                                                                                                                         }
6960                                                                                                                 }
6961                                                                                                 }
6962
6963                                                                                                 if(numplayers>1)
6964                                                                                                         for(j=0;j<numplayers;j++){
6965                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6966                                                                                                                         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))){
6967                                                                                                                                 if(target>=0)target=-1;
6968                                                                                                                                 else target=j;
6969                                                                                                                         }
6970                                                                                                                 }
6971                                                                                                         }
6972                                                                                                         if(target>=0)player[target].Reverse();
6973                                                                                                         player[i].lowreversaldelay=.5;
6974
6975                                                                                                         if(player[i].isIdle()){
6976                                                                                                                 player[i].targetanimation=player[i].getCrouch();
6977                                                                                                                 player[i].target=0;
6978                                                                                                                 player[i].targetframe=0;
6979                                                                                                                 player[i].transspeed=10;
6980                                                                                                         }
6981                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
6982                                                                                                                 player[i].targetanimation=rollanim;
6983                                                                                                                 player[i].target=0;
6984                                                                                                                 player[i].targetframe=0;
6985                                                                                                                 player[i].transspeed=20;
6986                                                                                                         }
6987                                                                                         }
6988                                                                                         if(!player[i].crouchkeydown){
6989                                                                                                 //Uncrouch
6990                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
6991                                                                                                 target=-2;
6992                                                                                                 if(player[i].isCrouch()){
6993                                                                                                         if(numplayers>1)
6994                                                                                                                 for(j=0;j<numplayers;j++){
6995                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
6996                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
6997                                                                                                                                         if(target>=0)target=-1;
6998                                                                                                                                         else target=j;
6999                                                                                                                                 }
7000                                                                                                                         }
7001                                                                                                                 }
7002                                                                                                                 if(target>=0)player[target].Reverse();
7003                                                                                                                 player[i].highreversaldelay=.5;
7004
7005                                                                                                                 if(player[i].isCrouch()){
7006                                                                                                                         if(!player[i].wasCrouch()){
7007                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
7008                                                                                                                                 player[i].currentframe=0;
7009                                                                                                                         }
7010                                                                                                                         player[i].target=0;
7011                                                                                                                         player[i].targetanimation=player[i].getIdle();
7012                                                                                                                         player[i].targetframe=0;
7013                                                                                                                         player[i].transspeed=10;
7014                                                                                                                 }
7015                                                                                                 }
7016                                                                                                 if(player[i].targetanimation==sneakanim){
7017                                                                                                         player[i].targetanimation=player[i].getIdle();
7018                                                                                                         player[i].target=0;
7019                                                                                                         player[i].targetframe=0;
7020                                                                                                         player[i].transspeed=10;
7021                                                                                                 }
7022                                                                                         }
7023                                                                                         if(player[i].forwardkeydown){
7024                                                                                                 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)){
7025                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
7026                                                                                                         else player[i].targetanimation=player[i].getRun();
7027                                                                                                         player[i].target=0;
7028                                                                                                         player[i].targetframe=0;
7029                                                                                                 }
7030                                                                                                 if(player[i].isCrouch()){
7031                                                                                                         player[i].targetanimation=sneakanim;
7032                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7033                                                                                                         player[i].targetframe=0;
7034                                                                                                 }
7035                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7036                                                                                                         player[i].targetanimation=climbanim;
7037                                                                                                         player[i].target=0;
7038                                                                                                         player[i].targetframe=1;
7039                                                                                                         player[i].jumpclimb=1;
7040                                                                                                 }
7041                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7042                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7043                                                                                                 }
7044                                                                                                 player[i].forwardstogglekeydown=1;
7045                                                                                                 movekey=1;
7046                                                                                         }
7047                                                                                         if (player[i].rightkeydown){
7048                                                                                                 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)){
7049                                                                                                         player[i].targetanimation=player[i].getRun();
7050                                                                                                         player[i].target=0;
7051                                                                                                         player[i].targetframe=0;
7052                                                                                                 }
7053                                                                                                 if(player[i].isCrouch()){
7054                                                                                                         player[i].targetanimation=sneakanim;
7055                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7056                                                                                                         player[i].targetframe=0;
7057                                                                                                 }
7058                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7059                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7060                                                                                                 }
7061                                                                                                 player[i].targetrotation-=90;
7062                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7063                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7064                                                                                                 movekey=1;
7065                                                                                         }
7066                                                                                         if ( player[i].leftkeydown){
7067                                                                                                 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)){
7068                                                                                                         player[i].targetanimation=player[i].getRun();
7069                                                                                                         player[i].target=0;
7070                                                                                                         player[i].targetframe=0;
7071                                                                                                 }
7072                                                                                                 if(player[i].isCrouch()){
7073                                                                                                         player[i].targetanimation=sneakanim;
7074                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7075                                                                                                         player[i].targetframe=0;
7076                                                                                                 }
7077                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7078                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7079                                                                                                 }
7080                                                                                                 player[i].targetrotation+=90;
7081                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7082                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7083                                                                                                 movekey=1;
7084                                                                                         }
7085                                                                                         if(player[i].backkeydown){
7086                                                                                                 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)){
7087                                                                                                         player[i].targetanimation=player[i].getRun();
7088                                                                                                         player[i].target=0;
7089                                                                                                         player[i].targetframe=0;
7090                                                                                                 }
7091                                                                                                 if(player[i].isCrouch()){
7092                                                                                                         player[i].targetanimation=sneakanim;
7093                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7094                                                                                                         player[i].targetframe=0;
7095                                                                                                 }
7096                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7097                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7098                                                                                                 }
7099                                                                                                 if(player[i].targetanimation==hanganim){
7100                                                                                                         player[i].currentanimation=jumpdownanim;
7101                                                                                                         player[i].targetanimation=jumpdownanim;
7102                                                                                                         player[i].target=0;
7103                                                                                                         player[i].currentframe=0;
7104                                                                                                         player[i].targetframe=1;
7105                                                                                                         player[i].velocity=0;
7106                                                                                                         player[i].velocity.y+=gravity;
7107                                                                                                         player[i].coords.y-=1.4;
7108                                                                                                         player[i].grabdelay=1;
7109                                                                                                 }
7110                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7111                                                                                                         player[i].targetrotation+=180;
7112                                                                                                 movekey=1;
7113                                                                                         }
7114                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7115                                                                                                 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)){
7116                                                                                                         player[i].jumpstart=0;
7117                                                                                                         player[i].targetanimation=jumpupanim;
7118                                                                                                         player[i].target=0;
7119                                                                                                         player[i].targetframe=0;
7120                                                                                                         player[i].rotation=player[i].targetrotation;
7121                                                                                                         player[i].transspeed=20;
7122                                                                                                         player[i].FootLand(0,1);
7123                                                                                                         player[i].FootLand(1,1);
7124
7125                                                                                                         facing=0;
7126                                                                                                         facing.z=-1;
7127                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7128
7129                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7130                                                                                                         if(!movekey)player[i].velocity=0;
7131
7132                                                                                                         //Dodge sweep?
7133                                                                                                         target=-2;
7134                                                                                                         if(numplayers>1)
7135                                                                                                                 for(j=0;j<numplayers;j++){
7136                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7137                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7138                                                                                                                                         if(target>=0)target=-1;
7139                                                                                                                                         else target=j;
7140                                                                                                                                 }
7141                                                                                                                         }
7142                                                                                                                 }
7143                                                                                                                 if(target>=0)player[i].velocity.y=1;
7144                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7145                                                                                                                         player[i].velocity.y=7;
7146                                                                                                                         player[i].crouchtogglekeydown=1;
7147                                                                                                                 }
7148                                                                                                                 else player[i].velocity.y=5;
7149
7150                                                                                                                 if(mousejump&&i==0&&debugmode){
7151                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7152                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7153                                                                                                                 }
7154
7155                                                                                                                 player[i].coords.y+=.2;
7156                                                                                                                 player[i].jumppower-=1;
7157
7158                                                                                                                 if (!i)
7159                                                                                                                   emit_sound_at(whooshsound, player[i].coords, 128.);
7160
7161                                                                                                                 emit_sound_at(jumpsound, player[i].coords, 128.);
7162                                                                                                 }
7163                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7164                                                                                                         player[i].targetanimation=player[i].getLanding();
7165                                                                                                         player[i].landhard=0;
7166                                                                                                         player[i].target=0;
7167                                                                                                         player[i].targetframe=2;
7168                                                                                                         player[i].jumpstart=1;
7169                                                                                                         player[i].tempdeltav=deltav;
7170                                                                                                 }
7171                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7172                                                                                                         if(player[i].jumppower>multiplier*6){
7173                                                                                                                 player[i].velocity.y+=multiplier*6;
7174                                                                                                                 player[i].jumppower-=multiplier*6;
7175                                                                                                         }
7176                                                                                                         if(player[i].jumppower<=multiplier*6){
7177                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7178                                                                                                                 player[i].jumppower=0;
7179                                                                                                         }
7180                                                                                                 }
7181                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7182                                                                                         }
7183
7184                                                                                         if(!movekey){
7185                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7186                                                                                                         player[i].targetanimation=player[i].getStop();
7187                                                                                                         player[i].target=0;
7188                                                                                                         player[i].targetframe=0;
7189                                                                                                 }
7190                                                                                                 if(player[i].targetanimation==sneakanim){
7191                                                                                                         player[i].targetanimation=player[i].getCrouch();
7192                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7193                                                                                                         player[i].targetframe=0;
7194                                                                                                 }
7195                                                                                         }
7196                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7197                                                                                                 player[i].targetanimation=player[i].getStop();
7198                                                                                                 player[i].target=0;
7199                                                                                                 player[i].targetframe=0;
7200                                                                                         }
7201                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7202                                                                                                 player[i].targetanimation=player[i].getStop();
7203                                                                                                 player[i].target=0;
7204                                                                                                 player[i].targetframe=0;
7205                                                                                         }
7206                                                                                 }
7207                                                                 }
7208                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7209                                                         }
7210
7211                                                         //Rotation
7212                                                         for(k=0;k<numplayers;k++){
7213                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7214                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7215                                                                         else player[k].rotation+=360;
7216                                                                 }
7217
7218                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7219                                                                         player[k].targetanimation=player[k].getStop();
7220                                                                         player[k].targetframe=0;
7221                                                                         player[k].target=0;
7222                                                                 }
7223
7224                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7225                                                                         player[k].targettilt=0;
7226                                                                 }
7227                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7228                                                                         player[k].targettilt=0;
7229                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7230                                                                         player[k].jumppower+=multiplier*7;
7231                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7232                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7233                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7234                                                                 }
7235
7236                                                                 if(player[k].isRun()){
7237                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7238                                                                 }
7239
7240                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7241                                                                 else if(player[k].tilt>player[k].targettilt){
7242                                                                         player[k].tilt-=multiplier*150;
7243                                                                 }
7244                                                                 else if(player[k].tilt<player[k].targettilt){
7245                                                                         player[k].tilt+=multiplier*150;
7246                                                                 }
7247
7248                                                                 player[k].grabdelay-=multiplier;
7249                                                         }
7250
7251                                                         for(k=0;k<numplayers;k++){
7252                                                                 player[k].DoAnimations();
7253                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7254                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7255                                                         }
7256
7257                                                         objects.DoStuff();
7258                                                         
7259                                                         for(j=numenvsounds-1;j>=0;j--){
7260                                                                 envsoundlife[j]-=multiplier;
7261                                                                 if(envsoundlife[j]<0){
7262                                                                         numenvsounds--;
7263                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7264                                                                         envsound[j]=envsound[numenvsounds];
7265                                                                 }
7266                                                         }
7267                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7268                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7269
7270                                                         if(tutoriallevel==1){
7271                                                                 XYZ temp;
7272                                                                 XYZ temp2;
7273                                                                 XYZ temp3;
7274                                                                 XYZ oldtemp;
7275                                                                 XYZ oldtemp2;
7276                                                                 temp.x=1011;
7277                                                                 temp.y=84;
7278                                                                 temp.z=491;
7279                                                                 temp2.x=1025;
7280                                                                 temp2.y=75;
7281                                                                 temp2.z=447;
7282                                                                 temp3.x=1038;
7283                                                                 temp3.y=76;
7284                                                                 temp3.z=453;
7285                                                                 oldtemp=temp;
7286                                                                 oldtemp2=temp2;
7287                                                                 if(tutorialstage>=51)
7288                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7289                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7290                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7291
7292                                                                                 emit_stream_np(stream_music3);
7293
7294                                                                                 gameon=0;
7295                                                                                 mainmenu=5;
7296
7297                                                                                 fireSound();
7298
7299                                                                                 flash();
7300                                                                         }
7301                                                                         if(tutorialstage<51)
7302                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7303                                                                                         emit_sound_at(fireendsound, player[0].coords);
7304
7305                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7306
7307                                                                                         flash();
7308                                                                                 }
7309                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7310                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7311                                                                                                 emit_sound_at(fireendsound, player[1].coords);
7312
7313                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7314                                                                                                         if(Random()%2==0){
7315                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7316                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7317                                                                                                                 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;
7318                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7319                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7320                                                                                                         }
7321                                                                                                 }
7322
7323                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7324                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7325                                                                                                         player[1].skeleton.joints[i].velocity=0;
7326                                                                                                         if(Random()%2==0){
7327                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7328                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7329                                                                                                                 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;
7330                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7331                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7332                                                                                                         }
7333                                                                                                 }
7334                                                                                         }
7335                                                         }
7336
7337
7338                                                         //3d sound
7339                                                         static float gLoc[3];
7340                                                         gLoc[0]=viewer.x;
7341                                                         gLoc[1]=viewer.y;
7342                                                         gLoc[2]=viewer.z;
7343                                                         static float vel[3];
7344                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7345                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7346                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7347
7348                                                         //Set orientation with forward and up vectors
7349                                                         static XYZ upvector;
7350                                                         upvector=0;
7351                                                         upvector.z=-1;
7352
7353                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7354                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7355
7356                                                         facing=0;
7357                                                         facing.z=-1;
7358
7359                                                         facing=DoRotation(facing,-rotation2,0,0);
7360                                                         facing=DoRotation(facing,0,0-rotation,0);
7361
7362
7363                                                         static float ori[6];
7364                                                         ori[0] = -facing.x;
7365                                                         ori[1] = facing.y;
7366                                                         ori[2] = -facing.z;
7367                                                         ori[3] = -upvector.x;
7368                                                         ori[4] = upvector.y;
7369                                                         ori[5] = -upvector.z;
7370
7371                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7372                                                         OPENAL_Update();
7373
7374                                                         oldviewer=viewer;
7375                 }
7376         }
7377
7378         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7379                 Screenshot();
7380                 freezetogglekeydown=1;
7381         }
7382 }
7383
7384 void    Game::TickOnce(){
7385         if(mainmenu)
7386                 rotation+=multiplier*5;
7387         else
7388                 if(directing||indialogue==-1) {
7389                         rotation+=deltah*.7;
7390                         if(!invertmouse)rotation2+=deltav*.7;
7391                         if(invertmouse)rotation2-=deltav*.7;
7392                         if(rotation2>90)rotation2=90;
7393                         if(rotation2<-70)rotation2=-70;
7394                 }
7395 }
7396
7397 void    Game::TickOnceAfter(){
7398         static XYZ colviewer;
7399         static XYZ coltarget;
7400         static XYZ target;
7401         static XYZ col;
7402         static float brotate;
7403         static XYZ facing;
7404         static int i,j;
7405         static float changedelay;
7406         static bool alldead;
7407         static float unseendelay;
7408         static float cameraspeed;
7409
7410         if(!mainmenu){
7411
7412                 if(environment==snowyenvironment)music1=stream_music1snow;
7413                 if(environment==grassyenvironment)music1=stream_music1grass;
7414                 if(environment==desertenvironment)music1=stream_music1desert;
7415
7416                 realthreat=0;
7417
7418                 musictype=music1;
7419                 for(i=0;i<numplayers;i++){
7420                         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)){
7421                                 musictype=stream_music2;
7422                                 realthreat=1;
7423                         }
7424                 }
7425                 if(player[0].dead)musictype=stream_music3;
7426
7427
7428                 if(musictype==stream_music2){
7429                         unseendelay=1;
7430                 }
7431
7432                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7433                         unseendelay-=multiplier;
7434                         if(unseendelay>0){
7435                                 musictype=stream_music2;
7436                         }
7437                 }
7438
7439
7440                 if(loading==2){
7441                         musictype=stream_music3;
7442                         musicvolume[2]=512;
7443                         musicvolume[0]=0;
7444                         musicvolume[1]=0;
7445                         musicvolume[3]=0;
7446                 }
7447
7448                 if(musictoggle){
7449                         if(musictype!=oldmusictype&&musictype==stream_music2){
7450                                 emit_sound_np(alarmsound);
7451
7452                         }
7453                 }
7454                 musicselected=musictype;
7455
7456                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7457                 else musicvolume[0]-=multiplier*450;
7458                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7459                 else musicvolume[1]-=multiplier*450;
7460                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7461                 else musicvolume[2]-=multiplier*450;
7462
7463                 for(i=0;i<3;i++){
7464                         if(musicvolume[i]<0)musicvolume[i]=0;
7465                         if(musicvolume[i]>512)musicvolume[i]=512;
7466                 }
7467
7468                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7469
7470                 if(musictoggle){
7471                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7472                           emit_stream_np(music1, musicvolume[0]);
7473                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7474                           emit_stream_np(stream_music2, musicvolume[1]);
7475                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7476                           emit_stream_np(stream_music3, musicvolume[2]);
7477                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7478                                 pause_sound(music1);
7479                         }
7480                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7481                                 pause_sound(stream_music2);
7482                         }
7483                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7484                                 pause_sound(stream_music3);
7485                         }
7486
7487                         if(musicvolume[0]!=oldmusicvolume[0]){
7488                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7489                         }
7490                         if(musicvolume[1]!=oldmusicvolume[1]){
7491                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7492                         }
7493                         if(musicvolume[2]!=oldmusicvolume[2]){
7494                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7495                         }
7496
7497                         for(i=0;i<3;i++){
7498                                 oldmusicvolume[i]=musicvolume[i];
7499                         }
7500                 } else {
7501                         pause_sound(music1);
7502                         pause_sound(stream_music2);
7503                         pause_sound(stream_music3);
7504
7505                         for(i=0;i<4;i++){
7506                                 oldmusicvolume[i]=0;
7507                                 musicvolume[i]=0;
7508                         }
7509                 }
7510
7511                 killhotspot=2;
7512                 for(i=0;i<numhotspots;i++){
7513                         if(hotspottype[i]>10&&hotspottype[i]<20){
7514                                 if(player[hotspottype[i]-10].dead==0){
7515                                         killhotspot=0;
7516                                 }
7517                                 else if(killhotspot==2)
7518                                         killhotspot=1;
7519                         }
7520                 }
7521                 if(killhotspot==2)killhotspot=0;
7522
7523
7524                 winhotspot=0;
7525                 for(i=0;i<numhotspots;i++){
7526                         if(hotspottype[i]==-1){
7527                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7528                                         winhotspot=1;
7529                         }
7530                 }
7531
7532                 int numalarmed=0;
7533                 for(i=1;i<numplayers;i++){
7534                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7535                 }
7536                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7537
7538                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7539                         if(player[0].dead&&changedelay<=0){
7540                                 changedelay=1;
7541                                 targetlevel=whichlevel;
7542                         }
7543                         alldead=1;
7544                         for(i=1;i<numplayers;i++){
7545                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7546                         }
7547
7548
7549                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7550                                 changedelay=1;
7551                                 targetlevel=whichlevel+1;
7552                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7553                         }
7554                         if(winhotspot||windialogue){
7555                                 changedelay=0.1;
7556                                 targetlevel=whichlevel+1;
7557                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7558                         }
7559
7560
7561                         if(killhotspot){
7562                                 changedelay=1;
7563                                 targetlevel=whichlevel+1;
7564                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7565                         }
7566
7567                         if(changedelay>0&&!player[0].dead&&!won){
7568                                 //high scores, awards, win
7569                                 if(campaign){
7570                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7571                                         scoreadded=1;
7572                                 }
7573                                 else
7574                                 {
7575                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7576                                 }
7577                                 won=1;
7578                         }
7579                 }
7580
7581                 if(!winfreeze){
7582
7583                         if(leveltime<1){
7584                                 loading=0;
7585                                 changedelay=.1;
7586                                 alldead=0;
7587                                 winhotspot=0;
7588                                 killhotspot=0;
7589                         }
7590
7591                         if(!editorenabled&&gameon&&!mainmenu){
7592                                 if(changedelay!=-999)changedelay-=multiplier/7;
7593                                 if(player[0].dead)targetlevel=whichlevel;
7594                                 if(loading==2&&!campaign){
7595                                         flash();
7596
7597                                         fireSound(firestartsound);
7598
7599                                         if(!player[0].dead&&targetlevel!=whichlevel){
7600                                                 startbonustotal=bonustotal;
7601                                         }
7602                                         if(player[0].dead) Loadlevel(whichlevel);
7603                                         else Loadlevel(targetlevel);
7604
7605                                         fireSound();
7606
7607                                         loading=3;
7608                                 }
7609                                 if(loading==2&&targetlevel==whichlevel){
7610                                         flash();
7611                                         loadtime=0;
7612
7613                                         fireSound(firestartsound);
7614
7615                                         for(i=0;i<255;i++){
7616                                                 mapname[i]='\0';
7617                                         }
7618                                         mapname[0]=':';
7619                                         mapname[1]='D';
7620                                         mapname[2]='a';
7621                                         mapname[3]='t';
7622                                         mapname[4]='a';
7623                                         mapname[5]=':';
7624                                         mapname[6]='M';
7625                                         mapname[7]='a';
7626                                         mapname[8]='p';
7627                                         mapname[9]='s';
7628                                         mapname[10]=':';
7629                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
7630                                         Loadlevel(mapname);
7631
7632                                         fireSound();
7633
7634                                         loading=3;
7635                                 }
7636                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
7637                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
7638                         {
7639                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
7640                                                         winfreeze=1;
7641                                                         changedelay=-999;
7642                                                 }
7643                                                 if(player[0].dead)loading=1;
7644                                         }
7645                                 }
7646                         }
7647
7648                         if(campaign)
7649                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
7650                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
7651                                                 endgame=1;
7652                                         }
7653                                 }
7654                                 else if(mainmenu==0&&winfreeze){
7655                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7656                                                 stealthloading=1;
7657                                         else stealthloading=0;
7658
7659                                         if(!stealthloading){
7660                                                 float gLoc[3]={0,0,0};
7661                                                 float vel[3]={0,0,0};
7662                                                 fireSound(firestartsound);
7663
7664                                                 flash();
7665                                         }
7666
7667                                         startbonustotal=0;
7668
7669                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7670                                         ipstream.ignore(256,':');
7671                                         ipstream >> campaignnumlevels;
7672                                         for(i=0;i<campaignnumlevels;i++){
7673                                                 ipstream.ignore(256,':');
7674                                                 ipstream.ignore(256,':');
7675                                                 ipstream.ignore(256,' ');
7676                                                 ipstream >> campaignmapname[i];
7677                                                 ipstream.ignore(256,':');
7678                                                 ipstream >> campaigndescription[i];
7679                                                 for(j=0;j<256;j++){
7680                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7681                                                 }
7682                                                 ipstream.ignore(256,':');
7683                                                 ipstream >> campaignchoosenext[i];
7684                                                 ipstream.ignore(256,':');
7685                                                 ipstream >> campaignnumnext[i];
7686                                                 for(j=0;j<campaignnumnext[i];j++){
7687                                                         ipstream.ignore(256,':');
7688                                                         ipstream >> campaignnextlevel[i][j];
7689                                                         campaignnextlevel[i][j]-=1;
7690                                                 }
7691                                                 ipstream.ignore(256,':');
7692                                                 ipstream >> campaignlocationx[i];
7693                                                 ipstream.ignore(256,':');
7694                                                 ipstream >> campaignlocationy[i];
7695                                         }
7696                                         ipstream.close();
7697
7698                                         for(i=0;i<campaignnumlevels;i++){
7699                                                 levelvisible[i]=0;
7700                                                 levelhighlight[i]=0;
7701                                         }
7702
7703
7704                                         for(i=0;i<campaignnumlevels;i++){
7705                                                 levelvisible[i]=0;
7706                                                 levelhighlight[i]=0;
7707                                         }
7708
7709                                         levelorder[0]=0;
7710                                         levelvisible[0]=1;
7711                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
7712                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7713                                                 levelvisible[levelorder[i+1]]=1;
7714                                         }
7715                                         int whichlevelstart;
7716                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7717                                         if(whichlevelstart<0){
7718                                                 campaignchoicenum=1;
7719                                                 campaignchoicewhich[0]=0;
7720                                         }
7721                                         else
7722                                         {
7723                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7724                                                 for(i=0;i<campaignchoicenum;i++){
7725                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7726                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7727                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7728                                                 }
7729                                         }
7730
7731                                         loading=2;
7732                                         loadtime=0;
7733                                         targetlevel=7;
7734                                         //if(firstload)TickOnceAfter();
7735                                         if(!firstload)LoadStuff();
7736                                         //else {
7737                                         for(i=0;i<255;i++){
7738                                                 mapname[i]='\0';
7739                                         }
7740                                         mapname[0]=':';
7741                                         mapname[1]='D';
7742                                         mapname[2]='a';
7743                                         mapname[3]='t';
7744                                         mapname[4]='a';
7745                                         mapname[5]=':';
7746                                         mapname[6]='M';
7747                                         mapname[7]='a';
7748                                         mapname[8]='p';
7749                                         mapname[9]='s';
7750                                         mapname[10]=':';
7751
7752                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
7753                                         whichchoice=0;
7754                                         visibleloading=1;
7755                                         stillloading=1;
7756                                         Loadlevel(mapname);
7757                                         campaign=1;
7758                                         mainmenu=0;
7759                                         gameon=1;
7760                                         pause_sound(stream_music3);
7761
7762                                         stealthloading=0;
7763                                 }
7764
7765                                 if(loading==3)loading=0;
7766
7767                         }
7768
7769                         oldmusictype=musictype;
7770         }
7771
7772         facing=0;
7773         facing.z=-1;
7774
7775         facing=DoRotation(facing,-rotation2,0,0);
7776         facing=DoRotation(facing,0,0-rotation,0);
7777         viewerfacing=facing;
7778
7779         brotate=0;
7780         if(!cameramode){
7781                 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;
7782                 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;
7783                 target.y+=.1;
7784                 if(player[0].skeleton.free){
7785                         for(i=0;i<player[0].skeleton.num_joints;i++){
7786                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7787                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7788                         }
7789                         target.y+=.1;
7790                 }
7791                 if(player[0].skeleton.free!=2&&!autocam){
7792                         cameraspeed=20;
7793                         if(findLengthfast(&player[0].velocity)>400){
7794                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7795                         }
7796                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7797                         coltarget=target-cameraloc;
7798                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7799                         else {
7800                                 Normalise(&coltarget);
7801                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7802                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7803                         }
7804                         if(editorenabled)cameraloc=target;
7805                         cameradist+=multiplier*5;
7806                         if(cameradist>2.3)cameradist=2.3;
7807                         viewer=cameraloc-facing*cameradist;
7808                         colviewer=viewer;
7809                         coltarget=cameraloc;
7810                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7811                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7812                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7813                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7814                                         colviewer=viewer;
7815                                         coltarget=cameraloc;
7816                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7817                                 }
7818                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7819                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7820                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7821                                                 colviewer=viewer;
7822                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7823                                                         viewer=colviewer;
7824                                                 }
7825                                         }
7826                                         cameradist=findDistance(&viewer,&target);
7827                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7828                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7829                                         }
7830                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7831                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7832                                         }
7833                 }
7834                 if(player[0].skeleton.free!=2&&autocam){
7835                         cameraspeed=20;
7836                         if(findLengthfast(&player[0].velocity)>400){
7837                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7838                         }
7839                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7840                         cameradist+=multiplier*5;
7841                         if(cameradist>3.3)cameradist=3.3;
7842                         coltarget=target-cameraloc;
7843                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7844                         else if(findLengthfast(&coltarget)>1)
7845                         {
7846                                 Normalise(&coltarget);
7847                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7848                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7849                         }
7850                         if(editorenabled)cameraloc=target;
7851                         viewer=cameraloc;
7852                         colviewer=viewer;
7853                         coltarget=cameraloc;
7854                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7855                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7856                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7857                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7858                                         colviewer=viewer;
7859                                         coltarget=cameraloc;
7860                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7861                                 }
7862                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7863                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7864                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7865                                                 colviewer=viewer;
7866                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7867                                                         viewer=colviewer;
7868                                                 }
7869                                         }
7870                                         cameradist=findDistance(&viewer,&target);
7871                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7872                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7873                                         }
7874                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7875                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7876                                         }
7877                 }
7878                 if(camerashake>.8)camerashake=.8;
7879                 //if(woozy>10)woozy=10;
7880                 //woozy+=multiplier;
7881                 woozy+=multiplier;
7882                 if(player[0].dead)camerashake=0;
7883                 if(player[0].dead)woozy=0;
7884                 camerashake-=multiplier*2;
7885                 blackout-=multiplier*2;
7886                 //if(player[0].isCrouch())woozy-=multiplier*8;
7887                 if(camerashake<0)camerashake=0;
7888                 if(blackout<0)blackout=0;
7889                 //if(woozy<0)woozy=0;
7890                 if(camerashake){
7891                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
7892                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
7893                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
7894                 }
7895         }
7896 }