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