]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Drop MinMaxDistance
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36
37 using namespace std;
38
39 // Added more evilness needed for MSVC
40 #ifdef _MSC_VER
41         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
42         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
43 #endif
44
45
46 extern float multiplier;
47 extern XYZ viewer;
48 extern int environment;
49 extern float texscale;
50 extern Terrain terrain;
51 extern int channels[100];
52 extern int kTextureSize;
53 extern float screenwidth,screenheight;
54 extern float gravity;
55 extern int detail;
56 extern float texdetail;
57 extern Objects objects;
58 extern int slomo;
59 extern float slomodelay;
60 extern bool floatjump;
61 extern float volume;
62 extern Light light;
63 extern float texdetail;
64 extern GLubyte bloodText[512*512*3];
65 extern GLubyte wolfbloodText[512*512*3];
66 extern float terraindetail;
67 extern float camerashake;
68 extern float woozy;
69 extern float blackout;
70 extern bool cellophane;
71 extern bool musictoggle;
72 extern int difficulty;
73 extern Weapons weapons;
74 extern Person player[maxplayers];
75 extern int numplayers;
76 extern int bloodtoggle;
77 extern bool invertmouse;
78 extern float windvar;
79 extern float precipdelay;
80 extern XYZ viewerfacing;
81 extern bool ambientsound;
82 extern bool mousejump;
83 extern float viewdistance;
84 extern bool freeze;
85 extern bool autoslomo;
86 extern bool keyboardfrozen;
87 extern int netdatanew;
88 extern bool loadingstuff;
89 extern char mapname[256];
90 extern XYZ windvector;
91 extern bool debugmode;
92 static int music1;
93 extern int mainmenu;
94 extern int oldmainmenu;
95 extern bool visibleloading;
96 extern int loadscreencolor;
97 extern float flashamount,flashr,flashg,flashb;
98 extern int flashdelay;
99 extern XYZ envsound[30];
100 extern float envsoundvol[30];
101 extern int numenvsounds;
102 extern float envsoundlife[30];
103 extern float usermousesensitivity;
104 extern bool ismotionblur;
105 extern bool foliage;
106 extern bool trilinear;
107 extern bool damageeffects;
108 extern bool showpoints;
109 extern bool showdamagebar; // (des)activate the damage bar
110 extern bool texttoggle;
111 extern bool alwaysblur;
112 extern float gamespeed;
113 extern bool decals;
114 extern bool vblsync;
115 extern bool immediate;
116 extern bool velocityblur;
117 extern int bonus;
118 extern int oldbonus;
119 extern float bonusvalue;
120 extern float bonustotal;
121 extern float bonustime;
122 extern float startbonustotal;
123 extern float tintr,tintg,tintb;
124 extern float bonusnum[100];
125 extern bool skyboxtexture;
126 extern float skyboxr;
127 extern float skyboxg;
128 extern float skyboxb;
129 extern float skyboxlightr;
130 extern float skyboxlightg;
131 extern float skyboxlightb;
132 extern float fadestart;
133 extern float slomospeed;
134 extern float slomofreq;
135 extern int tutoriallevel;
136 extern float smoketex;
137 extern float tutorialstagetime;
138 extern int tutorialstage;
139 extern float tutorialmaxtime;
140 extern float tutorialsuccess;
141 extern bool againbonus;
142 extern bool reversaltrain;
143 extern bool canattack;
144 extern bool cananger;
145 extern float damagedealt;
146 extern float damagetaken;
147 extern int maptype;
148 extern int editoractive;
149 extern int editorpathtype;
150
151 extern float hostiletime;
152
153 extern bool gamestarted;
154
155 extern int numhotspots;
156 extern int winhotspot;
157 extern int windialogue;
158 extern int killhotspot;
159 extern XYZ hotspot[40];
160 extern int hotspottype[40];
161 extern float hotspotsize[40];
162 extern char hotspottext[40][256];
163 extern int currenthotspot;
164
165 extern int kBitsPerPixel;
166 extern int hostile;
167
168 extern bool stillloading;
169 extern bool winfreeze;
170
171 extern int numfalls;
172 extern int numflipfail;
173 extern int numseen;
174 extern int numstaffattack;
175 extern int numswordattack;
176 extern int numknifeattack;
177 extern int numunarmedattack;
178 extern int numescaped;
179 extern int numflipped;
180 extern int numwallflipped;
181 extern int numthrowkill;
182 extern int numafterkill;
183 extern int numreversals;
184 extern int numattacks;
185 extern int maxalarmed;
186 extern int numresponded;
187
188 extern int numdialogues;
189 extern int numdialogueboxes[max_dialogues];
190 extern int dialoguetype[max_dialogues];
191 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
192 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
193 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
194 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
195 extern char dialoguename[max_dialogues][max_dialoguelength][64];
196 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
197 extern XYZ participantlocation[max_dialogues][10];
198 extern int participantfocus[max_dialogues][max_dialoguelength];
199 extern int participantaction[max_dialogues][max_dialoguelength];
200 extern float participantrotation[max_dialogues][10];
201 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
202 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
203 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
204 extern int indialogue;
205 extern int whichdialogue;
206 extern int directing;
207 extern float dialoguetime;
208 extern int dialoguegonethrough[20];
209
210 extern bool campaign;
211
212 extern float oldgamespeed;
213
214 static const char *rabbitskin[] = {
215 ":Data:Textures:Fur3.jpg",
216 ":Data:Textures:Fur.jpg",
217 ":Data:Textures:Fur2.jpg",
218 ":Data:Textures:Lynx.jpg",
219 ":Data:Textures:Otter.jpg",
220 ":Data:Textures:Opal.jpg",
221 ":Data:Textures:Sable.jpg",
222 ":Data:Textures:Chocolate.jpg",
223 ":Data:Textures:BW2.jpg",
224 ":Data:Textures:WB2.jpg"
225 };
226
227 static const char *wolfskin[] = {
228 ":Data:Textures:Wolf.jpg",
229 ":Data:Textures:Darkwolf.jpg",
230 ":Data:Textures:Snowwolf.jpg"
231 };
232
233 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
234 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
235
236 static const char **creatureskin[] = {rabbitskin, wolfskin};
237
238 /* Return true if PFX is a prefix of STR (case-insensitive).  */
239 static bool stripfx(const char *str, const char *pfx)
240 {
241   return !strncasecmp(str, pfx, strlen(pfx));
242 }
243
244 extern OPENAL_STREAM * strm[20];
245 extern "C"      void PlaySoundEx(int channel, OPENAL_SAMPLE *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
246 extern "C" void PlayStreamEx(int chan, OPENAL_STREAM *sptr, OPENAL_DSPUNIT *dsp, signed char startpaused);
247
248
249 static const char *cmd_names[] = {
250 #define DECLARE_COMMAND(cmd) #cmd " ",
251 #include "ConsoleCmds.h"
252 #undef  DECLARE_COMMAND
253 };
254
255 typedef void (*console_handler)(Game *game, const char *args);
256
257 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
258 #include "ConsoleCmds.h"
259 #undef  DECLARE_COMMAND
260
261 static console_handler cmd_handlers[] = {
262 #define DECLARE_COMMAND(cmd) ch_##cmd,
263 #include "ConsoleCmds.h"
264 #undef  DECLARE_COMMAND
265 };
266
267 static void ch_quit(Game *game, const char *args)
268 {
269   game->tryquit = 1;
270 }
271
272 static void ch_map(Game *game, const char *args)
273 {
274   char buf[64];
275   snprintf(buf, 63, ":Data:Maps:%s", args);
276   game->Loadlevel(buf);
277   game->whichlevel = -2;
278   campaign = 0;
279 }
280
281 static void ch_save(Game *game, const char *args)
282 {
283   char buf[64];
284   int i, j, k, l, m, templength;
285   float headprop, bodyprop, armprop, legprop;
286   snprintf(buf, 63, ":Data:Maps:%s", args);
287
288
289   int mapvers = 12;;
290
291   FILE                  *tfile;
292   tfile=fopen( ConvertFileName(buf), "wb" );
293   fpackf(tfile, "Bi", mapvers);
294   fpackf(tfile, "Bi", maptype);
295   fpackf(tfile, "Bi", hostile);
296   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
297   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
298   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
299   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);
300   if(player[0].num_weapons>0&&player[0].num_weapons<5)
301     for(j=0;j<player[0].num_weapons;j++){
302       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
303     }
304
305   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
306   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
307   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
308   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
309
310   fpackf(tfile, "Bi", player[0].numclothes);
311
312   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
313
314   fpackf(tfile, "Bi", numdialogues);
315         for(k=0;k<numdialogues;k++){
316                 fpackf(tfile, "Bi", numdialogueboxes[k]);
317                 fpackf(tfile, "Bi", dialoguetype[k]);
318                 for(l=0;l<10;l++){
319                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
320                         fpackf(tfile, "Bf", participantrotation[k][l]);
321                 }
322                 for(l=0;l<numdialogueboxes[k];l++){
323                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
324                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
325                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
326                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
327                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
328
329                         templength=strlen(dialoguetext[k][l]);
330                         fpackf(tfile, "Bi",(templength));
331                         for(m=0;m<templength;m++){
332                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
333                                 if(dialoguetext[k][l][m]=='\0')break;
334                         }
335
336                         templength=strlen(dialoguename[k][l]);
337                         fpackf(tfile, "Bi",templength);
338                         for(m=0;m<templength;m++){
339                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
340                                 if(dialoguename[k][l][m]=='\0')break;
341                         }
342
343                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
344                         fpackf(tfile, "Bi", participantfocus[k][l]);
345                         fpackf(tfile, "Bi", participantaction[k][l]);
346
347                         for(m=0;m<10;m++)
348                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
349
350                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
351                 }
352         }
353
354         for(k=0;k<player[0].numclothes;k++){
355                 templength=strlen(player[0].clothes[k]);
356                 fpackf(tfile, "Bi", templength);
357                 for(l=0;l<templength;l++)
358                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
359                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
360         }
361
362   fpackf(tfile, "Bi", environment);
363
364   fpackf(tfile, "Bi", objects.numobjects);
365
366     for(k=0;k<objects.numobjects;k++){
367       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]);
368     }
369
370   fpackf(tfile, "Bi", numhotspots);
371         for(i=0;i<numhotspots;i++){
372                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
373                 templength=strlen(hotspottext[i]);
374                 fpackf(tfile, "Bi",templength);
375                 for(l=0;l<templength;l++)
376                         fpackf(tfile, "Bb", hotspottext[i][l]);
377         }
378
379   fpackf(tfile, "Bi", numplayers);
380   if(numplayers<maxplayers)
381     for(j=1;j<numplayers;j++){
382                 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);
383                 if(player[j].num_weapons<5)
384                         for(k=0;k<player[j].num_weapons;k++){
385                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
386                         }
387                 if(player[j].numwaypoints<30){
388                         fpackf(tfile, "Bi", player[j].numwaypoints);
389                         for(k=0;k<player[j].numwaypoints;k++){
390                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
391                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
392                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
393                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
394                         }
395                         fpackf(tfile, "Bi", player[j].waypoint);
396                 } else {
397                         player[j].numwaypoints=0;
398                         player[j].waypoint=0;
399                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
400                 }
401
402                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
403                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
404                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
405                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
406
407                 if(player[j].creature==wolftype) {
408                         headprop=player[j].proportionhead.x/1.1;
409                         bodyprop=player[j].proportionbody.x/1.1;
410                         armprop=player[j].proportionarms.x/1.1;
411                         legprop=player[j].proportionlegs.x/1.1;
412                 } else if(player[j].creature==rabbittype){
413                         headprop=player[j].proportionhead.x/1.2;
414                         bodyprop=player[j].proportionbody.x/1.05;
415                         armprop=player[j].proportionarms.x/1.00;
416                         legprop=player[j].proportionlegs.x/1.1;
417                 }
418
419                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
420
421                 fpackf(tfile, "Bi", player[j].numclothes);
422                 if(player[j].numclothes)
423                         for(k=0;k<player[j].numclothes;k++){
424                                 int templength;
425                                 templength=strlen(player[j].clothes[k]);
426                                 fpackf(tfile, "Bi", templength);
427                                 for(l=0;l<templength;l++)
428                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
429                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
430                         }
431     }
432
433   fpackf(tfile, "Bi", game->numpathpoints);
434         for(j=0;j<game->numpathpoints;j++){
435                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
436                 for(k=0;k<game->numpathpointconnect[j];k++){
437                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
438                 }
439         }
440
441   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
442
443   fclose(tfile);
444 }
445
446 static void ch_cellar(Game *game, const char *args)
447 {
448   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
449 }
450
451 static void ch_tint(Game *game, const char *args)
452 {
453   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
454 }
455
456 static void ch_tintr(Game *game, const char *args)
457 {
458   tintr = atof(args);
459 }
460
461 static void ch_tintg(Game *game, const char *args)
462 {
463   tintg = atof(args);
464 }
465
466 static void ch_tintb(Game *game, const char *args)
467 {
468   tintb = atof(args);
469 }
470
471 static void ch_speed(Game *game, const char *args)
472 {
473   player[0].speedmult = atof(args);
474 }
475
476 static void ch_strength(Game *game, const char *args)
477 {
478   player[0].power = atof(args);
479 }
480
481 static void ch_power(Game *game, const char *args)
482 {
483   player[0].power = atof(args);
484 }
485
486 static void ch_size(Game *game, const char *args)
487 {
488   player[0].scale = atof(args) * .2;
489 }
490
491 static int find_closest()
492 {
493   int closest = 0;
494   float closestdist = 1.0/0.0;
495
496   for (int i = 1; i < numplayers; i++) {
497     float distance;
498     distance = findDistancefast(&player[i].coords,&player[0].coords);
499     if (distance < closestdist) {
500       closestdist = distance;
501       closest = i;
502     }
503   }
504   return closest;
505 }
506
507 static void ch_sizenear(Game *game, const char *args)
508 {
509   int closest = find_closest();
510
511   if (closest)
512     player[closest].scale = atof(args) * .2;
513 }
514
515 static void set_proportion(int pnum, const char *args)
516 {
517   float headprop,bodyprop,armprop,legprop;
518
519   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
520
521   if(player[pnum].creature==wolftype){
522     player[pnum].proportionhead=1.1*headprop;
523     player[pnum].proportionbody=1.1*bodyprop;
524     player[pnum].proportionarms=1.1*armprop;
525     player[pnum].proportionlegs=1.1*legprop;
526   } else if(player[pnum].creature==rabbittype){
527     player[pnum].proportionhead=1.2*headprop;
528     player[pnum].proportionbody=1.05*bodyprop;
529     player[pnum].proportionarms=1.00*armprop;
530     player[pnum].proportionlegs=1.1*legprop;
531     player[pnum].proportionlegs.y=1.05*legprop;
532   }
533 }
534
535 static void ch_proportion(Game *game, const char *args)
536 {
537   set_proportion(0, args);
538 }
539
540 static void ch_proportionnear(Game *game, const char *args)
541 {
542   int closest = find_closest();
543   if (closest)
544     set_proportion(closest, args);
545 }
546
547 static void set_protection(int pnum, const char *args)
548 {
549   float head, high, low;
550   sscanf(args, "%f%f%f", &head, &high, &low);
551
552   player[pnum].protectionhead = head;
553   player[pnum].protectionhigh = high;
554   player[pnum].protectionlow  = low;
555 }
556
557 static void ch_protection(Game *game, const char *args)
558 {
559   set_protection(0, args);
560 }
561
562 static void ch_protectionnear(Game *game, const char *args)
563 {
564   int closest = find_closest();
565   if (closest)
566     set_protection(closest, args);
567 }
568
569 static void set_armor(int pnum, const char *args)
570 {
571   float head, high, low;
572   sscanf(args, "%f%f%f", &head, &high, &low);
573
574   player[pnum].armorhead = head;
575   player[pnum].armorhigh = high;
576   player[pnum].armorlow  = low;
577 }
578
579 static void ch_armor(Game *game, const char *args)
580 {
581   set_armor(0, args);
582 }
583
584 static void ch_armornear(Game *game, const char *args)
585 {
586   int closest = find_closest();
587   if (closest)
588     set_armor(closest, args);
589 }
590
591 static void ch_protectionreset(Game *game, const char *args)
592 {
593   set_protection(0, "1 1 1");
594   set_armor(0, "1 1 1");
595 }
596
597 static void set_metal(int pnum, const char *args)
598 {
599   float head, high, low;
600   sscanf(args, "%f%f%f", &head, &high, &low);
601
602   player[pnum].metalhead = head;
603   player[pnum].metalhigh = high;
604   player[pnum].metallow  = low;
605 }
606
607 static void ch_metal(Game *game, const char *args)
608 {
609   set_metal(0, args);
610 }
611
612 static void set_noclothes(int pnum, Game *game, const char *args)
613 {
614   player[pnum].numclothes = 0;
615   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
616                         &player[pnum].skeleton.drawmodel.textureptr,1,
617                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
618 }
619
620 static void ch_noclothes(Game *game, const char *args)
621 {
622   set_noclothes(0, game, args);
623 }
624
625 static void ch_noclothesnear(Game *game, const char *args)
626 {
627   int closest = find_closest();
628   if (closest)
629     set_noclothes(closest, game, args);
630 }
631
632
633 static void set_clothes(int pnum, Game *game, const char *args)
634 {
635   char buf[64];
636   snprintf(buf, 63, ":Data:Textures:%s.png", args);
637
638   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
639     return;
640
641   player[pnum].DoMipmaps(5,0,0,player[pnum].skeleton.skinsize,player[pnum].skeleton.skinsize);
642   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
643   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
644   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
645   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
646   player[pnum].numclothes++;
647 }
648
649 static void ch_clothes(Game *game, const char *args)
650 {
651   set_clothes(0, game, args);
652 }
653
654 static void ch_clothesnear(Game *game, const char *args)
655 {
656   int closest = find_closest();
657   if (closest)
658     set_clothes(closest, game, args);
659 }
660
661 static void ch_belt(Game *game, const char *args)
662 {
663   player[0].skeleton.clothes = !player[0].skeleton.clothes;
664 }
665
666
667 static void ch_cellophane(Game *game, const char *args)
668 {
669   cellophane = !cellophane;
670   float mul = cellophane ? 0 : 1;
671
672   for (int i = 0; i < numplayers; i++) {
673     player[i].proportionhead.z = player[i].proportionhead.x * mul;
674     player[i].proportionbody.z = player[i].proportionbody.x * mul;
675     player[i].proportionarms.z = player[i].proportionarms.x * mul;
676     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
677   }
678 }
679
680 static void ch_funnybunny(Game *game, const char *args)
681 {
682   player[0].skeleton.id=0;
683   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
684                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
685                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
686                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
687                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
688                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
689   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
690                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
691   player[0].creature=rabbittype;
692   player[0].scale=.2;
693   player[0].headless=0;
694   player[0].damagetolerance=200;
695   set_proportion(0, "1 1 1 1");
696 }
697
698 static void ch_wolfie(Game *game, const char *args)
699 {
700   player[0].skeleton.id=0;
701   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
702                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
703                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
704                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
705                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
706                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
707   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
708                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
709   player[0].creature=wolftype;
710   player[0].damagetolerance=300;
711   set_proportion(0, "1 1 1 1");
712 }
713
714 static void ch_wolfieisgod(Game *game, const char *args)
715 {
716   ch_wolfie(game, args);
717 }
718
719 static void ch_wolf(Game *game, const char *args)
720 {
721   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
722                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
723 }
724
725 static void ch_snowwolf(Game *game, const char *args)
726 {
727   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
728                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
729 }
730
731 static void ch_darkwolf(Game *game, const char *args)
732 {
733   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
734                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
735 }
736
737 static void ch_lizardwolf(Game *game, const char *args)
738 {
739   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
740                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
741 }
742
743 static void ch_white(Game *game, const char *args)
744 {
745   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
746                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
747 }
748
749 static void ch_brown(Game *game, const char *args)
750 {
751   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
752                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
753 }
754
755 static void ch_black(Game *game, const char *args)
756 {
757   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
758                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
759 }
760
761 static void ch_sizemin(Game *game, const char *args)
762 {
763   int i;
764   for (i = 1; i < numplayers; i++)
765     if (player[i].scale < 0.8 * 0.2)
766       player[i].scale = 0.8 * 0.2;
767 }
768
769 static void ch_tutorial(Game *game, const char *args)
770 {
771   tutoriallevel = atoi(args);
772 }
773
774 static void ch_hostile(Game *game, const char *args)
775 {
776   hostile = atoi(args);
777 }
778
779 static void ch_indemo(Game *game, const char *args)
780 {
781   game->indemo=1;
782   hotspot[numhotspots]=player[0].coords;
783   hotspotsize[numhotspots]=0;
784   hotspottype[numhotspots]=-111;
785   strcpy(hotspottext[numhotspots],"mapname");
786   numhotspots++;
787 }
788
789 static void ch_notindemo(Game *game, const char *args)
790 {
791   game->indemo=0;
792   numhotspots--;
793 }
794
795 static void ch_type(Game *game, const char *args)
796 {
797   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
798         for (i = 0; i < n; i++)
799                 if (stripfx(args, editortypenames[i])) {
800                         editoractive = i;
801                         break;
802                 }
803 }
804
805 static void ch_path(Game *game, const char *args)
806 {
807   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
808   for (i = 0; i < n; i++)
809     if (stripfx(args, pathtypenames[i])) {
810                 editorpathtype = i;
811                 break;
812     }
813 }
814
815 static void ch_hs(Game *game, const char *args)
816 {
817   hotspot[numhotspots]=player[0].coords;
818
819   float size;
820   int type, shift;
821   sscanf(args, "%f%d %n", &size, &type, &shift);
822
823   hotspotsize[numhotspots] = size;
824   hotspottype[numhotspots] = type;
825
826   strcpy(hotspottext[numhotspots], args + shift);
827   strcat(hotspottext[numhotspots], "\n");
828
829   numhotspots++;
830 }
831
832 static void ch_dialogue(Game *game, const char *args)
833 {
834   int dlg, i, j;
835   char buf1[32], buf2[64];
836
837   sscanf(args, "%d %31s", &dlg, buf1);
838   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
839
840   dialoguetype[numdialogues] = dlg;
841
842   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
843   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
844
845   ifstream ipstream(ConvertFileName(buf2));
846   ipstream.ignore(256,':');
847   ipstream >> numdialogueboxes[numdialogues];
848   for(i=0;i<numdialogueboxes[numdialogues];i++){
849     ipstream.ignore(256,':');
850     ipstream.ignore(256,':');
851     ipstream.ignore(256,' ');
852     ipstream >> dialogueboxlocation[numdialogues][i];
853     ipstream.ignore(256,':');
854     ipstream >> dialogueboxcolor[numdialogues][i][0];
855     ipstream >> dialogueboxcolor[numdialogues][i][1];
856     ipstream >> dialogueboxcolor[numdialogues][i][2];
857     ipstream.ignore(256,':');
858     ipstream.getline(dialoguename[numdialogues][i],64);
859     ipstream.ignore(256,':');
860     ipstream.ignore(256,' ');
861     ipstream.getline(dialoguetext[numdialogues][i],128);
862     for(j=0;j<128;j++){
863       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
864     }
865     ipstream.ignore(256,':');
866     ipstream >> dialogueboxsound[numdialogues][i];
867   }
868
869   for(i=0;i<numdialogueboxes[numdialogues];i++){
870     for(j=0;j<numplayers;j++){
871       participantfacing[numdialogues][i][j]=player[j].facing;
872     }
873   }
874   ipstream.close();
875
876   directing=1;
877   indialogue=0;
878   whichdialogue=numdialogues;
879
880   numdialogues++;
881 }
882
883 static void ch_fixdialogue(Game *game, const char *args)
884 {
885   char buf1[32], buf2[64];
886   int whichdi, i, j;
887
888   sscanf(args, "%d %31s", &whichdi, buf1);
889   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
890
891   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
892   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
893
894   ifstream ipstream(ConvertFileName(buf2));
895   ipstream.ignore(256,':');
896   ipstream >> numdialogueboxes[whichdi];
897   for(i=0;i<numdialogueboxes[whichdi];i++){
898     ipstream.ignore(256,':');
899     ipstream.ignore(256,':');
900     ipstream.ignore(256,' ');
901     ipstream >> dialogueboxlocation[whichdi][i];
902     ipstream.ignore(256,':');
903     ipstream >> dialogueboxcolor[whichdi][i][0];
904     ipstream >> dialogueboxcolor[whichdi][i][1];
905     ipstream >> dialogueboxcolor[whichdi][i][2];
906     ipstream.ignore(256,':');
907     ipstream.getline(dialoguename[whichdi][i],64);
908     ipstream.ignore(256,':');
909     ipstream.ignore(256,' ');
910     ipstream.getline(dialoguetext[whichdi][i],128);
911     for(j=0;j<128;j++){
912       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
913     }
914     ipstream.ignore(256,':');
915     ipstream >> dialogueboxsound[whichdi][i];
916   }
917
918   ipstream.close();
919 }
920
921 static void ch_fixtype(Game *game, const char *args)
922 {
923   int dlg;
924   sscanf(args, "%d", &dlg);
925   dialoguetype[0] = dlg;
926 }
927
928 static void ch_fixrotation(Game *game, const char *args)
929 {
930   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
931 }
932
933 static void ch_ddialogue(Game *game, const char *args)
934 {
935   if (numdialogues)
936     numdialogues--;
937 }
938
939 static void ch_dhs(Game *game, const char *args)
940 {
941   if (numhotspots)
942     numhotspots--;
943 }
944
945 static void ch_immobile(Game *game, const char *args)
946 {
947   player[0].immobile = 1;
948 }
949
950 static void ch_allimmobile(Game *game, const char *args)
951 {
952   for (int i = 1; i < numplayers; i++)
953     player[i].immobile = 1;
954 }
955
956 static void ch_mobile(Game *game, const char *args)
957 {
958   player[0].immobile = 0;
959 }
960
961 static void ch_default(Game *game, const char *args)
962 {
963   player[0].armorhead=1;
964   player[0].armorhigh=1;
965   player[0].armorlow=1;
966   player[0].protectionhead=1;
967   player[0].protectionhigh=1;
968   player[0].protectionlow=1;
969   player[0].metalhead=1;
970   player[0].metalhigh=1;
971   player[0].metallow=1;
972   player[0].power=1;
973   player[0].speedmult=1;
974   player[0].scale=1;
975
976   if(player[0].creature==wolftype){
977     player[0].proportionhead=1.1;
978     player[0].proportionbody=1.1;
979     player[0].proportionarms=1.1;
980     player[0].proportionlegs=1.1;
981   } else if(player[0].creature==rabbittype){
982     player[0].proportionhead=1.2;
983     player[0].proportionbody=1.05;
984     player[0].proportionarms=1.00;
985     player[0].proportionlegs=1.1;
986     player[0].proportionlegs.y=1.05;
987   }
988
989   player[0].numclothes=0;
990   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
991                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
992                         &player[0].skeleton.skinsize);
993
994   editoractive=typeactive;
995   player[0].immobile=0;
996 }
997
998 static void ch_play(Game *game, const char *args)
999 {
1000   int dlg, i;
1001   sscanf(args, "%d", &dlg);
1002   whichdialogue = dlg;
1003
1004   if (whichdialogue >= numdialogues)
1005     return;
1006
1007   for(i=0;i<numdialogueboxes[whichdialogue];i++){
1008     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
1009     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1010     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
1011     player[participantfocus[whichdialogue][i]].velocity=0;
1012     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
1013     player[participantfocus[whichdialogue][i]].targetframe=0;
1014   }
1015
1016   directing=0;
1017   indialogue=0;
1018
1019   float gLoc[3];
1020   float vel[3];
1021   XYZ temppos;
1022   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
1023   temppos=temppos-viewer;
1024   Normalise(&temppos);
1025   temppos+=viewer;
1026
1027   gLoc[0]=temppos.x;
1028   gLoc[1]=temppos.y;
1029   gLoc[2]=temppos.z;
1030   vel[0]=0;
1031   vel[1]=0;
1032   vel[2]=0;
1033   int whichsoundplay;
1034   whichsoundplay=rabbitchitter;
1035   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
1036   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
1037   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
1038   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
1039   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
1040   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1041   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1042   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1043   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1044   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1045   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1046   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1047   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1048   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1049   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1050   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1051   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1052   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1053   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1054   PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
1055   OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
1056   OPENAL_SetVolume(channels[whichsoundplay], 256);
1057   OPENAL_SetPaused(channels[whichsoundplay], false);
1058 }
1059
1060 static void ch_mapkilleveryone(Game *game, const char *args)
1061 {
1062   maptype = mapkilleveryone;
1063 }
1064
1065 static void ch_mapkillmost(Game *game, const char *args)
1066 {
1067   maptype = mapkillmost;
1068 }
1069
1070 static void ch_mapkillsomeone(Game *game, const char *args)
1071 {
1072   maptype = mapkillsomeone;
1073 }
1074
1075 static void ch_mapgosomewhere(Game *game, const char *args)
1076 {
1077   maptype = mapgosomewhere;
1078 }
1079
1080 static void ch_viewdistance(Game *game, const char *args)
1081 {
1082   viewdistance = atof(args)*100;
1083 }
1084
1085 static void ch_fadestart(Game *game, const char *args)
1086 {
1087   fadestart = atof(args);
1088 }
1089
1090 static void ch_slomo(Game *game, const char *args)
1091 {
1092   slomospeed = atof(args);
1093   slomo = !slomo;
1094   slomodelay = 1000;
1095 }
1096
1097 static void ch_slofreq(Game *game, const char *args)
1098 {
1099   slomofreq = atof(args);
1100 }
1101
1102 static void ch_skytint(Game *game, const char *args)
1103 {
1104   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1105
1106   skyboxlightr=skyboxr;
1107   skyboxlightg=skyboxg;
1108   skyboxlightb=skyboxb;
1109
1110   game->SetUpLighting();
1111
1112   terrain.DoShadows();
1113   objects.DoShadows();
1114 }
1115
1116 static void ch_skylight(Game *game, const char *args)
1117 {
1118   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1119
1120   game->SetUpLighting();
1121
1122   terrain.DoShadows();
1123   objects.DoShadows();
1124 }
1125
1126 static void ch_skybox(Game *game, const char *args)
1127 {
1128   skyboxtexture = !skyboxtexture;
1129
1130   game->SetUpLighting();
1131
1132   terrain.DoShadows();
1133   objects.DoShadows();
1134 }
1135
1136 static void cmd_dispatch(Game *game, const char *cmd)
1137 {
1138   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1139
1140   for (i = 0; i < n_cmds; i++)
1141     if (stripfx(cmd, cmd_names[i]))
1142       {
1143         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1144         break;
1145       }
1146   if (i < n_cmds)
1147     {
1148       PlaySoundEx(consolesuccesssound, samp[consolesuccesssound], NULL, true);
1149       OPENAL_SetVolume(channels[consolesuccesssound], 256);
1150       OPENAL_SetPaused(channels[consolesuccesssound], false);
1151     }
1152   else
1153     {
1154       PlaySoundEx(consolefailsound, samp[consolefailsound], NULL, true);
1155       OPENAL_SetVolume(channels[consolefailsound], 256);
1156       OPENAL_SetPaused(channels[consolefailsound], false);
1157     }
1158 }
1159
1160 /********************> Tick() <*****/
1161 extern bool save_image(const char * fname);
1162 void Screenshot (void)
1163 {
1164         char temp[1024];
1165         time_t  t = time(NULL);
1166         struct  tm *tme = localtime(&t);
1167         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);
1168
1169         #if defined(_WIN32)
1170         mkdir("Screenshots");
1171         #else
1172         mkdir("Screenshots", S_IRWXU);
1173         #endif
1174         
1175         save_image(temp);
1176 }
1177
1178
1179
1180 void    Game::SetUpLighting(){
1181         if(environment==snowyenvironment){
1182                 light.color[0]=.65;
1183                 light.color[1]=.65;
1184                 light.color[2]=.7;
1185                 light.ambient[0]=.4;
1186                 light.ambient[1]=.4;
1187                 light.ambient[2]=.44;
1188         }
1189         if(environment==desertenvironment){
1190                 light.color[0]=.95;
1191                 light.color[1]=.95;
1192                 light.color[2]=.95;
1193                 light.ambient[0]=.4;
1194                 light.ambient[1]=.35;
1195                 light.ambient[2]=.3;
1196         }
1197
1198         if(environment==grassyenvironment){
1199                 light.color[0]=.95;
1200                 light.color[1]=.95;
1201                 light.color[2]=1;
1202                 light.ambient[0]=.4;
1203                 light.ambient[1]=.4;
1204                 light.ambient[2]=.44;
1205         }
1206         if(!skyboxtexture){
1207                 light.color[0]=1;
1208                 light.color[1]=1;
1209                 light.color[2]=1;
1210                 light.ambient[0]=.4;
1211                 light.ambient[1]=.4;
1212                 light.ambient[2]=.4;
1213         }
1214         float average;
1215         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1216         light.color[0]*=(skyboxlightr+average)/2;
1217         light.color[1]*=(skyboxlightg+average)/2;
1218         light.color[2]*=(skyboxlightb+average)/2;
1219         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1220         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1221         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1222         /*
1223         light.ambient[0]=0;
1224         light.ambient[1]=0;
1225         light.ambient[2]=0;     */
1226 }
1227
1228 int Game::findPathDist(int start,int end){
1229         int i,j,k,smallestcount,count,connected;
1230         int last,last2,last3,last4;
1231         int closest;
1232
1233         smallestcount=1000;
1234         for(i=0;i<50;i++){
1235                 count=0;
1236                 last=start;
1237                 last2=-1;
1238                 last3=-1;
1239                 last4=-1;
1240                 while(last!=end&&count<30){
1241                         closest=-1;
1242                         for(j=0;j<numpathpoints;j++){
1243                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1244                                 {
1245                                         connected=0;
1246                                         if(numpathpointconnect[j])
1247                                                 for(k=0;k<numpathpointconnect[j];k++){
1248                                                         if(pathpointconnect[j][k]==last)connected=1;
1249                                                 }
1250                                                 if(!connected)
1251                                                         if(numpathpointconnect[last])
1252                                                                 for(k=0;k<numpathpointconnect[last];k++){
1253                                                                         if(pathpointconnect[last][k]==j)connected=1;
1254                                                                 }
1255                                                                 if(connected)
1256                                                                         if(closest==-1||Random()%2==0){
1257                                                                                 closest=j;
1258                                                                         }
1259                                 }
1260                         }
1261                         last4=last3;
1262                         last3=last2;
1263                         last2=last;
1264                         last=closest;
1265                         count++;
1266                 }
1267                 if(count<smallestcount)smallestcount=count;
1268         }
1269         return smallestcount;
1270 }
1271
1272 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1273         static XYZ colpoint,colviewer,coltarget;
1274         static float minx,minz,maxx,maxz,miny,maxy;
1275         static int i;
1276
1277         //startpoint.y+=.7;
1278         //endpoint.y+=.7;
1279         //startpoint.y-=.1;
1280         //endpoint.y-=.1;
1281
1282         minx=startpoint.x;
1283         if(minx>endpoint.x)minx=endpoint.x;
1284         miny=startpoint.y;
1285         if(miny>endpoint.y)miny=endpoint.y;
1286         minz=startpoint.z;
1287         if(minz>endpoint.z)minz=endpoint.z;
1288
1289         maxx=startpoint.x;
1290         if(maxx<endpoint.x)maxx=endpoint.x;
1291         maxy=startpoint.y;
1292         if(maxy<endpoint.y)maxy=endpoint.y;
1293         maxz=startpoint.z;
1294         if(maxz<endpoint.z)maxz=endpoint.z;
1295
1296         minx-=1;
1297         miny-=1;
1298         minz-=1;
1299         maxx+=1;
1300         maxy+=1;
1301         maxz+=1;
1302
1303         for(i=0;i<objects.numobjects;i++){
1304                 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){
1305                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1306                                 colviewer=startpoint;
1307                                 coltarget=endpoint;
1308                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1309                         }
1310                 }
1311         }
1312
1313         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1314
1315         return -1;
1316 }
1317
1318 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1319         static XYZ colpoint,colviewer,coltarget;
1320         static float minx,minz,maxx,maxz,miny,maxy;
1321         static int i;
1322
1323         //startpoint.y+=.7;
1324         //endpoint.y+=.7;
1325         //startpoint.y-=.1;
1326         //endpoint.y-=.1;
1327
1328         minx=startpoint.x;
1329         if(minx>endpoint.x)minx=endpoint.x;
1330         miny=startpoint.y;
1331         if(miny>endpoint.y)miny=endpoint.y;
1332         minz=startpoint.z;
1333         if(minz>endpoint.z)minz=endpoint.z;
1334
1335         maxx=startpoint.x;
1336         if(maxx<endpoint.x)maxx=endpoint.x;
1337         maxy=startpoint.y;
1338         if(maxy<endpoint.y)maxy=endpoint.y;
1339         maxz=startpoint.z;
1340         if(maxz<endpoint.z)maxz=endpoint.z;
1341
1342         minx-=1;
1343         miny-=1;
1344         minz-=1;
1345         maxx+=1;
1346         maxy+=1;
1347         maxz+=1;
1348
1349         if(what!=1000){
1350                 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){
1351                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1352                                 colviewer=startpoint;
1353                                 coltarget=endpoint;
1354                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1355                         }
1356                 }
1357         }
1358
1359         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1360
1361         return -1;
1362 }
1363
1364 void    Game::Setenvironment(int which)
1365 {
1366         LOGFUNC;
1367
1368         LOG(" Setting environment...");
1369
1370         float temptexdetail;
1371         environment=which;
1372 /*
1373         OPENAL_SetPaused(channels[music1snow], true);
1374         OPENAL_SetPaused(channels[music1grass], true);
1375         OPENAL_SetPaused(channels[music1desert], true);
1376         OPENAL_SetPaused(channels[wind], true);
1377         OPENAL_SetPaused(channels[desertambient], true);
1378 */
1379         OPENAL_SetPaused(channels[stream_music1snow], true);
1380         OPENAL_SetPaused(channels[stream_music1grass], true);
1381         OPENAL_SetPaused(channels[stream_music1desert], true);
1382         OPENAL_SetPaused(channels[stream_wind], true);
1383         OPENAL_SetPaused(channels[stream_desertambient], true);
1384
1385
1386         if(environment==snowyenvironment){
1387                 windvector=0;
1388                 windvector.z=3;
1389                 if(ambientsound){
1390                         //PlaySoundEx( wind, samp[wind], NULL, true);
1391                         PlayStreamEx(stream_wind, strm[stream_wind], 0, true);
1392                         OPENAL_SetPaused(channels[stream_wind], false);
1393                         OPENAL_SetVolume(channels[stream_wind], 256);
1394                 }
1395
1396                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1397                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1398                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1399                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1400
1401                 OPENAL_Sample_Free(samp[footstepsound]);
1402                 OPENAL_Sample_Free(samp[footstepsound2]);
1403                 OPENAL_Sample_Free(samp[footstepsound3]);
1404                 OPENAL_Sample_Free(samp[footstepsound4]);
1405                 samp[footstepsound] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow1.ogg"), OPENAL_HW3D, 0, 0);
1406                 samp[footstepsound2] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow2.ogg"), OPENAL_HW3D, 0, 0);
1407                 samp[footstepsound3] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepstone1.ogg"), OPENAL_HW3D, 0, 0);
1408                 samp[footstepsound4] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepstone2.ogg"), OPENAL_HW3D, 0, 0);
1409
1410                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1411
1412                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1413
1414                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1415
1416
1417
1418
1419                 temptexdetail=texdetail;
1420                 if(texdetail>1)texdetail=4;
1421                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1422                         ":Data:Textures:Skybox(snow):Left.jpg",
1423                         ":Data:Textures:Skybox(snow):Back.jpg",
1424                         ":Data:Textures:Skybox(snow):Right.jpg",
1425                         ":Data:Textures:Skybox(snow):Up.jpg",
1426                         ":Data:Textures:Skybox(snow):Down.jpg",
1427                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1428                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1429
1430
1431
1432
1433                 texdetail=temptexdetail;
1434         }
1435         if(environment==desertenvironment){
1436                 windvector=0;
1437                 windvector.z=2;
1438                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1439                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1440                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1441                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1442
1443
1444                 if(ambientsound){
1445                         //PlaySoundEx( desertambient, samp[desertambient], NULL, true);
1446                         PlayStreamEx( stream_desertambient, strm[stream_desertambient], NULL, true);
1447                         OPENAL_SetPaused(channels[stream_desertambient], false);
1448                         OPENAL_SetVolume(channels[stream_desertambient], 256);
1449                 }
1450
1451                 OPENAL_Sample_Free(samp[footstepsound]);
1452                 OPENAL_Sample_Free(samp[footstepsound2]);
1453                 OPENAL_Sample_Free(samp[footstepsound3]);
1454                 OPENAL_Sample_Free(samp[footstepsound4]);
1455                 samp[footstepsound] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow1.ogg"), OPENAL_HW3D, 0, 0);
1456                 samp[footstepsound2] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow2.ogg"), OPENAL_HW3D, 0, 0);
1457                 samp[footstepsound3] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow1.ogg"), OPENAL_HW3D, 0, 0);
1458                 samp[footstepsound4] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepsnow2.ogg"), OPENAL_HW3D, 0, 0);
1459
1460                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1461
1462                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1463
1464                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1465
1466
1467
1468                 temptexdetail=texdetail;
1469                 if(texdetail>1)texdetail=4;
1470                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1471                         ":Data:Textures:Skybox(sand):Left.jpg",
1472                         ":Data:Textures:Skybox(sand):Back.jpg",
1473                         ":Data:Textures:Skybox(sand):Right.jpg",
1474                         ":Data:Textures:Skybox(sand):Up.jpg",
1475                         ":Data:Textures:Skybox(sand):Down.jpg",
1476                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1477                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1478
1479
1480
1481
1482                 texdetail=temptexdetail;
1483         }
1484         if(environment==grassyenvironment){
1485                 windvector=0;
1486                 windvector.z=2;
1487                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1488                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1489                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1490                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1491
1492                 if(ambientsound){
1493                         PlayStreamEx( stream_wind, strm[stream_wind], NULL, true);
1494                         OPENAL_SetPaused(channels[stream_wind], false);
1495                         OPENAL_SetVolume(channels[stream_wind], 100);
1496                 }
1497
1498                 OPENAL_Sample_Free(samp[footstepsound]);
1499                 OPENAL_Sample_Free(samp[footstepsound2]);
1500                 OPENAL_Sample_Free(samp[footstepsound3]);
1501                 OPENAL_Sample_Free(samp[footstepsound4]);
1502                 samp[footstepsound] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepgrass1.ogg"), OPENAL_HW3D, 0, 0);
1503                 samp[footstepsound2] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepgrass2.ogg"), OPENAL_HW3D, 0, 0);
1504                 samp[footstepsound3] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepstone1.ogg"), OPENAL_HW3D, 0, 0);
1505                 samp[footstepsound4] = OPENAL_Sample_Load(OPENAL_FREE, ConvertFileName(":Data:Sounds:footstepstone2.ogg"), OPENAL_HW3D, 0, 0);
1506
1507                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1508
1509                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1510
1511                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1512
1513
1514
1515                 temptexdetail=texdetail;
1516                 if(texdetail>1)texdetail=4;
1517                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1518                         ":Data:Textures:Skybox(grass):Left.jpg",
1519                         ":Data:Textures:Skybox(grass):Back.jpg",
1520                         ":Data:Textures:Skybox(grass):Right.jpg",
1521                         ":Data:Textures:Skybox(grass):Up.jpg",
1522                         ":Data:Textures:Skybox(grass):Down.jpg",
1523                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1524                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1525
1526
1527
1528                 texdetail=temptexdetail;
1529         }
1530         temptexdetail=texdetail;
1531         texdetail=1;
1532         terrain.load(":Data:Textures:heightmap.png");
1533
1534         texdetail=temptexdetail;
1535 }
1536
1537
1538 void    Game::Loadlevel(int which){
1539         stealthloading=0;
1540
1541         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1542         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1543         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1544         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1545         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1546         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1547         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1548         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1549         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1550         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1551         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1552         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1553         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1554         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1555         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1556         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1557         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1558         else Loadlevel((char *)":Data:Maps:mapsave");
1559
1560         whichlevel=which;
1561 }
1562
1563 void    Game::Loadlevel(char *name){
1564         int i,j,k,l,m;
1565         static int oldlevel;
1566         int templength;
1567         float lamefloat;
1568         int lameint;
1569
1570         float headprop,legprop,armprop,bodyprop;
1571
1572         LOGFUNC;
1573
1574         LOG(std::string("Loading level...") + name);
1575
1576         if(!gameon)visibleloading=1;
1577
1578         if(stealthloading)visibleloading=0;
1579
1580         if(!stillloading)loadtime=0;
1581         gamestarted=1;
1582
1583         numenvsounds=0;
1584         //visibleloading=1;
1585         if(tutoriallevel!=-1)tutoriallevel=0;
1586         else tutoriallevel=1;
1587
1588         if(tutoriallevel==1)tutorialstage=0;
1589         if(tutorialstage==0){
1590                 tutorialstagetime=0;
1591                 tutorialmaxtime=1;
1592         }
1593         loadingstuff=1;
1594         if(!firstload){
1595                 oldlevel=50;
1596         }
1597         OPENAL_SetPaused(channels[whooshsound], true);
1598         OPENAL_SetPaused(channels[stream_firesound], true);
1599
1600         // Change the map filename into something that is os specific
1601         char *FixedFN = ConvertFileName(name);
1602
1603         int mapvers;
1604         FILE                    *tfile;
1605         tfile=fopen( FixedFN, "rb" );
1606         if(tfile)
1607         {
1608                 OPENAL_SetPaused(channels[stream_firesound], true);
1609
1610
1611                 scoreadded=0;
1612                 windialogue=0;
1613
1614                 hostiletime=0;
1615
1616                 won=0;
1617
1618                 //campaign=0;
1619                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1620
1621                 numdialogues=0;
1622
1623                 for(i=0;i<20;i++)
1624                 {
1625                         dialoguegonethrough[i]=0;
1626                 }
1627
1628                 indialogue=-1;
1629                 cameramode=0;
1630
1631                 damagedealt=0;
1632                 damagetaken=0;
1633
1634                 if(accountactive)difficulty=accountactive->getDifficulty();
1635
1636                 if(difficulty!=2)minimap=1;
1637                 else minimap=0;
1638
1639                 numhotspots=0;
1640                 currenthotspot=-1;
1641                 bonustime=1;
1642
1643                 skyboxtexture=1;
1644                 skyboxr=1;
1645                 skyboxg=1;
1646                 skyboxb=1;
1647
1648                 freeze=0;
1649                 winfreeze=0;
1650
1651                 for(i=0;i<100;i++)
1652                 {
1653                         bonusnum[i]=0;
1654                 }
1655
1656                 numfalls=0;
1657                 numflipfail=0;
1658                 numseen=0;
1659                 numstaffattack=0;
1660                 numswordattack=0;
1661                 numknifeattack=0;
1662                 numunarmedattack=0;
1663                 numescaped=0;
1664                 numflipped=0;
1665                 numwallflipped=0;
1666                 numthrowkill=0;
1667                 numafterkill=0;
1668                 numreversals=0;
1669                 numattacks=0;
1670                 maxalarmed=0;
1671                 numresponded=0;
1672
1673                 bonustotal=startbonustotal;
1674                 bonus=0;
1675                 gameon=1;
1676                 changedelay=0;
1677                 if(console)
1678                 {
1679                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
1680                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
1681                         OPENAL_SetPaused(channels[consolesuccesssound], false);
1682                         freeze=0;
1683                         console=0;
1684                 }
1685
1686                 if(!stealthloading)
1687                 {
1688                         terrain.numdecals=0;
1689                         Sprite::deleteSprites();
1690                         for(i=0;i<objects.numobjects;i++)
1691                         {
1692                                 objects.model[i].numdecals=0;
1693                         }
1694
1695                         j=objects.numobjects;
1696                         for(i=0;i<j;i++)
1697                         {
1698                                 objects.DeleteObject(0);
1699                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1700                         }
1701
1702                         for(i=0;i<subdivision;i++)
1703                         {
1704                                 for(j=0;j<subdivision;j++)
1705                                 {
1706                                         terrain.patchobjectnum[i][j]=0;
1707                                 }
1708                         }
1709                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1710                 }
1711
1712                 weapons.numweapons=0;
1713
1714                 funpackf(tfile, "Bi", &mapvers);
1715                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1716                 else indemo=0;
1717                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1718                 else maptype=mapkilleveryone;
1719                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1720                 else hostile=1;
1721                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1722                 else
1723                 {
1724                         viewdistance=100;
1725                         fadestart=.6;
1726                 }
1727                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1728                 else
1729                 {
1730                         skyboxtexture=1;
1731                         skyboxr=1;
1732                         skyboxg=1;
1733                         skyboxb=1;
1734                 }
1735                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1736                 else
1737                 {
1738                         skyboxlightr=skyboxr;
1739                         skyboxlightg=skyboxg;
1740                         skyboxlightb=skyboxb;
1741                 }
1742                 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);
1743                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1744                 player[0].originalcoords=player[0].coords;
1745                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1746                 {
1747                         for(j=0;j<player[0].num_weapons;j++)
1748                         {
1749                                 player[0].weaponids[j]=weapons.numweapons;
1750                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1751                                 weapons.owner[weapons.numweapons]=0;
1752                                 weapons.numweapons++;
1753                         }
1754                 }
1755
1756                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1757
1758                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1759                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1760                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1761                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1762
1763                 funpackf(tfile, "Bi", &player[0].numclothes);
1764
1765                 if(mapvers>=9)
1766                 {
1767                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1768                 }
1769                 else
1770                 {
1771                         player[0].whichskin=0;
1772                         player[0].creature=rabbittype;
1773                 }
1774
1775                 for(i=0;i<max_dialogues;i++)
1776                 {
1777                         for(j=0;j<max_dialoguelength;j++)
1778                         {
1779                                 for(k=0;k<128;k++)
1780                                 {
1781                                         dialoguetext[i][j][k]='\0';
1782                                 }
1783                                 for(k=0;k<64;k++)
1784                                 {
1785                                         dialoguename[i][j][k]='\0';
1786                                 }
1787                         }
1788                 }
1789
1790                 player[0].lastattack=-1;
1791                 player[0].lastattack2=-1;
1792                 player[0].lastattack3=-1;
1793
1794                 if(mapvers>=8)
1795                 {
1796                         funpackf(tfile, "Bi", &numdialogues);
1797                         if(numdialogues)
1798                         {
1799                                 for(k=0;k<numdialogues;k++)
1800                                 {
1801                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1802                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1803                                         for(l=0;l<10;l++)
1804                                         {
1805                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1806                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1807                                         }
1808                                         if(numdialogueboxes)
1809                                         {
1810                                                 for(l=0;l<numdialogueboxes[k];l++)
1811                                                 {
1812                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1813                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1814                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1815                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1816                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1817
1818                                                         bool doneread;
1819
1820                                                         funpackf(tfile, "Bi",&templength);
1821                                                         if(templength>128||templength<=0)templength=128;
1822                                                         for(m=0;m<templength;m++){
1823                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1824                                                                 if(dialoguetext[k][l][m]=='\0')break;
1825                                                         }
1826
1827                                                         funpackf(tfile, "Bi",&templength);
1828                                                         if(templength>64||templength<=0)templength=64;
1829                                                         for(m=0;m<templength;m++){
1830                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1831                                                                 if(dialoguename[k][l][m]=='\0'){
1832                                                                         break;
1833                                                                 }
1834                                                         }
1835                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1836                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1837                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1838
1839                                                         for(m=0;m<10;m++)
1840                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1841
1842                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1843                                                 }
1844                                         }
1845                                 }
1846                         }
1847                 }
1848                 else numdialogues=0;
1849
1850                 if(player[0].numclothes)
1851                 {
1852                         for(k=0;k<player[0].numclothes;k++)
1853                         {
1854                                 funpackf(tfile, "Bi", &templength);
1855                                 for(l=0;l<templength;l++)
1856                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1857                                 player[0].clothes[k][templength]='\0';
1858                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1859                         }
1860                 }
1861
1862                 funpackf(tfile, "Bi", &environment);
1863
1864                 funpackf(tfile, "Bi", &objects.numobjects);
1865                 if(objects.numobjects)
1866                 {
1867                         for(i=0;i<objects.numobjects;i++)
1868                         {
1869                                 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]);
1870                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1871                         }
1872                 }
1873
1874                 if(mapvers>=7)
1875                 {
1876                         funpackf(tfile, "Bi", &numhotspots);
1877                         if(numhotspots)
1878                         {
1879                                 for(i=0;i<numhotspots;i++)
1880                                 {
1881                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1882                                         funpackf(tfile, "Bi", &templength);
1883                                         if(templength)
1884                                                 for(l=0;l<templength;l++)
1885                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1886                                         hotspottext[i][templength]='\0';
1887                                         if(hotspottype[i]==-111)indemo=1;
1888                                 }
1889                         }
1890                 }
1891                 else numhotspots=0;
1892
1893                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1894
1895                 if(!stealthloading)
1896                 {
1897                         objects.center=0;
1898                         for(i=0;i<objects.numobjects;i++)
1899                         {
1900                                 objects.center+=objects.position[i];
1901                         }
1902                         objects.center/=objects.numobjects;
1903
1904
1905                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1906
1907                         float maxdistance=0;
1908                         float tempdist;
1909                         int whichclosest;
1910                         for(i=0;i<objects.numobjects;i++)
1911                         {
1912                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1913                                 if(tempdist>maxdistance)
1914                                 {
1915                                         whichclosest=i;
1916                                         maxdistance=tempdist;
1917                                 }
1918                         }
1919                         objects.radius=fast_sqrt(maxdistance);
1920                 }
1921
1922                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1923                 //mapcenter=objects.center;
1924                 //mapradius=objects.radius;
1925
1926                 funpackf(tfile, "Bi", &numplayers);
1927                 int howmanyremoved=0;
1928                 bool removeanother=0;
1929                 if(numplayers>1&&numplayers<maxplayers)
1930                 {
1931                         for(i=1;i<numplayers;i++)
1932                         {
1933                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1934                                 removeanother=0;
1935
1936                                 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);
1937                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1938                                 else player[i-howmanyremoved].howactive=typeactive;
1939                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1940                                 else player[i-howmanyremoved].scale=-1;
1941                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1942                                 else player[i-howmanyremoved].immobile=0;
1943                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1944                                 else player[i-howmanyremoved].rotation=0;
1945                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1946                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1947                                         removeanother=1;
1948                                         howmanyremoved++;
1949                                 }
1950                                 if(!removeanother)
1951                                 {
1952                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1953                                         {
1954                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1955                                                 {
1956                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1957                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1958                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1959                                                         weapons.numweapons++;
1960                                                 }
1961                                         }
1962                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1963                                         //player[i-howmanyremoved].numwaypoints=10;
1964                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1965                                         {
1966                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1967                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1968                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1969                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1970                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1971                                         }
1972
1973                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1974                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1975
1976                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1977                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1978                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1979                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1980
1981                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1982                                         else
1983                                         {
1984                                                 headprop=1;
1985                                                 bodyprop=1;
1986                                                 armprop=1;
1987                                                 legprop=1;
1988                                         }
1989                                         if(player[i-howmanyremoved].creature==wolftype)
1990                                         {
1991                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1992                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1993                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1994                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1995                                         }
1996
1997                                         if(player[i-howmanyremoved].creature==rabbittype)
1998                                         {
1999                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
2000                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
2001                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
2002                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
2003                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
2004                                         }
2005
2006                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
2007                                         if(player[i-howmanyremoved].numclothes)
2008                                         {
2009                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
2010                                                 {
2011                                                         int templength;
2012                                                         funpackf(tfile, "Bi", &templength);
2013                                                         for(l=0;l<templength;l++)
2014                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
2015                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
2016                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
2017                                                 }
2018                                         }
2019                                 }
2020                         }
2021                 }
2022                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2023
2024                 numplayers-=howmanyremoved;
2025                 funpackf(tfile, "Bi", &numpathpoints);
2026                 if(numpathpoints>30||numpathpoints<0)
2027                         numpathpoints=0;
2028                 if(numpathpoints)
2029                 {
2030                         for(j=0;j<numpathpoints;j++)
2031                         {
2032                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
2033                                 for(k=0;k<numpathpointconnect[j];k++){
2034                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
2035                                 }
2036                         }
2037                 }
2038                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2039
2040                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
2041
2042                 SetUpLighting();
2043                 if(environment!=oldenvironment)Setenvironment(environment);
2044                 oldenvironment=environment;
2045
2046                 if(!stealthloading)
2047                 {
2048                         j=objects.numobjects;
2049                         objects.numobjects=0;
2050                         for(i=0;i<j;i++)
2051                         {
2052                                 //if(objects.type[i]!=spiketype)
2053                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
2054                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2055                         }
2056
2057                         //if(skyboxtexture){
2058                         terrain.DoShadows();
2059                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2060                         objects.DoShadows();
2061                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2062                         /*}
2063                         else terrain.DoLighting();
2064                         */
2065                 }
2066
2067                 fclose(tfile);
2068
2069                 oldlevel=whichlevel;
2070
2071
2072                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
2073                 for(i=0;i<numplayers;i++)
2074                 {
2075                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2076                         player[i].burnt=0;
2077                         player[i].bled=0;
2078                         player[i].onfire=0;
2079                         if(i==0||player[i].scale<0)player[i].scale=.2;
2080                         player[i].skeleton.free=0;
2081                         player[i].skeleton.id=i;
2082                         //if(Random()%2==0)player[i].creature=wolftype;
2083                         //else player[i].creature=rabbittype;
2084                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
2085                         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);
2086                         else
2087                         {
2088                                 if(player[i].creature!=wolftype){
2089                                         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);
2090                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
2091                                 }
2092                                 if(player[i].creature==wolftype){
2093                                         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);
2094                                 }
2095                         }
2096
2097
2098                         int texsize;
2099                         texsize=512*512*3/texdetail/texdetail;
2100                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
2101                         //player[i].skeleton.skinText.resize(texsize);
2102
2103                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2104
2105                         if(player[i].numclothes)
2106                         {
2107                                 for(j=0;j<player[i].numclothes;j++)
2108                                 {
2109                                         tintr=player[i].clothestintr[j];
2110                                         tintg=player[i].clothestintg[j];
2111                                         tintb=player[i].clothestintb[j];
2112                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2113                                 }
2114                                 player[i].DoMipmaps(5,0,0,player[i].skeleton.skinsize,player[i].skeleton.skinsize);
2115                         }
2116
2117                         player[i].currentanimation=bounceidleanim;
2118                         player[i].targetanimation=bounceidleanim;
2119                         player[i].currentframe=0;
2120                         player[i].targetframe=1;
2121                         player[i].target=0;
2122                         player[i].speed=1+(float)(Random()%100)/1000;
2123                         if(difficulty==0)player[i].speed-=.2;
2124                         if(difficulty==1)player[i].speed-=.1;
2125
2126                         player[i].velocity=0;
2127                         player[i].oldcoords=player[i].coords;
2128                         player[i].realoldcoords=player[i].coords;
2129
2130                         player[i].id=i;
2131                         player[i].skeleton.id=i;
2132                         player[i].updatedelay=0;
2133                         player[i].normalsupdatedelay=0;
2134
2135                         player[i].aitype=passivetype;
2136                         player[i].aitarget=0;
2137                         player[i].madskills=0;
2138
2139                         if(i==0)
2140                         {
2141                                 player[i].proportionhead=1.2;
2142                                 player[i].proportionbody=1.05;
2143                                 player[i].proportionarms=1.00;
2144                                 player[i].proportionlegs=1.1;
2145                                 player[i].proportionlegs.y=1.05;
2146                         }
2147                         player[i].headless=0;
2148                         player[i].currentoffset=0;
2149                         player[i].targetoffset=0;
2150                         /*player[i].armorhead=1;
2151                         player[i].armorhigh=1;
2152                         player[i].armorlow=1;
2153                         player[i].protectionhead=1;
2154                         player[i].protectionhigh=1;
2155                         player[i].protectionlow=1;
2156                         player[i].metalhead=1;
2157                         player[i].metalhigh=1;
2158                         player[i].metallow=1;
2159                         player[i].power=1;
2160                         player[i].speedmult=1;*/
2161
2162                         player[i].damagetolerance=200;
2163
2164                         if(player[i].creature==wolftype)
2165                         {
2166                                 /*player[i].proportionhead=1.1;
2167                                 player[i].proportionbody=1.1;
2168                                 player[i].proportionarms=1.1;
2169                                 player[i].proportionlegs=1.1;
2170                                 player[i].proportionlegs.y=1.1;*/
2171                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2172
2173                                 player[i].damagetolerance=300;
2174                         }
2175
2176                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2177                         if(cellophane)
2178                         {
2179                                 player[i].proportionhead.z=0;
2180                                 player[i].proportionbody.z=0;
2181                                 player[i].proportionarms.z=0;
2182                                 player[i].proportionlegs.z=0;
2183                         }
2184
2185                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2186
2187                         player[i].headmorphness=0;
2188                         player[i].targetheadmorphness=1;
2189                         player[i].headmorphstart=0;
2190                         player[i].headmorphend=0;
2191
2192                         player[i].pausetime=0;
2193
2194                         player[i].dead=0;
2195                         player[i].jumppower=5;
2196                         player[i].damage=0;
2197                         player[i].permanentdamage=0;
2198                         player[i].superpermanentdamage=0;
2199
2200                         player[i].forwardkeydown=0;
2201                         player[i].leftkeydown=0;
2202                         player[i].backkeydown=0;
2203                         player[i].rightkeydown=0;
2204                         player[i].jumpkeydown=0;
2205                         player[i].crouchkeydown=0;
2206                         player[i].throwkeydown=0;
2207
2208                         player[i].collided=-10;
2209                         player[i].loaded=1;
2210                         player[i].bloodloss=0;
2211                         player[i].weaponactive=-1;
2212                         player[i].weaponstuck=-1;
2213                         player[i].bleeding=0;
2214                         player[i].deathbleeding=0;
2215                         player[i].stunned=0;
2216                         player[i].hasvictim=0;
2217                         player[i].wentforweapon=0;
2218                 }
2219
2220                 player[0].aitype=playercontrolled;
2221                 player[0].weaponactive=-1;
2222
2223                 if(difficulty==1)
2224                 {
2225                         //player[0].speedmult=1/.9;
2226                         player[0].power=1/.9;
2227                 }
2228
2229                 if(difficulty==0)
2230                 {
2231                         //player[0].speedmult=1/.8;
2232                         player[0].power=1/.8;
2233                 }
2234
2235                 //player[0].weaponstuck=1;
2236
2237                 if(difficulty==1)player[0].damagetolerance=250;
2238                 if(difficulty==0)player[0].damagetolerance=300;
2239                 if(difficulty==0)player[0].armorhead*=1.5;
2240                 if(difficulty==0)player[0].armorhigh*=1.5;
2241                 if(difficulty==0)player[0].armorlow*=1.5;
2242                 cameraloc=player[0].coords;
2243                 cameraloc.y+=5;
2244                 rotation=player[0].rotation;
2245
2246                 hawkcoords=player[0].coords;
2247                 hawkcoords.y+=30;
2248
2249                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2250                 //weapons.numweapons=numplayers;
2251                 for(i=0;i<weapons.numweapons;i++)
2252                 {
2253                         weapons.bloody[i]=0;
2254                         weapons.blooddrip[i]=0;
2255                         weapons.blooddripdelay[i]=0;
2256                         weapons.onfire[i]=0;
2257                         weapons.flamedelay[i]=0;
2258                         weapons.damage[i]=0;
2259                         //weapons.type[i]=sword;
2260                         if(weapons.type[i]==sword){
2261                                 weapons.mass[i]=1.5;
2262                                 weapons.tipmass[i]=1;
2263                                 weapons.length[i]=.8;
2264                         }
2265                         if(weapons.type[i]==staff){
2266                                 weapons.mass[i]=2;
2267                                 weapons.tipmass[i]=1;
2268                                 weapons.length[i]=1.5;
2269                         }
2270                         if(weapons.type[i]==knife){
2271                                 weapons.mass[i]=1;
2272                                 weapons.tipmass[i]=1.2;
2273                                 weapons.length[i]=.25;
2274                         }
2275                         weapons.position[i]=-1000;
2276                         weapons.tippoint[i]=-1000;
2277                 }
2278                 
2279                 LOG("Starting background music...");
2280
2281                 OPENAL_StopSound(OPENAL_ALL);
2282                 if(environment==snowyenvironment)
2283                 {
2284                         if(ambientsound)
2285                         {
2286                                 PlayStreamEx(stream_wind, strm[stream_wind], NULL, true);
2287                                 OPENAL_SetPaused(channels[stream_wind], false);
2288                                 OPENAL_SetVolume(channels[stream_wind], 256);
2289                         }
2290                 }
2291                 else if(environment==desertenvironment)
2292                 {
2293                         if(ambientsound)
2294                         {
2295                                 //PlaySoundEx(desertambient,
2296                                 //      samp[desertambient], NULL, true);
2297                                 PlayStreamEx(stream_desertambient,
2298                                         strm[stream_desertambient], NULL, true);
2299                                 OPENAL_SetPaused(channels[stream_desertambient], false);
2300                                 OPENAL_SetVolume(channels[stream_desertambient], 256);
2301                         }
2302                 }
2303                 else if(environment==grassyenvironment)
2304                 {
2305                         if(ambientsound)
2306                         {
2307                                 //PlaySoundEx(wind, samp[wind], NULL, true);
2308                                 PlayStreamEx(stream_wind, strm[stream_wind], NULL, true);
2309                                 OPENAL_SetPaused(channels[stream_wind], false);
2310                                 OPENAL_SetVolume(channels[stream_wind], 100);
2311                         }
2312                 }
2313                 oldmusicvolume[0]=0;
2314                 oldmusicvolume[1]=0;
2315                 oldmusicvolume[2]=0;
2316                 oldmusicvolume[3]=0;
2317
2318                 if(!firstload)
2319                 {
2320                         firstload=1;
2321                 }
2322         }
2323         leveltime=0;
2324         loadingstuff=0;
2325         visibleloading=0;
2326 }
2327
2328 void    Game::Tick()
2329 {
2330         static int i,k,j,l,m;
2331         static XYZ facing,flatfacing,absflatfacing;
2332         static XYZ rotatetarget;
2333         static bool oldkey;
2334         static float oldtargetrotation;
2335         static int target, numgood;
2336         static XYZ tempcoords1,tempcoords2;
2337         static XYZ test;
2338         static XYZ test2;
2339         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2340         static int whichhit;
2341         static bool oldjumpkeydown;
2342
2343         int templength;
2344
2345         float headprop,bodyprop,armprop,legprop;
2346
2347         for(i=0;i<15;i++){
2348                 displaytime[i]+=multiplier;
2349         }
2350
2351         keyboardfrozen=0;
2352
2353         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2354                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2355                         stereoreverse=true;
2356                 } else {
2357                         stereoreverse=false;
2358                 }
2359
2360                 if (stereoreverse) {
2361                         printf("Stereo reversed\n");
2362                 } else {
2363                         printf("Stereo unreversed\n");
2364                 }
2365                 freezetogglekeydown=1;
2366         }
2367
2368         if (Input::isKeyDown(SDLK_F7)) {
2369                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2370                         stereoseparation -= 0.001;
2371                 } else {
2372                         stereoseparation -= 0.010;
2373                 }
2374
2375                 printf("Stereo decreased increased to %f\n", stereoseparation);
2376         }
2377
2378         if (Input::isKeyDown(SDLK_F8)) {
2379                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2380                         stereoseparation += 0.001;
2381                 } else {
2382                         stereoseparation += 0.010;
2383                 }
2384
2385                 printf("Stereo separation increased to %f\n", stereoseparation);
2386         }
2387
2388
2389         if(!console){
2390                 if(mainmenu&&endgame==1)mainmenu=10;
2391                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2392                     && !mainmenutogglekeydown
2393                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2394                   ) { // go back
2395                         selected=-1;
2396                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2397                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2398                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2399                                 else if(mainmenu==0&&winfreeze){
2400                                         
2401                                 }
2402                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2403                                 if(mainmenu&&musictoggle){
2404                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2405                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2406                                                 PlayStreamEx( stream_music3, strm[stream_music3], NULL, true);
2407                                                 OPENAL_SetPaused(channels[stream_music3], false);
2408                                                 OPENAL_SetVolume(channels[stream_music3], 256);
2409                                                 OPENAL_SetPaused(channels[music1], true);
2410                                         }
2411                                 }
2412                                 if(!mainmenu){
2413                                         OPENAL_SetPaused(channels[stream_music3], true);
2414                                         OPENAL_SetPaused(channels[music1], false);
2415                                 }
2416                         }
2417                         if(mainmenu==3){
2418                                 fireSound();
2419
2420                                 flash();
2421
2422                                 if(newdetail>2)newdetail=detail;
2423                                 if(newdetail<0)newdetail=detail;
2424                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2425                                 if(newscreenheight<0)newscreenheight=screenheight;
2426
2427                                 SaveSettings(*this);
2428                         }
2429                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2430                                 fireSound();
2431
2432                                 flash();
2433                         }
2434                         if(mainmenu==3&&gameon)mainmenu=2;
2435                         if(mainmenu==3&&!gameon)mainmenu=1;
2436                         if(mainmenu==5&&gameon)mainmenu=2;
2437                         if(mainmenu==5&&!gameon)mainmenu=1;
2438                         if(mainmenu==4)mainmenu=3;
2439                         if(mainmenu==6)mainmenu=5;
2440                         if(mainmenu==7)mainmenu=1;
2441                         if(mainmenu==9)mainmenu=5;
2442                         if(mainmenu==10)mainmenu=5;
2443                         if(mainmenu==100){
2444                                 mainmenu=5;
2445                                 gameon=0;
2446                                 winfreeze=0;
2447                         }
2448                         mainmenutogglekeydown=1;
2449                 }
2450                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2451                         mainmenutogglekeydown=0;
2452                 }
2453         }
2454
2455         static bool minimaptogglekeydown;
2456         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2457                 if(tutorialstage!=51)
2458                         tutorialstagetime=tutorialmaxtime;
2459                 PlaySoundEx( consolefailsound, samp[consolefailsound], NULL, true);
2460                 OPENAL_SetVolume(channels[consolefailsound], 128);
2461                 OPENAL_SetPaused(channels[consolefailsound], false);
2462                 minimaptogglekeydown=1;
2463         }
2464         if(!Input::isKeyDown(SDLK_TAB)){
2465                 minimaptogglekeydown=0;
2466         }
2467
2468         if(mainmenu){
2469                 //menu buttons
2470                 if(mainmenu==1||mainmenu==2){
2471                         if(Input::Button()&&!oldbutton&&selected==1){
2472                                 if(!gameon){
2473                                         fireSound(firestartsound);
2474
2475                                         flash();
2476
2477                                         //new game
2478                                         if(accountactive) {
2479                                                 mainmenu=5;
2480                                         } else {
2481                                                 mainmenu=7;
2482                                         }
2483                                         selected=-1;
2484                                 }
2485                                 else
2486                                 {
2487                                         //resume
2488                                         mainmenu=0;
2489                                         OPENAL_SetPaused(channels[stream_music3], true);
2490                                         OPENAL_SetPaused(channels[music1], false);
2491                                 }
2492                         }
2493
2494                         if(Input::Button()&&!oldbutton&&selected==2){
2495                                 fireSound();
2496
2497                                 flash();
2498
2499                                 //options
2500
2501                                 mainmenu=3;
2502
2503                                 if(newdetail>2)newdetail=detail;
2504                                 if(newdetail<0)newdetail=detail;
2505                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2506                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2507                                 if(newscreenheight>3000)newscreenheight=screenheight;
2508                                 if(newscreenheight<0)newscreenheight=screenheight;
2509                         }
2510
2511                         if(Input::Button()&&!oldbutton&&selected==3){
2512                                 fireSound();
2513
2514                                 flash();
2515
2516                                 if(!gameon){
2517                                         //quit
2518                                         tryquit=1;
2519                                         OPENAL_SetPaused(channels[stream_music3], true);
2520                                 }
2521                                 else{
2522                                         //end game
2523                                         gameon=0;
2524                                         mainmenu=1;
2525                                 }
2526                         }
2527                 }
2528                 if(mainmenu==3){
2529                         if(Input::Button()&&!oldbutton&&selected!=-1){
2530                                 fireSound();
2531                         }
2532                         if(Input::Button()&&!oldbutton&&selected==0){
2533                         
2534                                 extern SDL_Rect **resolutions;
2535                                 bool isCustomResolution = true;
2536                                 bool found = false;
2537                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2538                                 {
2539                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2540                                                 isCustomResolution = false;
2541
2542                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2543                                         {
2544                                                 i++;
2545                                                 if (resolutions[i] != NULL)
2546                                                 {
2547                                                         newscreenwidth = (int) resolutions[i]->w;
2548                                                         newscreenheight = (int) resolutions[i]->h;
2549                                                 }
2550                                                 else if (isCustomResolution)
2551                                                 {
2552                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2553                                                         {
2554                                                                 newscreenwidth = (int) resolutions[0]->w;
2555                                                                 newscreenheight = (int) resolutions[0]->h;
2556                                                         }
2557                                                         else
2558                                                         {
2559                                                                 newscreenwidth = screenwidth;
2560                                                                 newscreenheight = screenheight;
2561                                                         }
2562                                                 }
2563                                                 else
2564                                                 {
2565                                                         newscreenwidth = (int) resolutions[0]->w;
2566                                                         newscreenheight = (int) resolutions[0]->h;
2567                                                 }
2568                                                 found = true;
2569                                         }
2570                                 }
2571
2572                                 if (!found)
2573                                 {
2574                                         newscreenwidth = (int) resolutions[0]->w;
2575                                         newscreenheight = (int) resolutions[0]->h;
2576                                 }
2577
2578                                 
2579                         }
2580                         if(Input::Button()&&!oldbutton&&selected==1){
2581                                 newdetail++;
2582                                 if(newdetail>2)newdetail=0;
2583                         }
2584                         if(Input::Button()&&!oldbutton&&selected==2){
2585                                 bloodtoggle++;
2586                                 if(bloodtoggle>2)bloodtoggle=0;
2587                         }
2588                         if(Input::Button()&&!oldbutton&&selected==3){
2589                                 difficulty++;
2590                                 if(difficulty>2)difficulty=0;
2591                         }
2592                         if(Input::Button()&&!oldbutton&&selected==4){
2593                                 ismotionblur=1-ismotionblur;
2594                         }
2595                         if(Input::Button()&&!oldbutton&&selected==5){
2596                                 decals=1-decals;
2597                         }
2598                         if(Input::Button()&&!oldbutton&&selected==6){
2599                                 musictoggle=1-musictoggle;
2600
2601                                 if(!musictoggle){
2602                                         OPENAL_SetPaused(channels[music1], true);
2603                                         OPENAL_SetPaused(channels[stream_music2], true);
2604                                         OPENAL_SetPaused(channels[stream_music3], true);
2605
2606                                         for(i=0;i<4;i++){
2607                                                 oldmusicvolume[i]=0;
2608                                                 musicvolume[i]=0;
2609                                         }
2610                                 }
2611
2612                                 if(musictoggle){
2613                                         PlayStreamEx( stream_music3, strm[stream_music3], NULL, true);
2614                                         OPENAL_SetPaused(channels[stream_music3], false);
2615                                         OPENAL_SetVolume(channels[stream_music3], 256);
2616                                 }
2617                         }
2618                         if(Input::Button()&&!oldbutton&&selected==9){
2619                                 invertmouse=1-invertmouse;
2620                         }
2621                         if(Input::Button()&&!oldbutton&&selected==10){
2622                                 usermousesensitivity+=.2;
2623                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2624                         }
2625                         if(Input::Button()&&!oldbutton&&selected==11){
2626                                 volume+=.1f;
2627                                 if(volume>1.0001f)volume=0;
2628                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2629                         }
2630                         if(Input::Button()&&!oldbutton&&selected==7){
2631                                 /*fireSound();
2632                                 */
2633                                 flash();
2634
2635                                 //options
2636
2637                                 mainmenu=4;
2638                                 selected=-1;
2639                                 keyselect=-1;
2640                         }
2641                         if(Input::Button() && !oldbutton && selected == 12) {
2642                                 flash();
2643                                 
2644                                 newstereomode = stereomode;
2645                                 mainmenu=18;
2646                                 keyselect=-1;
2647                         }
2648                         if(Input::Button() && !oldbutton && selected == 13) {
2649                                 showdamagebar=!showdamagebar;
2650                         }
2651                         if(Input::Button()&&!oldbutton&&selected==8){
2652                                 fireSound();
2653
2654                                 flash();
2655
2656                                 if(newdetail>2)newdetail=detail;
2657                                 if(newdetail<0)newdetail=detail;
2658                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2659                                 if(newscreenheight<0)newscreenheight=screenheight;
2660
2661
2662                                 SaveSettings(*this);
2663                                 if(mainmenu==3&&gameon)mainmenu=2;
2664                                 if(mainmenu==3&&!gameon)mainmenu=1;
2665                         }
2666                 }
2667                 if(mainmenu==4){
2668                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2669                                 fireSound();
2670                                 if(selected<9&&keyselect==-1)
2671                                         keyselect=selected;
2672                                 if(keyselect!=-1)
2673                                         setKeySelected();
2674                                 if(selected==9){
2675                                         flash();
2676
2677                                         mainmenu=3;
2678
2679                                         if(newdetail>2)newdetail=detail;
2680                                         if(newdetail<0)newdetail=detail;
2681                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2682                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2683                                         if(newscreenheight>3000)newscreenheight=screenheight;
2684                                         if(newscreenheight<0)newscreenheight=screenheight;
2685                                 }
2686                         }
2687                 }
2688
2689                 if(mainmenu==5){
2690
2691                         if(endgame==2){
2692                                 accountactive->endGame();
2693                                 endgame=0;
2694                         }
2695
2696                         if(Input::Button()&&!oldbutton&&selected==1){
2697                                 fireSound();
2698
2699                                 flash();
2700
2701                                 startbonustotal=0;
2702
2703                                 loading=2;
2704                                 loadtime=0;
2705                                 targetlevel=-1;
2706                                 if(firstload)TickOnceAfter();
2707                                 if(!firstload)LoadStuff();
2708                                 else {
2709                                         Loadlevel(-1);
2710                                 }
2711
2712                                 mainmenu=0;
2713                                 gameon=1;
2714                                 OPENAL_SetPaused(channels[stream_music3], true);
2715                         }
2716                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2717                                 fireSound();
2718
2719                                 flash();
2720
2721                                 startbonustotal=0;
2722
2723                                 loading=2;
2724                                 loadtime=0;
2725                                 targetlevel=7;
2726                                 if(firstload) TickOnceAfter();
2727                                 else LoadStuff();
2728                                 for(i=0;i<255;i++){
2729                                         mapname[i]='\0';
2730                                 }
2731                                 mapname[0]=':';
2732                                 mapname[1]='D';
2733                                 mapname[2]='a';
2734                                 mapname[3]='t';
2735                                 mapname[4]='a';
2736                                 mapname[5]=':';
2737                                 mapname[6]='M';
2738                                 mapname[7]='a';
2739                                 mapname[8]='p';
2740                                 mapname[9]='s';
2741                                 mapname[10]=':';
2742                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2743                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2744                                 visibleloading=1;
2745                                 stillloading=1;
2746                                 Loadlevel(mapname);
2747                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2748                                 campaign=1;
2749                                 mainmenu=0;
2750                                 gameon=1;
2751                                 OPENAL_SetPaused(channels[stream_music3], true);
2752                         }
2753                         if(Input::Button()&&!oldbutton&&selected==4){
2754                                 fireSound();
2755
2756                                 flash();
2757
2758                                 if(mainmenu==5&&gameon)mainmenu=2;
2759                                 if(mainmenu==5&&!gameon)mainmenu=1;
2760                         }
2761                         if(Input::Button()&&!oldbutton&&selected==5){
2762                                 fireSound();
2763
2764                                 flash();
2765
2766                                 mainmenu=7;
2767                         }
2768                         if(Input::Button()&&!oldbutton&&selected==3){
2769                                 fireSound();
2770
2771                                 flash();
2772
2773                                 mainmenu=6;
2774                         }
2775                         if(Input::Button()&&!oldbutton&&selected==2){
2776                                 fireSound();
2777
2778                                 flash();
2779
2780                                 mainmenu=9;
2781                         }
2782                 }
2783                 if(mainmenu==9){
2784                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2785                                 fireSound();
2786
2787                                 flash();
2788
2789                                 startbonustotal=0;
2790
2791                                 loading=2;
2792                                 loadtime=0;
2793                                 targetlevel=selected;
2794                                 if(firstload)TickOnceAfter();
2795                                 if(!firstload)LoadStuff();
2796                                 else {
2797                                         Loadlevel(selected);
2798                                 }
2799                                 campaign=0;
2800
2801                                 mainmenu=0;
2802                                 gameon=1;
2803                                 OPENAL_SetPaused(channels[stream_music3], true);
2804                         }
2805                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2806                                 fireSound();
2807
2808                                 flash();
2809
2810                                 mainmenu=5;
2811                         }
2812                 }
2813                 if(mainmenu==10){
2814                         endgame=2;
2815                         if(Input::Button()&&!oldbutton&&selected==3){
2816                                 fireSound();
2817
2818                                 flash();
2819
2820                                 mainmenu=5;
2821                         }
2822                 }
2823
2824                 if(mainmenu==6){
2825                         if(Input::Button()&&!oldbutton) {
2826                                 if(selected>-1){
2827                                         fireSound();
2828                                         if(selected==1) {
2829                                                 flash();
2830                                                 accountactive = Account::destroy(accountactive);
2831                                                 mainmenu=7;
2832                                         } else if(selected==2) {
2833                                                 flash();
2834                                                 mainmenu=5;
2835                                         }
2836                                 }
2837                         }
2838                 }
2839                 if(mainmenu==7){
2840                         if(Input::Button()&&!oldbutton) {
2841                                 if(selected!=-1){
2842                                         fireSound();
2843                                         if(selected==0&&Account::getNbAccounts()<8){
2844                                                 entername=1;
2845                                         } else if (selected<Account::getNbAccounts()+1) {
2846                                                 accountactive=Account::get(selected-1);
2847                                                 mainmenu=5;
2848                                                 flash();
2849                                         } else if (selected==Account::getNbAccounts()+1) {
2850                                                 flash();
2851
2852                                                 mainmenu=1;
2853
2854                                                 for(j=0;j<255;j++){
2855                                                         displaytext[0][j]=' ';
2856                                                 }
2857                                                 displaychars[0]=0;
2858                                                 displayselected=0;
2859                                                 entername=0;
2860                                         }
2861                                 }
2862                         }
2863                 }
2864                 if(mainmenu==8){
2865                         if(Input::Button()&&!oldbutton&&selected>-1){
2866                                 fireSound();
2867
2868                                 if(selected<=2)
2869                                         accountactive->setDifficulty(selected);
2870
2871                                 mainmenu=5;
2872
2873                                 flash();
2874
2875                         }
2876                 }
2877                 if (mainmenu==18) {                     
2878                         if(Input::Button()&&!oldbutton&&selected==0) {
2879                                 newstereomode = (StereoMode)(newstereomode + 1);
2880                                 while(!CanInitStereo(newstereomode)) {
2881                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2882                                         newstereomode = (StereoMode)(newstereomode + 1);
2883                                         if ( newstereomode >= stereoCount ) {
2884                                                 newstereomode = stereoNone;
2885                                         }
2886                                 }
2887                         }
2888                         
2889                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2890                                 stereoseparation+=0.001;
2891                         }
2892                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2893                                 stereoseparation-=0.001;
2894                         }
2895
2896                         if(Input::Button()&&!oldbutton&&selected==2) {
2897                                 stereoreverse =! stereoreverse;
2898                         }
2899                         
2900                         if(Input::Button()&&!oldbutton&&selected==3) {
2901                                 flash();
2902
2903                                 stereomode = newstereomode;
2904                                 InitStereo(stereomode);
2905                                 
2906                                 mainmenu=3;
2907                         }
2908                 }
2909
2910
2911                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2912                 else oldbutton=0;
2913
2914                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2915                         tryquit=1;
2916                         if(mainmenu==3){
2917                                 if(newdetail>2)newdetail=detail;
2918                                 if(newdetail<0)newdetail=detail;
2919                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2920                                 if(newscreenheight<0)newscreenheight=screenheight;
2921
2922                                 SaveSettings(*this);
2923                         }
2924                 }
2925
2926                 if(mainmenu==1||mainmenu==2){
2927                         if(loaddistrib>4)transition+=multiplier/8;
2928                         if(transition>1){
2929                                 transition=0;
2930                                 anim++;
2931                                 if(anim>4)anim=0;
2932                                 loaddistrib=0;
2933                         }
2934                 }
2935                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2936
2937                 if(entername) {
2938                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2939                         if(!waiting) { // the input as finished
2940                                 if(displaychars[0]){ // with enter
2941                                         accountactive = Account::add(string(displaytext[0]));
2942
2943                                         mainmenu=8;
2944
2945                                         flash();
2946
2947                                         fireSound(firestartsound);
2948
2949                                         for(i=0;i<255;i++){
2950                                                 displaytext[0][i]=' ';
2951                                         }
2952                                         displaychars[0]=0;
2953
2954                                         displayselected=0;
2955                                 } else { // with escape or empty
2956                                         mainmenutogglekeydown=1;
2957                                 }
2958                                 entername=0;
2959                         }
2960                         
2961                         displayblinkdelay-=multiplier;
2962                         if(displayblinkdelay<=0){
2963                                 displayblinkdelay=.3;
2964                                 displayblink=1-displayblink;
2965                         }
2966                 }
2967         }
2968
2969         if(!mainmenu){
2970                 if(hostile==1)hostiletime+=multiplier;
2971                 else hostiletime=0;
2972                 if(!winfreeze)leveltime+=multiplier;
2973                 if(Input::isKeyDown(SDLK_ESCAPE)){
2974                         chatting=0;
2975                         console=0;
2976                         freeze=0;
2977                         displaychars[0]=0;
2978                 }
2979
2980                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2981                         chatting=1;
2982                         chattogglekeydown=1;
2983                 }
2984
2985                 if(!Input::isKeyDown(chatkey)){
2986                         chattogglekeydown=0;
2987                 }
2988
2989                 if(chatting){
2990                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2991                         if(!waiting) {
2992                                 if(displaychars[0]){
2993                                         for(int j=0;j<255;j++){
2994                                                 displaytext[0][j]=' ';
2995                                         }
2996                                         displaychars[0]=0;
2997                                         displayselected=0;
2998                                 }       
2999                                 chatting=0;             
3000                         }
3001
3002                         displayblinkdelay-=multiplier;
3003                         if(displayblinkdelay<=0){
3004                                 displayblinkdelay=.3;
3005                                 displayblink=1-displayblink;
3006                         }
3007                 }
3008
3009                 if(chatting)keyboardfrozen=1;
3010
3011                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
3012                         freeze=1-freeze;
3013                         if(freeze){
3014                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
3015                         }
3016                         freezetogglekeydown=1;
3017                 }
3018
3019                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
3020                         freezetogglekeydown=0;
3021                 }
3022
3023                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
3024                         console=1-console;
3025                         if(console){
3026                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
3027                         } else {
3028                                 freeze=0;
3029                                 waiting=false;
3030                         }
3031                         consoletogglekeydown=1;
3032                 }
3033
3034                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
3035                         consoletogglekeydown=0;
3036                 }
3037
3038                 if(console)freeze=1;
3039
3040                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
3041                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
3042                         if(!waiting) {
3043                                 archiveselected=0;
3044                                 cmd_dispatch(this, consoletext[0]);
3045                                 if(consolechars[0]>0){
3046
3047                                         for(k=14;k>=1;k--){
3048                                                 for(j=0;j<255;j++){
3049                                                         consoletext[k][j]=consoletext[k-1][j];
3050                                                 }
3051                                                 consolechars[k]=consolechars[k-1];
3052                                         }
3053                                         for(j=0;j<255;j++){
3054                                                 consoletext[0][j]=' ';
3055                                         }
3056                                         consolechars[0]=0;
3057                                         consoleselected=0;
3058                                 }
3059                         }
3060
3061                         consoleblinkdelay-=multiplier;
3062                         if(consoleblinkdelay<=0){
3063                                 consoleblinkdelay=.3;
3064                                 consoleblink=1-consoleblink;
3065                         }
3066                 }
3067
3068                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
3069                         tryquit=1;
3070                         if(mainmenu==3){
3071                                 if(newdetail>2)newdetail=detail;
3072                                 if(newdetail<0)newdetail=detail;
3073                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
3074                                 if(newscreenheight<0)newscreenheight=screenheight;
3075
3076                                 SaveSettings(*this);
3077                         }
3078                 }
3079
3080                 static int oldwinfreeze;
3081                 if(winfreeze&&!oldwinfreeze){
3082                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
3083                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3084                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3085                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3086                 }
3087                 if(winfreeze==0)oldwinfreeze=winfreeze;
3088                 else oldwinfreeze++;
3089
3090                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
3091                         if(winfreeze)winfreeze=0;
3092                         oldjumpkeydown=1;
3093                 }
3094                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
3095                         if(winfreeze){
3096                                 mainmenu=9;
3097                                 gameon=0;
3098                         }
3099                 }
3100                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
3101                         oldjumpkeydown=1;
3102                 }
3103                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
3104
3105                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
3106
3107                         static bool oldbuttondialogue;
3108
3109                         if(indialogue!=-1)talkdelay=1;
3110                         talkdelay-=multiplier;
3111
3112                         if(talkdelay<=0)
3113                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
3114                                         for(i=0;i<numdialogues;i++){
3115                                                 int realdialoguetype;
3116                                                 bool special;
3117                                                 if(dialoguetype[i]>49){
3118                                                         realdialoguetype=dialoguetype[i]-50;
3119                                                         special=1;
3120                                                 }
3121                                                 else if(dialoguetype[i]>39){
3122                                                         realdialoguetype=dialoguetype[i]-40;
3123                                                         special=1;
3124                                                 }
3125                                                 else if(dialoguetype[i]>29){
3126                                                         realdialoguetype=dialoguetype[i]-30;
3127                                                         special=1;
3128                                                 }
3129                                                 else if(dialoguetype[i]>19){
3130                                                         realdialoguetype=dialoguetype[i]-20;
3131                                                         special=1;
3132                                                 }
3133                                                 else if(dialoguetype[i]>9){
3134                                                         realdialoguetype=dialoguetype[i]-10;
3135                                                         special=1;
3136                                                 }
3137                                                 else {
3138                                                         realdialoguetype=dialoguetype[i];
3139                                                         special=0;
3140                                                 }
3141                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
3142                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
3143                                                                 whichdialogue=i;
3144                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
3145                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3146                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3147                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3148                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3149                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3150                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3151                                                                 }
3152                                                                 directing=0;
3153                                                                 indialogue=0;
3154                                                                 dialoguetime=0;
3155                                                                 dialoguegonethrough[i]++;
3156                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3157                                                                         static float gLoc[3];
3158                                                                         static float vel[3];
3159                                                                         XYZ temppos;
3160                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3161                                                                         temppos=temppos-viewer;
3162                                                                         Normalise(&temppos);
3163                                                                         temppos+=viewer;
3164
3165                                                                         gLoc[0]=temppos.x;
3166                                                                         gLoc[1]=temppos.y;
3167                                                                         gLoc[2]=temppos.z;vel[0]=0;
3168                                                                         vel[1]=0;
3169                                                                         vel[2]=0;
3170                                                                         int whichsoundplay;
3171                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3172                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3173                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3174                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3175                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3176                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3177                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3178                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3179                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3180                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3181                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3182                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3183                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3184                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3185                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3186                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3187                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3188                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3189                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3190                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3191                                                                         PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
3192                                                                         OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
3193                                                                         OPENAL_SetVolume(channels[whichsoundplay], 256);
3194                                                                         OPENAL_SetPaused(channels[whichsoundplay], false);
3195                                                                 }
3196                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3197                                                         }
3198                                                 }
3199                                         }
3200
3201                                         windvar+=multiplier;
3202                                         smoketex+=multiplier;
3203                                         tutorialstagetime+=multiplier;
3204
3205                                         static float hotspotvisual[40];
3206                                         if(numhotspots){
3207                                                 XYZ hotspotsprite;
3208                                                 if(editorenabled)
3209                                                         for(i=0;i<numhotspots;i++)
3210                                                                 hotspotvisual[i]-=multiplier/320;
3211
3212                                                 for(i=0;i<numhotspots;i++){
3213                                                         //if(hotspottype[i]<=10)
3214                                                         while(hotspotvisual[i]<0){
3215                                                                 hotspotsprite=0;
3216                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3217                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3218                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3219                                                                 hotspotsprite+=hotspot[i];
3220                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3221                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3222                                                         }
3223                                                 }
3224
3225                                                 for(i=0;i<numhotspots;i++){
3226                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3227                                                                 hotspot[i]=player[hotspottype[i]].coords;
3228                                                         }
3229                                                 }
3230                                         }
3231
3232                                         //Tutorial
3233                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3234                                                 tutorialstage++;
3235                                                 tutorialsuccess=0;
3236                                                 if(tutorialstage<=1){
3237                                                         canattack=0;
3238                                                         cananger=0;
3239                                                         reversaltrain=0;
3240                                                 }
3241                                                 if(tutorialstage==1){
3242                                                         tutorialmaxtime=5;
3243                                                 } else if(tutorialstage==2){
3244                                                         tutorialmaxtime=2;
3245                                                 } else if(tutorialstage==3){
3246                                                         tutorialmaxtime=600;
3247                                                 } else if(tutorialstage==4){
3248                                                         tutorialmaxtime=1000;
3249                                                 } else if(tutorialstage==5){
3250                                                         tutorialmaxtime=600;
3251                                                 } else if(tutorialstage==6){
3252                                                         tutorialmaxtime=600;
3253                                                 } else if(tutorialstage==7){
3254                                                         tutorialmaxtime=600;
3255                                                 } else if(tutorialstage==8){
3256                                                         tutorialmaxtime=600;
3257                                                 } else if(tutorialstage==9){
3258                                                         tutorialmaxtime=600;
3259                                                 } else if(tutorialstage==10){
3260                                                         tutorialmaxtime=2;
3261                                                 } else if(tutorialstage==11){
3262                                                         tutorialmaxtime=1000;
3263                                                 } else if(tutorialstage==12){
3264                                                         tutorialmaxtime=1000;
3265                                                 } else if(tutorialstage==13){
3266                                                         tutorialmaxtime=2;
3267                                                 } else if(tutorialstage==14){
3268                                                         tutorialmaxtime=3;
3269
3270                                                         XYZ temp,temp2;
3271
3272                                                         temp.x=1011;
3273                                                         temp.y=84;
3274                                                         temp.z=491;
3275                                                         temp2.x=1025;
3276                                                         temp2.y=75;
3277                                                         temp2.z=447;
3278
3279                                                         player[1].coords=(temp+temp2)/2;
3280
3281                                                         float gLoc[3];
3282                                                         float vel[3];
3283                                                         gLoc[0]=player[1].coords.x;
3284                                                         gLoc[1]=player[1].coords.y;
3285                                                         gLoc[2]=player[1].coords.z;
3286                                                         vel[0]=0;
3287                                                         vel[1]=0;
3288                                                         vel[2]=0;
3289                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3290                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
3291                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3292                                                         OPENAL_SetPaused(channels[fireendsound], false);
3293
3294                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3295                                                                 if(Random()%2==0){
3296                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3297                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3298                                                                         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;
3299                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3300                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3301                                                                 }
3302                                                         }
3303
3304                                                 } else if(tutorialstage==15){
3305                                                         tutorialmaxtime=500;
3306                                                 } else if(tutorialstage==16){
3307                                                         tutorialmaxtime=500;
3308                                                 } else if(tutorialstage==17){
3309                                                         tutorialmaxtime=500;
3310                                                 } else if(tutorialstage==18){
3311                                                         tutorialmaxtime=500;
3312                                                 } else if(tutorialstage==19){
3313                                                         tutorialstage=20;
3314                                                         //tutorialmaxtime=500;
3315                                                 } else if(tutorialstage==20){
3316                                                         tutorialmaxtime=500;
3317                                                 } else if(tutorialstage==21){
3318                                                         tutorialmaxtime=500;
3319                                                         if(bonus==cannon){
3320                                                                 bonus=Slicebonus;
3321                                                                 againbonus=1;
3322                                                         }
3323                                                         else againbonus=0;
3324                                                 } else if(tutorialstage==22){
3325                                                         tutorialmaxtime=500;
3326                                                 } else if(tutorialstage==23){
3327                                                         tutorialmaxtime=500;
3328                                                 } else if(tutorialstage==24){
3329                                                         tutorialmaxtime=500;
3330                                                 } else if(tutorialstage==25){
3331                                                         tutorialmaxtime=500;
3332                                                 } else if(tutorialstage==26){
3333                                                         tutorialmaxtime=2;
3334                                                 } else if(tutorialstage==27){
3335                                                         tutorialmaxtime=4;
3336                                                         reversaltrain=1;
3337                                                         cananger=1;
3338                                                         player[1].aitype=attacktypecutoff;
3339                                                 } else if(tutorialstage==28){
3340                                                         tutorialmaxtime=400;
3341                                                 } else if(tutorialstage==29){
3342                                                         tutorialmaxtime=400;
3343                                                         player[0].escapednum=0;
3344                                                 } else if(tutorialstage==30){
3345                                                         tutorialmaxtime=4;
3346                                                         reversaltrain=0;
3347                                                         cananger=0;
3348                                                         player[1].aitype=passivetype;
3349                                                 } else if(tutorialstage==31){
3350                                                         tutorialmaxtime=13;
3351                                                 } else if(tutorialstage==32){
3352                                                         tutorialmaxtime=8;
3353                                                 } else if(tutorialstage==33){
3354                                                         tutorialmaxtime=400;
3355                                                         cananger=1;
3356                                                         canattack=1;
3357                                                         player[1].aitype=attacktypecutoff;
3358                                                 } else if(tutorialstage==34){
3359                                                         tutorialmaxtime=400;
3360                                                 } else if(tutorialstage==35){
3361                                                         tutorialmaxtime=400;
3362                                                 } else if(tutorialstage==36){
3363                                                         tutorialmaxtime=2;
3364                                                         reversaltrain=0;
3365                                                         cananger=0;
3366                                                         player[1].aitype=passivetype;
3367                                                 } else if(tutorialstage==37){
3368                                                         damagedealt=0;
3369                                                         damagetaken=0;
3370                                                         tutorialmaxtime=50;
3371                                                         cananger=1;
3372                                                         canattack=1;
3373                                                         player[1].aitype=attacktypecutoff;
3374                                                 } else if(tutorialstage==38){
3375                                                         tutorialmaxtime=4;
3376                                                         canattack=0;
3377                                                         cananger=0;
3378                                                         player[1].aitype=passivetype;
3379                                                 } else if(tutorialstage==39){
3380                                                         XYZ temp,temp2;
3381
3382                                                         temp.x=1011;
3383                                                         temp.y=84;
3384                                                         temp.z=491;
3385                                                         temp2.x=1025;
3386                                                         temp2.y=75;
3387                                                         temp2.z=447;
3388
3389
3390                                                         weapons.owner[weapons.numweapons]=-1;
3391                                                         weapons.type[weapons.numweapons]=knife;
3392                                                         weapons.damage[weapons.numweapons]=0;
3393                                                         weapons.mass[weapons.numweapons]=1;
3394                                                         weapons.tipmass[weapons.numweapons]=1.2;
3395                                                         weapons.length[weapons.numweapons]=.25;
3396                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3397                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3398
3399                                                         weapons.velocity[weapons.numweapons]=0.1;
3400                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3401                                                         weapons.missed[weapons.numweapons]=1;
3402                                                         weapons.hitsomething[weapons.numweapons]=0;
3403                                                         weapons.freetime[weapons.numweapons]=0;
3404                                                         weapons.firstfree[weapons.numweapons]=1;
3405                                                         weapons.physics[weapons.numweapons]=1;
3406
3407                                                         weapons.numweapons++;
3408                                                 } else if(tutorialstage==40){
3409                                                         tutorialmaxtime=300;
3410                                                 } else if(tutorialstage==41){
3411                                                         tutorialmaxtime=300;
3412                                                 } else if(tutorialstage==42){
3413                                                         tutorialmaxtime=8;
3414                                                 } else if(tutorialstage==43){
3415                                                         tutorialmaxtime=300;
3416                                                 } else if(tutorialstage==44){
3417                                                         weapons.owner[0]=1;
3418                                                         player[0].weaponactive=-1;
3419                                                         player[0].num_weapons=0;
3420                                                         player[1].weaponactive=0;
3421                                                         player[1].num_weapons=1;
3422                                                         player[1].weaponids[0]=0;
3423
3424                                                         cananger=1;
3425                                                         canattack=1;
3426                                                         player[1].aitype=attacktypecutoff;
3427
3428                                                         tutorialmaxtime=300;
3429                                                 } else if(tutorialstage==45){
3430                                                         weapons.owner[0]=1;
3431                                                         player[0].weaponactive=-1;
3432                                                         player[0].num_weapons=0;
3433                                                         player[1].weaponactive=0;
3434                                                         player[1].num_weapons=1;
3435                                                         player[1].weaponids[0]=0;
3436
3437                                                         tutorialmaxtime=300;
3438                                                 } else if(tutorialstage==46){
3439                                                         weapons.owner[0]=1;
3440                                                         player[0].weaponactive=-1;
3441                                                         player[0].num_weapons=0;
3442                                                         player[1].weaponactive=0;
3443                                                         player[1].num_weapons=1;
3444                                                         player[1].weaponids[0]=0;
3445
3446                                                         weapons.type[0]=sword;
3447
3448                                                         tutorialmaxtime=300;
3449                                                 } else if(tutorialstage==47){
3450                                                         tutorialmaxtime=10;
3451
3452                                                         XYZ temp,temp2;
3453
3454                                                         temp.x=1011;
3455                                                         temp.y=84;
3456                                                         temp.z=491;
3457                                                         temp2.x=1025;
3458                                                         temp2.y=75;
3459                                                         temp2.z=447;
3460
3461                                                         weapons.owner[weapons.numweapons]=-1;
3462                                                         weapons.type[weapons.numweapons]=sword;
3463                                                         weapons.damage[weapons.numweapons]=0;
3464                                                         weapons.mass[weapons.numweapons]=1;
3465                                                         weapons.tipmass[weapons.numweapons]=1.2;
3466                                                         weapons.length[weapons.numweapons]=.25;
3467                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3468                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3469
3470                                                         weapons.velocity[weapons.numweapons]=0.1;
3471                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3472                                                         weapons.missed[weapons.numweapons]=1;
3473                                                         weapons.hitsomething[weapons.numweapons]=0;
3474                                                         weapons.freetime[weapons.numweapons]=0;
3475                                                         weapons.firstfree[weapons.numweapons]=1;
3476                                                         weapons.physics[weapons.numweapons]=1;
3477
3478                                                         weapons.owner[0]=1;
3479                                                         weapons.owner[1]=0;
3480                                                         player[0].weaponactive=0;
3481                                                         player[0].num_weapons=1;
3482                                                         player[0].weaponids[0]=1;
3483                                                         player[1].weaponactive=0;
3484                                                         player[1].num_weapons=1;
3485                                                         player[1].weaponids[0]=0;
3486
3487                                                         weapons.numweapons++;
3488                                                 } else if(tutorialstage==48){
3489                                                         canattack=0;
3490                                                         cananger=0;
3491                                                         player[1].aitype=passivetype;
3492
3493                                                         tutorialmaxtime=15;
3494
3495                                                         weapons.owner[0]=1;
3496                                                         weapons.owner[1]=0;
3497                                                         player[0].weaponactive=0;
3498                                                         player[0].num_weapons=1;
3499                                                         player[0].weaponids[0]=1;
3500                                                         player[1].weaponactive=0;
3501                                                         player[1].num_weapons=1;
3502                                                         player[1].weaponids[0]=0;
3503
3504                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3505                                                         else weapons.type[0]=staff;
3506
3507                                                         weapons.numweapons++;
3508                                                 } else if(tutorialstage==49){
3509                                                         canattack=0;
3510                                                         cananger=0;
3511                                                         player[1].aitype=passivetype;
3512
3513                                                         tutorialmaxtime=200;
3514
3515                                                         weapons.position[1]=1000;
3516                                                         weapons.tippoint[1]=1000;
3517
3518                                                         weapons.numweapons=1;
3519                                                         weapons.owner[0]=0;
3520                                                         player[1].weaponactive=-1;
3521                                                         player[1].num_weapons=0;
3522                                                         player[0].weaponactive=0;
3523                                                         player[0].num_weapons=1;
3524                                                         player[0].weaponids[0]=0;
3525
3526                                                         weapons.type[0]=knife;
3527
3528                                                         weapons.numweapons++;
3529                                                 } else if(tutorialstage==50){
3530                                                         tutorialmaxtime=8;
3531
3532                                                         XYZ temp,temp2;
3533                                                         float gLoc[3];
3534                                                         float vel[3];
3535                                                         gLoc[0]=player[1].coords.x;
3536                                                         gLoc[1]=player[1].coords.y;
3537                                                         gLoc[2]=player[1].coords.z;
3538                                                         vel[0]=0;
3539                                                         vel[1]=0;
3540                                                         vel[2]=0;
3541                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3542                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
3543                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3544                                                         OPENAL_SetPaused(channels[fireendsound], false);
3545
3546                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3547                                                                 if(Random()%2==0){
3548                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3549                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3550                                                                         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;
3551                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3552                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3553                                                                 }
3554                                                         }
3555
3556                                                         player[1].num_weapons=0;
3557                                                         player[1].weaponstuck=-1;
3558                                                         player[1].weaponactive=-1;
3559
3560                                                         weapons.numweapons=0;
3561
3562                                                         weapons.owner[0]=-1;
3563                                                         weapons.velocity[0]=0.1;
3564                                                         weapons.tipvelocity[0]=-0.1;
3565                                                         weapons.missed[0]=1;
3566                                                         weapons.hitsomething[0]=0;
3567                                                         weapons.freetime[0]=0;
3568                                                         weapons.firstfree[0]=1;
3569                                                         weapons.physics[0]=1;
3570                                                 } else if(tutorialstage==51){
3571                                                         tutorialmaxtime=80000;
3572                                                 }
3573                                                 if(tutorialstage<=51)tutorialstagetime=0;
3574                                         }
3575
3576                                         //Tutorial success
3577                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3578                                                 if(tutorialstage==3){
3579                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3580                                                 }
3581                                                 if(tutorialstage==4){
3582                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3583                                                 }
3584                                                 if(tutorialstage==5){
3585                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3586                                                 }
3587                                                 if(tutorialstage==6){
3588                                                         if(player[0].isCrouch())tutorialsuccess=1;
3589                                                 }
3590                                                 if(tutorialstage==7){
3591                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3592                                                 }
3593                                                 if(tutorialstage==8){
3594                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3595                                                 }
3596                                                 if(tutorialstage==9){
3597                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3598                                                 }
3599                                                 if(tutorialstage==11){
3600                                                         if(player[0].isWallJump())tutorialsuccess=1;
3601                                                 }
3602                                                 if(tutorialstage==12){
3603                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3604                                                 }
3605                                                 if(tutorialstage==15){
3606                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3607                                                 }
3608                                                 if(tutorialstage==16){
3609                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3610                                                 }
3611                                                 if(tutorialstage==17){
3612                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3613                                                 }
3614                                                 if(tutorialstage==18){
3615                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3616                                                 }
3617                                                 if(tutorialstage==19){
3618                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3619                                                 }
3620                                                 if(tutorialstage==20){
3621                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3622                                                 }
3623                                                 if(tutorialstage==21){
3624                                                         if(bonus==cannon)tutorialsuccess=1;
3625                                                 }
3626                                                 if(tutorialstage==22){
3627                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3628                                                 }
3629                                                 if(tutorialstage==23){
3630                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3631                                                 }
3632                                                 if(tutorialstage==24){
3633                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3634                                                 }
3635                                                 if(tutorialstage==25){
3636                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3637                                                 }
3638                                                 if(tutorialstage==28){
3639                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3640                                                 }
3641                                                 if(tutorialstage==29){
3642                                                         if(player[0].escapednum==2){
3643                                                                 tutorialsuccess=1;
3644                                                                 reversaltrain=0;
3645                                                                 cananger=0;
3646                                                                 player[1].aitype=passivetype;
3647                                                         }
3648                                                 }
3649                                                 if(tutorialstage==33){
3650                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3651                                                 }
3652                                                 if(tutorialstage==34){
3653                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3654                                                 }
3655                                                 if(tutorialstage==35){
3656                                                         if(animation[player[0].targetanimation].attack==reversal){
3657                                                                 tutorialsuccess=1;
3658                                                                 reversaltrain=0;
3659                                                                 cananger=0;
3660                                                                 player[1].aitype=passivetype;
3661                                                         }
3662                                                 }
3663                                                 if(tutorialstage==40){
3664                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3665                                                 }
3666                                                 if(tutorialstage==41){
3667                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3668                                                 }
3669                                                 if(tutorialstage==43){
3670                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3671                                                 }
3672                                                 if(tutorialstage==44){
3673                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3674                                                 }
3675                                                 if(tutorialstage==45){
3676                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3677                                                 }
3678                                                 if(tutorialstage==46){
3679                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3680                                                 }
3681                                                 if(tutorialstage==49){
3682                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3683                                                 }
3684                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3685
3686
3687                                                 if(tutorialstagetime==tutorialmaxtime-3){
3688                                                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3689                                                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3690                                                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3691                                                 }
3692
3693                                                 if(tutorialsuccess>=1){
3694                                                         if(tutorialstage==34||tutorialstage==35)
3695                                                                 tutorialstagetime=tutorialmaxtime-1;
3696                                                 }
3697                                         }
3698
3699                                         if(tutoriallevel){
3700                                                 if(tutorialstage<14||tutorialstage>=50){
3701                                                         player[1].coords.y=300;
3702                                                         player[1].velocity=0;
3703                                                 }
3704                                         }
3705
3706                                         if(tutoriallevel!=1){
3707                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3708                                                         PlaySoundEx( consolesuccesssound, samp[consolesuccesssound], NULL, true);
3709                                                         OPENAL_SetVolume(channels[consolesuccesssound], 256);
3710                                                         OPENAL_SetPaused(channels[consolesuccesssound], false);
3711                                                 }
3712                                         }
3713                                         else
3714                                                 if(bonustime==0){
3715                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
3716                                                         OPENAL_SetVolume(channels[fireendsound], 256);
3717                                                         OPENAL_SetPaused(channels[fireendsound], false);
3718                                                 }
3719                                                 if(bonustime==0){
3720                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3721                                                         else bonusnum[bonus]+=0.15;
3722                                                         if(tutoriallevel)bonusvalue=0;
3723                                                         bonusvalue/=bonusnum[bonus];
3724                                                         bonustotal+=bonusvalue;
3725                                                 }
3726                                                 bonustime+=multiplier;
3727
3728                                                 if(environment==snowyenvironment){
3729                                                         precipdelay-=multiplier;
3730                                                         while(precipdelay<0){
3731                                                                 precipdelay+=.04;
3732                                                                 if(!detail)precipdelay+=.04;
3733                                                                 XYZ footvel,footpoint;
3734
3735                                                                 footvel=0;
3736                                                                 footpoint=viewer+viewerfacing*6;
3737                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3738                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3739                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3740                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3741                                                         }
3742                                                 }
3743                                                 for(k=0;k<numplayers;k++){
3744                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3745                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3746
3747                                                         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){
3748                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3749                                                                 else if(player[k].rotation>player[k].targetrotation){
3750                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3751                                                                 }
3752                                                                 else if(player[k].rotation<player[k].targetrotation){
3753                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3754                                                                 }
3755                                                         }
3756
3757
3758                                                         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))){
3759                                                                 player[k].turnspeed*=2;
3760                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3761                                                                 else if(player[k].rotation>player[k].targetrotation){
3762                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3763                                                                 }
3764                                                                 else if(player[k].rotation<player[k].targetrotation){
3765                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3766                                                                 }
3767                                                                 player[k].turnspeed/=2;
3768                                                         }
3769
3770                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3771                                                                 player[k].turnspeed*=4;
3772                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3773                                                                 else if(player[k].rotation>player[k].targetrotation){
3774                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3775                                                                 }
3776                                                                 else if(player[k].rotation<player[k].targetrotation){
3777                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3778                                                                 }
3779                                                                 player[k].turnspeed/=4;
3780                                                         }
3781
3782                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3783                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3784
3785                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3786                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3787                                                                         bool tempcollide=0;
3788
3789                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3790                                                                         if(player[k].collide>1)player[k].collide=1;
3791                                                                         player[k].collide-=multiplier*30;
3792
3793                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3794                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3795                                                                         }
3796                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3797                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3798                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3799                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3800                                                                                                 lowpoint=player[k].coords;
3801                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3802                                                                                                 else lowpoint.y+=1.3;
3803                                                                                                 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){
3804                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3805                                                                                                 }
3806                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3807                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3808                                                                                                 */
3809                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3810                                                                                                         flatfacing=lowpoint-player[k].coords;
3811                                                                                                         player[k].coords=lowpoint;
3812                                                                                                         player[k].coords.y-=1.3;
3813                                                                                                         player[k].collide=1;
3814                                                                                                         tempcollide=1;
3815                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3816                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3817                                                                                                                 tempcoords1=lowpoint;
3818                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3819                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3820                                                                                                                         player[k].target=0;
3821                                                                                                                         player[k].targetanimation=walljumpleftanim;
3822                                                                                                                         player[k].targetframe=0;
3823                                                                                                                         float gLoc[3];
3824                                                                                                                         float vel[3];
3825                                                                                                                         gLoc[0]=player[k].coords.x;
3826                                                                                                                         gLoc[1]=player[k].coords.y;
3827                                                                                                                         gLoc[2]=player[k].coords.z;
3828                                                                                                                         vel[0]=0;
3829                                                                                                                         vel[1]=0;
3830                                                                                                                         vel[2]=0;
3831                                                                                                                         PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3832                                                                                                                         OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3833                                                                                                                         OPENAL_SetVolume(channels[movewhooshsound], 256);
3834                                                                                                                         OPENAL_SetPaused(channels[movewhooshsound], false);
3835                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3836
3837                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3838                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3839                                                                                                                         player[k].rotation*=360/6.28;
3840                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3841                                                                                                                         player[k].targetrotation=player[k].rotation;
3842                                                                                                                         player[k].lowrotation=player[k].rotation;
3843                                                                                                                         if(k==0)numwallflipped++;
3844                                                                                                                 }
3845                                                                                                                 else
3846                                                                                                                 {
3847                                                                                                                         lowpoint=tempcoords1;
3848                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3849                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3850                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3851                                                                                                                                 player[k].target=0;
3852                                                                                                                                 player[k].targetanimation=walljumprightanim;
3853                                                                                                                                 player[k].targetframe=0;
3854                                                                                                                                 float gLoc[3];
3855                                                                                                                                 float vel[3];
3856                                                                                                                                 gLoc[0]=player[k].coords.x;
3857                                                                                                                                 gLoc[1]=player[k].coords.y;
3858                                                                                                                                 gLoc[2]=player[k].coords.z;
3859                                                                                                                                 vel[0]=0;
3860                                                                                                                                 vel[1]=0;
3861                                                                                                                                 vel[2]=0;
3862                                                                                                                                 PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3863                                                                                                                                 OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3864                                                                                                                                 OPENAL_SetVolume(channels[movewhooshsound], 256);
3865                                                                                                                                 OPENAL_SetPaused(channels[movewhooshsound], false);
3866                                                                                                                                 if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3867
3868                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3869                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3870                                                                                                                                 player[k].rotation*=360/6.28;
3871                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3872                                                                                                                                 player[k].targetrotation=player[k].rotation;
3873                                                                                                                                 player[k].lowrotation=player[k].rotation;
3874                                                                                                                                 if(k==0)numwallflipped++;
3875                                                                                                                         }
3876                                                                                                                         else
3877                                                                                                                         {
3878                                                                                                                                 lowpoint=tempcoords1;
3879                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3880                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3881                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3882                                                                                                                                         player[k].target=0;
3883                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3884                                                                                                                                         player[k].targetframe=0;
3885                                                                                                                                         float gLoc[3];
3886                                                                                                                                         float vel[3];
3887                                                                                                                                         gLoc[0]=player[k].coords.x;
3888                                                                                                                                         gLoc[1]=player[k].coords.y;
3889                                                                                                                                         gLoc[2]=player[k].coords.z;
3890                                                                                                                                         vel[0]=0;
3891                                                                                                                                         vel[1]=0;
3892                                                                                                                                         vel[2]=0;
3893                                                                                                                                         PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3894                                                                                                                                         OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3895                                                                                                                                         OPENAL_SetVolume(channels[movewhooshsound], 256);
3896                                                                                                                                         OPENAL_SetPaused(channels[movewhooshsound], false);
3897                                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3898
3899                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3900                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3901                                                                                                                                         player[k].rotation*=360/6.28;
3902                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3903                                                                                                                                         player[k].targetrotation=player[k].rotation;
3904                                                                                                                                         player[k].lowrotation=player[k].rotation;
3905                                                                                                                                         if(k==0)numwallflipped++;
3906                                                                                                                                 }
3907                                                                                                                                 else
3908                                                                                                                                 {
3909                                                                                                                                         lowpoint=tempcoords1;
3910                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3911                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3912                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3913                                                                                                                                                 player[k].target=0;
3914                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3915                                                                                                                                                 player[k].targetframe=0;
3916                                                                                                                                                 float gLoc[3];
3917                                                                                                                                                 float vel[3];
3918                                                                                                                                                 gLoc[0]=player[k].coords.x;
3919                                                                                                                                                 gLoc[1]=player[k].coords.y;
3920                                                                                                                                                 gLoc[2]=player[k].coords.z;
3921                                                                                                                                                 vel[0]=0;
3922                                                                                                                                                 vel[1]=0;
3923                                                                                                                                                 vel[2]=0;
3924                                                                                                                                                 PlaySoundEx( movewhooshsound, samp[movewhooshsound], NULL, true);
3925                                                                                                                                                 OPENAL_3D_SetAttributes(channels[movewhooshsound], gLoc, vel);
3926                                                                                                                                                 OPENAL_SetVolume(channels[movewhooshsound], 256);
3927                                                                                                                                                 OPENAL_SetPaused(channels[movewhooshsound], false);
3928                                                                                                                                                 if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
3929
3930                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3931                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3932                                                                                                                                                 player[k].rotation*=360/6.28;
3933                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3934                                                                                                                                                 player[k].rotation+=180;
3935                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3936                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3937                                                                                                                                                 if(k==0)numwallflipped++;
3938                                                                                                                                         }
3939                                                                                                                                 }
3940                                                                                                                         }
3941                                                                                                                 }
3942                                                                                                         }
3943                                                                                                 }
3944                                                                                         }
3945                                                                                         else if(objects.type[i]==rocktype){
3946                                                                                                 lowpoint2=player[k].coords;
3947                                                                                                 lowpoint=player[k].coords;
3948                                                                                                 lowpoint.y+=2;
3949                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3950                                                                                                         player[k].coords=colpoint;
3951                                                                                                         player[k].collide=1;
3952                                                                                                         tempcollide=1;
3953
3954                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3955                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3956
3957                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3958                                                                                                                 player[k].target=0;
3959                                                                                                                 player[k].targetframe=0;
3960                                                                                                                 player[k].onterrain=1;
3961
3962                                                                                                                 if(player[k].id==0){
3963                                                                                                                         OPENAL_SetPaused(channels[whooshsound], true);
3964                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3965                                                                                                                 }
3966
3967                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3968                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3969                                                                                                                         player[k].targetanimation=player[k].getLanding();
3970                                                                                                                         float gLoc[3];
3971                                                                                                                         float vel[3];
3972                                                                                                                         gLoc[0]=player[k].coords.x;
3973                                                                                                                         gLoc[1]=player[k].coords.y;
3974                                                                                                                         gLoc[2]=player[k].coords.z;
3975                                                                                                                         vel[0]=player[k].velocity.x;
3976                                                                                                                         vel[1]=player[k].velocity.y;
3977                                                                                                                         vel[2]=player[k].velocity.z;
3978                                                                                                                         PlaySoundEx( landsound, samp[landsound], NULL, true);
3979                                                                                                                         OPENAL_3D_SetAttributes(channels[landsound], gLoc, vel);
3980                                                                                                                         OPENAL_SetVolume(channels[landsound], 128);
3981                                                                                                                         OPENAL_SetPaused(channels[landsound], false);
3982                                                                                                                         if(k==0){
3983                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3984                                                                                                                                 envsoundvol[numenvsounds]=16;
3985                                                                                                                                 envsoundlife[numenvsounds]=.4;
3986                                                                                                                                 numenvsounds++;
3987                                                                                                                         }
3988
3989                                                                                                                 }
3990                                                                                                         }
3991                                                                                                 }
3992                                                                                         }
3993                                                                                 }
3994                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3995                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3996                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3997                                                                                                 lowpoint=player[k].coords;
3998                                                                                                 lowpoint.y+=1.35;
3999                                                                                                 if(objects.type[i]!=rocktype)
4000                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
4001                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
4002                                                                                                                 player[k].coords=lowpoint;
4003                                                                                                                 player[k].coords.y-=1.35;
4004                                                                                                                 player[k].collide=1;
4005
4006                                                                                                                 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)){
4007                                                                                                                         lowpoint=player[k].coords;
4008                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
4009                                                                                                                         lowpoint=player[k].coords;
4010                                                                                                                         lowpoint.y+=.05;
4011                                                                                                                         facing=0;
4012                                                                                                                         facing.z=-1;
4013                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
4014                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
4015                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4016                                                                                                                         if(whichhit!=-1){
4017                                                                                                                                 lowpoint=player[k].coords;
4018                                                                                                                                 lowpoint.y+=.1;
4019                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
4020                                                                                                                                 lowpoint2=lowpoint;
4021                                                                                                                                 lowpointtarget2=lowpointtarget;
4022                                                                                                                                 lowpoint3=lowpoint;
4023                                                                                                                                 lowpointtarget3=lowpointtarget;
4024                                                                                                                                 lowpoint4=lowpoint;
4025                                                                                                                                 lowpointtarget4=lowpointtarget;
4026                                                                                                                                 lowpoint5=lowpoint;
4027                                                                                                                                 lowpointtarget5=lowpointtarget;
4028                                                                                                                                 lowpoint6=lowpoint;
4029                                                                                                                                 lowpointtarget6=lowpointtarget;
4030                                                                                                                                 lowpoint7=lowpoint;
4031                                                                                                                                 lowpointtarget7=lowpoint;
4032                                                                                                                                 lowpoint2.x+=.1;
4033                                                                                                                                 lowpointtarget2.x+=.1;
4034                                                                                                                                 lowpoint3.z+=.1;
4035                                                                                                                                 lowpointtarget3.z+=.1;
4036                                                                                                                                 lowpoint4.x-=.1;
4037                                                                                                                                 lowpointtarget4.x-=.1;
4038                                                                                                                                 lowpoint5.z-=.1;
4039                                                                                                                                 lowpointtarget5.z-=.1;
4040                                                                                                                                 lowpoint6.y+=45/13;
4041                                                                                                                                 lowpointtarget6.y+=45/13;
4042                                                                                                                                 lowpointtarget6+=facing*.6;
4043                                                                                                                                 lowpointtarget7.y+=90/13;
4044                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
4045                                                                                                                                 if(objects.friction[i]>.5)
4046                                                                                                                                         if(whichhit!=-1){
4047                                                                                                                                                 //if(k==0){
4048                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
4049                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
4050                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
4051                                                                                                                                                                 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)
4052                                                                                                                                                                         for(j=0;j<45;j++){
4053                                                                                                                                                                                 lowpoint=player[k].coords;
4054                                                                                                                                                                                 lowpoint.y+=(float)j/13;
4055                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
4056                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
4057                                                                                                                                                                                         if(j<=6){
4058                                                                                                                                                                                                 j=100;
4059                                                                                                                                                                                         }
4060                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
4061                                                                                                                                                                                         j=100;
4062                                                                                                                                                                                         }*/
4063                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
4064                                                                                                                                                                                                 j=100;
4065                                                                                                                                                                                         }
4066                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
4067                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
4068                                                                                                                                                                                                 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)*/){
4069                                                                                                                                                                                                         lowpoint=player[k].coords;
4070                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
4071                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
4072                                                                                                                                                                                                         flatfacing=player[k].coords;
4073                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
4074                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
4075                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
4076
4077                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
4078                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
4079                                                                                                                                                                                                                         if(k==0)OPENAL_SetPaused(channels[whooshsound], true);
4080                                                                                                                                                                                                                 }
4081                                                                                                                                                                                                                 float gLoc[3];
4082                                                                                                                                                                                                                 float vel[3];
4083                                                                                                                                                                                                                 gLoc[0]=player[k].coords.x;
4084                                                                                                                                                                                                                 gLoc[1]=player[k].coords.y;
4085                                                                                                                                                                                                                 gLoc[2]=player[k].coords.z;
4086                                                                                                                                                                                                                 vel[0]=player[k].velocity.x;
4087                                                                                                                                                                                                                 vel[1]=player[k].velocity.y;
4088                                                                                                                                                                                                                 vel[2]=player[k].velocity.z;
4089                                                                                                                                                                                                                 PlaySoundEx( jumpsound, samp[jumpsound], NULL, true);
4090                                                                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[jumpsound], gLoc, vel);
4091                                                                                                                                                                                                                 OPENAL_SetVolume(channels[jumpsound], 128);
4092                                                                                                                                                                                                                 OPENAL_SetPaused(channels[jumpsound], false);
4093
4094                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
4095                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
4096                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
4097                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
4098                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
4099                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
4100
4101                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
4102                                                                                                                                                                                                                 player[k].velocity=0;
4103
4104                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
4105                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
4106                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
4107                                                                                                                                                                                                                         player[k].jumppower=0;
4108                                                                                                                                                                                                                         player[k].jumpclimb=1;
4109                                                                                                                                                                                                                 }
4110                                                                                                                                                                                                                 player[k].transspeed=6;
4111                                                                                                                                                                                                                 player[k].target=0;
4112
4113                                                                                                                                                                                                                 //player[k].currentframe=1;
4114                                                                                                                                                                                                                 player[k].targetframe=1;
4115                                                                                                                                                                                                                 if(j>25){
4116                                                                                                                                                                                                                         //player[k].currentframe=0;
4117                                                                                                                                                                                                                         player[k].targetframe=0;
4118                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
4119                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
4120                                                                                                                                                                                                                         player[k].jumppower=0;
4121                                                                                                                                                                                                                 }
4122                                                                                                                                                                                                         }
4123                                                                                                                                                                                                         j=100;
4124                                                                                                                                                                                                 }
4125                                                                                                                                                                                         }
4126                                                                                                                                                                                 }
4127                                                                                                                                                                         }
4128                                                                                                                                                                         //}
4129                                                                                                                                         }
4130                                                                                                                         }
4131                                                                                                                 }
4132                                                                                                         }
4133                                                                                         }
4134                                                                                         if(player[k].collide<=0){
4135                                                                                                 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()){
4136                                                                                                         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)){
4137                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
4138                                                                                                                 player[k].targetanimation=jumpdownanim;
4139                                                                                                                 player[k].targetframe=0;
4140                                                                                                                 player[k].target=0;
4141
4142                                                                                                                 float gLoc[3];
4143                                                                                                                 float vel[3];
4144                                                                                                                 gLoc[0]=player[k].coords.x;
4145                                                                                                                 gLoc[1]=player[k].coords.y;
4146                                                                                                                 gLoc[2]=player[k].coords.z;
4147                                                                                                                 vel[0]=player[k].velocity.x;
4148                                                                                                                 vel[1]=player[k].velocity.y;
4149                                                                                                                 vel[2]=player[k].velocity.z;
4150                                                                                                                 if(k==0){
4151                                                                                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
4152                                                                                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
4153                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 128);
4154                                                                                                                         OPENAL_SetPaused(channels[whooshsound], false);
4155                                                                                                                 }
4156                                                                                                         }
4157                                                                                                         player[k].velocity.y+=gravity;
4158                                                                                                 }
4159                                                                                         }
4160                                                                 }
4161                                                         }
4162                                                         player[k].realoldcoords=player[k].coords;
4163                                                 }
4164
4165                                                 static XYZ oldviewer;
4166
4167                                                 if(indialogue==-1){
4168                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
4169                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
4170                                                         player[0].backkeydown=Input::isKeyDown(backkey);
4171                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
4172                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
4173                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
4174                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
4175                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
4176                                                 }
4177                                                 else
4178                                                 {
4179                                                         player[0].forwardkeydown=0;
4180                                                         player[0].leftkeydown=0;
4181                                                         player[0].backkeydown=0;
4182                                                         player[0].rightkeydown=0;
4183                                                         player[0].jumpkeydown=0;
4184                                                         player[0].crouchkeydown=0;
4185                                                         player[0].drawkeydown=0;
4186                                                         player[0].throwkeydown=0;
4187                                                 }
4188
4189                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
4190
4191
4192                                                 static bool endkeydown;
4193                                                 if(indialogue!=-1){
4194                                                         cameramode=1;
4195                                                         if(directing){
4196                                                                 facing=0;
4197                                                                 facing.z=-1;
4198
4199                                                                 facing=DoRotation(facing,-rotation2,0,0);
4200                                                                 facing=DoRotation(facing,0,0-rotation,0);
4201
4202                                                                 flatfacing=0;
4203                                                                 flatfacing.z=-1;
4204
4205                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
4206
4207                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
4208                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
4209                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
4210                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
4211                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
4212                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
4213                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4214                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4215                                                                         ||Input::isKeyDown(SDLK_MINUS))){
4216                                                                                 int whichend;
4217                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
4218                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
4219                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
4220                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
4221                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
4222                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
4223                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
4224                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
4225                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
4226                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
4227                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
4228                                                                                 if(whichend!=-1){
4229                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
4230                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
4231                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
4232                                                                                 }
4233                                                                                 if(whichend==-1){
4234                                                                                         participantfocus[whichdialogue][indialogue]=-1;
4235                                                                                 }
4236                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
4237                                                                                         indialogue=-1;
4238                                                                                         directing=0;
4239                                                                                         cameramode=0;
4240                                                                                 }
4241                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
4242                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
4243                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
4244                                                                                 indialogue++;
4245                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
4246                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
4247                                                                                                 static float gLoc[3];
4248                                                                                                 static float vel[3];
4249                                                                                                 XYZ temppos;
4250                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4251                                                                                                 temppos=temppos-viewer;
4252                                                                                                 Normalise(&temppos);
4253                                                                                                 temppos+=viewer;
4254
4255                                                                                                 gLoc[0]=temppos.x;
4256                                                                                                 gLoc[1]=temppos.y;
4257                                                                                                 gLoc[2]=temppos.z;vel[0]=0;
4258                                                                                                 vel[1]=0;
4259                                                                                                 vel[2]=0;
4260                                                                                                 int whichsoundplay;
4261                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4262                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4263                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4264                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4265                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4266                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4267                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4268                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4269                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4270                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4271                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4272                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4273                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4274                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4275                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4276                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4277                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4278                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4279                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4280                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4281                                                                                                 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
4282                                                                                                 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
4283                                                                                                 OPENAL_SetVolume(channels[whichsoundplay], 256);
4284                                                                                                 OPENAL_SetPaused(channels[whichsoundplay], false);
4285                                                                                         }
4286                                                                                 }
4287
4288                                                                                 for(j=0;j<numplayers;j++){
4289                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4290                                                                                 }
4291
4292                                                                                 endkeydown=1;
4293                                                                         }
4294                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4295                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4296                                                                                 )){
4297                                                                                         int whichend;
4298                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4299                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4300                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4301                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4302                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4303                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4304                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4305                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4306                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4307                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4308                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4309                                                                                 }
4310                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4311                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4312                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4313                                                                                                 endkeydown=0;
4314                                                                                         }
4315                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4316                                                                                                 indialogue=-1;
4317                                                                                                 directing=0;
4318                                                                                                 cameramode=0;
4319                                                                                         }
4320                                                         }
4321                                                         if(!directing){
4322                                                                 OPENAL_SetPaused(channels[whooshsound], true);
4323                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4324                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4325                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4326                                                                 }
4327                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4328                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4329                                                                 if(dialoguetime>0.5)
4330                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4331                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4332                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4333                                                                                         indialogue++;
4334                                                                                         endkeydown=1;
4335                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4336                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4337                                                                                                         static float gLoc[3];
4338                                                                                                         static float vel[3];
4339                                                                                                         XYZ temppos;
4340                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4341                                                                                                         temppos=temppos-viewer;
4342                                                                                                         Normalise(&temppos);
4343                                                                                                         temppos+=viewer;
4344
4345                                                                                                         gLoc[0]=temppos.x;
4346                                                                                                         gLoc[1]=temppos.y;
4347                                                                                                         gLoc[2]=temppos.z;vel[0]=0;
4348                                                                                                         vel[1]=0;
4349                                                                                                         vel[2]=0;
4350                                                                                                         int whichsoundplay;
4351                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4352                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4353                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4354                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4355                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4356                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4357                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4358                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4359                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4360                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4361                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4362                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4363                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4364                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4365                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4366                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4367                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4368                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4369                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4370                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4371                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4372                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4373                                                                                                                 PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true);
4374                                                                                                                 OPENAL_3D_SetAttributes(channels[whichsoundplay], gLoc, vel);
4375                                                                                                                 OPENAL_SetVolume(channels[whichsoundplay], 256);
4376                                                                                                                 OPENAL_SetPaused(channels[whichsoundplay], false);
4377                                                                                                         }
4378                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4379                                                                                                                 hotspot[numhotspots]=player[0].coords;
4380                                                                                                                 hotspotsize[numhotspots]=10;
4381                                                                                                                 hotspottype[numhotspots]=-1;
4382
4383                                                                                                                 numhotspots++;
4384                                                                                                         }
4385                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4386                                                                                                                 hostile=1;
4387                                                                                                         }
4388
4389                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4390                                                                                                                 indialogue=-1;
4391                                                                                                                 directing=0;
4392                                                                                                                 cameramode=0;
4393                                                                                                         }
4394                                                                                                 }
4395                                                                                         }
4396                                                                                 }
4397                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4398                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4399                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4400                                                                                                 endkeydown=0;
4401                                                                                         }
4402                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4403                                                                                                 indialogue=-1;
4404                                                                                                 directing=0;
4405                                                                                                 cameramode=0;
4406                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4407                                                                                                         hostile=1;
4408                                                                                                 }
4409                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4410                                                                                                         windialogue=1;
4411                                                                                                 }
4412                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4413                                                                                                         hostile=1;
4414                                                                                                         for(i=1;i<numplayers;i++){
4415                                                                                                                 player[i].aitype = attacktypecutoff;
4416                                                                                                         }
4417                                                                                                 }
4418                                                                                         }
4419                                                         }
4420                                                 }
4421
4422                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4423                                                 else oldbuttondialogue=1;
4424
4425                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4426
4427                                                 if(!player[0].jumpkeydown){
4428                                                         player[0].jumptogglekeydown=0;
4429                                                 }
4430                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4431
4432
4433                                                 dialoguetime+=multiplier;
4434                                                 skybox.cloudmove+=multiplier;
4435                                                 hawkrotation+=multiplier*25;
4436                                                 realhawkcoords=0;
4437                                                 realhawkcoords.x=25;
4438                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4439                                                 hawkcalldelay-=multiplier/2;
4440
4441                                                 if(hawkcalldelay<=0)
4442                                                 {
4443                                                         static float gLoc[3];
4444                                                         static float vel[3];
4445                                                         gLoc[0]=realhawkcoords.x;
4446                                                         gLoc[1]=realhawkcoords.y;
4447                                                         gLoc[2]=realhawkcoords.z;
4448                                                         vel[0]=0;
4449                                                         vel[1]=0;
4450                                                         vel[2]=0;
4451                                                         PlaySoundEx( hawksound, samp[hawksound], NULL, true);
4452                                                         OPENAL_3D_SetAttributes(channels[hawksound], gLoc, vel);
4453                                                         OPENAL_SetVolume(channels[hawksound], 128);
4454                                                         OPENAL_SetPaused(channels[hawksound], false);
4455
4456                                                         hawkcalldelay=16+abs(Random()%8);
4457                                                 }
4458                                                 static float temptexdetail;
4459
4460
4461                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4462                                                         player[0].damagetolerance=200000;
4463                                                         player[0].damage=0;
4464                                                         player[0].burnt=0;
4465                                                         player[0].permanentdamage=0;
4466                                                         player[0].superpermanentdamage=0;
4467                                                 }
4468
4469                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4470                                                         environment++;
4471                                                         if(environment>2)environment=0;
4472                                                         Setenvironment(environment);
4473
4474                                                         envtogglekeydown=1;
4475                                                 }
4476
4477
4478                                                 if(!Input::isKeyDown(SDLK_j)){
4479                                                         envtogglekeydown=0;
4480                                                 }
4481
4482                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4483                                                         cameramode=1-cameramode;
4484                                                         cameratogglekeydown=1;
4485                                                 }
4486
4487                                                 if(!Input::isKeyDown(SDLK_c)){
4488                                                         cameratogglekeydown=0;
4489                                                 }
4490
4491                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4492                                                         if(player[0].num_weapons>0){
4493                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4494                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4495                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4496                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4497                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4498                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4499                                                                         weapons.length[player[0].weaponids[0]]=.8;
4500                                                                 }
4501                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4502                                                                         weapons.mass[player[0].weaponids[0]]=2;
4503                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4504                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4505                                                                 }
4506
4507                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4508                                                                         weapons.mass[player[0].weaponids[0]]=1;
4509                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4510                                                                         weapons.length[player[0].weaponids[0]]=.25;
4511                                                                 }
4512                                                         }
4513                                                         detailtogglekeydown=1;
4514                                                 }
4515
4516                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4517                                                         int closest=-1;
4518                                                         float closestdist=-1;
4519                                                         float distance;
4520                                                         if(numplayers>1)
4521                                                                 for(i=1;i<numplayers;i++){
4522                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4523                                                                         if(closestdist==-1||distance<closestdist){
4524                                                                                 closestdist=distance;
4525                                                                                 closest=i;
4526                                                                         }
4527                                                                 }
4528                                                                 if(closest!=-1){
4529                                                                         if(player[closest].num_weapons)
4530                                                                         {
4531                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4532                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4533                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4534                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4535                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4536                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4537                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4538                                                                                 }
4539                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4540                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4541                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4542                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4543                                                                                 }
4544                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4545                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4546                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4547                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4548                                                                                 }
4549                                                                         }
4550                                                                         if(!player[closest].num_weapons)
4551                                                                         {
4552                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4553                                                                                 weapons.owner[weapons.numweapons]=closest;
4554                                                                                 weapons.type[weapons.numweapons]=knife;
4555                                                                                 weapons.damage[weapons.numweapons]=0;
4556                                                                                 weapons.numweapons++;
4557                                                                                 player[closest].num_weapons=1;
4558                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4559                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4560                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4561                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4562                                                                                 }
4563                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4564                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4565                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4566                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4567                                                                                 }
4568                                                                         }
4569                                                                 }
4570                                                                 detailtogglekeydown=1;
4571                                                 }
4572
4573                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
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
4586                                                                 player[closest].rotation+=multiplier*50;
4587                                                                 player[closest].targetrotation=player[closest].rotation;
4588                                                 }
4589
4590
4591                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4592                                                         int closest=-1;
4593                                                         float closestdist=-1;
4594                                                         float distance;
4595                                                         if(numplayers>1)
4596                                                                 for(i=1;i<numplayers;i++){
4597                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4598                                                                         if(closestdist==-1||distance<closestdist){
4599                                                                                 closestdist=distance;
4600                                                                                 closest=i;
4601                                                                         }
4602                                                                 }
4603                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4604
4605                                                                 if(closest!=-1){
4606                                                                         player[closest].whichskin++;
4607                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4608                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4609
4610                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4611                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4612                                                                 }
4613
4614                                                                 if(player[closest].numclothes){
4615                                                                         for(i=0;i<player[closest].numclothes;i++){
4616                                                                                 tintr=player[closest].clothestintr[i];
4617                                                                                 tintg=player[closest].clothestintg[i];
4618                                                                                 tintb=player[closest].clothestintb[i];
4619                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4620                                                                         }
4621                                                                         player[closest].DoMipmaps(5,0,0,player[closest].skeleton.skinsize,player[closest].skeleton.skinsize);
4622                                                                 }
4623
4624                                                                 detailtogglekeydown=1;
4625                                                 }
4626
4627                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4628                                                         int closest=-1;
4629                                                         float closestdist=-1;
4630                                                         float distance;
4631                                                         if(numplayers>1)
4632                                                                 for(i=1;i<numplayers;i++){
4633                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4634                                                                         if(closestdist==-1||distance<closestdist){
4635                                                                                 closestdist=distance;
4636                                                                                 closest=i;
4637                                                                         }
4638                                                                 }
4639                                                                 if(closest!=-1){
4640                                                                         if(player[closest].creature==wolftype){
4641                                                                                 headprop=player[closest].proportionhead.x/1.1;
4642                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4643                                                                                 armprop=player[closest].proportionarms.x/1.1;
4644                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4645                                                                         }
4646
4647                                                                         if(player[closest].creature==rabbittype){
4648                                                                                 headprop=player[closest].proportionhead.x/1.2;
4649                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4650                                                                                 armprop=player[closest].proportionarms.x/1.00;
4651                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4652                                                                         }
4653
4654
4655                                                                         if(player[closest].creature==rabbittype){
4656                                                                                 player[closest].skeleton.id=closest;
4657                                                                                 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);
4658                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4659                                                                                 player[closest].whichskin=0;
4660                                                                                 player[closest].creature=wolftype;
4661
4662                                                                                 player[closest].proportionhead=1.1;
4663                                                                                 player[closest].proportionbody=1.1;
4664                                                                                 player[closest].proportionarms=1.1;
4665                                                                                 player[closest].proportionlegs=1.1;
4666                                                                                 player[closest].proportionlegs.y=1.1;
4667                                                                                 player[closest].scale=.23*5*player[0].scale;
4668
4669                                                                                 player[closest].damagetolerance=300;
4670                                                                         }
4671                                                                         else
4672                                                                         {
4673                                                                                 player[closest].skeleton.id=closest;
4674                                                                                 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);
4675                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4676                                                                                 player[closest].whichskin=0;
4677                                                                                 player[closest].creature=rabbittype;
4678
4679                                                                                 player[closest].proportionhead=1.2;
4680                                                                                 player[closest].proportionbody=1.05;
4681                                                                                 player[closest].proportionarms=1.00;
4682                                                                                 player[closest].proportionlegs=1.1;
4683                                                                                 player[closest].proportionlegs.y=1.05;
4684                                                                                 player[closest].scale=.2*5*player[0].scale;
4685
4686                                                                                 player[closest].damagetolerance=200;
4687                                                                         }
4688
4689                                                                         if(player[closest].creature==wolftype){
4690                                                                                 player[closest].proportionhead=1.1*headprop;
4691                                                                                 player[closest].proportionbody=1.1*bodyprop;
4692                                                                                 player[closest].proportionarms=1.1*armprop;
4693                                                                                 player[closest].proportionlegs=1.1*legprop;
4694                                                                         }
4695
4696                                                                         if(player[closest].creature==rabbittype){
4697                                                                                 player[closest].proportionhead=1.2*headprop;
4698                                                                                 player[closest].proportionbody=1.05*bodyprop;
4699                                                                                 player[closest].proportionarms=1.00*armprop;
4700                                                                                 player[closest].proportionlegs=1.1*legprop;
4701                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4702                                                                         }
4703
4704                                                                 }
4705                                                                 detailtogglekeydown=1;
4706                                                 }
4707
4708                                                 if(!Input::isKeyDown(SDLK_x)){
4709                                                         detailtogglekeydown=0;
4710                                                 }
4711
4712                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4713                                                         slomo=1-slomo;
4714                                                         slomodelay=1000;
4715                                                         slomotogglekeydown=1;
4716                                                 }
4717
4718
4719                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4720                                                         int closest=-1;
4721                                                         float closestdist=-1;
4722                                                         float distance;
4723                                                         XYZ flatfacing2,flatvelocity2;
4724                                                         XYZ blah;
4725                                                         if(numplayers>1)
4726                                                                 for(i=1;i<numplayers;i++){
4727                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4728                                                                         if(distance<144&&!player[i].headless)
4729                                                                                 if(closestdist==-1||distance<closestdist){
4730                                                                                         closestdist=distance;
4731                                                                                         closest=i;
4732                                                                                         blah = player[i].coords;
4733                                                                                 }
4734                                                                 }
4735
4736                                                                 if(closest!=-1){
4737                                                                         XYZ headspurtdirection;
4738                                                                         int i = player[closest].skeleton.jointlabels[head];
4739                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4740                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4741                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4742                                                                                 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;
4743                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4744                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4745                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4746                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4747                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4748                                                                                 Normalise(&headspurtdirection);
4749                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4750                                                                                 flatvelocity2+=headspurtdirection*8;
4751                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4752                                                                         }
4753                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4754
4755                                                                         float gLoc[3];
4756                                                                         float vel[3];
4757                                                                         gLoc[0]=blah.x;
4758                                                                         gLoc[1]=blah.y;
4759                                                                         gLoc[2]=blah.z;
4760                                                                         vel[0]=0;
4761                                                                         vel[1]=0;
4762                                                                         vel[2]=0;
4763                                                                         PlaySoundEx( splattersound, samp[splattersound], NULL, true);
4764                                                                         OPENAL_3D_SetAttributes(channels[splattersound], gLoc, vel);
4765                                                                         OPENAL_SetVolume(channels[splattersound], 256);
4766                                                                         OPENAL_SetPaused(channels[splattersound], false);
4767
4768                                                                         PlaySoundEx( breaksound2, samp[breaksound2], NULL, true);
4769                                                                         OPENAL_3D_SetAttributes(channels[breaksound2], gLoc, vel);
4770                                                                         OPENAL_SetVolume(channels[breaksound2], 100);
4771                                                                         OPENAL_SetPaused(channels[breaksound2], false);
4772
4773                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4774                                                                         player[closest].RagDoll(0);
4775                                                                         player[closest].dead=2;
4776                                                                         player[closest].headless=1;
4777                                                                         player[closest].DoBloodBig(3,165);
4778
4779                                                                         camerashake+=.3;
4780                                                                 }
4781
4782                                                                 explodetogglekeydown=1;
4783                                                 }
4784
4785                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4786                                                         int closest=-1;
4787                                                         float closestdist=-1;
4788                                                         float distance;
4789                                                         XYZ flatfacing2,flatvelocity2;
4790                                                         XYZ blah;
4791                                                         if(numplayers>1)
4792                                                                 for(i=1;i<numplayers;i++){
4793                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4794                                                                         if(distance<144)
4795                                                                                 if(closestdist==-1||distance<closestdist){
4796                                                                                         closestdist=distance;
4797                                                                                         closest=i;
4798                                                                                         blah=player[i].coords;
4799                                                                                 }
4800                                                                 }
4801
4802                                                                 if(closest!=-1){
4803                                                                         float gLoc[3];
4804                                                                         float vel[3];
4805                                                                         gLoc[0]=blah.x;
4806                                                                         gLoc[1]=blah.y;
4807                                                                         gLoc[2]=blah.z;
4808                                                                         vel[0]=0;
4809                                                                         vel[1]=0;
4810                                                                         vel[2]=0;
4811
4812                                                                         PlaySoundEx( splattersound, samp[splattersound], NULL, true);
4813                                                                         OPENAL_3D_SetAttributes(channels[splattersound], gLoc, vel);
4814                                                                         OPENAL_SetVolume(channels[splattersound], 256);
4815                                                                         OPENAL_SetPaused(channels[splattersound], false);
4816
4817                                                                         PlaySoundEx( breaksound2, samp[breaksound2], NULL, true);
4818                                                                         OPENAL_3D_SetAttributes(channels[breaksound2], gLoc, vel);
4819                                                                         OPENAL_SetVolume(channels[breaksound2], 600);
4820                                                                         OPENAL_SetPaused(channels[breaksound2], false);
4821
4822                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4823                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4824                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4825                                                                                 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;
4826                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4827                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4828                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4829                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4830                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4831                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4832                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4833                                                                         }
4834
4835                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4836                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4837                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4838                                                                                 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;
4839                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4840                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4841                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4842                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4843                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4844                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4845                                                                         }
4846
4847                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4848                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4849                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4850                                                                                 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;
4851                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4852                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4853                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4854                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4855                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4856                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4857                                                                         }
4858
4859                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4860                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4861                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4862                                                                                 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;
4863                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4864                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4865                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4866                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4867                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4868                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4869                                                                         }
4870
4871                                                                         XYZ temppos;
4872                                                                         for(j=0;j<numplayers; j++){
4873                                                                                 if(j!=closest){
4874                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4875                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4876                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4877                                                                                                 player[j].skeleton.longdead=0;
4878                                                                                                 player[j].RagDoll(0);
4879                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4880                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4881                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4882                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4883                                                                                                                 Normalise(&flatvelocity2);
4884                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4885                                                                                                         }
4886                                                                                                 }
4887                                                                                         }
4888                                                                                 }
4889                                                                         }
4890
4891                                                                         player[closest].DoDamage(10000);
4892                                                                         player[closest].RagDoll(0);
4893                                                                         player[closest].dead=2;
4894                                                                         player[closest].coords=20;
4895                                                                         player[closest].skeleton.free=2;
4896
4897                                                                         camerashake+=.6;
4898
4899                                                                 }
4900
4901                                                                 explodetogglekeydown=1;
4902                                                 }
4903
4904                                                 if(!Input::isKeyDown(SDLK_i)){
4905                                                         explodetogglekeydown=0;
4906                                                 }
4907
4908                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4909                                                         slomotogglekeydown=0;
4910                                                 }
4911
4912
4913                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4914                                                         player[0].onfire=1-player[0].onfire;
4915                                                         if(player[0].onfire){
4916                                                                 player[0].CatchFire();
4917                                                         }
4918                                                         if(!player[0].onfire){
4919                                                                 float gLoc[3];
4920                                                                 float vel[3];
4921                                                                 gLoc[0]=player[0].coords.x;
4922                                                                 gLoc[1]=player[0].coords.y;
4923                                                                 gLoc[2]=player[0].coords.z;
4924                                                                 vel[0]=0;
4925                                                                 vel[1]=0;
4926                                                                 vel[2]=0;
4927                                                                 PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
4928                                                                 OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
4929                                                                 OPENAL_SetVolume(channels[fireendsound], 256);
4930                                                                 OPENAL_SetPaused(channels[fireendsound], false);
4931                                                                 OPENAL_SetPaused(channels[stream_firesound], true);
4932                                                         }
4933                                                         slomotogglekeydown=1;
4934                                                 }
4935
4936                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4937                                                         int closest=-1;
4938                                                         float closestdist=-1;
4939                                                         float distance;
4940                                                         if(numplayers>1)
4941                                                                 for(i=1;i<numplayers;i++){
4942                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4943                                                                         if(closestdist==-1||distance<closestdist){
4944                                                                                 closestdist=distance;
4945                                                                                 closest=i;
4946                                                                         }
4947                                                                 }
4948                                                                 if(closestdist>0&&closest>=0){
4949                                                                         //player[closest]=player[numplayers-1];
4950                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4951                                                                         numplayers--;
4952                                                                 }
4953                                                                 drawmodetogglekeydown=1;
4954                                                 }
4955
4956                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4957                                                         int closest=-1;
4958                                                         float closestdist=-1;
4959                                                         float distance;
4960                                                         if(max_objects>1)
4961                                                                 for(i=1;i<max_objects;i++){
4962                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4963                                                                         if(closestdist==-1||distance<closestdist){
4964                                                                                 closestdist=distance;
4965                                                                                 closest=i;
4966                                                                         }
4967                                                                 }
4968                                                                 if(closestdist>0&&closest>=0){
4969                                                                         objects.position[closest].y-=500;
4970                                                                 }
4971                                                                 drawmodetogglekeydown=1;
4972                                                 }
4973
4974                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4975                                                         //drawmode++;
4976                                                         //if(drawmode>2)drawmode=0;
4977                                                         if(objects.numobjects<max_objects-1){
4978                                                                 XYZ boxcoords;
4979                                                                 boxcoords.x=player[0].coords.x;
4980                                                                 boxcoords.z=player[0].coords.z;
4981                                                                 boxcoords.y=player[0].coords.y-3;
4982                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4983                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4984                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4985                                                                 float temprotat,temprotat2;
4986                                                                 temprotat=editorrotation;
4987                                                                 temprotat2=editorrotation2;
4988                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4989                                                                 if(temprotat2<0)temprotat2=Random()%360;
4990
4991                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4992                                                                 if(editortype==treetrunktype)
4993                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4994                                                         }
4995
4996                                                         drawmodetogglekeydown=1;
4997                                                 }
4998
4999                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
5000                                                         if(numplayers<maxplayers-1){
5001                                                                 player[numplayers].scale=.2*5*player[0].scale;
5002                                                                 player[numplayers].creature=rabbittype;
5003                                                                 player[numplayers].howactive=editoractive;
5004                                                                 player[numplayers].skeleton.id=numplayers;
5005                                                                 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);
5006
5007                                                                 //texsize=512*512*3/texdetail/texdetail;
5008                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
5009                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
5010
5011                                                                 k=abs(Random()%2)+1;
5012                                                                 if(k==0){
5013                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5014                                                                         player[numplayers].whichskin=0;
5015                                                                 }
5016                                                                 else if(k==1){
5017                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5018                                                                         player[numplayers].whichskin=1;
5019                                                                 }
5020                                                                 else {
5021                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5022                                                                         player[numplayers].whichskin=2;
5023                                                                 }
5024
5025                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
5026                                                                 player[numplayers].power=1;
5027                                                                 player[numplayers].speedmult=1;
5028                                                                 player[numplayers].currentanimation=bounceidleanim;
5029                                                                 player[numplayers].targetanimation=bounceidleanim;
5030                                                                 player[numplayers].currentframe=0;
5031                                                                 player[numplayers].targetframe=1;
5032                                                                 player[numplayers].target=0;
5033                                                                 player[numplayers].bled=0;
5034                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
5035
5036                                                                 player[numplayers].targetrotation=player[0].targetrotation;
5037                                                                 player[numplayers].rotation=player[0].rotation;
5038
5039                                                                 player[numplayers].velocity=0;
5040                                                                 player[numplayers].coords=player[0].coords;
5041                                                                 player[numplayers].oldcoords=player[numplayers].coords;
5042                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
5043
5044                                                                 player[numplayers].id=numplayers;
5045                                                                 player[numplayers].skeleton.id=numplayers;
5046                                                                 player[numplayers].updatedelay=0;
5047                                                                 player[numplayers].normalsupdatedelay=0;
5048
5049                                                                 player[numplayers].aitype=passivetype;
5050                                                                 player[numplayers].aitarget=0;
5051
5052                                                                 if(player[0].creature==wolftype){
5053                                                                         headprop=player[0].proportionhead.x/1.1;
5054                                                                         bodyprop=player[0].proportionbody.x/1.1;
5055                                                                         armprop=player[0].proportionarms.x/1.1;
5056                                                                         legprop=player[0].proportionlegs.x/1.1;
5057                                                                 }
5058
5059                                                                 if(player[0].creature==rabbittype){
5060                                                                         headprop=player[0].proportionhead.x/1.2;
5061                                                                         bodyprop=player[0].proportionbody.x/1.05;
5062                                                                         armprop=player[0].proportionarms.x/1.00;
5063                                                                         legprop=player[0].proportionlegs.x/1.1;
5064                                                                 }
5065
5066                                                                 if(player[numplayers].creature==wolftype){
5067                                                                         player[numplayers].proportionhead=1.1*headprop;
5068                                                                         player[numplayers].proportionbody=1.1*bodyprop;
5069                                                                         player[numplayers].proportionarms=1.1*armprop;
5070                                                                         player[numplayers].proportionlegs=1.1*legprop;
5071                                                                 }
5072
5073                                                                 if(player[numplayers].creature==rabbittype){
5074                                                                         player[numplayers].proportionhead=1.2*headprop;
5075                                                                         player[numplayers].proportionbody=1.05*bodyprop;
5076                                                                         player[numplayers].proportionarms=1.00*armprop;
5077                                                                         player[numplayers].proportionlegs=1.1*legprop;
5078                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
5079                                                                 }
5080
5081                                                                 player[numplayers].headless=0;
5082                                                                 player[numplayers].onfire=0;
5083
5084                                                                 if(cellophane){
5085                                                                         player[numplayers].proportionhead.z=0;
5086                                                                         player[numplayers].proportionbody.z=0;
5087                                                                         player[numplayers].proportionarms.z=0;
5088                                                                         player[numplayers].proportionlegs.z=0;
5089                                                                 }
5090
5091                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
5092
5093                                                                 player[numplayers].damagetolerance=200;
5094
5095                                                                 player[numplayers].protectionhead=player[0].protectionhead;
5096                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
5097                                                                 player[numplayers].protectionlow=player[0].protectionlow;
5098                                                                 player[numplayers].armorhead=player[0].armorhead;
5099                                                                 player[numplayers].armorhigh=player[0].armorhigh;
5100                                                                 player[numplayers].armorlow=player[0].armorlow;
5101                                                                 player[numplayers].metalhead=player[0].metalhead;
5102                                                                 player[numplayers].metalhigh=player[0].metalhigh;
5103                                                                 player[numplayers].metallow=player[0].metallow;
5104
5105                                                                 player[numplayers].immobile=player[0].immobile;
5106
5107                                                                 player[numplayers].numclothes=player[0].numclothes;
5108                                                                 if(player[numplayers].numclothes)
5109                                                                         for(i=0;i<player[numplayers].numclothes;i++){
5110                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
5111                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
5112                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
5113                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
5114                                                                                 tintr=player[numplayers].clothestintr[i];
5115                                                                                 tintg=player[numplayers].clothestintg[i];
5116                                                                                 tintb=player[numplayers].clothestintb[i];
5117                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
5118                                                                         }
5119                                                                         if(player[numplayers].numclothes){
5120                                                                                 player[numplayers].DoMipmaps(5,0,0,player[numplayers].skeleton.skinsize,player[numplayers].skeleton.skinsize);
5121                                                                         }
5122
5123                                                                         player[numplayers].power=player[0].power;
5124                                                                         player[numplayers].speedmult=player[0].speedmult;
5125
5126                                                                         player[numplayers].damage=0;
5127                                                                         player[numplayers].permanentdamage=0;
5128                                                                         player[numplayers].superpermanentdamage=0;
5129                                                                         player[numplayers].deathbleeding=0;
5130                                                                         player[numplayers].bleeding=0;
5131                                                                         player[numplayers].numwaypoints=0;
5132                                                                         player[numplayers].waypoint=0;
5133                                                                         player[numplayers].jumppath=0;
5134                                                                         player[numplayers].weaponstuck=-1;
5135                                                                         player[numplayers].weaponactive=-1;
5136                                                                         player[numplayers].num_weapons=0;
5137                                                                         player[numplayers].bloodloss=0;
5138                                                                         player[numplayers].dead=0;
5139
5140                                                                         player[numplayers].loaded=1;
5141
5142                                                                         numplayers++;
5143                                                         }
5144                                                         drawmodetogglekeydown=1;
5145                                                 }
5146
5147                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
5148                                                         if(player[numplayers-1].numwaypoints<90){
5149                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
5150                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
5151                                                                 player[numplayers-1].numwaypoints++;
5152                                                         }
5153                                                         drawmodetogglekeydown=1;
5154                                                 }
5155
5156                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
5157                                                         if(numpathpoints<30){
5158                                                                 bool connected,alreadyconnected;
5159                                                                 connected=0;
5160                                                                 if(numpathpoints>1)
5161                                                                         for(i=0;i<numpathpoints;i++){
5162                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
5163                                                                                         alreadyconnected=0;
5164                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
5165                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
5166                                                                                         }
5167                                                                                         if(!alreadyconnected){
5168                                                                                                 numpathpointconnect[pathpointselected]++;
5169                                                                                                 connected=1;
5170                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
5171                                                                                         }
5172                                                                                 }
5173                                                                         }
5174                                                                         if(!connected){
5175                                                                                 numpathpoints++;
5176                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
5177                                                                                 numpathpointconnect[numpathpoints-1]=0;
5178                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
5179                                                                                         numpathpointconnect[pathpointselected]++;
5180                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
5181                                                                                 }
5182                                                                                 pathpointselected=numpathpoints-1;
5183                                                                         }
5184                                                         }
5185                                                         drawmodetogglekeydown=1;
5186                                                 }
5187
5188                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
5189                                                         pathpointselected++;
5190                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
5191                                                         drawmodetogglekeydown=1;
5192                                                 }
5193                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
5194                                                         pathpointselected--;
5195                                                         if(pathpointselected<=-2)
5196                                                                 pathpointselected=numpathpoints-1;
5197                                                         drawmodetogglekeydown=1;
5198                                                 }
5199                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
5200                                                         if(pathpointselected!=-1){
5201                                                                 numpathpoints--;
5202                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
5203                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
5204                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
5205                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
5206                                                                 }
5207                                                                 for(i=0;i<numpathpoints;i++){
5208                                                                         for(j=0;j<numpathpointconnect[i];j++){
5209                                                                                 if(pathpointconnect[i][j]==pathpointselected){
5210                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
5211                                                                                         numpathpointconnect[i]--;
5212                                                                                 }
5213                                                                                 if(pathpointconnect[i][j]==numpathpoints){
5214                                                                                         pathpointconnect[i][j]=pathpointselected;
5215                                                                                 }
5216                                                                         }
5217                                                                 }
5218                                                                 pathpointselected=numpathpoints-1;
5219                                                         }
5220                                                         drawmodetogglekeydown=1;
5221                                                 }
5222
5223                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
5224                                                         editorenabled=1-editorenabled;
5225                                                         if(editorenabled){
5226                                                                 player[0].damagetolerance=100000;
5227                                                         } else {
5228                                                                 player[0].damagetolerance=200;
5229                                                         }
5230                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
5231                                                         player[0].permanentdamage=0;
5232                                                         player[0].superpermanentdamage=0;
5233                                                         player[0].bloodloss=0;
5234                                                         player[0].deathbleeding=0;
5235                                                         drawmodetogglekeydown=1;
5236                                                 }
5237
5238                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5239                                                         editortype--;
5240                                                         if(editortype==treeleavestype||editortype==10)editortype--;
5241                                                         if(editortype<0)editortype=firetype;
5242                                                         drawmodetogglekeydown=1;
5243                                                 }
5244
5245                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5246                                                         editortype++;
5247                                                         if(editortype==treeleavestype||editortype==10)editortype++;
5248                                                         if(editortype>firetype)editortype=0;
5249                                                         drawmodetogglekeydown=1;
5250                                                 }
5251
5252                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5253                                                         editorrotation-=multiplier*100;
5254                                                         if(editorrotation<-.01)editorrotation=-.01;
5255                                                         drawmodetogglekeydown=1;
5256                                                 }
5257
5258                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
5259                                                         editorrotation+=multiplier*100;
5260                                                         drawmodetogglekeydown=1;
5261                                                 }
5262
5263                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
5264                                                         editorsize+=multiplier;
5265                                                         drawmodetogglekeydown=1;
5266                                                 }
5267
5268                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
5269                                                         editorsize-=multiplier;
5270                                                         if(editorsize<.1)editorsize=.1;
5271                                                         drawmodetogglekeydown=1;
5272                                                 }
5273
5274
5275                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
5276                                                         mapradius-=multiplier*10;
5277                                                 }
5278
5279                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
5280                                                         mapradius+=multiplier*10;
5281                                                 }
5282                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
5283                                                         editorrotation2+=multiplier*100;
5284                                                 }
5285
5286                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
5287                                                         editorrotation2-=multiplier*100;
5288                                                         if(editorrotation2<-.01)editorrotation2=-.01;
5289                                                 }
5290                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
5291                                                         int closest=-1;
5292                                                         float closestdist=-1;
5293                                                         float distance;
5294                                                         for(i=0;i<objects.numobjects;i++){
5295                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
5296                                                                 if(closestdist==-1||distance<closestdist){
5297                                                                         closestdist=distance;
5298                                                                         closest=i;
5299                                                                 }
5300                                                         }
5301                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
5302                                                         drawmodetogglekeydown=1;
5303                                                 }
5304
5305
5306                                                 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)){
5307                                                         drawmodetogglekeydown=0;
5308                                                 }
5309
5310                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5311                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
5312                                                         player[0].RagDoll(0);
5313                                                         //player[0].spurt=1;
5314                                                         //player[0].DoDamage(1000);
5315
5316                                                         float gLoc[3];
5317                                                         float vel[3];
5318                                                         gLoc[0]=player[0].coords.x;
5319                                                         gLoc[1]=player[0].coords.y;
5320                                                         gLoc[2]=player[0].coords.z;
5321                                                         vel[0]=player[0].velocity.x;
5322                                                         vel[1]=player[0].velocity.y;
5323                                                         vel[2]=player[0].velocity.z;
5324                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
5325                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
5326                                                         OPENAL_SetVolume(channels[whooshsound], 128);
5327                                                         OPENAL_SetPaused(channels[whooshsound], false);
5328                                                         //OPENAL_SetPaused(channels[whooshsound], true);
5329
5330                                                         texturesizetogglekeydown=1;
5331                                                 }
5332
5333                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5334
5335                                                         int closest=-1;
5336                                                         float closestdist=-1;
5337                                                         float distance;
5338                                                         for(i=0;i<objects.numobjects;i++){
5339                                                                 if(objects.type[i]==treeleavestype){
5340                                                                         objects.scale[i]*=.9;
5341                                                                 }
5342                                                         }
5343                                                         texturesizetogglekeydown=1;
5344                                                 }
5345
5346                                                 static XYZ relative;
5347                                                 static int randattack;
5348                                                 //Attack
5349                                                 static bool playerrealattackkeydown=0;
5350
5351                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5352                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5353                                                 if(oldattackkey)player[0].attackkeydown=0;
5354                                                 if(oldattackkey)playerrealattackkeydown=0;
5355                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5356                                                 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);
5357                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5358                                                         for(k=0;k<numplayers;k++){
5359                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5360                                                                         player[k].Reverse();
5361                                                         }
5362                                                 }
5363
5364                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5365
5366                                                 for(k=0;k<numplayers;k++){
5367                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5368                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5369                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5370                                                                 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)){
5371                                                                         player[k].jumppower-=2;
5372                                                                 }
5373                                                                 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)){
5374                                                                         for(i=0;i<numplayers;i++){
5375                                                                                 if(i==k)i++;
5376                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5377                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5378                                                                                                 player[k].targetanimation=dodgebackanim;
5379                                                                                                 player[k].target=0;
5380                                                                                                 player[k].targetframe=0;
5381                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5382                                                                                                 Normalise(&rotatetarget);
5383                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5384                                                                                                 player[k].targetrotation*=360/6.28;
5385                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5386
5387                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5388                                                                                         }
5389                                                                         }
5390                                                                         if(player[k].targetanimation!=dodgebackanim){
5391                                                                                 if(k==0)numflipped++;
5392                                                                                 player[k].targetanimation=backhandspringanim;
5393                                                                                 player[k].target=0;
5394                                                                                 player[k].targetframe=0;
5395                                                                                 player[k].targetrotation=-rotation+180;
5396                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5397                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5398                                                                                 player[k].rotation=player[k].targetrotation;
5399                                                                                 player[k].jumppower-=2;
5400                                                                         }
5401                                                                 }
5402                                                                 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())){
5403                                                                         player[k].hasvictim=0;
5404                                                                         if(numplayers>1)
5405                                                                                 for(i=0;i<numplayers;i++){
5406                                                                                         if(i==k)i++;
5407                                                                                         if(!player[k].hasvictim)
5408                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5409                                                                                                         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){
5410                                                                                                                 player[k].victim=&player[i];
5411                                                                                                                 player[k].hasvictim=1;
5412                                                                                                                 if(player[k].aitype==playercontrolled){
5413                                                                                                                         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;
5414                                                                                                                         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;
5415                                                                                                                         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;
5416                                                                                                                         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;
5417                                                                                                                         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;
5418                                                                                                                         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;
5419                                                                                                                         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;
5420                                                                                                                         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;
5421                                                                                                                         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;
5422                                                                                                                         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;
5423                                                                                                                 }
5424                                                                                                                 else {
5425                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5426                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5427                                                                                                                                 else randattack=abs(Random()%5);
5428                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5429                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5430                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5431                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5432                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5433                                                                                                                                 }
5434                                                                                                                                 if(player[k].weaponactive!=-1){
5435                                                                                                                                         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;
5436                                                                                                                                         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;
5437                                                                                                                                         //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;
5438                                                                                                                                         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;
5439                                                                                                                                         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;
5440                                                                                                                                         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;
5441                                                                                                                                         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;
5442                                                                                                                                         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;
5443                                                                                                                                 }
5444                                                                                                                         }
5445                                                                                                                 }
5446                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5447                                                                                                         }
5448                                                                                                         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)){
5449                                                                                                                 if(player[k].weaponactive==-1){
5450                                                                                                                         player[i].targetanimation=sneakattackedanim;
5451                                                                                                                         player[i].currentanimation=sneakattackedanim;
5452                                                                                                                         player[k].currentanimation=sneakattackanim;
5453                                                                                                                         player[k].targetanimation=sneakattackanim;
5454                                                                                                                         player[k].oldcoords=player[k].coords;
5455                                                                                                                         player[k].coords=player[i].coords;
5456                                                                                                                 }
5457                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5458                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5459                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5460                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5461                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5462                                                                                                                         player[i].oldcoords=player[i].coords;
5463                                                                                                                         player[i].coords=player[k].coords;
5464                                                                                                                 }
5465                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5466                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5467                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5468                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5469                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5470                                                                                                                         player[i].oldcoords=player[i].coords;
5471                                                                                                                         player[i].coords=player[k].coords;
5472                                                                                                                 }
5473                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5474                                                                                                                         player[k].victim=&player[i];
5475                                                                                                                         player[k].hasvictim=1;
5476                                                                                                                         player[i].targettilt2=0;
5477                                                                                                                         player[i].targetframe=1;
5478                                                                                                                         player[i].currentframe=0;
5479                                                                                                                         player[i].target=0;
5480                                                                                                                         player[i].velocity=0;
5481                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5482                                                                                                                         player[k].currentframe=player[i].currentframe;
5483                                                                                                                         player[k].targetframe=player[i].targetframe;
5484                                                                                                                         player[k].target=player[i].target;
5485                                                                                                                         player[k].velocity=0;
5486                                                                                                                         player[k].targetrotation=player[i].rotation;
5487                                                                                                                         player[k].rotation=player[i].rotation;
5488                                                                                                                         player[i].targetrotation=player[i].rotation;
5489                                                                                                                 }
5490                                                                                                         }
5491                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5492                                                                                                                 oldattackkey=1;
5493                                                                                                                 player[k].targetframe=0;
5494                                                                                                                 player[k].target=0;
5495                                                                                                                 //player[k].velocity=0;
5496
5497                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5498                                                                                                                 Normalise(&rotatetarget);
5499                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5500                                                                                                                 player[k].targetrotation*=360/6.28;
5501                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5502
5503                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5504
5505                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5506                                                                                                                 player[k].lastattack2=player[k].lastattack;
5507                                                                                                                 player[k].lastattack=player[k].targetanimation;
5508                                                                                                                 //player[k].targettilt2=0;
5509                                                                                                                 //slomo=1;
5510                                                                                                                 //slomodelay=.2;
5511                                                                                                         }
5512                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5513                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5514                                                                                                                 Normalise(&rotatetarget);
5515                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5516                                                                                                                 player[k].targetrotation*=360/6.28;
5517                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5518                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5519                                                                                                                 oldattackkey=1;
5520                                                                                                                 player[k].victim=&player[i];
5521                                                                                                                 player[k].hasvictim=1;
5522                                                                                                                 player[i].targetanimation=knifefollowedanim;
5523                                                                                                                 player[i].currentanimation=knifefollowedanim;
5524                                                                                                                 player[i].targettilt2=0;
5525                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5526                                                                                                                 player[i].targetframe=1;
5527                                                                                                                 player[i].currentframe=0;
5528                                                                                                                 player[i].target=0;
5529                                                                                                                 player[i].velocity=0;
5530                                                                                                                 player[k].currentanimation=knifefollowanim;
5531                                                                                                                 player[k].targetanimation=knifefollowanim;
5532                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5533                                                                                                                 player[k].currentframe=player[i].currentframe;
5534                                                                                                                 player[k].targetframe=player[i].targetframe;
5535                                                                                                                 player[k].target=player[i].target;
5536                                                                                                                 player[k].velocity=0;
5537                                                                                                                 player[k].oldcoords=player[k].coords;
5538                                                                                                                 player[i].coords=player[k].coords;
5539                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5540                                                                                                                 player[i].rotation=player[k].targetrotation;
5541                                                                                                                 player[k].rotation=player[k].targetrotation;
5542                                                                                                                 player[i].rotation=player[k].targetrotation;
5543                                                                                                         }
5544                                                                                                 }
5545                                                                                 }
5546                                                                                 bool hasstaff=0;
5547                                                                                 if(player[k].weaponactive!=-1){
5548                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5549                                                                                 }
5550                                                                                 if(numplayers>1)
5551                                                                                         for(i=0;i<numplayers;i++){
5552                                                                                                 if(i==k)i++;
5553                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5554                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5555                                                                                                                 if(player[i].skeleton.free)
5556                                                                                                                         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)))){
5557                                                                                                                                 player[k].victim=&player[i];
5558                                                                                                                                 player[k].hasvictim=1;
5559                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5560                                                                                                                                         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;
5561                                                                                                                                         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;
5562                                                                                                                                         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;
5563                                                                                                                                 }
5564                                                                                                                                 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){
5565                                                                                                                                         player[k].targetanimation=killanim;
5566                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5567                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5568                                                                                                                                                         terrain.DeleteDecal(j);
5569                                                                                                                                                 }
5570                                                                                                                                         }
5571                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5572                                                                                                                                                 if(objects.model[l].type==decalstype)
5573                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5574                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5575                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5576                                                                                                                                                                 }
5577                                                                                                                                                         }
5578                                                                                                                                         }
5579                                                                                                                                 }
5580                                                                                                                                 if(!player[i].dead||musictype!=2)
5581                                                                                                                                         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)){
5582                                                                                                                                                 player[k].targetanimation=dropkickanim;
5583                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5584                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5585                                                                                                                                                                 terrain.DeleteDecal(j);
5586                                                                                                                                                         }
5587                                                                                                                                                 }
5588                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5589                                                                                                                                                         if(objects.model[l].type==decalstype)
5590                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5591                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5592                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5593                                                                                                                                                                         }
5594                                                                                                                                                                 }
5595                                                                                                                                                 }
5596                                                                                                                                         }
5597                                                                                                                         }
5598                                                                                                                         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)){
5599                                                                                                                                 oldattackkey=1;
5600                                                                                                                                 player[k].targetframe=0;
5601                                                                                                                                 player[k].target=0;
5602                                                                                                                                 //player[k].velocity=0;
5603
5604                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5605                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5606                                                                                                                                         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;
5607                                                                                                                                 }
5608                                                                                                                                 Normalise(&rotatetarget);
5609                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5610                                                                                                                                 player[k].targetrotation*=360/6.28;
5611                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5612
5613                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5614                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5615                                                                                                                                 }
5616
5617                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5618                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5619
5620                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5621                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5622                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5623
5624                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5625                                                                                                                                         player[k].targetrotation+=30;
5626                                                                                                                                 }
5627                                                                                                                                 //player[k].targettilt2=0;
5628                                                                                                                                 //slomo=1;
5629                                                                                                                                 //slomodelay=.2;
5630                                                                                                                         }
5631                                                                                                 }
5632                                                                                         }
5633                                                                                         if(!player[k].hasvictim){
5634                                                                                                 for(i=0;i<numplayers;i++){
5635                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5636                                                                                                                 player[k].victim=&player[i];
5637                                                                                                                 player[k].hasvictim=1;
5638                                                                                                         }
5639                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5640                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5641                                                                                                                         player[k].victim=&player[i];
5642                                                                                                                 }
5643                                                                                                 }
5644                                                                                         }
5645                                                                                         if(player[k].aitype==playercontrolled)
5646                                                                                                 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)){
5647                                                                                                         oldattackkey=1;
5648                                                                                                         player[k].targetanimation=rabbitkickanim;
5649                                                                                                         player[k].targetframe=0;
5650                                                                                                         player[k].target=0;
5651                                                                                                 }
5652                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5653                                                                                                         numattacks++;
5654                                                                                                         bool armedstaff=0;
5655                                                                                                         if(player[k].weaponactive!=-1){
5656                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5657                                                                                                         }
5658                                                                                                         bool armedsword=0;
5659                                                                                                         if(player[k].weaponactive!=-1){
5660                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5661                                                                                                         }
5662                                                                                                         bool armedknife=0;
5663                                                                                                         if(player[k].weaponactive!=-1){
5664                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5665                                                                                                         }
5666                                                                                                         if(armedstaff)numstaffattack++;
5667                                                                                                         else if(armedsword)numswordattack++;
5668                                                                                                         else if(armedknife)numknifeattack++;
5669                                                                                                         else numunarmedattack++;
5670                                                                                                 }
5671                                                                 }
5672                                                         }
5673                                                 }
5674
5675                                                 //Collisions
5676                                                 static float collisionradius;
5677                                                 if(numplayers>1)
5678                                                         for(k=0;k<numplayers;k++){
5679                                                                 for(i=k;i<numplayers;i++){
5680                                                                         if(i==k)i++;
5681                                                                         if(i<numplayers)
5682                                                                                 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))
5683                                                                                         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))
5684                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5685                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5686                                                                                                                 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)
5687                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5688                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5689                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5690                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5691                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5692                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5693                                                                                                                                                                         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)){
5694                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5695                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5696                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5697                                                                                                                                                                                 }
5698                                                                                                                                                                         }
5699
5700                                                                                                                                                                         tempcoords1=player[i].coords;
5701                                                                                                                                                                         tempcoords2=player[k].coords;
5702                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5703                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5704                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5705                                                                                                                                                                         if(player[0].hasvictim)
5706                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5707                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5708                                                                                                                                                                                 if(k==0)
5709                                                                                                                                                                                         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)){
5710                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5711                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5712                                                                                                                                                                                                 player[i].skeleton.free=0;
5713                                                                                                                                                                                                 player[i].rotation=0;
5714                                                                                                                                                                                                 player[i].RagDoll(0);
5715                                                                                                                                                                                                 player[i].DoDamage(20);
5716                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5717                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5718                                                                                                                                                                                                 player[k].lastcollide=1;
5719                                                                                                                                                                                         }
5720                                                                                                                                                                                         if(i==0)
5721                                                                                                                                                                                                 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)){
5722                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5723                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5724                                                                                                                                                                                                         player[k].skeleton.free=0;
5725                                                                                                                                                                                                         player[k].rotation=0;
5726                                                                                                                                                                                                         player[k].RagDoll(0);
5727                                                                                                                                                                                                         player[k].DoDamage(20);
5728                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5729                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5730                                                                                                                                                                                                         player[i].lastcollide=1;
5731                                                                                                                                                                                                 }
5732
5733                                                                                                                                                                                                 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)){
5734                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5735                                                                                                                                                                                                         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))
5736                                                                                                                                                                                                                 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))){
5737                                                                                                                                                                                                                         //If hit by body
5738                                                                                                                                                                                                                         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)){
5739                                                                                                                                                                                                                                 static float gLoc[3];
5740                                                                                                                                                                                                                                 static float vel[3];
5741                                                                                                                                                                                                                                 gLoc[0]=player[i].coords.x;
5742                                                                                                                                                                                                                                 gLoc[1]=player[i].coords.y;
5743                                                                                                                                                                                                                                 gLoc[2]=player[i].coords.z;
5744                                                                                                                                                                                                                                 vel[0]=player[i].velocity.x;
5745                                                                                                                                                                                                                                 vel[1]=player[i].velocity.y;
5746                                                                                                                                                                                                                                 vel[2]=player[i].velocity.z;
5747                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5748                                                                                                                                                                                                                                         PlaySoundEx( heavyimpactsound, samp[heavyimpactsound], NULL, true);
5749                                                                                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[heavyimpactsound], gLoc, vel);
5750                                                                                                                                                                                                                                         OPENAL_SetVolume(channels[heavyimpactsound], 256);
5751                                                                                                                                                                                                                                         OPENAL_SetPaused(channels[heavyimpactsound], false);
5752                                                                                                                                                                                                                                 }
5753                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5754                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5755
5756                                                                                                                                                                                                                                 player[i].RagDoll(0);
5757                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5758                                                                                                                                                                                                                                         bonus=aimbonus;
5759                                                                                                                                                                                                                                         bonustime=0;
5760                                                                                                                                                                                                                                         bonusvalue=150;
5761                                                                                                                                                                                                                                 }
5762                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5763                                                                                                                                                                                                                                 player[k].RagDoll(0);
5764                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5765                                                                                                                                                                                                                                         bonus=aimbonus;
5766                                                                                                                                                                                                                                         bonustime=0;
5767                                                                                                                                                                                                                                         bonusvalue=150;
5768                                                                                                                                                                                                                                 }
5769                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5770
5771                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5772                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5773                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5774                                                                                                                                                                                                                                 }
5775                                                                                                                                                                                                                                 //}
5776                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5777                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5778                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5779                                                                                                                                                                                                                                 }
5780                                                                                                                                                                                                                                 //}
5781
5782                                                                                                                                                                                                                         }
5783                                                                                                                                                                                                                 }
5784                                                                                                                                                                                                                 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)){
5785                                                                                                                                                                                                                         //If bumped
5786                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5787                                                                                                                                                                                                                                 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)){
5788                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5789                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5790                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5791                                                                                                                                                                                                                                         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);
5792                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5793                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5794                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5795                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5796                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5797                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5798                                                                                                                                                                                                                                                                 player[k].target=0;
5799                                                                                                                                                                                                                                                         }
5800                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5801                                                                                                                                                                                                                                                         {
5802                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5803                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5804                                                                                                                                                                                                                                                                 player[k].target=0;
5805                                                                                                                                                                                                                                                         }
5806                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5807                                                                                                                                                                                                                                                 }
5808                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5809                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5810                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5811                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5812                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5813                                                                                                                                                                                                                                                                         player[i].target=0;
5814                                                                                                                                                                                                                                                                 }
5815                                                                                                                                                                                                                                                                 else
5816                                                                                                                                                                                                                                                                 {
5817                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5818                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5819                                                                                                                                                                                                                                                                         player[i].target=0;
5820                                                                                                                                                                                                                                                                 }
5821                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5822                                                                                                                                                                                                                                                         }
5823                                                                                                                                                                                                                                 }
5824                                                                                                                                                                                                                                 if(hostile){
5825                                                                                                                                                                                                                                         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){
5826                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5827                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5828                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5829                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5830                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5831                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5832                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5833                                                                                                                                                                                                                                                 if(k==0){
5834                                                                                                                                                                                                                                                         bonus=AboveBonus;
5835                                                                                                                                                                                                                                                         bonustime=0;
5836                                                                                                                                                                                                                                                         bonusvalue=50;
5837                                                                                                                                                                                                                                                 }
5838                                                                                                                                                                                                                                         }
5839                                                                                                                                                                                                                                         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){
5840                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5841                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5842                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5843                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5844                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5845                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5846                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5847                                                                                                                                                                                                                                                 if(i==0){
5848                                                                                                                                                                                                                                                         bonus=AboveBonus;
5849                                                                                                                                                                                                                                                         bonustime=0;
5850                                                                                                                                                                                                                                                         bonusvalue=50;
5851                                                                                                                                                                                                                                                 }
5852                                                                                                                                                                                                                                         }
5853                                                                                                                                                                                                                                 }
5854                                                                                                                                                                                                                         }
5855                                                                                                                                                                                                                 }
5856                                                                                                                                                                                                 }
5857                                                                                                                                                                                                 player[i].CheckKick();
5858                                                                                                                                                                                                 player[k].CheckKick();
5859                                                                                                                                                                         }
5860                                                                                                                                                                 }
5861                                                                 }
5862                                                         }
5863
5864                                                         for(k=0;k<numplayers;k++){
5865                                                                 for(i=k;i<numplayers;i++){
5866                                                                         if(i==k)i++;
5867                                                                         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))){
5868                                                                                 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)){
5869                                                                                         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)){
5870                                                                                                 player[i].victim=&player[k];
5871                                                                                                 player[i].targetanimation=jumpreversedanim;
5872                                                                                                 player[i].currentanimation=jumpreversedanim;
5873                                                                                                 player[k].currentanimation=jumpreversalanim;
5874                                                                                                 player[k].targetanimation=jumpreversalanim;
5875                                                                                                 player[i].targettilt2=0;
5876                                                                                                 player[i].currentframe=0;
5877                                                                                                 player[i].targetframe=1;
5878                                                                                                 player[k].currentframe=0;
5879                                                                                                 player[k].targetframe=1;
5880                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5881                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5882                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5883                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5884                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5885                                                                                                         player[k].currentframe=1;
5886                                                                                                         player[k].targetframe=2;
5887                                                                                                         player[i].currentframe=1;
5888                                                                                                         player[i].targetframe=2;
5889                                                                                                 }
5890                                                                                                 player[k].targettilt2=0;
5891                                                                                                 player[i].target=0;
5892                                                                                                 player[i].velocity=0;
5893                                                                                                 player[k].velocity=0;
5894                                                                                                 player[k].oldcoords=player[k].coords;
5895                                                                                                 player[i].coords=player[k].coords;
5896                                                                                                 player[k].targetrotation=player[i].targetrotation;
5897                                                                                                 player[k].rotation=player[i].targetrotation;
5898                                                                                                 player[k].victim=&player[i];
5899                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5900                                                                                         }
5901                                                                                         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)){
5902                                                                                                 player[k].victim=&player[i];
5903                                                                                                 player[k].targetanimation=jumpreversedanim;
5904                                                                                                 player[k].currentanimation=jumpreversedanim;
5905                                                                                                 player[i].currentanimation=jumpreversalanim;
5906                                                                                                 player[i].targetanimation=jumpreversalanim;
5907                                                                                                 player[k].targettilt2=0;
5908                                                                                                 player[i].targettilt2=0;
5909                                                                                                 player[k].currentframe=0;
5910                                                                                                 player[k].targetframe=1;
5911                                                                                                 player[i].currentframe=0;
5912                                                                                                 player[i].targetframe=1;
5913                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5914                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5915                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5916                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5917                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5918                                                                                                         player[k].currentframe=1;
5919                                                                                                         player[k].targetframe=2;
5920                                                                                                         player[i].currentframe=1;
5921                                                                                                         player[i].targetframe=2;
5922                                                                                                 }
5923                                                                                                 player[k].target=0;
5924                                                                                                 player[k].velocity=0;
5925                                                                                                 player[i].velocity=0;
5926                                                                                                 player[i].oldcoords=player[i].coords;
5927                                                                                                 player[k].coords=player[i].coords;
5928                                                                                                 player[i].targetrotation=player[k].targetrotation;
5929                                                                                                 player[i].rotation=player[k].targetrotation;
5930                                                                                                 player[i].victim=&player[k];
5931                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5932                                                                                         }
5933                                                                                 }
5934                                                                         }
5935                                                                 }
5936                                                         }
5937
5938                                                         for(k=0;k<numplayers;k++)
5939                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5940
5941
5942                                                         //pile
5943                                                         if(!Input::isKeyDown(SDLK_n)){
5944                                                                 texturesizetogglekeydown=0;
5945                                                         }
5946
5947                                                         for(k=0;k<numplayers;k++){
5948                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5949                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5950                                                                                 player[k].DoDamage(1000);
5951                                                                         }
5952                                                                 }
5953                                                         }
5954
5955                                                         static bool respawnkeydown;
5956                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5957                                                                 targetlevel=whichlevel;
5958                                                                 loading=1;
5959                                                                 leveltime=5;
5960                                                         }
5961                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5962                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5963
5964
5965
5966
5967                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5968                                                                 targetlevel++;
5969                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5970                                                                 loading=1;
5971                                                                 leveltime=5;
5972                                                                 slomotogglekeydown=1;
5973                                                         }
5974                                                         static bool movekey;
5975                                                         static bool connected;
5976                                                         
5977                 for(int i=0;i<numplayers;i++){
5978                                                                 if(!player[i].skeleton.free){
5979                                                                         oldtargetrotation=player[i].targetrotation;
5980                                                                         if(i==0&&indialogue==-1){
5981                                                                                 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){
5982                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5983                                                                                         if(cameramode)player[0].targetrotation=0;
5984                                                                                 }
5985
5986                                                                                 facing=0;
5987                                                                                 facing.z=-1;
5988
5989                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5990                                                                                 if(cameramode){facing=flatfacing;}
5991                                                                                 else{
5992                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5993                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5994                                                                                 }
5995
5996                                                                                 player[0].lookrotation=-rotation;
5997
5998                                                                                 player[i].targetheadrotation=rotation;
5999                                                                                 player[i].targetheadrotation2=rotation2;
6000                                                                         }
6001                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
6002                                                                                 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){
6003                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
6004                                                                                 }
6005
6006                                                                                 facing=0;
6007                                                                                 facing.z=-1;
6008
6009                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6010
6011                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
6012                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
6013
6014                                                                                 player[i].targetheadrotation=player[i].lookrotation;
6015                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
6016                                                                         }
6017                                                                         if(indialogue!=-1){
6018                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
6019                                                                                 Normalise(&rotatetarget);
6020                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
6021                                                                                 player[i].targetheadrotation*=360/6.28;
6022                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6023
6024                                                                                 player[i].targetheadrotation*=-1;
6025                                                                                 player[i].targetheadrotation+=180;
6026                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6027                                                                         }
6028
6029                                                                         bool pause;
6030
6031                                                                         if(leveltime<.5)
6032                                                                                 numenvsounds=0;
6033
6034                                                                         player[i].avoidsomething=0;
6035
6036                                                                         for(j=0;j<objects.numobjects;j++){
6037                                                                                 if(objects.onfire[j]){
6038                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
6039                                                                                         {
6040                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
6041                                                                                                         player[i].collided=0;
6042                                                                                                         player[i].avoidcollided=1;
6043                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
6044                                                                                                                 player[i].avoidwhere=objects.position[j];
6045                                                                                                 }
6046                                                                                         }
6047                                                                                 }
6048                                                                         }
6049
6050                                                                         //Add avoidwhere to players
6051
6052                                                                         for(j=0;j<numplayers;j++){
6053                                                                                 if(player[j].onfire){
6054                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
6055                                                                                         {
6056                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
6057                                                                                                         player[i].collided=0;
6058                                                                                                         player[i].avoidcollided=1;
6059                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
6060                                                                                                                 player[i].avoidwhere=objects.position[j];
6061                                                                                                 }
6062                                                                                         }
6063                                                                                 }
6064                                                                         }
6065
6066                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
6067                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
6068                                                                                 player[i].jumpclimb=0;
6069                                                                                 //AI
6070                                                                                 if(editorenabled)player[i].stunned=1;
6071
6072                                                                                 player[i].pause=0;
6073                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
6074                                                                                 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;
6075
6076                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
6077                                                                                 player[i].forwardkeydown=0;
6078                                                                                 player[i].leftkeydown=0;
6079                                                                                 player[i].backkeydown=0;
6080                                                                                 player[i].rightkeydown=0;
6081                                                                                 player[i].crouchkeydown=0;
6082                                                                                 player[i].attackkeydown=0;
6083                                                                                 player[i].jumpkeydown=0;
6084                                                                                 player[i].throwkeydown=0;
6085                                                                                 }*/
6086
6087                                                                                 if(player[i].aitype==pathfindtype){
6088                                                                                         if(player[i].finalpathfindpoint==-1){
6089                                                                                                 float closestdistance;
6090                                                                                                 float tempdist;
6091                                                                                                 int closest;
6092                                                                                                 XYZ colpoint;
6093                                                                                                 closest=-1;
6094                                                                                                 closestdistance=-1;
6095                                                                                                 for(j=0;j<numpathpoints;j++){
6096                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
6097                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
6098                                                                                                                 closest=j;
6099                                                                                                                 player[i].finaltarget=pathpoint[j];
6100                                                                                                         }
6101                                                                                                 }
6102                                                                                                 player[i].finalpathfindpoint=closest;
6103                                                                                                 for(j=0;j<numpathpoints;j++){
6104                                                                                                         if(numpathpointconnect[j])
6105                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6106                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
6107                                                                                                                         if(tempdist*tempdist<closestdistance){
6108                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
6109                                                                                                                                         closestdistance=tempdist*tempdist;
6110                                                                                                                                         closest=j;
6111                                                                                                                                         player[i].finaltarget=colpoint;
6112                                                                                                                                 }
6113                                                                                                                         }
6114                                                                                                                 }
6115                                                                                                 }
6116                                                                                                 player[i].finalpathfindpoint=closest;
6117
6118                                                                                         }
6119                                                                                         if(player[i].targetpathfindpoint==-1){
6120                                                                                                 float closestdistance;
6121                                                                                                 float tempdist;
6122                                                                                                 int closest;
6123                                                                                                 XYZ colpoint;
6124                                                                                                 closest=-1;
6125                                                                                                 closestdistance=-1;
6126                                                                                                 if(player[i].lastpathfindpoint==-1){
6127                                                                                                         for(j=0;j<numpathpoints;j++){
6128                                                                                                                 if(j!=player[i].lastpathfindpoint)
6129                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
6130                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
6131                                                                                                                                 closest=j;
6132                                                                                                                         }
6133                                                                                                         }
6134                                                                                                         player[i].targetpathfindpoint=closest;
6135                                                                                                         for(j=0;j<numpathpoints;j++){
6136                                                                                                                 if(j!=player[i].lastpathfindpoint)
6137                                                                                                                         if(numpathpointconnect[j])
6138                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6139                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
6140                                                                                                                                         if(tempdist*tempdist<closestdistance){
6141                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
6142                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
6143                                                                                                                                                         closestdistance=tempdist*tempdist;
6144                                                                                                                                                         closest=j;
6145                                                                                                                                                         //}
6146                                                                                                                                                 }
6147                                                                                                                                         }
6148                                                                                                                                 }
6149                                                                                                         }
6150                                                                                                         player[i].targetpathfindpoint=closest;
6151                                                                                                 }
6152                                                                                                 else
6153                                                                                                 {
6154                                                                                                         for(j=0;j<numpathpoints;j++){
6155                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
6156                                                                                                                 {
6157                                                                                                                         connected=0;
6158                                                                                                                         if(numpathpointconnect[j])
6159                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
6160                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
6161                                                                                                                                 }
6162                                                                                                                                 if(!connected)
6163                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
6164                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
6165                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
6166                                                                                                                                                 }
6167                                                                                                                                                 if(connected){
6168                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
6169                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
6170                                                                                                                                                                 closestdistance=tempdist;
6171                                                                                                                                                                 closest=j;
6172                                                                                                                                                         }
6173                                                                                                                                                 }
6174                                                                                                                 }
6175                                                                                                         }
6176                                                                                                         player[i].targetpathfindpoint=closest;
6177                                                                                                 }
6178                                                                                         }
6179                                                                                         player[i].losupdatedelay-=multiplier;
6180
6181                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
6182                                                                                         Normalise(&rotatetarget);
6183                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6184                                                                                         player[i].targetrotation*=360/6.28;
6185                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6186                                                                                         player[i].lookrotation=player[i].targetrotation;
6187                                                                                         //player[i].aiupdatedelay=.05;
6188
6189                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
6190                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
6191                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
6192                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
6193                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
6194                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
6195                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
6196                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
6197                                                                                                 player[i].targetpathfindpoint=-1;
6198                                                                                         }
6199                                                                                         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){
6200                                                                                                 player[i].aitype=passivetype;
6201                                                                                         }
6202
6203                                                                                         player[i].forwardkeydown=1;
6204                                                                                         player[i].leftkeydown=0;
6205                                                                                         player[i].backkeydown=0;
6206                                                                                         player[i].rightkeydown=0;
6207                                                                                         player[i].crouchkeydown=0;
6208                                                                                         player[i].attackkeydown=0;
6209                                                                                         player[i].throwkeydown=0;
6210
6211                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6212
6213                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6214                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6215
6216                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6217                                                                                                 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))
6218                                                                                                         player[i].aitype=attacktypecutoff;
6219                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6220                                                                                                         player[i].aitype=attacktypecutoff;
6221
6222                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6223                                                                                                         player[i].losupdatedelay=.2;
6224                                                                                                         for(j=0;j<numplayers;j++){
6225                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6226                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6227                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6228                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6229                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
6230                                                                                                                                                         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)){
6231                                                                                                                                                                 player[i].aitype=searchtype;
6232                                                                                                                                                                 player[i].lastchecktime=12;
6233                                                                                                                                                                 player[i].lastseen=player[j].coords;
6234                                                                                                                                                                 player[i].lastseentime=12;
6235                                                                                                                                                         }
6236                                                                                                                 }
6237                                                                                                         }
6238                                                                                                 }
6239                                                                                         }
6240                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6241                                                                                                 if(player[i].creature!=wolftype){
6242                                                                                                         player[i].stunned=.6;
6243                                                                                                         player[i].surprised=.6;
6244                                                                                                 }
6245                                                                                         }
6246                                                                                 }
6247
6248                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
6249                                                                                         player[i].howactive=typeactive;
6250                                                                                 }
6251
6252                                                                                 if(player[i].aitype==passivetype){
6253                                                                                         player[i].aiupdatedelay-=multiplier;
6254                                                                                         player[i].losupdatedelay-=multiplier;
6255                                                                                         player[i].lastseentime+=multiplier;
6256                                                                                         player[i].pausetime-=multiplier;
6257                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
6258
6259                                                                                         if(player[i].aiupdatedelay<0){
6260                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
6261                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
6262                                                                                                         Normalise(&rotatetarget);
6263                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6264                                                                                                         player[i].targetrotation*=360/6.28;
6265                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6266                                                                                                         player[i].lookrotation=player[i].targetrotation;
6267                                                                                                         player[i].aiupdatedelay=.05;
6268
6269                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
6270                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
6271                                                                                                                 player[i].waypoint++;
6272                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
6273
6274                                                                                                         }
6275                                                                                                 }
6276
6277                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
6278                                                                                                 else player[i].forwardkeydown=0;
6279                                                                                                 player[i].leftkeydown=0;
6280                                                                                                 player[i].backkeydown=0;
6281                                                                                                 player[i].rightkeydown=0;
6282                                                                                                 player[i].crouchkeydown=0;
6283                                                                                                 player[i].attackkeydown=0;
6284                                                                                                 player[i].throwkeydown=0;
6285
6286                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6287                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6288                                                                                                         else{
6289                                                                                                                 XYZ leftpos,rightpos;
6290                                                                                                                 float leftdist,rightdist;
6291                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6292                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6293                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6294                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6295                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6296                                                                                                                 else player[i].targetrotation-=90;
6297                                                                                                         }
6298                                                                                                 }
6299                                                                                         }
6300                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6301                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6302
6303
6304                                                                                         if(!editorenabled){
6305                                                                                                 if(player[i].howactive<typesleeping)
6306                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
6307                                                                                                                 for(j=0;j<numenvsounds;j++){
6308                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6309                                                                                                                                 player[i].aitype=attacktypecutoff;
6310                                                                                                                         }
6311                                                                                                                 }
6312
6313                                                                                                                 if(player[i].howactive==typesleeping)
6314                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
6315                                                                                                                                 for(j=0;j<numenvsounds;j++){
6316                                                                                                                                         if(envsoundvol[j]>14)
6317                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
6318                                                                                                                                                         player[i].aitype=attacktypecutoff;
6319                                                                                                                                                 }
6320                                                                                                                                 }
6321
6322                                                                                                                                 if(player[i].aitype!=passivetype){
6323                                                                                                                                         if(player[i].howactive==typesleeping){
6324                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
6325                                                                                                                                                 player[i].targetframe=0;
6326                                                                                                                                                 player[i].target=0;
6327                                                                                                                                         }
6328
6329                                                                                                                                         player[i].howactive=typeactive;
6330                                                                                                                                 }
6331                                                                                         }
6332
6333                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6334                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
6335                                                                                                         player[i].aitype=attacktypecutoff;
6336                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6337                                                                                                         player[i].aitype=attacktypecutoff;
6338
6339                                                                                                 if(player[i].creature==wolftype){
6340                                                                                                         XYZ windsmell;
6341                                                                                                         float smelldistance;
6342                                                                                                         smelldistance=50;
6343                                                                                                         for(j=0;j<numplayers;j++){
6344                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
6345                                                                                                                         if(j==0&&player[j].num_weapons>0){
6346                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
6347                                                                                                                                 if(player[j].num_weapons==2)
6348                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
6349                                                                                                                         }
6350                                                                                                                         if(j!=0){
6351                                                                                                                                 smelldistance=100;
6352                                                                                                                         }
6353                                                                                                                         windsmell=windvector;
6354                                                                                                                         Normalise(&windsmell);
6355                                                                                                                         windsmell=windsmell*2+player[j].coords;
6356                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
6357                                                                                                                                 player[i].aitype=attacktypecutoff;
6358                                                                                                                 }
6359                                                                                                         }
6360                                                                                                 }
6361
6362                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6363                                                                                                         player[i].losupdatedelay=.2;
6364                                                                                                         for(j=0;j<numplayers;j++){
6365                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6366                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6367                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6368                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6369                                                                                                                                                 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)){
6370                                                                                                                                                         player[i].lastseentime-=.2;
6371                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6372                                                                                                                                                         else player[i].lastseentime-=.6;
6373                                                                                                                                                 }
6374                                                                                                                                                 if(player[i].lastseentime<=0){
6375                                                                                                                                                         player[i].aitype=searchtype;
6376                                                                                                                                                         player[i].lastchecktime=12;
6377                                                                                                                                                         player[i].lastseen=player[j].coords;
6378                                                                                                                                                         player[i].lastseentime=12;
6379                                                                                                                                                 }
6380                                                                                                                 }
6381                                                                                                         }
6382                                                                                                 }
6383                                                                                         }
6384                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6385                                                                                                 if(player[i].creature!=wolftype){
6386                                                                                                         player[i].stunned=.6;
6387                                                                                                         player[i].surprised=.6;
6388                                                                                                 }
6389                                                                                                 if(player[i].creature==wolftype){
6390                                                                                                         player[i].stunned=.47;
6391                                                                                                         player[i].surprised=.47;
6392                                                                                                 }
6393                                                                                                 numseen++;
6394                                                                                         }
6395                                                                                 }
6396
6397                                                                                 if(player[i].aitype==searchtype){
6398                                                                                         player[i].aiupdatedelay-=multiplier;
6399                                                                                         player[i].losupdatedelay-=multiplier;
6400                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6401                                                                                         player[i].lastchecktime-=multiplier;
6402
6403                                                                                         if(player[i].isRun()&&!player[i].onground){
6404                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6405                                                                                                         test2=player[i].coords+player[i].facing;
6406                                                                                                         test2.y+=5;
6407                                                                                                         test=player[i].coords+player[i].facing;
6408                                                                                                         test.y-=10;
6409                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6410                                                                                                         if(j==-1)j=checkcollide(test2,test);
6411                                                                                                         if(j==-1){
6412                                                                                                                 player[i].velocity=0;
6413                                                                                                                 player[i].targetanimation=player[i].getStop();
6414                                                                                                                 player[i].targetframe=0;
6415                                                                                                                 player[i].target=0;
6416                                                                                                                 player[i].targetrotation+=180;
6417                                                                                                                 player[i].stunned=.5;
6418                                                                                                                 //player[i].aitype=passivetype;
6419                                                                                                                 player[i].aitype=pathfindtype;
6420                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6421                                                                                                                 player[i].finalpathfindpoint=-1;
6422                                                                                                                 player[i].targetpathfindpoint=-1;
6423                                                                                                                 player[i].lastpathfindpoint=-1;
6424                                                                                                                 player[i].lastpathfindpoint2=-1;
6425                                                                                                                 player[i].lastpathfindpoint3=-1;
6426                                                                                                                 player[i].lastpathfindpoint4=-1;
6427                                                                                                         }
6428                                                                                                         else player[i].laststanding=j;
6429                                                                                                 }
6430                                                                                         }
6431                                                                                         if(player[i].aiupdatedelay<0){
6432                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6433                                                                                                 Normalise(&rotatetarget);
6434                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6435                                                                                                 player[i].targetrotation*=360/6.28;
6436                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6437                                                                                                 player[i].lookrotation=player[i].targetrotation;
6438                                                                                                 player[i].aiupdatedelay=.05;
6439                                                                                                 player[i].forwardkeydown=1;
6440
6441                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6442                                                                                                         player[i].forwardkeydown=0;
6443                                                                                                         player[i].aiupdatedelay=1;
6444                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6445                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6446                                                                                                         player[i].lastchecktime=3;
6447                                                                                                 }
6448
6449                                                                                                 player[i].leftkeydown=0;
6450                                                                                                 player[i].backkeydown=0;
6451                                                                                                 player[i].rightkeydown=0;
6452                                                                                                 player[i].crouchkeydown=0;
6453                                                                                                 player[i].attackkeydown=0;
6454                                                                                                 player[i].throwkeydown=0;
6455
6456                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6457                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6458                                                                                                         else{
6459                                                                                                                 XYZ leftpos,rightpos;
6460                                                                                                                 float leftdist,rightdist;
6461                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6462                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6463                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6464                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6465                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6466                                                                                                                 else player[i].targetrotation-=90;
6467                                                                                                         }
6468                                                                                                 }
6469                                                                                         }
6470                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6471                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6472
6473                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6474                                                                                                 for(j=0;j<numenvsounds;j++){
6475                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6476                                                                                                                 player[i].aitype=attacktypecutoff;
6477                                                                                                         }
6478                                                                                                 }
6479
6480                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6481                                                                                                         player[i].losupdatedelay=.2;
6482                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6483                                                                                                         {player[i].aitype=attacktypecutoff;
6484                                                                                                         player[i].lastseentime=1;}
6485                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6486                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6487                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6488                                                                                                                                 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)){
6489                                                                                                                                         player[i].aitype=attacktypecutoff;
6490                                                                                                                                         player[i].lastseentime=1;
6491                                                                                                                                 }
6492                                                                                                 }
6493                                                                                                 if(player[i].lastseentime<0){
6494                                                                                                         //player[i].aitype=passivetype;
6495                                                                                                         numescaped++;
6496                                                                                                         player[i].aitype=pathfindtype;
6497                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6498                                                                                                         player[i].finalpathfindpoint=-1;
6499                                                                                                         player[i].targetpathfindpoint=-1;
6500                                                                                                         player[i].lastpathfindpoint=-1;
6501                                                                                                         player[i].lastpathfindpoint2=-1;
6502                                                                                                         player[i].lastpathfindpoint3=-1;
6503                                                                                                         player[i].lastpathfindpoint4=-1;
6504                                                                                                 }
6505                                                                                 }
6506
6507                                                                                 if(player[i].aitype!=gethelptype){
6508                                                                                         player[i].runninghowlong=0;
6509                                                                                 }
6510
6511                                                                                 if(player[i].aitype==gethelptype){
6512                                                                                         player[i].runninghowlong+=multiplier;
6513                                                                                         player[i].aiupdatedelay-=multiplier;
6514
6515                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6516                                                                                                 player[i].aiupdatedelay=.2;
6517
6518                                                                                                 int closest;
6519                                                                                                 float closestdist;
6520                                                                                                 closest=-1;
6521                                                                                                 closestdist=-1;
6522                                                                                                 float distance;
6523
6524                                                                                                 if(!player[i].ally){
6525                                                                                                         for(j=0;j<numplayers;j++){
6526                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6527                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6528                                                                                                                         if(closestdist==-1||distance<closestdist){
6529                                                                                                                                 closestdist=distance;
6530                                                                                                                                 closest=j;
6531                                                                                                                         }
6532                                                                                                                         closest=j;
6533                                                                                                                 }
6534                                                                                                         }
6535                                                                                                         if(closest!=-1)player[i].ally=closest;
6536                                                                                                         else player[i].ally=0;
6537                                                                                                         player[i].lastseen=player[0].coords;
6538                                                                                                         player[i].lastseentime=12;
6539                                                                                                 }
6540
6541
6542                                                                                                 player[i].lastchecktime=12;
6543                                                                                                 //player[i].lastseentime-=.5;
6544
6545                                                                                                 facing=player[i].coords;
6546                                                                                                 flatfacing=player[player[i].ally].coords;
6547                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6548                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6549                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6550                                                                                                         player[i].lastseentime-=.1;
6551
6552                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6553                                                                                                         player[i].aitype=searchtype;
6554                                                                                                         player[i].lastseentime=12;
6555                                                                                                 }
6556
6557                                                                                                 if(player[i].ally>0){
6558                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6559                                                                                                         Normalise(&rotatetarget);
6560                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6561                                                                                                         player[i].targetrotation*=360/6.28;
6562                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6563                                                                                                         player[i].lookrotation=player[i].targetrotation;
6564                                                                                                         player[i].aiupdatedelay=.05;
6565                                                                                                         player[i].forwardkeydown=1;
6566
6567                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6568                                                                                                                 player[i].aitype=searchtype;
6569                                                                                                                 player[i].lastseentime=12;
6570                                                                                                                 player[player[i].ally].aitype=searchtype;
6571                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6572                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6573                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6574                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6575                                                                                                                 }
6576                                                                                                         }
6577
6578                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6579                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6580                                                                                                                 else{
6581                                                                                                                         XYZ leftpos,rightpos;
6582                                                                                                                         float leftdist,rightdist;
6583                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6584                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6585                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6586                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6587                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6588                                                                                                                         else player[i].targetrotation-=90;
6589                                                                                                                 }
6590                                                                                                         }
6591                                                                                                 }
6592
6593                                                                                                 player[i].leftkeydown=0;
6594                                                                                                 player[i].backkeydown=0;
6595                                                                                                 player[i].rightkeydown=0;
6596                                                                                                 player[i].crouchkeydown=0;
6597                                                                                                 player[i].attackkeydown=0;
6598                                                                                         }
6599                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6600                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6601                                                                                 }
6602
6603                                                                                 if(player[i].aitype==getweapontype){
6604                                                                                         player[i].aiupdatedelay-=multiplier;
6605                                                                                         player[i].lastchecktime-=multiplier;
6606
6607                                                                                         if(player[i].aiupdatedelay<0){
6608                                                                                                 player[i].aiupdatedelay=.2;
6609
6610                                                                                                 int closest;
6611                                                                                                 float closestdist;
6612                                                                                                 closest=-1;
6613                                                                                                 closestdist=-1;
6614                                                                                                 float distance;
6615
6616                                                                                                 if(player[i].ally<0){
6617                                                                                                         for(j=0;j<weapons.numweapons;j++){
6618                                                                                                                 if(weapons.owner[j]==-1){
6619                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6620                                                                                                                         if(closestdist==-1||distance<closestdist){
6621                                                                                                                                 closestdist=distance;
6622                                                                                                                                 closest=j;
6623                                                                                                                         }
6624                                                                                                                         closest=j;
6625                                                                                                                 }
6626                                                                                                         }
6627                                                                                                         if(closest!=-1)player[i].ally=closest;
6628                                                                                                         else player[i].ally=-1;
6629                                                                                                 }
6630
6631                                                                                                 player[i].lastseentime=12;
6632
6633                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6634                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6635                                                                                                                 player[i].aitype=attacktypecutoff;
6636                                                                                                                 player[i].lastseentime=1;
6637                                                                                                         }
6638                                                                                                         if(!player[0].dead)
6639                                                                                                                 if(player[i].ally>=0){
6640                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6641                                                                                                                                 player[i].aitype=attacktypecutoff;
6642                                                                                                                                 player[i].lastseentime=1;
6643                                                                                                                         }
6644                                                                                                                         rotatetarget=weapons.position[player[i].ally]-player[i].coords;
6645                                                                                                                         Normalise(&rotatetarget);
6646                                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6647                                                                                                                         player[i].targetrotation*=360/6.28;
6648                                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6649                                                                                                                         player[i].lookrotation=player[i].targetrotation;
6650                                                                                                                         player[i].aiupdatedelay=.05;
6651                                                                                                                         player[i].forwardkeydown=1;
6652
6653
6654                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6655                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6656                                                                                                                                 else{
6657                                                                                                                                         XYZ leftpos,rightpos;
6658                                                                                                                                         float leftdist,rightdist;
6659                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6660                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6661                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6662                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6663                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6664                                                                                                                                         else player[i].targetrotation-=90;
6665                                                                                                                                 }
6666                                                                                                                         }
6667                                                                                                                 }
6668
6669                                                                                                                 player[i].leftkeydown=0;
6670                                                                                                                 player[i].backkeydown=0;
6671                                                                                                                 player[i].rightkeydown=0;
6672                                                                                                                 player[i].attackkeydown=0;
6673                                                                                                                 player[i].throwkeydown=1;
6674                                                                                                                 player[i].crouchkeydown=0;
6675                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6676                                                                                                                 player[i].drawkeydown=0;
6677                                                                                         }
6678                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6679                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6680                                                                                 }
6681
6682                                                                                 if(player[i].aitype==attacktypecutoff){
6683                                                                                         player[i].aiupdatedelay-=multiplier;
6684                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6685                                                                                                 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)){
6686                                                                                                         player[i].attackkeydown=0;
6687                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6688                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6689                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6690                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6691                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6692                                                                                                                                 else player[i].targetanimation=rollanim;
6693                                                                                                                                 player[i].target=0;
6694                                                                                                                                 player[i].targetframe=0;
6695                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6696                                                                                                                                 player[i].wentforweapon=0;
6697                                                                                                                         }
6698                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6699                                                                                                                                 player[i].targetanimation=flipanim;
6700                                                                                                                                 player[i].target=0;
6701                                                                                                                                 player[i].targetframe=0;
6702                                                                                                                         }
6703                                                                                                                 }
6704                                                                                                         }
6705                                                                                                         player[i].forwardkeydown=0;
6706                                                                                                         player[i].aiupdatedelay=.02;
6707                                                                                                 }
6708                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6709                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6710                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6711                                                                                                 }
6712                                                                                                 if(player[i].wentforweapon<3)
6713                                                                                                         for(j=0;j<weapons.numweapons;j++){
6714                                                                                                                 if(player[i].creature!=wolftype)
6715                                                                                                                         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){
6716                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6717                                                                                                                                         player[i].wentforweapon++;
6718                                                                                                                                         player[i].lastchecktime=6;
6719                                                                                                                                         player[i].aitype=getweapontype;
6720                                                                                                                                         player[i].ally=-1;
6721                                                                                                                                 }
6722                                                                                                                         }
6723                                                                                                         }
6724                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6725                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6726                                                                                                                         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)))){
6727                                                                                                                                 player[i].crouchkeydown=1;
6728                                                                                                                         }
6729                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6730                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6731                                                                                                                                         test2=player[i].coords+player[i].facing;
6732                                                                                                                                         test2.y+=5;
6733                                                                                                                                         test=player[i].coords+player[i].facing;
6734                                                                                                                                         test.y-=10;
6735                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6736                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6737                                                                                                                                         if(j==-1){
6738                                                                                                                                                 player[i].velocity=0;
6739                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6740                                                                                                                                                 player[i].targetframe=0;
6741                                                                                                                                                 player[i].target=0;
6742                                                                                                                                                 player[i].targetrotation+=180;
6743                                                                                                                                                 player[i].stunned=.5;
6744                                                                                                                                                 //player[i].aitype=passivetype;
6745                                                                                                                                                 player[i].aitype=pathfindtype;
6746                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6747                                                                                                                                                 player[i].finalpathfindpoint=-1;
6748                                                                                                                                                 player[i].targetpathfindpoint=-1;
6749                                                                                                                                                 player[i].lastpathfindpoint=-1;
6750                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6751                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6752                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6753                                                                                                                                         }
6754                                                                                                                                         else player[i].laststanding=j;
6755                                                                                                                                 }
6756                                                                                                                         }
6757                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6758                                                                                                                                 player[i].aitype=pathfindtype;
6759                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6760                                                                                                                                 player[i].finalpathfindpoint=-1;
6761                                                                                                                                 player[i].targetpathfindpoint=-1;
6762                                                                                                                                 player[i].lastpathfindpoint=-1;
6763                                                                                                                                 player[i].lastpathfindpoint2=-1;
6764                                                                                                                                 player[i].lastpathfindpoint3=-1;
6765                                                                                                                                 player[i].lastpathfindpoint4=-1;
6766                                                                                                                         }
6767                                                                                                                         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){
6768                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6769                                                                                                                                 else player[i].drawkeydown=0;
6770                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6771                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6772                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6773                                                                                                                                         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;
6774                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6775                                                                                                                                 Normalise(&rotatetarget);
6776                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6777                                                                                                                                 player[i].targetrotation*=360/6.28;
6778                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6779                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6780                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6781
6782                                                                                                                                 oldkey=player[i].forwardkeydown;
6783                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6784                                                                                                                                 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;
6785                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6786                                                                                                                                 else player[i].forwardkeydown=0;
6787                                                                                                                                 if(player[0].dead){
6788                                                                                                                                         player[i].forwardkeydown=0;
6789                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6790                                                                                                                                         if(Random()%100==0){
6791                                                                                                                                                 player[i].aitype=pathfindtype;
6792                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6793                                                                                                                                                 player[i].finalpathfindpoint=-1;
6794                                                                                                                                                 player[i].targetpathfindpoint=-1;
6795                                                                                                                                                 player[i].lastpathfindpoint=-1;
6796                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6797                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6798                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6799                                                                                                                                         }
6800                                                                                                                                 }
6801                                                                                                                                 player[i].leftkeydown=0;
6802                                                                                                                                 player[i].backkeydown=0;
6803                                                                                                                                 player[i].rightkeydown=0;
6804                                                                                                                                 player[i].crouchkeydown=0;
6805                                                                                                                                 player[i].throwkeydown=0;
6806
6807                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6808                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6809                                                                                                                                 else player[i].attackkeydown=0;
6810                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6811
6812                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6813                                                                                                                                         target=-2;
6814                                                                                                                                         for(j=0;j<numplayers;j++){
6815                                                                                                                                                 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)){
6816                                                                                                                                                         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))))){
6817                                                                                                                                                                 if(target>=0)target=-1;
6818                                                                                                                                                                 else target=j;
6819                                                                                                                                                         }
6820                                                                                                                                                 }
6821                                                                                                                                         }
6822                                                                                                                                         if(target>=0)player[target].Reverse();
6823                                                                                                                                 }
6824
6825                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6826                                                                                                                                 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;
6827                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6828                                                                                                                                         player[0].jumpkeydown=0;
6829                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6830                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6831                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6832
6833                                                                                                                                 if(tutoriallevel==1){
6834                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6835                                                                                                                                 }
6836
6837
6838                                                                                                                                 facing=player[i].coords;
6839                                                                                                                                 flatfacing=player[0].coords;
6840                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6841                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6842                                                                                                                                 if(player[i].occluded>=2)
6843                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6844                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6845                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6846                                                                                                                                                         player[i].aitype=searchtype;
6847                                                                                                                                                         player[i].lastchecktime=12;
6848                                                                                                                                                         player[i].lastseen=player[0].coords;
6849                                                                                                                                                         player[i].lastseentime=12;
6850                                                                                                                                                 }
6851                                                                                                                                         }
6852                                                                                                                                         else player[i].lastseentime=1;
6853                                                                                                                         }
6854                                                                                 }
6855                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6856                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6857                                                                                                 test=player[0].coords;
6858                                                                                                 test.y-=40;
6859                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6860                                                                                         }
6861                                                                                 }
6862                                                                                 // NOTE: Ask about logic of this call : NOTE
6863                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6864                                                                                         player[i].stunned>0 ||
6865                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6866                                                                                 {
6867                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6868                                                                                         player[i].targetrotation=player[i].rotation;
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].attackkeydown=0;
6875                                                                                         player[i].crouchkeydown=0;
6876                                                                                         player[i].throwkeydown=0;
6877                                                                                 }
6878
6879
6880                                                                                 facing=0;
6881                                                                                 facing.z=-1;
6882
6883                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6884                                                                                 facing=flatfacing;
6885
6886                                                                                 if(player[i].aitype==attacktypecutoff){
6887                                                                                         rotatetarget=player[0].coords-player[i].coords;
6888                                                                                         Normalise(&rotatetarget);
6889                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6890                                                                                         player[i].targetheadrotation*=360/6.28;
6891                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6892
6893                                                                                         player[i].targetheadrotation*=-1;
6894                                                                                         player[i].targetheadrotation+=180;
6895                                                                                         //player[i].targetheadrotation2=0;
6896                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6897                                                                                 }
6898                                                                                 else if(player[i].howactive>=typesleeping){
6899                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6900                                                                                         player[i].targetheadrotation2=0;
6901                                                                                 }
6902                                                                                 else {
6903                                                                                         if(player[i].interestdelay<=0){
6904                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6905                                                                                                 player[i].headtarget=player[i].coords;
6906                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6907                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6908                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6909                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6910                                                                                         }
6911                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6912                                                                                         Normalise(&rotatetarget);
6913                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6914                                                                                         player[i].targetheadrotation*=360/6.28;
6915                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6916
6917                                                                                         player[i].targetheadrotation*=-1;
6918                                                                                         player[i].targetheadrotation+=180;
6919                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6920                                                                                 }
6921                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6922                                                                         }
6923                                                                         if(animation[player[i].targetanimation].attack==reversed){
6924                                                                                 //player[i].targetrotation=player[i].rotation;
6925                                                                                 player[i].forwardkeydown=0;
6926                                                                                 player[i].leftkeydown=0;
6927                                                                                 player[i].backkeydown=0;
6928                                                                                 player[i].rightkeydown=0;
6929                                                                                 player[i].jumpkeydown=0;
6930                                                                                 player[i].attackkeydown=0;
6931                                                                                 //player[i].crouchkeydown=0;
6932                                                                                 player[i].throwkeydown=0;
6933                                                                         }
6934
6935                                                                         if(indialogue!=-1){
6936                                                                                 player[i].forwardkeydown=0;
6937                                                                                 player[i].leftkeydown=0;
6938                                                                                 player[i].backkeydown=0;
6939                                                                                 player[i].rightkeydown=0;
6940                                                                                 player[i].jumpkeydown=0;
6941                                                                                 player[i].crouchkeydown=0;
6942                                                                                 player[i].drawkeydown=0;
6943                                                                                 player[i].throwkeydown=0;
6944                                                                         }
6945
6946                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6947                                                                         if(player[i].collided>1)player[i].collided=1;
6948                                                                         player[i].collided-=multiplier*4;
6949                                                                         player[i].whichdirectiondelay-=multiplier;
6950                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6951                                                                                 player[i].avoidcollided=-.3;
6952                                                                                 player[i].whichdirection=abs(Random()%2);
6953                                                                                 player[i].whichdirectiondelay=.4;
6954                                                                         }
6955                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6956                                                                         player[i].avoidcollided-=multiplier/4;
6957                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6958                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6959                                                                         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;
6960
6961                                                                         if(!player[i].throwkeydown){
6962                                                                                 player[i].throwtogglekeydown=0;
6963                                                                         }
6964                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6965                                                                                 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)){
6966                                                                                         for(j=0;j<weapons.numweapons;j++){
6967                                                                                                 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)
6968                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6969                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6970                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6971                                                                                                                                 player[i].throwtogglekeydown=1;
6972                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6973                                                                                                                                 player[i].target=0;
6974                                                                                                                                 player[i].targetframe=0;
6975                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6976                                                                                                                                 Normalise(&rotatetarget);
6977                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6978                                                                                                                                 player[i].targetrotation*=360/6.28;
6979                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6980                                                                                                                                 player[i].hasvictim=0;
6981                                                                                                                         }
6982                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6983                                                                                                                                 player[i].throwtogglekeydown=1;
6984                                                                                                                                 player[i].hasvictim=0;
6985
6986                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6987                                                                                                                                 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))
6988                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6989                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6990                                                                                                                                                         float gLoc[3];
6991                                                                                                                                                         float vel[3];
6992                                                                                                                                                         gLoc[0]=player[i].coords.x;
6993                                                                                                                                                         gLoc[1]=player[i].coords.y;
6994                                                                                                                                                         gLoc[2]=player[i].coords.z;
6995                                                                                                                                                         vel[0]=player[i].velocity.x;
6996                                                                                                                                                         vel[1]=player[i].velocity.y;
6997                                                                                                                                                         vel[2]=player[i].velocity.z;
6998                                                                                                                                                         if(weapons.type[j]!=staff){
6999                                                                                                                                                                 PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
7000                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
7001                                                                                                                                                                 OPENAL_SetVolume(channels[knifedrawsound], 128);
7002                                                                                                                                                                 OPENAL_SetPaused(channels[knifedrawsound], false);
7003                                                                                                                                                         }
7004
7005                                                                                                                                                         player[i].weaponactive=0;
7006                                                                                                                                                         weapons.owner[j]=player[i].id;
7007                                                                                                                                                         if(player[i].num_weapons>0){
7008                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
7009                                                                                                                                                         }
7010                                                                                                                                                         player[i].num_weapons++;
7011                                                                                                                                                         player[i].weaponids[0]=j;
7012                                                                                                                                                 }
7013                                                                                                                                         }
7014                                                                                                                                         //}
7015                                                                                                                         }
7016                                                                                                                 }
7017                                                                                                                 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){
7018                                                                                                                         if(!player[i].isFlip()){
7019                                                                                                                                 player[i].throwtogglekeydown=1;
7020                                                                                                                                 player[i].targetanimation=removeknifeanim;
7021                                                                                                                                 player[i].target=0;
7022                                                                                                                                 player[i].targetframe=0;
7023                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
7024                                                                                                                                 Normalise(&rotatetarget);
7025                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7026                                                                                                                                 player[i].targetrotation*=360/6.28;
7027                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7028                                                                                                                         }
7029                                                                                                                         if(player[i].isFlip()){
7030                                                                                                                                 player[i].throwtogglekeydown=1;
7031                                                                                                                                 player[i].hasvictim=0;
7032
7033                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
7034                                                                                                                                         if(player[i].weaponactive==-1)
7035                                                                                                                                                 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))
7036                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
7037                                                                                                                                                                 float gLoc[3];
7038                                                                                                                                                                 float vel[3];
7039                                                                                                                                                                 gLoc[0]=player[i].coords.x;
7040                                                                                                                                                                 gLoc[1]=player[i].coords.y;
7041                                                                                                                                                                 gLoc[2]=player[i].coords.z;
7042                                                                                                                                                                 vel[0]=player[i].velocity.x;
7043                                                                                                                                                                 vel[1]=player[i].velocity.y;
7044                                                                                                                                                                 vel[2]=player[i].velocity.z;
7045                                                                                                                                                                 if(weapons.type[k]!=staff){
7046                                                                                                                                                                         PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
7047                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
7048                                                                                                                                                                         OPENAL_SetVolume(channels[knifedrawsound], 128);
7049                                                                                                                                                                         OPENAL_SetPaused(channels[knifedrawsound], false);
7050                                                                                                                                                                 }
7051
7052                                                                                                                                                                 player[i].weaponactive=0;
7053                                                                                                                                                                 weapons.owner[k]=player[i].id;
7054                                                                                                                                                                 if(player[i].num_weapons>0){
7055                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
7056                                                                                                                                                                 }
7057                                                                                                                                                                 player[i].num_weapons++;
7058                                                                                                                                                                 player[i].weaponids[0]=k;
7059                                                                                                                                                         }
7060                                                                                                                                 }
7061                                                                                                                         }
7062                                                                                                                 }
7063                                                                                                         }
7064                                                                                         }
7065                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
7066                                                                                                 if(numplayers>1)
7067                                                                                                         for(j=0;j<numplayers;j++){
7068                                                                                                                 if(player[i].weaponactive==-1)
7069                                                                                                                         if(j!=i)
7070                                                                                                                                 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)){
7071                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
7072                                                                                                                                                 player[i].throwtogglekeydown=1;
7073                                                                                                                                                 player[i].victim=&player[j];
7074                                                                                                                                                 player[i].hasvictim=1;
7075                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
7076                                                                                                                                                 player[i].target=0;
7077                                                                                                                                                 player[i].targetframe=0;
7078                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
7079                                                                                                                                                 Normalise(&rotatetarget);
7080                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7081                                                                                                                                                 player[i].targetrotation*=360/6.28;
7082                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7083                                                                                                                                         }
7084                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
7085                                                                                                                                                 player[i].throwtogglekeydown=1;
7086                                                                                                                                                 player[i].victim=&player[j];
7087                                                                                                                                                 player[i].hasvictim=1;
7088                                                                                                                                                 int k = player[j].weaponids[0];
7089                                                                                                                                                 if(player[i].hasvictim){
7090                                                                                                                                                         float gLoc[3];
7091                                                                                                                                                         float vel[3];
7092                                                                                                                                                         gLoc[0]=player[i].coords.x;
7093                                                                                                                                                         gLoc[1]=player[i].coords.y;
7094                                                                                                                                                         gLoc[2]=player[i].coords.z;
7095                                                                                                                                                         vel[0]=player[i].velocity.x;
7096                                                                                                                                                         vel[1]=player[i].velocity.y;
7097                                                                                                                                                         vel[2]=player[i].velocity.z;
7098                                                                                                                                                         bool fleshstuck;
7099                                                                                                                                                         fleshstuck=0;
7100                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
7101                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
7102                                                                                                                                                                         fleshstuck=1;
7103                                                                                                                                                                 }
7104                                                                                                                                                         }
7105                                                                                                                                                         if(!fleshstuck){
7106                                                                                                                                                                 if(weapons.type[k]!=staff){
7107                                                                                                                                                                         PlaySoundEx( knifedrawsound, samp[knifedrawsound], NULL, true);
7108                                                                                                                                                                         OPENAL_3D_SetAttributes(channels[knifedrawsound], gLoc, vel);
7109                                                                                                                                                                         OPENAL_SetVolume(channels[knifedrawsound], 128);
7110                                                                                                                                                                         OPENAL_SetPaused(channels[knifedrawsound], false);
7111                                                                                                                                                                 }
7112                                                                                                                                                         }
7113                                                                                                                                                         if(fleshstuck){
7114                                                                                                                                                                 PlaySoundEx( fleshstabremovesound, samp[fleshstabremovesound], NULL, true);
7115                                                                                                                                                                 OPENAL_3D_SetAttributes(channels[fleshstabremovesound], gLoc, vel);
7116                                                                                                                                                                 OPENAL_SetVolume(channels[fleshstabremovesound], 128);
7117                                                                                                                                                                 OPENAL_SetPaused(channels[fleshstabremovesound], false);
7118                                                                                                                                                         }
7119
7120                                                                                                                                                         player[i].weaponactive=0;
7121                                                                                                                                                         if(weapons.owner[k]!=-1){
7122                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
7123                                                                                                                                                                 else player[i].victim->num_weapons=1;
7124
7125                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
7126                                                                                                                                                                 player[i].victim->skeleton.free=1;
7127                                                                                                                                                                 player[i].victim->skeleton.broken=0;
7128
7129                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
7130                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
7131                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
7132                                                                                                                                                                 }
7133
7134                                                                                                                                                                 XYZ relative;
7135                                                                                                                                                                 relative=0;
7136                                                                                                                                                                 relative.y=10;
7137                                                                                                                                                                 Normalise(&relative);
7138                                                                                                                                                                 XYZ footvel,footpoint;
7139                                                                                                                                                                 footvel=0;
7140                                                                                                                                                                 footpoint=weapons.position[k];
7141                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
7142                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
7143                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
7144                                                                                                                                                                                 weapons.bloody[k]=2;
7145                                                                                                                                                                                 weapons.blooddrip[k]=5;
7146                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
7147                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
7148                                                                                                                                                                                 player[i].victim->DoDamage(2000);
7149                                                                                                                                                                         }
7150                                                                                                                                                                 }
7151                                                                                                                                                                 if(player[i].victim->num_weapons>0){
7152                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
7153                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
7154                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
7155                                                                                                                                                                 }
7156
7157                                                                                                                                                                 player[i].victim->weaponactive=-1;
7158
7159                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
7160                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
7161                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
7162                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
7163                                                                                                                                                         }
7164                                                                                                                                                         weapons.owner[k]=i;
7165                                                                                                                                                         if(player[i].num_weapons>0){
7166                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
7167                                                                                                                                                         }
7168                                                                                                                                                         player[i].num_weapons++;
7169                                                                                                                                                         player[i].weaponids[0]=k;
7170                                                                                                                                                 }
7171                                                                                                                                         }
7172                                                                                                                                 }
7173                                                                                                         }
7174                                                                                         }
7175                                                                                 }
7176                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
7177                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
7178                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
7179                                                                                                         if(numplayers>1)
7180                                                                                                                 for(j=0;j<numplayers;j++){
7181                                                                                                                         if(i!=j)
7182                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
7183                                                                                                                                         if(hostile)
7184                                                                                                                                                 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)){
7185                                                                                                                                                         if(!player[i].isFlip()){
7186                                                                                                                                                                 player[i].throwtogglekeydown=1;
7187                                                                                                                                                                 player[i].victim=&player[j];
7188                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
7189                                                                                                                                                                 player[i].target=0;
7190                                                                                                                                                                 player[i].targetframe=0;
7191                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
7192                                                                                                                                                                 Normalise(&rotatetarget);
7193                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
7194                                                                                                                                                                 player[i].targetrotation*=360/6.28;
7195                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
7196
7197                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
7198                                                                                                                                                         }
7199                                                                                                                                                         if(player[i].isFlip()){
7200                                                                                                                                                                 if(player[i].weaponactive!=-1){
7201                                                                                                                                                                         player[i].throwtogglekeydown=1;
7202                                                                                                                                                                         player[i].victim=&player[j];
7203                                                                                                                                                                         XYZ aim;
7204                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
7205                                                                                                                                                                         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);
7206                                                                                                                                                                         Normalise(&aim);
7207
7208                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
7209
7210                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
7211                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
7212                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
7213                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
7214                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
7215                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
7216                                                                                                                                                                         player[i].num_weapons--;
7217                                                                                                                                                                         if(player[i].num_weapons){
7218                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
7219                                                                                                                                                                         }
7220                                                                                                                                                                         player[i].weaponactive=-1;
7221                                                                                                                                                                 }
7222                                                                                                                                                         }
7223                                                                                                                                                 }
7224                                                                                                                 }
7225                                                                                         }
7226                                                                                 }
7227                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
7228                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
7229                                                                                         {
7230                                                                                                 player[i].throwtogglekeydown=1;
7231                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
7232                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
7233                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
7234                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
7235                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
7236                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
7237                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
7238                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
7239                                                                                                 player[i].num_weapons--;
7240                                                                                                 if(player[i].num_weapons){
7241                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
7242                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
7243                                                                                                 }
7244
7245                                                                                                 player[i].weaponactive=-1;
7246                                                                                                 for(j=0;j<numplayers;j++){
7247                                                                                                         player[j].wentforweapon=0;
7248                                                                                                 }
7249                                                                                         }
7250                                                                                 }
7251
7252                                                                         }
7253
7254                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
7255                                                                                 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)){
7256                                                                                         //Setenvironment(1-environment);
7257                                                                                         bool isgood;
7258                                                                                         isgood=1;
7259                                                                                         if(player[i].weaponactive!=-1){
7260                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
7261                                                                                         }
7262                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
7263                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7264                                                                                                         player[i].targetanimation=drawrightanim;
7265                                                                                                         player[i].targetframe=0;
7266                                                                                                         player[i].target=0;
7267                                                                                                         player[i].drawtogglekeydown=1;
7268                                                                                                 }
7269                                                                                                 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){
7270                                                                                                         player[i].targetanimation=drawleftanim;
7271                                                                                                         player[i].targetframe=0;
7272                                                                                                         player[i].target=0;
7273                                                                                                         player[i].drawtogglekeydown=1;
7274                                                                                                 }
7275                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
7276                                                                                                         player[i].targetanimation=crouchdrawrightanim;
7277                                                                                                         player[i].targetframe=0;
7278                                                                                                         player[i].target=0;
7279                                                                                                         player[i].drawtogglekeydown=1;
7280                                                                                                 }
7281                                                                                         }
7282                                                                                 }
7283                                                                                 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){
7284                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
7285                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
7286                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
7287                                                                                                 player[i].targetframe=0;
7288                                                                                                 player[i].target=0;
7289                                                                                                 player[i].hasvictim=0;
7290                                                                                                 //player[i].attacktogglekeydown=1;
7291                                                                                         }
7292                                                                                 }
7293
7294                                                                                 if(!player[i].drawkeydown){
7295                                                                                         player[i].drawtogglekeydown=0;
7296                                                                                 }
7297
7298                                                                                 if(i==0){
7299                                                                                         absflatfacing=0;
7300                                                                                         absflatfacing.z=-1;
7301
7302                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
7303                                                                                 }
7304                                                                                 else absflatfacing=flatfacing;
7305
7306                                                                                 if(indialogue!=-1){
7307                                                                                         player[i].forwardkeydown=0;
7308                                                                                         player[i].leftkeydown=0;
7309                                                                                         player[i].backkeydown=0;
7310                                                                                         player[i].rightkeydown=0;
7311                                                                                         player[i].jumpkeydown=0;
7312                                                                                         player[i].crouchkeydown=0;
7313                                                                                         player[i].drawkeydown=0;
7314                                                                                         player[i].throwkeydown=0;
7315                                                                                 }
7316                                                                                 movekey=0;
7317                                                                                 //Do controls
7318                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
7319                                                                                         if(!player[i].forwardkeydown){
7320                                                                                                 player[i].forwardstogglekeydown=0;
7321                                                                                         }
7322                                                                                         if(player[i].crouchkeydown){
7323                                                                                                 //Crouch
7324                                                                                                 target=-2;
7325                                                                                                 if(i==0){
7326                                                                                                         player[i].superruntoggle=1;
7327                                                                                                         if(numplayers>1)
7328                                                                                                                 for(j=0;j<numplayers;j++){
7329                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
7330                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
7331                                                                                                                                         player[i].superruntoggle=0;
7332                                                                                                                                 }
7333                                                                                                                         }
7334                                                                                                                 }
7335                                                                                                 }
7336
7337                                                                                                 if(numplayers>1)
7338                                                                                                         for(j=0;j<numplayers;j++){
7339                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
7340                                                                                                                         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))){
7341                                                                                                                                 if(target>=0)target=-1;
7342                                                                                                                                 else target=j;
7343                                                                                                                         }
7344                                                                                                                 }
7345                                                                                                         }
7346                                                                                                         if(target>=0)player[target].Reverse();
7347                                                                                                         player[i].lowreversaldelay=.5;
7348
7349                                                                                                         if(player[i].isIdle()){
7350                                                                                                                 player[i].targetanimation=player[i].getCrouch();
7351                                                                                                                 player[i].target=0;
7352                                                                                                                 player[i].targetframe=0;
7353                                                                                                                 player[i].transspeed=10;
7354                                                                                                         }
7355                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
7356                                                                                                                 player[i].targetanimation=rollanim;
7357                                                                                                                 player[i].target=0;
7358                                                                                                                 player[i].targetframe=0;
7359                                                                                                                 player[i].transspeed=20;
7360                                                                                                         }
7361                                                                                         }
7362                                                                                         if(!player[i].crouchkeydown){
7363                                                                                                 //Uncrouch
7364                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
7365                                                                                                 target=-2;
7366                                                                                                 if(player[i].isCrouch()){
7367                                                                                                         if(numplayers>1)
7368                                                                                                                 for(j=0;j<numplayers;j++){
7369                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
7370                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
7371                                                                                                                                         if(target>=0)target=-1;
7372                                                                                                                                         else target=j;
7373                                                                                                                                 }
7374                                                                                                                         }
7375                                                                                                                 }
7376                                                                                                                 if(target>=0)player[target].Reverse();
7377                                                                                                                 player[i].highreversaldelay=.5;
7378
7379                                                                                                                 if(player[i].isCrouch()){
7380                                                                                                                         if(!player[i].wasCrouch()){
7381                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
7382                                                                                                                                 player[i].currentframe=0;
7383                                                                                                                         }
7384                                                                                                                         player[i].target=0;
7385                                                                                                                         player[i].targetanimation=player[i].getIdle();
7386                                                                                                                         player[i].targetframe=0;
7387                                                                                                                         player[i].transspeed=10;
7388                                                                                                                 }
7389                                                                                                 }
7390                                                                                                 if(player[i].targetanimation==sneakanim){
7391                                                                                                         player[i].targetanimation=player[i].getIdle();
7392                                                                                                         player[i].target=0;
7393                                                                                                         player[i].targetframe=0;
7394                                                                                                         player[i].transspeed=10;
7395                                                                                                 }
7396                                                                                         }
7397                                                                                         if(player[i].forwardkeydown){
7398                                                                                                 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)){
7399                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
7400                                                                                                         else player[i].targetanimation=player[i].getRun();
7401                                                                                                         player[i].target=0;
7402                                                                                                         player[i].targetframe=0;
7403                                                                                                 }
7404                                                                                                 if(player[i].isCrouch()){
7405                                                                                                         player[i].targetanimation=sneakanim;
7406                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7407                                                                                                         player[i].targetframe=0;
7408                                                                                                 }
7409                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7410                                                                                                         player[i].targetanimation=climbanim;
7411                                                                                                         player[i].target=0;
7412                                                                                                         player[i].targetframe=1;
7413                                                                                                         player[i].jumpclimb=1;
7414                                                                                                 }
7415                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7416                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7417                                                                                                 }
7418                                                                                                 player[i].forwardstogglekeydown=1;
7419                                                                                                 movekey=1;
7420                                                                                         }
7421                                                                                         if (player[i].rightkeydown){
7422                                                                                                 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)){
7423                                                                                                         player[i].targetanimation=player[i].getRun();
7424                                                                                                         player[i].target=0;
7425                                                                                                         player[i].targetframe=0;
7426                                                                                                 }
7427                                                                                                 if(player[i].isCrouch()){
7428                                                                                                         player[i].targetanimation=sneakanim;
7429                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7430                                                                                                         player[i].targetframe=0;
7431                                                                                                 }
7432                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7433                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7434                                                                                                 }
7435                                                                                                 player[i].targetrotation-=90;
7436                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7437                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7438                                                                                                 movekey=1;
7439                                                                                         }
7440                                                                                         if ( player[i].leftkeydown){
7441                                                                                                 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)){
7442                                                                                                         player[i].targetanimation=player[i].getRun();
7443                                                                                                         player[i].target=0;
7444                                                                                                         player[i].targetframe=0;
7445                                                                                                 }
7446                                                                                                 if(player[i].isCrouch()){
7447                                                                                                         player[i].targetanimation=sneakanim;
7448                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7449                                                                                                         player[i].targetframe=0;
7450                                                                                                 }
7451                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7452                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7453                                                                                                 }
7454                                                                                                 player[i].targetrotation+=90;
7455                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7456                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7457                                                                                                 movekey=1;
7458                                                                                         }
7459                                                                                         if(player[i].backkeydown){
7460                                                                                                 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)){
7461                                                                                                         player[i].targetanimation=player[i].getRun();
7462                                                                                                         player[i].target=0;
7463                                                                                                         player[i].targetframe=0;
7464                                                                                                 }
7465                                                                                                 if(player[i].isCrouch()){
7466                                                                                                         player[i].targetanimation=sneakanim;
7467                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7468                                                                                                         player[i].targetframe=0;
7469                                                                                                 }
7470                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7471                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7472                                                                                                 }
7473                                                                                                 if(player[i].targetanimation==hanganim){
7474                                                                                                         player[i].currentanimation=jumpdownanim;
7475                                                                                                         player[i].targetanimation=jumpdownanim;
7476                                                                                                         player[i].target=0;
7477                                                                                                         player[i].currentframe=0;
7478                                                                                                         player[i].targetframe=1;
7479                                                                                                         player[i].velocity=0;
7480                                                                                                         player[i].velocity.y+=gravity;
7481                                                                                                         player[i].coords.y-=1.4;
7482                                                                                                         player[i].grabdelay=1;
7483                                                                                                 }
7484                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7485                                                                                                         player[i].targetrotation+=180;
7486                                                                                                 movekey=1;
7487                                                                                         }
7488                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7489                                                                                                 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)){
7490                                                                                                         player[i].jumpstart=0;
7491                                                                                                         player[i].targetanimation=jumpupanim;
7492                                                                                                         player[i].target=0;
7493                                                                                                         player[i].targetframe=0;
7494                                                                                                         player[i].rotation=player[i].targetrotation;
7495                                                                                                         player[i].transspeed=20;
7496                                                                                                         player[i].FootLand(0,1);
7497                                                                                                         player[i].FootLand(1,1);
7498
7499                                                                                                         facing=0;
7500                                                                                                         facing.z=-1;
7501                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7502
7503                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7504                                                                                                         if(!movekey)player[i].velocity=0;
7505
7506                                                                                                         //Dodge sweep?
7507                                                                                                         target=-2;
7508                                                                                                         if(numplayers>1)
7509                                                                                                                 for(j=0;j<numplayers;j++){
7510                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7511                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7512                                                                                                                                         if(target>=0)target=-1;
7513                                                                                                                                         else target=j;
7514                                                                                                                                 }
7515                                                                                                                         }
7516                                                                                                                 }
7517                                                                                                                 if(target>=0)player[i].velocity.y=1;
7518                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7519                                                                                                                         player[i].velocity.y=7;
7520                                                                                                                         player[i].crouchtogglekeydown=1;
7521                                                                                                                 }
7522                                                                                                                 else player[i].velocity.y=5;
7523
7524                                                                                                                 if(mousejump&&i==0&&debugmode){
7525                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7526                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7527                                                                                                                 }
7528
7529                                                                                                                 player[i].coords.y+=.2;
7530                                                                                                                 player[i].jumppower-=1;
7531
7532                                                                                                                 static float gLoc[3];
7533                                                                                                                 static float vel[3];
7534                                                                                                                 gLoc[0]=player[i].coords.x;
7535                                                                                                                 gLoc[1]=player[i].coords.y;
7536                                                                                                                 gLoc[2]=player[i].coords.z;
7537                                                                                                                 vel[0]=player[i].velocity.x;
7538                                                                                                                 vel[1]=player[i].velocity.y;
7539                                                                                                                 vel[2]=player[i].velocity.z;
7540
7541                                                                                                                 if(i==0){
7542                                                                                                                         PlaySoundEx( whooshsound, samp[whooshsound], NULL, true);
7543                                                                                                                         OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
7544                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 128);
7545                                                                                                                         OPENAL_SetPaused(channels[whooshsound], false);
7546                                                                                                                 }
7547
7548                                                                                                                 PlaySoundEx( jumpsound, samp[jumpsound], NULL, true);
7549                                                                                                                 OPENAL_3D_SetAttributes(channels[jumpsound], gLoc, vel);
7550                                                                                                                 OPENAL_SetVolume(channels[jumpsound], 128);
7551                                                                                                                 OPENAL_SetPaused(channels[jumpsound], false);
7552                                                                                                 }
7553                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7554                                                                                                         player[i].targetanimation=player[i].getLanding();
7555                                                                                                         player[i].landhard=0;
7556                                                                                                         player[i].target=0;
7557                                                                                                         player[i].targetframe=2;
7558                                                                                                         player[i].jumpstart=1;
7559                                                                                                         player[i].tempdeltav=deltav;
7560                                                                                                 }
7561                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7562                                                                                                         if(player[i].jumppower>multiplier*6){
7563                                                                                                                 player[i].velocity.y+=multiplier*6;
7564                                                                                                                 player[i].jumppower-=multiplier*6;
7565                                                                                                         }
7566                                                                                                         if(player[i].jumppower<=multiplier*6){
7567                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7568                                                                                                                 player[i].jumppower=0;
7569                                                                                                         }
7570                                                                                                 }
7571                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7572                                                                                         }
7573
7574                                                                                         if(!movekey){
7575                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7576                                                                                                         player[i].targetanimation=player[i].getStop();
7577                                                                                                         player[i].target=0;
7578                                                                                                         player[i].targetframe=0;
7579                                                                                                 }
7580                                                                                                 if(player[i].targetanimation==sneakanim){
7581                                                                                                         player[i].targetanimation=player[i].getCrouch();
7582                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7583                                                                                                         player[i].targetframe=0;
7584                                                                                                 }
7585                                                                                         }
7586                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7587                                                                                                 player[i].targetanimation=player[i].getStop();
7588                                                                                                 player[i].target=0;
7589                                                                                                 player[i].targetframe=0;
7590                                                                                         }
7591                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7592                                                                                                 player[i].targetanimation=player[i].getStop();
7593                                                                                                 player[i].target=0;
7594                                                                                                 player[i].targetframe=0;
7595                                                                                         }
7596                                                                                 }
7597                                                                 }
7598                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7599                                                         }
7600
7601                                                         //Rotation
7602                                                         for(k=0;k<numplayers;k++){
7603                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7604                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7605                                                                         else player[k].rotation+=360;
7606                                                                 }
7607
7608                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7609                                                                         player[k].targetanimation=player[k].getStop();
7610                                                                         player[k].targetframe=0;
7611                                                                         player[k].target=0;
7612                                                                 }
7613
7614                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7615                                                                         player[k].targettilt=0;
7616                                                                 }
7617                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7618                                                                         player[k].targettilt=0;
7619                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7620                                                                         player[k].jumppower+=multiplier*7;
7621                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7622                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7623                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7624                                                                 }
7625
7626                                                                 if(player[k].isRun()){
7627                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7628                                                                 }
7629
7630                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7631                                                                 else if(player[k].tilt>player[k].targettilt){
7632                                                                         player[k].tilt-=multiplier*150;
7633                                                                 }
7634                                                                 else if(player[k].tilt<player[k].targettilt){
7635                                                                         player[k].tilt+=multiplier*150;
7636                                                                 }
7637
7638                                                                 player[k].grabdelay-=multiplier;
7639                                                         }
7640
7641                                                         for(k=0;k<numplayers;k++){
7642                                                                 player[k].DoAnimations();
7643                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7644                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7645                                                         }
7646
7647                                                         objects.DoStuff();
7648                                                         
7649                                                         for(j=numenvsounds-1;j>=0;j--){
7650                                                                 envsoundlife[j]-=multiplier;
7651                                                                 if(envsoundlife[j]<0){
7652                                                                         numenvsounds--;
7653                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7654                                                                         envsound[j]=envsound[numenvsounds];
7655                                                                 }
7656                                                         }
7657                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7658                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7659
7660                                                         if(tutoriallevel==1){
7661                                                                 XYZ temp;
7662                                                                 XYZ temp2;
7663                                                                 XYZ temp3;
7664                                                                 XYZ oldtemp;
7665                                                                 XYZ oldtemp2;
7666                                                                 temp.x=1011;
7667                                                                 temp.y=84;
7668                                                                 temp.z=491;
7669                                                                 temp2.x=1025;
7670                                                                 temp2.y=75;
7671                                                                 temp2.z=447;
7672                                                                 temp3.x=1038;
7673                                                                 temp3.y=76;
7674                                                                 temp3.z=453;
7675                                                                 oldtemp=temp;
7676                                                                 oldtemp2=temp2;
7677                                                                 if(tutorialstage>=51)
7678                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7679                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7680                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7681
7682                                                                                 PlayStreamEx( stream_music3, strm[stream_music3], NULL, true);
7683                                                                                 OPENAL_SetPaused(channels[stream_music3], false);
7684                                                                                 OPENAL_SetVolume(channels[stream_music3], 256);
7685
7686                                                                                 gameon=0;
7687                                                                                 mainmenu=5;
7688
7689                                                                                 fireSound();
7690
7691                                                                                 flash();
7692                                                                         }
7693                                                                         if(tutorialstage<51)
7694                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7695                                                                                         float gLoc[3];
7696                                                                                         float vel[3];
7697                                                                                         gLoc[0]=player[0].coords.x;
7698                                                                                         gLoc[1]=player[0].coords.y;
7699                                                                                         gLoc[2]=player[0].coords.z;
7700                                                                                         vel[0]=0;
7701                                                                                         vel[1]=0;
7702                                                                                         vel[2]=0;
7703                                                                                         PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
7704                                                                                         OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
7705                                                                                         OPENAL_SetVolume(channels[fireendsound], 256);
7706                                                                                         OPENAL_SetPaused(channels[fireendsound], false);
7707
7708                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7709
7710                                                                                         flash();
7711                                                                                 }
7712                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7713                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7714                                                                                                 float gLoc[3];
7715                                                                                                 float vel[3];
7716                                                                                                 gLoc[0]=player[1].coords.x;
7717                                                                                                 gLoc[1]=player[1].coords.y;
7718                                                                                                 gLoc[2]=player[1].coords.z;
7719                                                                                                 vel[0]=0;
7720                                                                                                 vel[1]=0;
7721                                                                                                 vel[2]=0;
7722                                                                                                 PlaySoundEx( fireendsound, samp[fireendsound], NULL, true);
7723                                                                                                 OPENAL_3D_SetAttributes(channels[fireendsound], gLoc, vel);
7724                                                                                                 OPENAL_SetVolume(channels[fireendsound], 256);
7725                                                                                                 OPENAL_SetPaused(channels[fireendsound], false);
7726
7727                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7728                                                                                                         if(Random()%2==0){
7729                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7730                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7731                                                                                                                 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;
7732                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7733                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7734                                                                                                         }
7735                                                                                                 }
7736
7737                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7738                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7739                                                                                                         player[1].skeleton.joints[i].velocity=0;
7740                                                                                                         if(Random()%2==0){
7741                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7742                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7743                                                                                                                 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;
7744                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7745                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7746                                                                                                         }
7747                                                                                                 }
7748                                                                                         }
7749                                                         }
7750
7751
7752                                                         //3d sound
7753                                                         static float gLoc[3];
7754                                                         gLoc[0]=viewer.x;
7755                                                         gLoc[1]=viewer.y;
7756                                                         gLoc[2]=viewer.z;
7757                                                         static float vel[3];
7758                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7759                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7760                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7761
7762                                                         //Set orientation with forward and up vectors
7763                                                         static XYZ upvector;
7764                                                         upvector=0;
7765                                                         upvector.z=-1;
7766
7767                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7768                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7769
7770                                                         facing=0;
7771                                                         facing.z=-1;
7772
7773                                                         facing=DoRotation(facing,-rotation2,0,0);
7774                                                         facing=DoRotation(facing,0,0-rotation,0);
7775
7776
7777                                                         static float ori[6];
7778                                                         ori[0] = -facing.x;
7779                                                         ori[1] = facing.y;
7780                                                         ori[2] = -facing.z;
7781                                                         ori[3] = -upvector.x;
7782                                                         ori[4] = upvector.y;
7783                                                         ori[5] = -upvector.z;
7784
7785                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7786                                                         OPENAL_Update();
7787
7788                                                         oldviewer=viewer;
7789                 }
7790         }
7791
7792         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7793                 Screenshot();
7794                 freezetogglekeydown=1;
7795         }
7796 }
7797
7798 void    Game::TickOnce(){
7799         if(mainmenu)
7800                 rotation+=multiplier*5;
7801         else
7802                 if(directing||indialogue==-1) {
7803                         rotation+=deltah*.7;
7804                         if(!invertmouse)rotation2+=deltav*.7;
7805                         if(invertmouse)rotation2-=deltav*.7;
7806                         if(rotation2>90)rotation2=90;
7807                         if(rotation2<-70)rotation2=-70;
7808                 }
7809 }
7810
7811 void    Game::TickOnceAfter(){
7812         static XYZ colviewer;
7813         static XYZ coltarget;
7814         static XYZ target;
7815         static XYZ col;
7816         static float brotate;
7817         static XYZ facing;
7818         static int i,j;
7819         static float changedelay;
7820         static bool alldead;
7821         static float unseendelay;
7822         static float cameraspeed;
7823
7824         if(!mainmenu){
7825
7826                 if(environment==snowyenvironment)music1=stream_music1snow;
7827                 if(environment==grassyenvironment)music1=stream_music1grass;
7828                 if(environment==desertenvironment)music1=stream_music1desert;
7829
7830                 realthreat=0;
7831
7832                 musictype=music1;
7833                 for(i=0;i<numplayers;i++){
7834                         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)){
7835                                 musictype=stream_music2;
7836                                 realthreat=1;
7837                         }
7838                 }
7839                 if(player[0].dead)musictype=stream_music3;
7840
7841
7842                 if(musictype==stream_music2){
7843                         unseendelay=1;
7844                 }
7845
7846                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7847                         unseendelay-=multiplier;
7848                         if(unseendelay>0){
7849                                 musictype=stream_music2;
7850                         }
7851                 }
7852
7853
7854                 if(loading==2){
7855                         musictype=stream_music3;
7856                         musicvolume[2]=512;
7857                         musicvolume[0]=0;
7858                         musicvolume[1]=0;
7859                         musicvolume[3]=0;
7860                 }
7861
7862                 if(musictoggle){
7863                         if(musictype!=oldmusictype&&musictype==stream_music2){
7864                                 static float gLoc[3];
7865                                 static float vel[3];
7866                                 gLoc[0]=cameraloc.x;
7867                                 gLoc[1]=cameraloc.y;
7868                                 gLoc[2]=cameraloc.z;
7869                                 vel[0]=0;
7870                                 vel[1]=0;
7871                                 vel[2]=0;
7872                                 PlaySoundEx( alarmsound, samp[alarmsound], NULL, true);
7873                                 OPENAL_SetVolume(channels[alarmsound], 512);
7874                                 OPENAL_SetPaused(channels[alarmsound], false);
7875
7876                         }
7877                 }
7878                 musicselected=musictype;
7879
7880                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7881                 else musicvolume[0]-=multiplier*450;
7882                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7883                 else musicvolume[1]-=multiplier*450;
7884                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7885                 else musicvolume[2]-=multiplier*450;
7886
7887                 for(i=0;i<3;i++){
7888                         if(musicvolume[i]<0)musicvolume[i]=0;
7889                         if(musicvolume[i]>512)musicvolume[i]=512;
7890                 }
7891
7892                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7893
7894                 if(musictoggle){
7895                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0){
7896                                 PlayStreamEx( music1, strm[music1], NULL, true);
7897                                 OPENAL_SetPaused(channels[music1], false);
7898                         }
7899                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0){
7900                                 PlayStreamEx( stream_music2, strm[stream_music2], NULL, true);
7901                                 OPENAL_SetPaused(channels[stream_music2], false);
7902                         }
7903                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0){
7904                                 PlayStreamEx( stream_music3, strm[stream_music3], NULL, true);
7905                                 OPENAL_SetPaused(channels[stream_music3], false);
7906                         }
7907                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7908                                 OPENAL_SetPaused(channels[music1], true);
7909                         }
7910                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7911                                 OPENAL_SetPaused(channels[stream_music2], true);
7912                         }
7913                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7914                                 OPENAL_SetPaused(channels[stream_music3], true);
7915                         }
7916
7917                         if(musicvolume[0]!=oldmusicvolume[0]){
7918                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7919                         }
7920                         if(musicvolume[1]!=oldmusicvolume[1]){
7921                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7922                         }
7923                         if(musicvolume[2]!=oldmusicvolume[2]){
7924                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7925                         }
7926
7927                         for(i=0;i<3;i++){
7928                                 oldmusicvolume[i]=musicvolume[i];
7929                         }
7930                 } else {
7931                         OPENAL_SetPaused(channels[music1], true);
7932                         OPENAL_SetPaused(channels[stream_music2], true);
7933                         OPENAL_SetPaused(channels[stream_music3], true);
7934
7935                         for(i=0;i<4;i++){
7936                                 oldmusicvolume[i]=0;
7937                                 musicvolume[i]=0;
7938                         }
7939                 }
7940
7941                 killhotspot=2;
7942                 for(i=0;i<numhotspots;i++){
7943                         if(hotspottype[i]>10&&hotspottype[i]<20){
7944                                 if(player[hotspottype[i]-10].dead==0){
7945                                         killhotspot=0;
7946                                 }
7947                                 else if(killhotspot==2)
7948                                         killhotspot=1;
7949                         }
7950                 }
7951                 if(killhotspot==2)killhotspot=0;
7952
7953
7954                 winhotspot=0;
7955                 for(i=0;i<numhotspots;i++){
7956                         if(hotspottype[i]==-1){
7957                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7958                                         winhotspot=1;
7959                         }
7960                 }
7961
7962                 int numalarmed=0;
7963                 for(i=1;i<numplayers;i++){
7964                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7965                 }
7966                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7967
7968                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7969                         if(player[0].dead&&changedelay<=0){
7970                                 changedelay=1;
7971                                 targetlevel=whichlevel;
7972                         }
7973                         alldead=1;
7974                         for(i=1;i<numplayers;i++){
7975                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7976                         }
7977
7978
7979                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7980                                 changedelay=1;
7981                                 targetlevel=whichlevel+1;
7982                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7983                         }
7984                         if(winhotspot||windialogue){
7985                                 changedelay=0.1;
7986                                 targetlevel=whichlevel+1;
7987                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7988                         }
7989
7990
7991                         if(killhotspot){
7992                                 changedelay=1;
7993                                 targetlevel=whichlevel+1;
7994                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7995                         }
7996
7997                         if(changedelay>0&&!player[0].dead&&!won){
7998                                 //high scores, awards, win
7999                                 if(campaign){
8000                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
8001                                         scoreadded=1;
8002                                 }
8003                                 else
8004                                 {
8005                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
8006                                 }
8007                                 won=1;
8008                         }
8009                 }
8010
8011                 if(!winfreeze){
8012
8013                         if(leveltime<1){
8014                                 loading=0;
8015                                 changedelay=.1;
8016                                 alldead=0;
8017                                 winhotspot=0;
8018                                 killhotspot=0;
8019                         }
8020
8021                         if(!editorenabled&&gameon&&!mainmenu){
8022                                 if(changedelay!=-999)changedelay-=multiplier/7;
8023                                 if(player[0].dead)targetlevel=whichlevel;
8024                                 if(loading==2&&!campaign){
8025                                         flash();
8026
8027                                         fireSound(firestartsound);
8028
8029                                         if(!player[0].dead&&targetlevel!=whichlevel){
8030                                                 startbonustotal=bonustotal;
8031                                         }
8032                                         if(player[0].dead) Loadlevel(whichlevel);
8033                                         else Loadlevel(targetlevel);
8034
8035                                         fireSound();
8036
8037                                         loading=3;
8038                                 }
8039                                 if(loading==2&&targetlevel==whichlevel){
8040                                         flash();
8041                                         loadtime=0;
8042
8043                                         fireSound(firestartsound);
8044
8045                                         for(i=0;i<255;i++){
8046                                                 mapname[i]='\0';
8047                                         }
8048                                         mapname[0]=':';
8049                                         mapname[1]='D';
8050                                         mapname[2]='a';
8051                                         mapname[3]='t';
8052                                         mapname[4]='a';
8053                                         mapname[5]=':';
8054                                         mapname[6]='M';
8055                                         mapname[7]='a';
8056                                         mapname[8]='p';
8057                                         mapname[9]='s';
8058                                         mapname[10]=':';
8059                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
8060                                         Loadlevel(mapname);
8061
8062                                         fireSound();
8063
8064                                         loading=3;
8065                                 }
8066                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
8067                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
8068                         {
8069                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
8070                                                         winfreeze=1;
8071                                                         changedelay=-999;
8072                                                 }
8073                                                 if(player[0].dead)loading=1;
8074                                         }
8075                                 }
8076                         }
8077
8078                         if(campaign)
8079                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
8080                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
8081                                                 endgame=1;
8082                                         }
8083                                 }
8084                                 else if(mainmenu==0&&winfreeze){
8085                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
8086                                                 stealthloading=1;
8087                                         else stealthloading=0;
8088
8089                                         if(!stealthloading){
8090                                                 float gLoc[3]={0,0,0};
8091                                                 float vel[3]={0,0,0};
8092                                                 fireSound(firestartsound);
8093
8094                                                 flash();
8095                                         }
8096
8097                                         startbonustotal=0;
8098
8099                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
8100                                         ipstream.ignore(256,':');
8101                                         ipstream >> campaignnumlevels;
8102                                         for(i=0;i<campaignnumlevels;i++){
8103                                                 ipstream.ignore(256,':');
8104                                                 ipstream.ignore(256,':');
8105                                                 ipstream.ignore(256,' ');
8106                                                 ipstream >> campaignmapname[i];
8107                                                 ipstream.ignore(256,':');
8108                                                 ipstream >> campaigndescription[i];
8109                                                 for(j=0;j<256;j++){
8110                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
8111                                                 }
8112                                                 ipstream.ignore(256,':');
8113                                                 ipstream >> campaignchoosenext[i];
8114                                                 ipstream.ignore(256,':');
8115                                                 ipstream >> campaignnumnext[i];
8116                                                 for(j=0;j<campaignnumnext[i];j++){
8117                                                         ipstream.ignore(256,':');
8118                                                         ipstream >> campaignnextlevel[i][j];
8119                                                         campaignnextlevel[i][j]-=1;
8120                                                 }
8121                                                 ipstream.ignore(256,':');
8122                                                 ipstream >> campaignlocationx[i];
8123                                                 ipstream.ignore(256,':');
8124                                                 ipstream >> campaignlocationy[i];
8125                                         }
8126                                         ipstream.close();
8127
8128                                         for(i=0;i<campaignnumlevels;i++){
8129                                                 levelvisible[i]=0;
8130                                                 levelhighlight[i]=0;
8131                                         }
8132
8133
8134                                         for(i=0;i<campaignnumlevels;i++){
8135                                                 levelvisible[i]=0;
8136                                                 levelhighlight[i]=0;
8137                                         }
8138
8139                                         levelorder[0]=0;
8140                                         levelvisible[0]=1;
8141                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
8142                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
8143                                                 levelvisible[levelorder[i+1]]=1;
8144                                         }
8145                                         int whichlevelstart;
8146                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
8147                                         if(whichlevelstart<0){
8148                                                 campaignchoicenum=1;
8149                                                 campaignchoicewhich[0]=0;
8150                                         }
8151                                         else
8152                                         {
8153                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
8154                                                 for(i=0;i<campaignchoicenum;i++){
8155                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
8156                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
8157                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
8158                                                 }
8159                                         }
8160
8161                                         loading=2;
8162                                         loadtime=0;
8163                                         targetlevel=7;
8164                                         //if(firstload)TickOnceAfter();
8165                                         if(!firstload)LoadStuff();
8166                                         //else {
8167                                         for(i=0;i<255;i++){
8168                                                 mapname[i]='\0';
8169                                         }
8170                                         mapname[0]=':';
8171                                         mapname[1]='D';
8172                                         mapname[2]='a';
8173                                         mapname[3]='t';
8174                                         mapname[4]='a';
8175                                         mapname[5]=':';
8176                                         mapname[6]='M';
8177                                         mapname[7]='a';
8178                                         mapname[8]='p';
8179                                         mapname[9]='s';
8180                                         mapname[10]=':';
8181
8182                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
8183                                         whichchoice=0;
8184                                         visibleloading=1;
8185                                         stillloading=1;
8186                                         Loadlevel(mapname);
8187                                         campaign=1;
8188                                         mainmenu=0;
8189                                         gameon=1;
8190                                         OPENAL_SetPaused(channels[stream_music3], true);
8191
8192                                         stealthloading=0;
8193                                 }
8194
8195                                 if(loading==3)loading=0;
8196
8197                         }
8198
8199                         oldmusictype=musictype;
8200         }
8201
8202         facing=0;
8203         facing.z=-1;
8204
8205         facing=DoRotation(facing,-rotation2,0,0);
8206         facing=DoRotation(facing,0,0-rotation,0);
8207         viewerfacing=facing;
8208
8209         brotate=0;
8210         if(!cameramode){
8211                 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;
8212                 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;
8213                 target.y+=.1;
8214                 if(player[0].skeleton.free){
8215                         for(i=0;i<player[0].skeleton.num_joints;i++){
8216                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
8217                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
8218                         }
8219                         target.y+=.1;
8220                 }
8221                 if(player[0].skeleton.free!=2&&!autocam){
8222                         cameraspeed=20;
8223                         if(findLengthfast(&player[0].velocity)>400){
8224                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8225                         }
8226                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8227                         coltarget=target-cameraloc;
8228                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8229                         else {
8230                                 Normalise(&coltarget);
8231                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8232                                 else cameraloc=cameraloc+coltarget*multiplier*8;
8233                         }
8234                         if(editorenabled)cameraloc=target;
8235                         cameradist+=multiplier*5;
8236                         if(cameradist>2.3)cameradist=2.3;
8237                         viewer=cameraloc-facing*cameradist;
8238                         colviewer=viewer;
8239                         coltarget=cameraloc;
8240                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8241                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8242                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8243                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8244                                         colviewer=viewer;
8245                                         coltarget=cameraloc;
8246                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8247                                 }
8248                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8249                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8250                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8251                                                 colviewer=viewer;
8252                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8253                                                         viewer=colviewer;
8254                                                 }
8255                                         }
8256                                         cameradist=findDistance(&viewer,&target);
8257                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
8258                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
8259                                         }
8260                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8261                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8262                                         }
8263                 }
8264                 if(player[0].skeleton.free!=2&&autocam){
8265                         cameraspeed=20;
8266                         if(findLengthfast(&player[0].velocity)>400){
8267                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
8268                         }
8269                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
8270                         cameradist+=multiplier*5;
8271                         if(cameradist>3.3)cameradist=3.3;
8272                         coltarget=target-cameraloc;
8273                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
8274                         else if(findLengthfast(&coltarget)>1)
8275                         {
8276                                 Normalise(&coltarget);
8277                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
8278                                 else cameraloc=cameraloc+coltarget*multiplier*8;
8279                         }
8280                         if(editorenabled)cameraloc=target;
8281                         viewer=cameraloc;
8282                         colviewer=viewer;
8283                         coltarget=cameraloc;
8284                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
8285                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8286                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8287                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8288                                         colviewer=viewer;
8289                                         coltarget=cameraloc;
8290                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
8291                                 }
8292                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
8293                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
8294                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
8295                                                 colviewer=viewer;
8296                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
8297                                                         viewer=colviewer;
8298                                                 }
8299                                         }
8300                                         cameradist=findDistance(&viewer,&target);
8301                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
8302                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
8303                                         }
8304                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
8305                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
8306                                         }
8307                 }
8308                 if(camerashake>.8)camerashake=.8;
8309                 //if(woozy>10)woozy=10;
8310                 //woozy+=multiplier;
8311                 woozy+=multiplier;
8312                 if(player[0].dead)camerashake=0;
8313                 if(player[0].dead)woozy=0;
8314                 camerashake-=multiplier*2;
8315                 blackout-=multiplier*2;
8316                 //if(player[0].isCrouch())woozy-=multiplier*8;
8317                 if(camerashake<0)camerashake=0;
8318                 if(blackout<0)blackout=0;
8319                 //if(woozy<0)woozy=0;
8320                 if(camerashake){
8321                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
8322                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
8323                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
8324                 }
8325         }
8326 }