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