]> git.jsancho.org Git - lugaru.git/blob - Source/GameTick.cpp
Introduce pause_sound
[lugaru.git] / Source / GameTick.cpp
1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3
4 This file is part of Lugaru.
5
6 Lugaru is free software; you can redistribute it and/or
7 modify it under the terms of the GNU General Public License
8 as published by the Free Software Foundation; either version 2
9 of the License, or (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
14
15 See the GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
20 */
21
22 #if PLATFORM_UNIX
23 #include <sys/stat.h>
24 #include <sys/types.h>
25 #include <unistd.h>
26 #else
27 #include <direct.h>
28 #endif
29
30 #include <ctime>
31 #include "Game.h"
32 #include "openal_wrapper.h"
33 #include "Settings.h"
34 #include "Input.h"
35 #include "Animation.h"
36 #include "Awards.h"
37
38 using namespace std;
39
40 // Added more evilness needed for MSVC
41 #ifdef _MSC_VER
42         #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
43         #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
44 #endif
45
46
47 extern float multiplier;
48 extern XYZ viewer;
49 extern int environment;
50 extern float texscale;
51 extern Terrain terrain;
52 extern int channels[100];
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 terraindetail;
68 extern float camerashake;
69 extern float woozy;
70 extern float blackout;
71 extern bool cellophane;
72 extern bool musictoggle;
73 extern int difficulty;
74 extern int bloodtoggle;
75 extern bool invertmouse;
76 extern float windvar;
77 extern float precipdelay;
78 extern XYZ viewerfacing;
79 extern bool ambientsound;
80 extern bool mousejump;
81 extern float viewdistance;
82 extern bool freeze;
83 extern bool autoslomo;
84 extern bool keyboardfrozen;
85 extern int netdatanew;
86 extern bool loadingstuff;
87 extern char mapname[256];
88 extern XYZ windvector;
89 extern bool debugmode;
90 static int music1;
91 extern int mainmenu;
92 extern int oldmainmenu;
93 extern bool visibleloading;
94 extern int loadscreencolor;
95 extern float flashamount,flashr,flashg,flashb;
96 extern int flashdelay;
97 extern XYZ envsound[30];
98 extern float envsoundvol[30];
99 extern int numenvsounds;
100 extern float envsoundlife[30];
101 extern float usermousesensitivity;
102 extern bool ismotionblur;
103 extern bool foliage;
104 extern bool trilinear;
105 extern bool damageeffects;
106 extern bool showpoints;
107 extern bool showdamagebar; // (des)activate the damage bar
108 extern bool texttoggle;
109 extern bool alwaysblur;
110 extern float gamespeed;
111 extern bool decals;
112 extern bool vblsync;
113 extern bool immediate;
114 extern bool velocityblur;
115 extern float tintr,tintg,tintb;
116 extern bool skyboxtexture;
117 extern float skyboxr;
118 extern float skyboxg;
119 extern float skyboxb;
120 extern float skyboxlightr;
121 extern float skyboxlightg;
122 extern float skyboxlightb;
123 extern float fadestart;
124 extern float slomospeed;
125 extern float slomofreq;
126 extern int tutoriallevel;
127 extern float smoketex;
128 extern float tutorialstagetime;
129 extern int tutorialstage;
130 extern float tutorialmaxtime;
131 extern float tutorialsuccess;
132 extern bool againbonus;
133 extern bool reversaltrain;
134 extern bool canattack;
135 extern bool cananger;
136 extern float damagedealt;
137 extern int maptype;
138 extern int editoractive;
139 extern int editorpathtype;
140
141 extern float hostiletime;
142
143 extern bool gamestarted;
144
145 extern int numhotspots;
146 extern int winhotspot;
147 extern int windialogue;
148 extern int killhotspot;
149 extern XYZ hotspot[40];
150 extern int hotspottype[40];
151 extern float hotspotsize[40];
152 extern char hotspottext[40][256];
153 extern int currenthotspot;
154
155 extern int kBitsPerPixel;
156 extern int hostile;
157
158 extern bool stillloading;
159 extern bool winfreeze;
160
161 extern int numdialogues;
162 extern int numdialogueboxes[max_dialogues];
163 extern int dialoguetype[max_dialogues];
164 extern int dialogueboxlocation[max_dialogues][max_dialoguelength];
165 extern float dialogueboxcolor[max_dialogues][max_dialoguelength][3];
166 extern int dialogueboxsound[max_dialogues][max_dialoguelength];
167 extern char dialoguetext[max_dialogues][max_dialoguelength][128];
168 extern char dialoguename[max_dialogues][max_dialoguelength][64];
169 extern XYZ dialoguecamera[max_dialogues][max_dialoguelength];
170 extern XYZ participantlocation[max_dialogues][10];
171 extern int participantfocus[max_dialogues][max_dialoguelength];
172 extern int participantaction[max_dialogues][max_dialoguelength];
173 extern float participantrotation[max_dialogues][10];
174 extern XYZ participantfacing[max_dialogues][max_dialoguelength][10];
175 extern float dialoguecamerarotation[max_dialogues][max_dialoguelength];
176 extern float dialoguecamerarotation2[max_dialogues][max_dialoguelength];
177 extern int indialogue;
178 extern int whichdialogue;
179 extern int directing;
180 extern float dialoguetime;
181 extern int dialoguegonethrough[20];
182
183 extern bool campaign;
184
185 extern float oldgamespeed;
186
187 static const char *rabbitskin[] = {
188 ":Data:Textures:Fur3.jpg",
189 ":Data:Textures:Fur.jpg",
190 ":Data:Textures:Fur2.jpg",
191 ":Data:Textures:Lynx.jpg",
192 ":Data:Textures:Otter.jpg",
193 ":Data:Textures:Opal.jpg",
194 ":Data:Textures:Sable.jpg",
195 ":Data:Textures:Chocolate.jpg",
196 ":Data:Textures:BW2.jpg",
197 ":Data:Textures:WB2.jpg"
198 };
199
200 static const char *wolfskin[] = {
201 ":Data:Textures:Wolf.jpg",
202 ":Data:Textures:Darkwolf.jpg",
203 ":Data:Textures:Snowwolf.jpg"
204 };
205
206 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
207 STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
208
209 static const char **creatureskin[] = {rabbitskin, wolfskin};
210
211 /* Return true if PFX is a prefix of STR (case-insensitive).  */
212 static bool stripfx(const char *str, const char *pfx)
213 {
214   return !strncasecmp(str, pfx, strlen(pfx));
215 }
216
217 static const char *cmd_names[] = {
218 #define DECLARE_COMMAND(cmd) #cmd " ",
219 #include "ConsoleCmds.h"
220 #undef  DECLARE_COMMAND
221 };
222
223 typedef void (*console_handler)(Game *game, const char *args);
224
225 #define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
226 #include "ConsoleCmds.h"
227 #undef  DECLARE_COMMAND
228
229 static console_handler cmd_handlers[] = {
230 #define DECLARE_COMMAND(cmd) ch_##cmd,
231 #include "ConsoleCmds.h"
232 #undef  DECLARE_COMMAND
233 };
234
235 static void ch_quit(Game *game, const char *args)
236 {
237   game->tryquit = 1;
238 }
239
240 static void ch_map(Game *game, const char *args)
241 {
242   char buf[64];
243   snprintf(buf, 63, ":Data:Maps:%s", args);
244   game->Loadlevel(buf);
245   game->whichlevel = -2;
246   campaign = 0;
247 }
248
249 static void ch_save(Game *game, const char *args)
250 {
251   char buf[64];
252   int i, j, k, l, m, templength;
253   float headprop, bodyprop, armprop, legprop;
254   snprintf(buf, 63, ":Data:Maps:%s", args);
255
256
257   int mapvers = 12;;
258
259   FILE                  *tfile;
260   tfile=fopen( ConvertFileName(buf), "wb" );
261   fpackf(tfile, "Bi", mapvers);
262   fpackf(tfile, "Bi", maptype);
263   fpackf(tfile, "Bi", hostile);
264   fpackf(tfile, "Bf Bf", viewdistance, fadestart);
265   fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
266   fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
267   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);
268   if(player[0].num_weapons>0&&player[0].num_weapons<5)
269     for(j=0;j<player[0].num_weapons;j++){
270       fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
271     }
272
273   fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
274   fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
275   fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
276   fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
277
278   fpackf(tfile, "Bi", player[0].numclothes);
279
280   fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
281
282   fpackf(tfile, "Bi", numdialogues);
283         for(k=0;k<numdialogues;k++){
284                 fpackf(tfile, "Bi", numdialogueboxes[k]);
285                 fpackf(tfile, "Bi", dialoguetype[k]);
286                 for(l=0;l<10;l++){
287                         fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
288                         fpackf(tfile, "Bf", participantrotation[k][l]);
289                 }
290                 for(l=0;l<numdialogueboxes[k];l++){
291                         fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
292                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
293                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
294                         fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
295                         fpackf(tfile, "Bi", dialogueboxsound[k][l]);
296
297                         templength=strlen(dialoguetext[k][l]);
298                         fpackf(tfile, "Bi",(templength));
299                         for(m=0;m<templength;m++){
300                                 fpackf(tfile, "Bb", dialoguetext[k][l][m]);
301                                 if(dialoguetext[k][l][m]=='\0')break;
302                         }
303
304                         templength=strlen(dialoguename[k][l]);
305                         fpackf(tfile, "Bi",templength);
306                         for(m=0;m<templength;m++){
307                                 fpackf(tfile, "Bb", dialoguename[k][l][m]);
308                                 if(dialoguename[k][l][m]=='\0')break;
309                         }
310
311                         fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
312                         fpackf(tfile, "Bi", participantfocus[k][l]);
313                         fpackf(tfile, "Bi", participantaction[k][l]);
314
315                         for(m=0;m<10;m++)
316                                 fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
317
318                         fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
319                 }
320         }
321
322         for(k=0;k<player[0].numclothes;k++){
323                 templength=strlen(player[0].clothes[k]);
324                 fpackf(tfile, "Bi", templength);
325                 for(l=0;l<templength;l++)
326                         fpackf(tfile, "Bb", player[0].clothes[k][l]);
327                 fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
328         }
329
330   fpackf(tfile, "Bi", environment);
331
332   fpackf(tfile, "Bi", objects.numobjects);
333
334     for(k=0;k<objects.numobjects;k++){
335       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]);
336     }
337
338   fpackf(tfile, "Bi", numhotspots);
339         for(i=0;i<numhotspots;i++){
340                 fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
341                 templength=strlen(hotspottext[i]);
342                 fpackf(tfile, "Bi",templength);
343                 for(l=0;l<templength;l++)
344                         fpackf(tfile, "Bb", hotspottext[i][l]);
345         }
346
347   fpackf(tfile, "Bi", numplayers);
348   if(numplayers<maxplayers)
349     for(j=1;j<numplayers;j++){
350                 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);
351                 if(player[j].num_weapons<5)
352                         for(k=0;k<player[j].num_weapons;k++){
353                                 fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
354                         }
355                 if(player[j].numwaypoints<30){
356                         fpackf(tfile, "Bi", player[j].numwaypoints);
357                         for(k=0;k<player[j].numwaypoints;k++){
358                                 fpackf(tfile, "Bf", player[j].waypoints[k].x);
359                                 fpackf(tfile, "Bf", player[j].waypoints[k].y);
360                                 fpackf(tfile, "Bf", player[j].waypoints[k].z);
361                                 fpackf(tfile, "Bi", player[j].waypointtype[k]);
362                         }
363                         fpackf(tfile, "Bi", player[j].waypoint);
364                 } else {
365                         player[j].numwaypoints=0;
366                         player[j].waypoint=0;
367                         fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
368                 }
369
370                 fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
371                 fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
372                 fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
373                 fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
374
375                 if(player[j].creature==wolftype) {
376                         headprop=player[j].proportionhead.x/1.1;
377                         bodyprop=player[j].proportionbody.x/1.1;
378                         armprop=player[j].proportionarms.x/1.1;
379                         legprop=player[j].proportionlegs.x/1.1;
380                 } else if(player[j].creature==rabbittype){
381                         headprop=player[j].proportionhead.x/1.2;
382                         bodyprop=player[j].proportionbody.x/1.05;
383                         armprop=player[j].proportionarms.x/1.00;
384                         legprop=player[j].proportionlegs.x/1.1;
385                 }
386
387                 fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
388
389                 fpackf(tfile, "Bi", player[j].numclothes);
390                 if(player[j].numclothes)
391                         for(k=0;k<player[j].numclothes;k++){
392                                 int templength;
393                                 templength=strlen(player[j].clothes[k]);
394                                 fpackf(tfile, "Bi", templength);
395                                 for(l=0;l<templength;l++)
396                                         fpackf(tfile, "Bb", player[j].clothes[k][l]);
397                                 fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
398                         }
399     }
400
401   fpackf(tfile, "Bi", game->numpathpoints);
402         for(j=0;j<game->numpathpoints;j++){
403                 fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
404                 for(k=0;k<game->numpathpointconnect[j];k++){
405                         fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
406                 }
407         }
408
409   fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
410
411   fclose(tfile);
412 }
413
414 static void ch_cellar(Game *game, const char *args)
415 {
416   game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
417 }
418
419 static void ch_tint(Game *game, const char *args)
420 {
421   sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
422 }
423
424 static void ch_tintr(Game *game, const char *args)
425 {
426   tintr = atof(args);
427 }
428
429 static void ch_tintg(Game *game, const char *args)
430 {
431   tintg = atof(args);
432 }
433
434 static void ch_tintb(Game *game, const char *args)
435 {
436   tintb = atof(args);
437 }
438
439 static void ch_speed(Game *game, const char *args)
440 {
441   player[0].speedmult = atof(args);
442 }
443
444 static void ch_strength(Game *game, const char *args)
445 {
446   player[0].power = atof(args);
447 }
448
449 static void ch_power(Game *game, const char *args)
450 {
451   player[0].power = atof(args);
452 }
453
454 static void ch_size(Game *game, const char *args)
455 {
456   player[0].scale = atof(args) * .2;
457 }
458
459 static int find_closest()
460 {
461   int closest = 0;
462   float closestdist = 1.0/0.0;
463
464   for (int i = 1; i < numplayers; i++) {
465     float distance;
466     distance = findDistancefast(&player[i].coords,&player[0].coords);
467     if (distance < closestdist) {
468       closestdist = distance;
469       closest = i;
470     }
471   }
472   return closest;
473 }
474
475 static void ch_sizenear(Game *game, const char *args)
476 {
477   int closest = find_closest();
478
479   if (closest)
480     player[closest].scale = atof(args) * .2;
481 }
482
483 static void set_proportion(int pnum, const char *args)
484 {
485   float headprop,bodyprop,armprop,legprop;
486
487   sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
488
489   if(player[pnum].creature==wolftype){
490     player[pnum].proportionhead=1.1*headprop;
491     player[pnum].proportionbody=1.1*bodyprop;
492     player[pnum].proportionarms=1.1*armprop;
493     player[pnum].proportionlegs=1.1*legprop;
494   } else if(player[pnum].creature==rabbittype){
495     player[pnum].proportionhead=1.2*headprop;
496     player[pnum].proportionbody=1.05*bodyprop;
497     player[pnum].proportionarms=1.00*armprop;
498     player[pnum].proportionlegs=1.1*legprop;
499     player[pnum].proportionlegs.y=1.05*legprop;
500   }
501 }
502
503 static void ch_proportion(Game *game, const char *args)
504 {
505   set_proportion(0, args);
506 }
507
508 static void ch_proportionnear(Game *game, const char *args)
509 {
510   int closest = find_closest();
511   if (closest)
512     set_proportion(closest, args);
513 }
514
515 static void set_protection(int pnum, const char *args)
516 {
517   float head, high, low;
518   sscanf(args, "%f%f%f", &head, &high, &low);
519
520   player[pnum].protectionhead = head;
521   player[pnum].protectionhigh = high;
522   player[pnum].protectionlow  = low;
523 }
524
525 static void ch_protection(Game *game, const char *args)
526 {
527   set_protection(0, args);
528 }
529
530 static void ch_protectionnear(Game *game, const char *args)
531 {
532   int closest = find_closest();
533   if (closest)
534     set_protection(closest, args);
535 }
536
537 static void set_armor(int pnum, const char *args)
538 {
539   float head, high, low;
540   sscanf(args, "%f%f%f", &head, &high, &low);
541
542   player[pnum].armorhead = head;
543   player[pnum].armorhigh = high;
544   player[pnum].armorlow  = low;
545 }
546
547 static void ch_armor(Game *game, const char *args)
548 {
549   set_armor(0, args);
550 }
551
552 static void ch_armornear(Game *game, const char *args)
553 {
554   int closest = find_closest();
555   if (closest)
556     set_armor(closest, args);
557 }
558
559 static void ch_protectionreset(Game *game, const char *args)
560 {
561   set_protection(0, "1 1 1");
562   set_armor(0, "1 1 1");
563 }
564
565 static void set_metal(int pnum, const char *args)
566 {
567   float head, high, low;
568   sscanf(args, "%f%f%f", &head, &high, &low);
569
570   player[pnum].metalhead = head;
571   player[pnum].metalhigh = high;
572   player[pnum].metallow  = low;
573 }
574
575 static void ch_metal(Game *game, const char *args)
576 {
577   set_metal(0, args);
578 }
579
580 static void set_noclothes(int pnum, Game *game, const char *args)
581 {
582   player[pnum].numclothes = 0;
583   game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
584                         &player[pnum].skeleton.drawmodel.textureptr,1,
585                         &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
586 }
587
588 static void ch_noclothes(Game *game, const char *args)
589 {
590   set_noclothes(0, game, args);
591 }
592
593 static void ch_noclothesnear(Game *game, const char *args)
594 {
595   int closest = find_closest();
596   if (closest)
597     set_noclothes(closest, game, args);
598 }
599
600
601 static void set_clothes(int pnum, Game *game, const char *args)
602 {
603   char buf[64];
604   snprintf(buf, 63, ":Data:Textures:%s.png", args);
605
606   if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
607     return;
608
609   player[pnum].DoMipmaps();
610   strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
611   player[pnum].clothestintr[player[pnum].numclothes]=tintr;
612   player[pnum].clothestintg[player[pnum].numclothes]=tintg;
613   player[pnum].clothestintb[player[pnum].numclothes]=tintb;
614   player[pnum].numclothes++;
615 }
616
617 static void ch_clothes(Game *game, const char *args)
618 {
619   set_clothes(0, game, args);
620 }
621
622 static void ch_clothesnear(Game *game, const char *args)
623 {
624   int closest = find_closest();
625   if (closest)
626     set_clothes(closest, game, args);
627 }
628
629 static void ch_belt(Game *game, const char *args)
630 {
631   player[0].skeleton.clothes = !player[0].skeleton.clothes;
632 }
633
634
635 static void ch_cellophane(Game *game, const char *args)
636 {
637   cellophane = !cellophane;
638   float mul = cellophane ? 0 : 1;
639
640   for (int i = 0; i < numplayers; i++) {
641     player[i].proportionhead.z = player[i].proportionhead.x * mul;
642     player[i].proportionbody.z = player[i].proportionbody.x * mul;
643     player[i].proportionarms.z = player[i].proportionarms.x * mul;
644     player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
645   }
646 }
647
648 static void ch_funnybunny(Game *game, const char *args)
649 {
650   player[0].skeleton.id=0;
651   player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
652                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
653                           ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
654                           ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
655                           ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
656                           ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
657   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
658                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
659   player[0].creature=rabbittype;
660   player[0].scale=.2;
661   player[0].headless=0;
662   player[0].damagetolerance=200;
663   set_proportion(0, "1 1 1 1");
664 }
665
666 static void ch_wolfie(Game *game, const char *args)
667 {
668   player[0].skeleton.id=0;
669   player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
670                           ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
671                           ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
672                           ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
673                           ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
674                           ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
675   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
676                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
677   player[0].creature=wolftype;
678   player[0].damagetolerance=300;
679   set_proportion(0, "1 1 1 1");
680 }
681
682 static void ch_wolfieisgod(Game *game, const char *args)
683 {
684   ch_wolfie(game, args);
685 }
686
687 static void ch_wolf(Game *game, const char *args)
688 {
689   game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
690                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
691 }
692
693 static void ch_snowwolf(Game *game, const char *args)
694 {
695   game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
696                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
697 }
698
699 static void ch_darkwolf(Game *game, const char *args)
700 {
701   game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
702                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
703 }
704
705 static void ch_lizardwolf(Game *game, const char *args)
706 {
707   game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
708                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
709 }
710
711 static void ch_white(Game *game, const char *args)
712 {
713   game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
714                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
715 }
716
717 static void ch_brown(Game *game, const char *args)
718 {
719   game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
720                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
721 }
722
723 static void ch_black(Game *game, const char *args)
724 {
725   game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
726                         &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
727 }
728
729 static void ch_sizemin(Game *game, const char *args)
730 {
731   int i;
732   for (i = 1; i < numplayers; i++)
733     if (player[i].scale < 0.8 * 0.2)
734       player[i].scale = 0.8 * 0.2;
735 }
736
737 static void ch_tutorial(Game *game, const char *args)
738 {
739   tutoriallevel = atoi(args);
740 }
741
742 static void ch_hostile(Game *game, const char *args)
743 {
744   hostile = atoi(args);
745 }
746
747 static void ch_indemo(Game *game, const char *args)
748 {
749   game->indemo=1;
750   hotspot[numhotspots]=player[0].coords;
751   hotspotsize[numhotspots]=0;
752   hotspottype[numhotspots]=-111;
753   strcpy(hotspottext[numhotspots],"mapname");
754   numhotspots++;
755 }
756
757 static void ch_notindemo(Game *game, const char *args)
758 {
759   game->indemo=0;
760   numhotspots--;
761 }
762
763 static void ch_type(Game *game, const char *args)
764 {
765   int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
766         for (i = 0; i < n; i++)
767                 if (stripfx(args, editortypenames[i])) {
768                         editoractive = i;
769                         break;
770                 }
771 }
772
773 static void ch_path(Game *game, const char *args)
774 {
775   int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
776   for (i = 0; i < n; i++)
777     if (stripfx(args, pathtypenames[i])) {
778                 editorpathtype = i;
779                 break;
780     }
781 }
782
783 static void ch_hs(Game *game, const char *args)
784 {
785   hotspot[numhotspots]=player[0].coords;
786
787   float size;
788   int type, shift;
789   sscanf(args, "%f%d %n", &size, &type, &shift);
790
791   hotspotsize[numhotspots] = size;
792   hotspottype[numhotspots] = type;
793
794   strcpy(hotspottext[numhotspots], args + shift);
795   strcat(hotspottext[numhotspots], "\n");
796
797   numhotspots++;
798 }
799
800 static void ch_dialogue(Game *game, const char *args)
801 {
802   int dlg, i, j;
803   char buf1[32], buf2[64];
804
805   sscanf(args, "%d %31s", &dlg, buf1);
806   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
807
808   dialoguetype[numdialogues] = dlg;
809
810   memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
811   memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
812
813   ifstream ipstream(ConvertFileName(buf2));
814   ipstream.ignore(256,':');
815   ipstream >> numdialogueboxes[numdialogues];
816   for(i=0;i<numdialogueboxes[numdialogues];i++){
817     ipstream.ignore(256,':');
818     ipstream.ignore(256,':');
819     ipstream.ignore(256,' ');
820     ipstream >> dialogueboxlocation[numdialogues][i];
821     ipstream.ignore(256,':');
822     ipstream >> dialogueboxcolor[numdialogues][i][0];
823     ipstream >> dialogueboxcolor[numdialogues][i][1];
824     ipstream >> dialogueboxcolor[numdialogues][i][2];
825     ipstream.ignore(256,':');
826     ipstream.getline(dialoguename[numdialogues][i],64);
827     ipstream.ignore(256,':');
828     ipstream.ignore(256,' ');
829     ipstream.getline(dialoguetext[numdialogues][i],128);
830     for(j=0;j<128;j++){
831       if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
832     }
833     ipstream.ignore(256,':');
834     ipstream >> dialogueboxsound[numdialogues][i];
835   }
836
837   for(i=0;i<numdialogueboxes[numdialogues];i++){
838     for(j=0;j<numplayers;j++){
839       participantfacing[numdialogues][i][j]=player[j].facing;
840     }
841   }
842   ipstream.close();
843
844   directing=1;
845   indialogue=0;
846   whichdialogue=numdialogues;
847
848   numdialogues++;
849 }
850
851 static void ch_fixdialogue(Game *game, const char *args)
852 {
853   char buf1[32], buf2[64];
854   int whichdi, i, j;
855
856   sscanf(args, "%d %31s", &whichdi, buf1);
857   snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
858
859   memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
860   memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
861
862   ifstream ipstream(ConvertFileName(buf2));
863   ipstream.ignore(256,':');
864   ipstream >> numdialogueboxes[whichdi];
865   for(i=0;i<numdialogueboxes[whichdi];i++){
866     ipstream.ignore(256,':');
867     ipstream.ignore(256,':');
868     ipstream.ignore(256,' ');
869     ipstream >> dialogueboxlocation[whichdi][i];
870     ipstream.ignore(256,':');
871     ipstream >> dialogueboxcolor[whichdi][i][0];
872     ipstream >> dialogueboxcolor[whichdi][i][1];
873     ipstream >> dialogueboxcolor[whichdi][i][2];
874     ipstream.ignore(256,':');
875     ipstream.getline(dialoguename[whichdi][i],64);
876     ipstream.ignore(256,':');
877     ipstream.ignore(256,' ');
878     ipstream.getline(dialoguetext[whichdi][i],128);
879     for(j=0;j<128;j++){
880       if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
881     }
882     ipstream.ignore(256,':');
883     ipstream >> dialogueboxsound[whichdi][i];
884   }
885
886   ipstream.close();
887 }
888
889 static void ch_fixtype(Game *game, const char *args)
890 {
891   int dlg;
892   sscanf(args, "%d", &dlg);
893   dialoguetype[0] = dlg;
894 }
895
896 static void ch_fixrotation(Game *game, const char *args)
897 {
898   participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
899 }
900
901 static void ch_ddialogue(Game *game, const char *args)
902 {
903   if (numdialogues)
904     numdialogues--;
905 }
906
907 static void ch_dhs(Game *game, const char *args)
908 {
909   if (numhotspots)
910     numhotspots--;
911 }
912
913 static void ch_immobile(Game *game, const char *args)
914 {
915   player[0].immobile = 1;
916 }
917
918 static void ch_allimmobile(Game *game, const char *args)
919 {
920   for (int i = 1; i < numplayers; i++)
921     player[i].immobile = 1;
922 }
923
924 static void ch_mobile(Game *game, const char *args)
925 {
926   player[0].immobile = 0;
927 }
928
929 static void ch_default(Game *game, const char *args)
930 {
931   player[0].armorhead=1;
932   player[0].armorhigh=1;
933   player[0].armorlow=1;
934   player[0].protectionhead=1;
935   player[0].protectionhigh=1;
936   player[0].protectionlow=1;
937   player[0].metalhead=1;
938   player[0].metalhigh=1;
939   player[0].metallow=1;
940   player[0].power=1;
941   player[0].speedmult=1;
942   player[0].scale=1;
943
944   if(player[0].creature==wolftype){
945     player[0].proportionhead=1.1;
946     player[0].proportionbody=1.1;
947     player[0].proportionarms=1.1;
948     player[0].proportionlegs=1.1;
949   } else if(player[0].creature==rabbittype){
950     player[0].proportionhead=1.2;
951     player[0].proportionbody=1.05;
952     player[0].proportionarms=1.00;
953     player[0].proportionlegs=1.1;
954     player[0].proportionlegs.y=1.05;
955   }
956
957   player[0].numclothes=0;
958   game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
959                         &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
960                         &player[0].skeleton.skinsize);
961
962   editoractive=typeactive;
963   player[0].immobile=0;
964 }
965
966 static void ch_play(Game *game, const char *args)
967 {
968   int dlg, i;
969   sscanf(args, "%d", &dlg);
970   whichdialogue = dlg;
971
972   if (whichdialogue >= numdialogues)
973     return;
974
975   for(i=0;i<numdialogueboxes[whichdialogue];i++){
976     player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
977     player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
978     player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
979     player[participantfocus[whichdialogue][i]].velocity=0;
980     player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
981     player[participantfocus[whichdialogue][i]].targetframe=0;
982   }
983
984   directing=0;
985   indialogue=0;
986
987   XYZ temppos;
988   temppos=player[participantfocus[whichdialogue][indialogue]].coords;
989   temppos=temppos-viewer;
990   Normalise(&temppos);
991   temppos+=viewer;
992
993   int whichsoundplay;
994   whichsoundplay=rabbitchitter;
995   if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
996   if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
997   if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
998   if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
999   if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
1000   if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
1001   if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
1002   if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
1003   if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
1004   if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
1005   if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
1006   if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
1007   if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
1008   if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
1009   if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
1010   if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
1011   if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
1012   if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
1013   if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
1014   emit_sound_at(whichsoundplay, temppos);
1015 }
1016
1017 static void ch_mapkilleveryone(Game *game, const char *args)
1018 {
1019   maptype = mapkilleveryone;
1020 }
1021
1022 static void ch_mapkillmost(Game *game, const char *args)
1023 {
1024   maptype = mapkillmost;
1025 }
1026
1027 static void ch_mapkillsomeone(Game *game, const char *args)
1028 {
1029   maptype = mapkillsomeone;
1030 }
1031
1032 static void ch_mapgosomewhere(Game *game, const char *args)
1033 {
1034   maptype = mapgosomewhere;
1035 }
1036
1037 static void ch_viewdistance(Game *game, const char *args)
1038 {
1039   viewdistance = atof(args)*100;
1040 }
1041
1042 static void ch_fadestart(Game *game, const char *args)
1043 {
1044   fadestart = atof(args);
1045 }
1046
1047 static void ch_slomo(Game *game, const char *args)
1048 {
1049   slomospeed = atof(args);
1050   slomo = !slomo;
1051   slomodelay = 1000;
1052 }
1053
1054 static void ch_slofreq(Game *game, const char *args)
1055 {
1056   slomofreq = atof(args);
1057 }
1058
1059 static void ch_skytint(Game *game, const char *args)
1060 {
1061   sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
1062
1063   skyboxlightr=skyboxr;
1064   skyboxlightg=skyboxg;
1065   skyboxlightb=skyboxb;
1066
1067   game->SetUpLighting();
1068
1069   terrain.DoShadows();
1070   objects.DoShadows();
1071 }
1072
1073 static void ch_skylight(Game *game, const char *args)
1074 {
1075   sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1076
1077   game->SetUpLighting();
1078
1079   terrain.DoShadows();
1080   objects.DoShadows();
1081 }
1082
1083 static void ch_skybox(Game *game, const char *args)
1084 {
1085   skyboxtexture = !skyboxtexture;
1086
1087   game->SetUpLighting();
1088
1089   terrain.DoShadows();
1090   objects.DoShadows();
1091 }
1092
1093 static void cmd_dispatch(Game *game, const char *cmd)
1094 {
1095   int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
1096
1097   for (i = 0; i < n_cmds; i++)
1098     if (stripfx(cmd, cmd_names[i]))
1099       {
1100         cmd_handlers[i](game, cmd + strlen(cmd_names[i]));
1101         break;
1102       }
1103   emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
1104 }
1105
1106 /********************> Tick() <*****/
1107 extern bool save_image(const char * fname);
1108 void Screenshot (void)
1109 {
1110         char temp[1024];
1111         time_t  t = time(NULL);
1112         struct  tm *tme = localtime(&t);
1113         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);
1114
1115         #if defined(_WIN32)
1116         mkdir("Screenshots");
1117         #else
1118         mkdir("Screenshots", S_IRWXU);
1119         #endif
1120         
1121         save_image(temp);
1122 }
1123
1124
1125
1126 void    Game::SetUpLighting(){
1127         if(environment==snowyenvironment){
1128                 light.color[0]=.65;
1129                 light.color[1]=.65;
1130                 light.color[2]=.7;
1131                 light.ambient[0]=.4;
1132                 light.ambient[1]=.4;
1133                 light.ambient[2]=.44;
1134         }
1135         if(environment==desertenvironment){
1136                 light.color[0]=.95;
1137                 light.color[1]=.95;
1138                 light.color[2]=.95;
1139                 light.ambient[0]=.4;
1140                 light.ambient[1]=.35;
1141                 light.ambient[2]=.3;
1142         }
1143
1144         if(environment==grassyenvironment){
1145                 light.color[0]=.95;
1146                 light.color[1]=.95;
1147                 light.color[2]=1;
1148                 light.ambient[0]=.4;
1149                 light.ambient[1]=.4;
1150                 light.ambient[2]=.44;
1151         }
1152         if(!skyboxtexture){
1153                 light.color[0]=1;
1154                 light.color[1]=1;
1155                 light.color[2]=1;
1156                 light.ambient[0]=.4;
1157                 light.ambient[1]=.4;
1158                 light.ambient[2]=.4;
1159         }
1160         float average;
1161         average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
1162         light.color[0]*=(skyboxlightr+average)/2;
1163         light.color[1]*=(skyboxlightg+average)/2;
1164         light.color[2]*=(skyboxlightb+average)/2;
1165         light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
1166         light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
1167         light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
1168         /*
1169         light.ambient[0]=0;
1170         light.ambient[1]=0;
1171         light.ambient[2]=0;     */
1172 }
1173
1174 int Game::findPathDist(int start,int end){
1175         int i,j,k,smallestcount,count,connected;
1176         int last,last2,last3,last4;
1177         int closest;
1178
1179         smallestcount=1000;
1180         for(i=0;i<50;i++){
1181                 count=0;
1182                 last=start;
1183                 last2=-1;
1184                 last3=-1;
1185                 last4=-1;
1186                 while(last!=end&&count<30){
1187                         closest=-1;
1188                         for(j=0;j<numpathpoints;j++){
1189                                 if(j!=last&&j!=last2&&j!=last3&&j!=last4)
1190                                 {
1191                                         connected=0;
1192                                         if(numpathpointconnect[j])
1193                                                 for(k=0;k<numpathpointconnect[j];k++){
1194                                                         if(pathpointconnect[j][k]==last)connected=1;
1195                                                 }
1196                                                 if(!connected)
1197                                                         if(numpathpointconnect[last])
1198                                                                 for(k=0;k<numpathpointconnect[last];k++){
1199                                                                         if(pathpointconnect[last][k]==j)connected=1;
1200                                                                 }
1201                                                                 if(connected)
1202                                                                         if(closest==-1||Random()%2==0){
1203                                                                                 closest=j;
1204                                                                         }
1205                                 }
1206                         }
1207                         last4=last3;
1208                         last3=last2;
1209                         last2=last;
1210                         last=closest;
1211                         count++;
1212                 }
1213                 if(count<smallestcount)smallestcount=count;
1214         }
1215         return smallestcount;
1216 }
1217
1218 int Game::checkcollide(XYZ startpoint,XYZ endpoint){
1219         static XYZ colpoint,colviewer,coltarget;
1220         static float minx,minz,maxx,maxz,miny,maxy;
1221         static int i;
1222
1223         //startpoint.y+=.7;
1224         //endpoint.y+=.7;
1225         //startpoint.y-=.1;
1226         //endpoint.y-=.1;
1227
1228         minx=startpoint.x;
1229         if(minx>endpoint.x)minx=endpoint.x;
1230         miny=startpoint.y;
1231         if(miny>endpoint.y)miny=endpoint.y;
1232         minz=startpoint.z;
1233         if(minz>endpoint.z)minz=endpoint.z;
1234
1235         maxx=startpoint.x;
1236         if(maxx<endpoint.x)maxx=endpoint.x;
1237         maxy=startpoint.y;
1238         if(maxy<endpoint.y)maxy=endpoint.y;
1239         maxz=startpoint.z;
1240         if(maxz<endpoint.z)maxz=endpoint.z;
1241
1242         minx-=1;
1243         miny-=1;
1244         minz-=1;
1245         maxx+=1;
1246         maxy+=1;
1247         maxz+=1;
1248
1249         for(i=0;i<objects.numobjects;i++){
1250                 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){
1251                         if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
1252                                 colviewer=startpoint;
1253                                 coltarget=endpoint;
1254                                 if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
1255                         }
1256                 }
1257         }
1258
1259         //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1260
1261         return -1;
1262 }
1263
1264 int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
1265         static XYZ colpoint,colviewer,coltarget;
1266         static float minx,minz,maxx,maxz,miny,maxy;
1267         static int i;
1268
1269         //startpoint.y+=.7;
1270         //endpoint.y+=.7;
1271         //startpoint.y-=.1;
1272         //endpoint.y-=.1;
1273
1274         minx=startpoint.x;
1275         if(minx>endpoint.x)minx=endpoint.x;
1276         miny=startpoint.y;
1277         if(miny>endpoint.y)miny=endpoint.y;
1278         minz=startpoint.z;
1279         if(minz>endpoint.z)minz=endpoint.z;
1280
1281         maxx=startpoint.x;
1282         if(maxx<endpoint.x)maxx=endpoint.x;
1283         maxy=startpoint.y;
1284         if(maxy<endpoint.y)maxy=endpoint.y;
1285         maxz=startpoint.z;
1286         if(maxz<endpoint.z)maxz=endpoint.z;
1287
1288         minx-=1;
1289         miny-=1;
1290         minz-=1;
1291         maxx+=1;
1292         maxy+=1;
1293         maxz+=1;
1294
1295         if(what!=1000){
1296                 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){
1297                         if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
1298                                 colviewer=startpoint;
1299                                 coltarget=endpoint;
1300                                 if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
1301                         }
1302                 }
1303         }
1304
1305         if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
1306
1307         return -1;
1308 }
1309
1310 void    Game::Setenvironment(int which)
1311 {
1312         LOGFUNC;
1313
1314         LOG(" Setting environment...");
1315
1316         float temptexdetail;
1317         environment=which;
1318
1319         pause_sound(stream_music1snow);
1320         pause_sound(stream_music1grass);
1321         pause_sound(stream_music1desert);
1322         pause_sound(stream_wind);
1323         pause_sound(stream_desertambient);
1324
1325
1326         if(environment==snowyenvironment){
1327                 windvector=0;
1328                 windvector.z=3;
1329                 if(ambientsound)
1330                   emit_stream_np(stream_wind);
1331
1332                 LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
1333                 LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
1334                 LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
1335                 LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
1336
1337                 footstepsound = footstepsn1;
1338                 footstepsound2 = footstepsn2;
1339                 footstepsound3 = footstepst1;
1340                 footstepsound4 = footstepst2;
1341
1342                 LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
1343
1344                 LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
1345
1346                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1347
1348
1349
1350
1351                 temptexdetail=texdetail;
1352                 if(texdetail>1)texdetail=4;
1353                 skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
1354                         ":Data:Textures:Skybox(snow):Left.jpg",
1355                         ":Data:Textures:Skybox(snow):Back.jpg",
1356                         ":Data:Textures:Skybox(snow):Right.jpg",
1357                         ":Data:Textures:Skybox(snow):Up.jpg",
1358                         ":Data:Textures:Skybox(snow):Down.jpg",
1359                         ":Data:Textures:Skybox(snow):Cloud.jpg",
1360                         ":Data:Textures:Skybox(snow):Reflect.jpg");
1361
1362
1363
1364
1365                 texdetail=temptexdetail;
1366         }
1367         if(environment==desertenvironment){
1368                 windvector=0;
1369                 windvector.z=2;
1370                 LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
1371                 LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
1372                 LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
1373                 LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
1374
1375
1376                 if(ambientsound)
1377                   emit_stream_np(stream_desertambient);
1378
1379                 footstepsound = footstepsn1;
1380                 footstepsound2 = footstepsn2;
1381                 footstepsound3 = footstepsn1;
1382                 footstepsound4 = footstepsn2;
1383
1384                 LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
1385
1386                 LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
1387
1388                 //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
1389
1390
1391
1392                 temptexdetail=texdetail;
1393                 if(texdetail>1)texdetail=4;
1394                 skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
1395                         ":Data:Textures:Skybox(sand):Left.jpg",
1396                         ":Data:Textures:Skybox(sand):Back.jpg",
1397                         ":Data:Textures:Skybox(sand):Right.jpg",
1398                         ":Data:Textures:Skybox(sand):Up.jpg",
1399                         ":Data:Textures:Skybox(sand):Down.jpg",
1400                         ":Data:Textures:Skybox(sand):Cloud.jpg",
1401                         ":Data:Textures:Skybox(sand):Reflect.jpg");
1402
1403
1404
1405
1406                 texdetail=temptexdetail;
1407         }
1408         if(environment==grassyenvironment){
1409                 windvector=0;
1410                 windvector.z=2;
1411                 LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
1412                 LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
1413                 LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
1414                 LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
1415
1416                 if(ambientsound)
1417                   emit_stream_np(stream_wind, 100.);
1418
1419                 footstepsound = footstepgr1;
1420                 footstepsound2 = footstepgr2;
1421                 footstepsound3 = footstepst1;
1422                 footstepsound4 = footstepst2;
1423
1424                 LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
1425
1426                 LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
1427
1428                 //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
1429
1430
1431
1432                 temptexdetail=texdetail;
1433                 if(texdetail>1)texdetail=4;
1434                 skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
1435                         ":Data:Textures:Skybox(grass):Left.jpg",
1436                         ":Data:Textures:Skybox(grass):Back.jpg",
1437                         ":Data:Textures:Skybox(grass):Right.jpg",
1438                         ":Data:Textures:Skybox(grass):Up.jpg",
1439                         ":Data:Textures:Skybox(grass):Down.jpg",
1440                         ":Data:Textures:Skybox(grass):Cloud.jpg",
1441                         ":Data:Textures:Skybox(grass):Reflect.jpg");
1442
1443
1444
1445                 texdetail=temptexdetail;
1446         }
1447         temptexdetail=texdetail;
1448         texdetail=1;
1449         terrain.load(":Data:Textures:heightmap.png");
1450
1451         texdetail=temptexdetail;
1452 }
1453
1454
1455 void    Game::Loadlevel(int which){
1456         stealthloading=0;
1457
1458         if(which==0)Loadlevel((char *)":Data:Maps:map1");
1459         else if(which==1)Loadlevel((char *)":Data:Maps:map2");
1460         else if(which==2)Loadlevel((char *)":Data:Maps:map3");
1461         else if(which==3)Loadlevel((char *)":Data:Maps:map4");
1462         else if(which==4)Loadlevel((char *)":Data:Maps:map5");
1463         else if(which==5)Loadlevel((char *)":Data:Maps:map6");
1464         else if(which==6)Loadlevel((char *)":Data:Maps:map7");
1465         else if(which==7)Loadlevel((char *)":Data:Maps:map8");
1466         else if(which==8)Loadlevel((char *)":Data:Maps:map9");
1467         else if(which==9)Loadlevel((char *)":Data:Maps:map10");
1468         else if(which==10)Loadlevel((char *)":Data:Maps:map11");
1469         else if(which==11)Loadlevel((char *)":Data:Maps:map12");
1470         else if(which==12)Loadlevel((char *)":Data:Maps:map13");
1471         else if(which==13)Loadlevel((char *)":Data:Maps:map14");
1472         else if(which==14)Loadlevel((char *)":Data:Maps:map15");
1473         else if(which==15)Loadlevel((char *)":Data:Maps:map16");
1474         else if(which==-1){tutoriallevel=-1;Loadlevel((char *)":Data:Maps:tutorial");}
1475         else Loadlevel((char *)":Data:Maps:mapsave");
1476
1477         whichlevel=which;
1478 }
1479
1480 void    Game::Loadlevel(char *name){
1481         int i,j,k,l,m;
1482         static int oldlevel;
1483         int templength;
1484         float lamefloat;
1485         int lameint;
1486
1487         float headprop,legprop,armprop,bodyprop;
1488
1489         LOGFUNC;
1490
1491         LOG(std::string("Loading level...") + name);
1492
1493         if(!gameon)visibleloading=1;
1494
1495         if(stealthloading)visibleloading=0;
1496
1497         if(!stillloading)loadtime=0;
1498         gamestarted=1;
1499
1500         numenvsounds=0;
1501         //visibleloading=1;
1502         if(tutoriallevel!=-1)tutoriallevel=0;
1503         else tutoriallevel=1;
1504
1505         if(tutoriallevel==1)tutorialstage=0;
1506         if(tutorialstage==0){
1507                 tutorialstagetime=0;
1508                 tutorialmaxtime=1;
1509         }
1510         loadingstuff=1;
1511         if(!firstload){
1512                 oldlevel=50;
1513         }
1514         pause_sound(whooshsound);
1515         pause_sound(stream_firesound);
1516
1517         // Change the map filename into something that is os specific
1518         char *FixedFN = ConvertFileName(name);
1519
1520         int mapvers;
1521         FILE                    *tfile;
1522         tfile=fopen( FixedFN, "rb" );
1523         if(tfile)
1524         {
1525                 pause_sound(stream_firesound);
1526
1527
1528                 scoreadded=0;
1529                 windialogue=0;
1530
1531                 hostiletime=0;
1532
1533                 won=0;
1534
1535                 //campaign=0;
1536                 animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
1537
1538                 numdialogues=0;
1539
1540                 for(i=0;i<20;i++)
1541                 {
1542                         dialoguegonethrough[i]=0;
1543                 }
1544
1545                 indialogue=-1;
1546                 cameramode=0;
1547
1548                 damagedealt=0;
1549                 damagetaken=0;
1550
1551                 if(accountactive)difficulty=accountactive->getDifficulty();
1552
1553                 if(difficulty!=2)minimap=1;
1554                 else minimap=0;
1555
1556                 numhotspots=0;
1557                 currenthotspot=-1;
1558                 bonustime=1;
1559
1560                 skyboxtexture=1;
1561                 skyboxr=1;
1562                 skyboxg=1;
1563                 skyboxb=1;
1564
1565                 freeze=0;
1566                 winfreeze=0;
1567
1568                 for(i=0;i<100;i++)
1569                 {
1570                         bonusnum[i]=0;
1571                 }
1572
1573                 numfalls=0;
1574                 numflipfail=0;
1575                 numseen=0;
1576                 numstaffattack=0;
1577                 numswordattack=0;
1578                 numknifeattack=0;
1579                 numunarmedattack=0;
1580                 numescaped=0;
1581                 numflipped=0;
1582                 numwallflipped=0;
1583                 numthrowkill=0;
1584                 numafterkill=0;
1585                 numreversals=0;
1586                 numattacks=0;
1587                 maxalarmed=0;
1588                 numresponded=0;
1589
1590                 bonustotal=startbonustotal;
1591                 bonus=0;
1592                 gameon=1;
1593                 changedelay=0;
1594                 if(console)
1595                 {
1596                         emit_sound_np(consolesuccesssound);
1597                         freeze=0;
1598                         console=0;
1599                 }
1600
1601                 if(!stealthloading)
1602                 {
1603                         terrain.numdecals=0;
1604                         Sprite::deleteSprites();
1605                         for(i=0;i<objects.numobjects;i++)
1606                         {
1607                                 objects.model[i].numdecals=0;
1608                         }
1609
1610                         j=objects.numobjects;
1611                         for(i=0;i<j;i++)
1612                         {
1613                                 objects.DeleteObject(0);
1614                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1615                         }
1616
1617                         for(i=0;i<subdivision;i++)
1618                         {
1619                                 for(j=0;j<subdivision;j++)
1620                                 {
1621                                         terrain.patchobjectnum[i][j]=0;
1622                                 }
1623                         }
1624                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1625                 }
1626
1627                 weapons.numweapons=0;
1628
1629                 funpackf(tfile, "Bi", &mapvers);
1630                 if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
1631                 else indemo=0;
1632                 if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
1633                 else maptype=mapkilleveryone;
1634                 if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
1635                 else hostile=1;
1636                 if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
1637                 else
1638                 {
1639                         viewdistance=100;
1640                         fadestart=.6;
1641                 }
1642                 if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
1643                 else
1644                 {
1645                         skyboxtexture=1;
1646                         skyboxr=1;
1647                         skyboxg=1;
1648                         skyboxb=1;
1649                 }
1650                 if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
1651                 else
1652                 {
1653                         skyboxlightr=skyboxr;
1654                         skyboxlightg=skyboxg;
1655                         skyboxlightb=skyboxb;
1656                 }
1657                 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);
1658                 if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
1659                 player[0].originalcoords=player[0].coords;
1660                 if(player[0].num_weapons>0&&player[0].num_weapons<5)
1661                 {
1662                         for(j=0;j<player[0].num_weapons;j++)
1663                         {
1664                                 player[0].weaponids[j]=weapons.numweapons;
1665                                 funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
1666                                 weapons.owner[weapons.numweapons]=0;
1667                                 weapons.numweapons++;
1668                         }
1669                 }
1670
1671                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1672
1673                 funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
1674                 funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
1675                 funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
1676                 funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
1677
1678                 funpackf(tfile, "Bi", &player[0].numclothes);
1679
1680                 if(mapvers>=9)
1681                 {
1682                         funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
1683                 }
1684                 else
1685                 {
1686                         player[0].whichskin=0;
1687                         player[0].creature=rabbittype;
1688                 }
1689
1690                 for(i=0;i<max_dialogues;i++)
1691                 {
1692                         for(j=0;j<max_dialoguelength;j++)
1693                         {
1694                                 for(k=0;k<128;k++)
1695                                 {
1696                                         dialoguetext[i][j][k]='\0';
1697                                 }
1698                                 for(k=0;k<64;k++)
1699                                 {
1700                                         dialoguename[i][j][k]='\0';
1701                                 }
1702                         }
1703                 }
1704
1705                 player[0].lastattack=-1;
1706                 player[0].lastattack2=-1;
1707                 player[0].lastattack3=-1;
1708
1709                 if(mapvers>=8)
1710                 {
1711                         funpackf(tfile, "Bi", &numdialogues);
1712                         if(numdialogues)
1713                         {
1714                                 for(k=0;k<numdialogues;k++)
1715                                 {
1716                                         funpackf(tfile, "Bi", &numdialogueboxes[k]);
1717                                         funpackf(tfile, "Bi", &dialoguetype[k]);
1718                                         for(l=0;l<10;l++)
1719                                         {
1720                                                 funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
1721                                                 funpackf(tfile, "Bf", &participantrotation[k][l]);
1722                                         }
1723                                         if(numdialogueboxes)
1724                                         {
1725                                                 for(l=0;l<numdialogueboxes[k];l++)
1726                                                 {
1727                                                         funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
1728                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
1729                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
1730                                                         funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
1731                                                         funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
1732
1733                                                         bool doneread;
1734
1735                                                         funpackf(tfile, "Bi",&templength);
1736                                                         if(templength>128||templength<=0)templength=128;
1737                                                         for(m=0;m<templength;m++){
1738                                                                 funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
1739                                                                 if(dialoguetext[k][l][m]=='\0')break;
1740                                                         }
1741
1742                                                         funpackf(tfile, "Bi",&templength);
1743                                                         if(templength>64||templength<=0)templength=64;
1744                                                         for(m=0;m<templength;m++){
1745                                                                 funpackf(tfile, "Bb", &dialoguename[k][l][m]);
1746                                                                 if(dialoguename[k][l][m]=='\0'){
1747                                                                         break;
1748                                                                 }
1749                                                         }
1750                                                         funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
1751                                                         funpackf(tfile, "Bi", &participantfocus[k][l]);
1752                                                         funpackf(tfile, "Bi", &participantaction[k][l]);
1753
1754                                                         for(m=0;m<10;m++)
1755                                                                 funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
1756
1757                                                         funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
1758                                                 }
1759                                         }
1760                                 }
1761                         }
1762                 }
1763                 else numdialogues=0;
1764
1765                 if(player[0].numclothes)
1766                 {
1767                         for(k=0;k<player[0].numclothes;k++)
1768                         {
1769                                 funpackf(tfile, "Bi", &templength);
1770                                 for(l=0;l<templength;l++)
1771                                         funpackf(tfile, "Bb", &player[0].clothes[k][l]);
1772                                 player[0].clothes[k][templength]='\0';
1773                                 funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
1774                         }
1775                 }
1776
1777                 funpackf(tfile, "Bi", &environment);
1778
1779                 funpackf(tfile, "Bi", &objects.numobjects);
1780                 if(objects.numobjects)
1781                 {
1782                         for(i=0;i<objects.numobjects;i++)
1783                         {
1784                                 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]);
1785                                 if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
1786                         }
1787                 }
1788
1789                 if(mapvers>=7)
1790                 {
1791                         funpackf(tfile, "Bi", &numhotspots);
1792                         if(numhotspots)
1793                         {
1794                                 for(i=0;i<numhotspots;i++)
1795                                 {
1796                                         funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
1797                                         funpackf(tfile, "Bi", &templength);
1798                                         if(templength)
1799                                                 for(l=0;l<templength;l++)
1800                                                         funpackf(tfile, "Bb", &hotspottext[i][l]);
1801                                         hotspottext[i][templength]='\0';
1802                                         if(hotspottype[i]==-111)indemo=1;
1803                                 }
1804                         }
1805                 }
1806                 else numhotspots=0;
1807
1808                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1809
1810                 if(!stealthloading)
1811                 {
1812                         objects.center=0;
1813                         for(i=0;i<objects.numobjects;i++)
1814                         {
1815                                 objects.center+=objects.position[i];
1816                         }
1817                         objects.center/=objects.numobjects;
1818
1819
1820                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1821
1822                         float maxdistance=0;
1823                         float tempdist;
1824                         int whichclosest;
1825                         for(i=0;i<objects.numobjects;i++)
1826                         {
1827                                 tempdist=findDistancefast(&objects.center,&objects.position[i]);
1828                                 if(tempdist>maxdistance)
1829                                 {
1830                                         whichclosest=i;
1831                                         maxdistance=tempdist;
1832                                 }
1833                         }
1834                         objects.radius=fast_sqrt(maxdistance);
1835                 }
1836
1837                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1838                 //mapcenter=objects.center;
1839                 //mapradius=objects.radius;
1840
1841                 funpackf(tfile, "Bi", &numplayers);
1842                 int howmanyremoved=0;
1843                 bool removeanother=0;
1844                 if(numplayers>1&&numplayers<maxplayers)
1845                 {
1846                         for(i=1;i<numplayers;i++)
1847                         {
1848                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1849                                 removeanother=0;
1850
1851                                 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);
1852                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
1853                                 else player[i-howmanyremoved].howactive=typeactive;
1854                                 if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
1855                                 else player[i-howmanyremoved].scale=-1;
1856                                 if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
1857                                 else player[i-howmanyremoved].immobile=0;
1858                                 if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
1859                                 else player[i-howmanyremoved].rotation=0;
1860                                 player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
1861                                 if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
1862                                         removeanother=1;
1863                                         howmanyremoved++;
1864                                 }
1865                                 if(!removeanother)
1866                                 {
1867                                         if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
1868                                         {
1869                                                 for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
1870                                                 {
1871                                                         player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
1872                                                         funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
1873                                                         weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
1874                                                         weapons.numweapons++;
1875                                                 }
1876                                         }
1877                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
1878                                         //player[i-howmanyremoved].numwaypoints=10;
1879                                         for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
1880                                         {
1881                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
1882                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
1883                                                 funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
1884                                                 if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
1885                                                 else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
1886                                         }
1887
1888                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
1889                                         if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
1890
1891                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
1892                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
1893                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
1894                                         funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
1895
1896                                         if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
1897                                         else
1898                                         {
1899                                                 headprop=1;
1900                                                 bodyprop=1;
1901                                                 armprop=1;
1902                                                 legprop=1;
1903                                         }
1904                                         if(player[i-howmanyremoved].creature==wolftype)
1905                                         {
1906                                                 player[i-howmanyremoved].proportionhead=1.1*headprop;
1907                                                 player[i-howmanyremoved].proportionbody=1.1*bodyprop;
1908                                                 player[i-howmanyremoved].proportionarms=1.1*armprop;
1909                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1910                                         }
1911
1912                                         if(player[i-howmanyremoved].creature==rabbittype)
1913                                         {
1914                                                 player[i-howmanyremoved].proportionhead=1.2*headprop;
1915                                                 player[i-howmanyremoved].proportionbody=1.05*bodyprop;
1916                                                 player[i-howmanyremoved].proportionarms=1.00*armprop;
1917                                                 player[i-howmanyremoved].proportionlegs=1.1*legprop;
1918                                                 player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
1919                                         }
1920
1921                                         funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
1922                                         if(player[i-howmanyremoved].numclothes)
1923                                         {
1924                                                 for(k=0;k<player[i-howmanyremoved].numclothes;k++)
1925                                                 {
1926                                                         int templength;
1927                                                         funpackf(tfile, "Bi", &templength);
1928                                                         for(l=0;l<templength;l++)
1929                                                                 funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
1930                                                         player[i-howmanyremoved].clothes[k][templength]='\0';
1931                                                         funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
1932                                                 }
1933                                         }
1934                                 }
1935                         }
1936                 }
1937                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1938
1939                 numplayers-=howmanyremoved;
1940                 funpackf(tfile, "Bi", &numpathpoints);
1941                 if(numpathpoints>30||numpathpoints<0)
1942                         numpathpoints=0;
1943                 if(numpathpoints)
1944                 {
1945                         for(j=0;j<numpathpoints;j++)
1946                         {
1947                                 funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
1948                                 for(k=0;k<numpathpointconnect[j];k++){
1949                                         funpackf(tfile, "Bi", &pathpointconnect[j][k]);
1950                                 }
1951                         }
1952                 }
1953                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1954
1955                 funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
1956
1957                 SetUpLighting();
1958                 if(environment!=oldenvironment)Setenvironment(environment);
1959                 oldenvironment=environment;
1960
1961                 if(!stealthloading)
1962                 {
1963                         j=objects.numobjects;
1964                         objects.numobjects=0;
1965                         for(i=0;i<j;i++)
1966                         {
1967                                 //if(objects.type[i]!=spiketype)
1968                                 objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
1969                                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
1970                         }
1971
1972                         //if(skyboxtexture){
1973                         terrain.DoShadows();
1974                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1975                         objects.DoShadows();
1976                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1977                         /*}
1978                         else terrain.DoLighting();
1979                         */
1980                 }
1981
1982                 fclose(tfile);
1983
1984                 oldlevel=whichlevel;
1985
1986
1987                 if(numplayers>maxplayers-1)numplayers=maxplayers-1;
1988                 for(i=0;i<numplayers;i++)
1989                 {
1990                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
1991                         player[i].burnt=0;
1992                         player[i].bled=0;
1993                         player[i].onfire=0;
1994                         if(i==0||player[i].scale<0)player[i].scale=.2;
1995                         player[i].skeleton.free=0;
1996                         player[i].skeleton.id=i;
1997                         //if(Random()%2==0)player[i].creature=wolftype;
1998                         //else player[i].creature=rabbittype;
1999                         if(i==0&&mapvers<9)player[i].creature=rabbittype;
2000                         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);
2001                         else
2002                         {
2003                                 if(player[i].creature!=wolftype){
2004                                         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);
2005                                         LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
2006                                 }
2007                                 if(player[i].creature==wolftype){
2008                                         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);
2009                                 }
2010                         }
2011
2012
2013                         int texsize;
2014                         texsize=512*512*3/texdetail/texdetail;
2015                         //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
2016                         //player[i].skeleton.skinText.resize(texsize);
2017
2018                         LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2019
2020                         if(player[i].numclothes)
2021                         {
2022                                 for(j=0;j<player[i].numclothes;j++)
2023                                 {
2024                                         tintr=player[i].clothestintr[j];
2025                                         tintg=player[i].clothestintg[j];
2026                                         tintb=player[i].clothestintb[j];
2027                                         AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
2028                                 }
2029                                 player[i].DoMipmaps();
2030                         }
2031
2032                         player[i].currentanimation=bounceidleanim;
2033                         player[i].targetanimation=bounceidleanim;
2034                         player[i].currentframe=0;
2035                         player[i].targetframe=1;
2036                         player[i].target=0;
2037                         player[i].speed=1+(float)(Random()%100)/1000;
2038                         if(difficulty==0)player[i].speed-=.2;
2039                         if(difficulty==1)player[i].speed-=.1;
2040
2041                         player[i].velocity=0;
2042                         player[i].oldcoords=player[i].coords;
2043                         player[i].realoldcoords=player[i].coords;
2044
2045                         player[i].id=i;
2046                         player[i].skeleton.id=i;
2047                         player[i].updatedelay=0;
2048                         player[i].normalsupdatedelay=0;
2049
2050                         player[i].aitype=passivetype;
2051                         player[i].aitarget=0;
2052                         player[i].madskills=0;
2053
2054                         if(i==0)
2055                         {
2056                                 player[i].proportionhead=1.2;
2057                                 player[i].proportionbody=1.05;
2058                                 player[i].proportionarms=1.00;
2059                                 player[i].proportionlegs=1.1;
2060                                 player[i].proportionlegs.y=1.05;
2061                         }
2062                         player[i].headless=0;
2063                         player[i].currentoffset=0;
2064                         player[i].targetoffset=0;
2065                         /*player[i].armorhead=1;
2066                         player[i].armorhigh=1;
2067                         player[i].armorlow=1;
2068                         player[i].protectionhead=1;
2069                         player[i].protectionhigh=1;
2070                         player[i].protectionlow=1;
2071                         player[i].metalhead=1;
2072                         player[i].metalhigh=1;
2073                         player[i].metallow=1;
2074                         player[i].power=1;
2075                         player[i].speedmult=1;*/
2076
2077                         player[i].damagetolerance=200;
2078
2079                         if(player[i].creature==wolftype)
2080                         {
2081                                 /*player[i].proportionhead=1.1;
2082                                 player[i].proportionbody=1.1;
2083                                 player[i].proportionarms=1.1;
2084                                 player[i].proportionlegs=1.1;
2085                                 player[i].proportionlegs.y=1.1;*/
2086                                 if(i==0||player[i].scale<0)player[i].scale=.23;
2087
2088                                 player[i].damagetolerance=300;
2089                         }
2090
2091                         if(visibleloading){loadscreencolor=4; LoadingScreen();}
2092                         if(cellophane)
2093                         {
2094                                 player[i].proportionhead.z=0;
2095                                 player[i].proportionbody.z=0;
2096                                 player[i].proportionarms.z=0;
2097                                 player[i].proportionlegs.z=0;
2098                         }
2099
2100                         player[i].tempanimation.Load((char *)"Tempanim",0,0);
2101
2102                         player[i].headmorphness=0;
2103                         player[i].targetheadmorphness=1;
2104                         player[i].headmorphstart=0;
2105                         player[i].headmorphend=0;
2106
2107                         player[i].pausetime=0;
2108
2109                         player[i].dead=0;
2110                         player[i].jumppower=5;
2111                         player[i].damage=0;
2112                         player[i].permanentdamage=0;
2113                         player[i].superpermanentdamage=0;
2114
2115                         player[i].forwardkeydown=0;
2116                         player[i].leftkeydown=0;
2117                         player[i].backkeydown=0;
2118                         player[i].rightkeydown=0;
2119                         player[i].jumpkeydown=0;
2120                         player[i].crouchkeydown=0;
2121                         player[i].throwkeydown=0;
2122
2123                         player[i].collided=-10;
2124                         player[i].loaded=1;
2125                         player[i].bloodloss=0;
2126                         player[i].weaponactive=-1;
2127                         player[i].weaponstuck=-1;
2128                         player[i].bleeding=0;
2129                         player[i].deathbleeding=0;
2130                         player[i].stunned=0;
2131                         player[i].hasvictim=0;
2132                         player[i].wentforweapon=0;
2133                 }
2134
2135                 player[0].aitype=playercontrolled;
2136                 player[0].weaponactive=-1;
2137
2138                 if(difficulty==1)
2139                 {
2140                         //player[0].speedmult=1/.9;
2141                         player[0].power=1/.9;
2142                 }
2143
2144                 if(difficulty==0)
2145                 {
2146                         //player[0].speedmult=1/.8;
2147                         player[0].power=1/.8;
2148                 }
2149
2150                 //player[0].weaponstuck=1;
2151
2152                 if(difficulty==1)player[0].damagetolerance=250;
2153                 if(difficulty==0)player[0].damagetolerance=300;
2154                 if(difficulty==0)player[0].armorhead*=1.5;
2155                 if(difficulty==0)player[0].armorhigh*=1.5;
2156                 if(difficulty==0)player[0].armorlow*=1.5;
2157                 cameraloc=player[0].coords;
2158                 cameraloc.y+=5;
2159                 rotation=player[0].rotation;
2160
2161                 hawkcoords=player[0].coords;
2162                 hawkcoords.y+=30;
2163
2164                 if(visibleloading){loadscreencolor=4; LoadingScreen();}
2165                 //weapons.numweapons=numplayers;
2166                 for(i=0;i<weapons.numweapons;i++)
2167                 {
2168                         weapons.bloody[i]=0;
2169                         weapons.blooddrip[i]=0;
2170                         weapons.blooddripdelay[i]=0;
2171                         weapons.onfire[i]=0;
2172                         weapons.flamedelay[i]=0;
2173                         weapons.damage[i]=0;
2174                         //weapons.type[i]=sword;
2175                         if(weapons.type[i]==sword){
2176                                 weapons.mass[i]=1.5;
2177                                 weapons.tipmass[i]=1;
2178                                 weapons.length[i]=.8;
2179                         }
2180                         if(weapons.type[i]==staff){
2181                                 weapons.mass[i]=2;
2182                                 weapons.tipmass[i]=1;
2183                                 weapons.length[i]=1.5;
2184                         }
2185                         if(weapons.type[i]==knife){
2186                                 weapons.mass[i]=1;
2187                                 weapons.tipmass[i]=1.2;
2188                                 weapons.length[i]=.25;
2189                         }
2190                         weapons.position[i]=-1000;
2191                         weapons.tippoint[i]=-1000;
2192                 }
2193                 
2194                 LOG("Starting background music...");
2195
2196                 OPENAL_StopSound(OPENAL_ALL);
2197                 if(environment==snowyenvironment)
2198                 {
2199                         if(ambientsound)
2200                           emit_stream_np(stream_wind);
2201                 }
2202                 else if(environment==desertenvironment)
2203                 {
2204                         if(ambientsound)
2205                           emit_stream_np(stream_desertambient);
2206                 }
2207                 else if(environment==grassyenvironment)
2208                 {
2209                         if(ambientsound)
2210                           emit_stream_np(stream_wind, 100.);
2211                 }
2212                 oldmusicvolume[0]=0;
2213                 oldmusicvolume[1]=0;
2214                 oldmusicvolume[2]=0;
2215                 oldmusicvolume[3]=0;
2216
2217                 if(!firstload)
2218                 {
2219                         firstload=1;
2220                 }
2221         }
2222         leveltime=0;
2223         loadingstuff=0;
2224         visibleloading=0;
2225 }
2226
2227 void    Game::Tick()
2228 {
2229         static int i,k,j,l,m;
2230         static XYZ facing,flatfacing,absflatfacing;
2231         static XYZ rotatetarget;
2232         static bool oldkey;
2233         static float oldtargetrotation;
2234         static int target, numgood;
2235         static XYZ tempcoords1,tempcoords2;
2236         static XYZ test;
2237         static XYZ test2;
2238         static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
2239         static int whichhit;
2240         static bool oldjumpkeydown;
2241
2242         int templength;
2243
2244         float headprop,bodyprop,armprop,legprop;
2245
2246         for(i=0;i<15;i++){
2247                 displaytime[i]+=multiplier;
2248         }
2249
2250         keyboardfrozen=0;
2251
2252         if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
2253                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2254                         stereoreverse=true;
2255                 } else {
2256                         stereoreverse=false;
2257                 }
2258
2259                 if (stereoreverse) {
2260                         printf("Stereo reversed\n");
2261                 } else {
2262                         printf("Stereo unreversed\n");
2263                 }
2264                 freezetogglekeydown=1;
2265         }
2266
2267         if (Input::isKeyDown(SDLK_F7)) {
2268                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2269                         stereoseparation -= 0.001;
2270                 } else {
2271                         stereoseparation -= 0.010;
2272                 }
2273
2274                 printf("Stereo decreased increased to %f\n", stereoseparation);
2275         }
2276
2277         if (Input::isKeyDown(SDLK_F8)) {
2278                 if (Input::isKeyDown(SDLK_LSHIFT)) {
2279                         stereoseparation += 0.001;
2280                 } else {
2281                         stereoseparation += 0.010;
2282                 }
2283
2284                 printf("Stereo separation increased to %f\n", stereoseparation);
2285         }
2286
2287
2288         if(!console){
2289                 if(mainmenu&&endgame==1)mainmenu=10;
2290                 if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
2291                     && !mainmenutogglekeydown
2292                     && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
2293                   ) { // go back
2294                         selected=-1;
2295                         if(mainmenu==1||mainmenu==2||mainmenu==0){
2296                                 if(mainmenu==0&&!winfreeze)mainmenu=2;
2297                                 else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
2298                                 else if(mainmenu==0&&winfreeze){
2299                                         
2300                                 }
2301                                 else if(mainmenu==1||mainmenu==2)mainmenu=0;
2302                                 if(mainmenu&&musictoggle){
2303                                         if(mainmenu==1||mainmenu==2||mainmenu==100){
2304                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2305                                                 emit_stream_np(stream_music3);
2306                                                 pause_sound(music1);
2307                                         }
2308                                 }
2309                                 if(!mainmenu){
2310                                         pause_sound(stream_music3);
2311                                         resume_stream(music1);
2312                                 }
2313                         }
2314                         if(mainmenu==3){
2315                                 fireSound();
2316
2317                                 flash();
2318
2319                                 if(newdetail>2)newdetail=detail;
2320                                 if(newdetail<0)newdetail=detail;
2321                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2322                                 if(newscreenheight<0)newscreenheight=screenheight;
2323
2324                                 SaveSettings(*this);
2325                         }
2326                         if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
2327                                 fireSound();
2328
2329                                 flash();
2330                         }
2331                         if(mainmenu==3&&gameon)mainmenu=2;
2332                         if(mainmenu==3&&!gameon)mainmenu=1;
2333                         if(mainmenu==5&&gameon)mainmenu=2;
2334                         if(mainmenu==5&&!gameon)mainmenu=1;
2335                         if(mainmenu==4)mainmenu=3;
2336                         if(mainmenu==6)mainmenu=5;
2337                         if(mainmenu==7)mainmenu=1;
2338                         if(mainmenu==9)mainmenu=5;
2339                         if(mainmenu==10)mainmenu=5;
2340                         if(mainmenu==100){
2341                                 mainmenu=5;
2342                                 gameon=0;
2343                                 winfreeze=0;
2344                         }
2345                         mainmenutogglekeydown=1;
2346                 }
2347                 if(!Input::isKeyDown(SDLK_ESCAPE)){
2348                         mainmenutogglekeydown=0;
2349                 }
2350         }
2351
2352         static bool minimaptogglekeydown;
2353         if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
2354                 if(tutorialstage!=51)
2355                         tutorialstagetime=tutorialmaxtime;
2356                 emit_sound_np(consolefailsound, 128.);
2357                 minimaptogglekeydown=1;
2358         }
2359         if(!Input::isKeyDown(SDLK_TAB)){
2360                 minimaptogglekeydown=0;
2361         }
2362
2363         if(mainmenu){
2364                 //menu buttons
2365                 if(mainmenu==1||mainmenu==2){
2366                         if(Input::Button()&&!oldbutton&&selected==1){
2367                                 if(!gameon){
2368                                         fireSound(firestartsound);
2369
2370                                         flash();
2371
2372                                         //new game
2373                                         if(accountactive) {
2374                                                 mainmenu=5;
2375                                         } else {
2376                                                 mainmenu=7;
2377                                         }
2378                                         selected=-1;
2379                                 }
2380                                 else
2381                                 {
2382                                         //resume
2383                                         mainmenu=0;
2384                                         pause_sound(stream_music3);
2385                                         resume_stream(music1);
2386                                 }
2387                         }
2388
2389                         if(Input::Button()&&!oldbutton&&selected==2){
2390                                 fireSound();
2391
2392                                 flash();
2393
2394                                 //options
2395
2396                                 mainmenu=3;
2397
2398                                 if(newdetail>2)newdetail=detail;
2399                                 if(newdetail<0)newdetail=detail;
2400                                 if(newscreenwidth>3000)newscreenwidth=screenwidth;
2401                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2402                                 if(newscreenheight>3000)newscreenheight=screenheight;
2403                                 if(newscreenheight<0)newscreenheight=screenheight;
2404                         }
2405
2406                         if(Input::Button()&&!oldbutton&&selected==3){
2407                                 fireSound();
2408
2409                                 flash();
2410
2411                                 if(!gameon){
2412                                         //quit
2413                                         tryquit=1;
2414                                         pause_sound(stream_music3);
2415                                 }
2416                                 else{
2417                                         //end game
2418                                         gameon=0;
2419                                         mainmenu=1;
2420                                 }
2421                         }
2422                 }
2423                 if(mainmenu==3){
2424                         if(Input::Button()&&!oldbutton&&selected!=-1){
2425                                 fireSound();
2426                         }
2427                         if(Input::Button()&&!oldbutton&&selected==0){
2428                         
2429                                 extern SDL_Rect **resolutions;
2430                                 bool isCustomResolution = true;
2431                                 bool found = false;
2432                                 for (int i = 0; (!found) && (resolutions[i]); i++)
2433                                 {
2434                                         if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
2435                                                 isCustomResolution = false;
2436
2437                                         if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
2438                                         {
2439                                                 i++;
2440                                                 if (resolutions[i] != NULL)
2441                                                 {
2442                                                         newscreenwidth = (int) resolutions[i]->w;
2443                                                         newscreenheight = (int) resolutions[i]->h;
2444                                                 }
2445                                                 else if (isCustomResolution)
2446                                                 {
2447                                                         if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
2448                                                         {
2449                                                                 newscreenwidth = (int) resolutions[0]->w;
2450                                                                 newscreenheight = (int) resolutions[0]->h;
2451                                                         }
2452                                                         else
2453                                                         {
2454                                                                 newscreenwidth = screenwidth;
2455                                                                 newscreenheight = screenheight;
2456                                                         }
2457                                                 }
2458                                                 else
2459                                                 {
2460                                                         newscreenwidth = (int) resolutions[0]->w;
2461                                                         newscreenheight = (int) resolutions[0]->h;
2462                                                 }
2463                                                 found = true;
2464                                         }
2465                                 }
2466
2467                                 if (!found)
2468                                 {
2469                                         newscreenwidth = (int) resolutions[0]->w;
2470                                         newscreenheight = (int) resolutions[0]->h;
2471                                 }
2472
2473                                 
2474                         }
2475                         if(Input::Button()&&!oldbutton&&selected==1){
2476                                 newdetail++;
2477                                 if(newdetail>2)newdetail=0;
2478                         }
2479                         if(Input::Button()&&!oldbutton&&selected==2){
2480                                 bloodtoggle++;
2481                                 if(bloodtoggle>2)bloodtoggle=0;
2482                         }
2483                         if(Input::Button()&&!oldbutton&&selected==3){
2484                                 difficulty++;
2485                                 if(difficulty>2)difficulty=0;
2486                         }
2487                         if(Input::Button()&&!oldbutton&&selected==4){
2488                                 ismotionblur=1-ismotionblur;
2489                         }
2490                         if(Input::Button()&&!oldbutton&&selected==5){
2491                                 decals=1-decals;
2492                         }
2493                         if(Input::Button()&&!oldbutton&&selected==6){
2494                                 musictoggle=1-musictoggle;
2495
2496                                 if(!musictoggle){
2497                                         pause_sound(music1);
2498                                         pause_sound(stream_music2);
2499                                         pause_sound(stream_music3);
2500
2501                                         for(i=0;i<4;i++){
2502                                                 oldmusicvolume[i]=0;
2503                                                 musicvolume[i]=0;
2504                                         }
2505                                 }
2506
2507                                 if(musictoggle)
2508                                   emit_stream_np(stream_music3);
2509                         }
2510                         if(Input::Button()&&!oldbutton&&selected==9){
2511                                 invertmouse=1-invertmouse;
2512                         }
2513                         if(Input::Button()&&!oldbutton&&selected==10){
2514                                 usermousesensitivity+=.2;
2515                                 if(usermousesensitivity>2)usermousesensitivity=.2;
2516                         }
2517                         if(Input::Button()&&!oldbutton&&selected==11){
2518                                 volume+=.1f;
2519                                 if(volume>1.0001f)volume=0;
2520                                 OPENAL_SetSFXMasterVolume((int)(volume*255));
2521                         }
2522                         if(Input::Button()&&!oldbutton&&selected==7){
2523                                 /*fireSound();
2524                                 */
2525                                 flash();
2526
2527                                 //options
2528
2529                                 mainmenu=4;
2530                                 selected=-1;
2531                                 keyselect=-1;
2532                         }
2533                         if(Input::Button() && !oldbutton && selected == 12) {
2534                                 flash();
2535                                 
2536                                 newstereomode = stereomode;
2537                                 mainmenu=18;
2538                                 keyselect=-1;
2539                         }
2540                         if(Input::Button() && !oldbutton && selected == 13) {
2541                                 showdamagebar=!showdamagebar;
2542                         }
2543                         if(Input::Button()&&!oldbutton&&selected==8){
2544                                 fireSound();
2545
2546                                 flash();
2547
2548                                 if(newdetail>2)newdetail=detail;
2549                                 if(newdetail<0)newdetail=detail;
2550                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2551                                 if(newscreenheight<0)newscreenheight=screenheight;
2552
2553
2554                                 SaveSettings(*this);
2555                                 if(mainmenu==3&&gameon)mainmenu=2;
2556                                 if(mainmenu==3&&!gameon)mainmenu=1;
2557                         }
2558                 }
2559                 if(mainmenu==4){
2560                         if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
2561                                 fireSound();
2562                                 if(selected<9&&keyselect==-1)
2563                                         keyselect=selected;
2564                                 if(keyselect!=-1)
2565                                         setKeySelected();
2566                                 if(selected==9){
2567                                         flash();
2568
2569                                         mainmenu=3;
2570
2571                                         if(newdetail>2)newdetail=detail;
2572                                         if(newdetail<0)newdetail=detail;
2573                                         if(newscreenwidth>3000)newscreenwidth=screenwidth;
2574                                         if(newscreenwidth<0)newscreenwidth=screenwidth;
2575                                         if(newscreenheight>3000)newscreenheight=screenheight;
2576                                         if(newscreenheight<0)newscreenheight=screenheight;
2577                                 }
2578                         }
2579                 }
2580
2581                 if(mainmenu==5){
2582
2583                         if(endgame==2){
2584                                 accountactive->endGame();
2585                                 endgame=0;
2586                         }
2587
2588                         if(Input::Button()&&!oldbutton&&selected==1){
2589                                 fireSound();
2590
2591                                 flash();
2592
2593                                 startbonustotal=0;
2594
2595                                 loading=2;
2596                                 loadtime=0;
2597                                 targetlevel=-1;
2598                                 if(firstload)TickOnceAfter();
2599                                 if(!firstload)LoadStuff();
2600                                 else {
2601                                         Loadlevel(-1);
2602                                 }
2603
2604                                 mainmenu=0;
2605                                 gameon=1;
2606                                 pause_sound(stream_music3);
2607                         }
2608                         if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
2609                                 fireSound();
2610
2611                                 flash();
2612
2613                                 startbonustotal=0;
2614
2615                                 loading=2;
2616                                 loadtime=0;
2617                                 targetlevel=7;
2618                                 if(firstload) TickOnceAfter();
2619                                 else LoadStuff();
2620                                 for(i=0;i<255;i++){
2621                                         mapname[i]='\0';
2622                                 }
2623                                 mapname[0]=':';
2624                                 mapname[1]='D';
2625                                 mapname[2]='a';
2626                                 mapname[3]='t';
2627                                 mapname[4]='a';
2628                                 mapname[5]=':';
2629                                 mapname[6]='M';
2630                                 mapname[7]='a';
2631                                 mapname[8]='p';
2632                                 mapname[9]='s';
2633                                 mapname[10]=':';
2634                                 strcat(mapname,campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
2635                                 whichchoice=selected-7-accountactive->getCampaignChoicesMade();
2636                                 visibleloading=1;
2637                                 stillloading=1;
2638                                 Loadlevel(mapname);
2639                                 //Loadlevel(campaignmapname[levelorder[selected-7]]);
2640                                 campaign=1;
2641                                 mainmenu=0;
2642                                 gameon=1;
2643                                 pause_sound(stream_music3);
2644                         }
2645                         if(Input::Button()&&!oldbutton&&selected==4){
2646                                 fireSound();
2647
2648                                 flash();
2649
2650                                 if(mainmenu==5&&gameon)mainmenu=2;
2651                                 if(mainmenu==5&&!gameon)mainmenu=1;
2652                         }
2653                         if(Input::Button()&&!oldbutton&&selected==5){
2654                                 fireSound();
2655
2656                                 flash();
2657
2658                                 mainmenu=7;
2659                         }
2660                         if(Input::Button()&&!oldbutton&&selected==3){
2661                                 fireSound();
2662
2663                                 flash();
2664
2665                                 mainmenu=6;
2666                         }
2667                         if(Input::Button()&&!oldbutton&&selected==2){
2668                                 fireSound();
2669
2670                                 flash();
2671
2672                                 mainmenu=9;
2673                         }
2674                 }
2675                 else if(mainmenu==9){
2676                         if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
2677                                 fireSound();
2678
2679                                 flash();
2680
2681                                 startbonustotal=0;
2682
2683                                 loading=2;
2684                                 loadtime=0;
2685                                 targetlevel=selected;
2686                                 if(firstload)TickOnceAfter();
2687                                 if(!firstload)LoadStuff();
2688                                 else {
2689                                         Loadlevel(selected);
2690                                 }
2691                                 campaign=0;
2692
2693                                 mainmenu=0;
2694                                 gameon=1;
2695                                 pause_sound(stream_music3);
2696                         }
2697                         if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
2698                                 fireSound();
2699
2700                                 flash();
2701
2702                                 mainmenu=5;
2703                         }
2704                 }
2705                 if(mainmenu==10){
2706                         endgame=2;
2707                         if(Input::Button()&&!oldbutton&&selected==3){
2708                                 fireSound();
2709
2710                                 flash();
2711
2712                                 mainmenu=5;
2713                         }
2714                 }
2715
2716                 if(mainmenu==6){
2717                         if(Input::Button()&&!oldbutton) {
2718                                 if(selected>-1){
2719                                         fireSound();
2720                                         if(selected==1) {
2721                                                 flash();
2722                                                 accountactive = Account::destroy(accountactive);
2723                                                 mainmenu=7;
2724                                         } else if(selected==2) {
2725                                                 flash();
2726                                                 mainmenu=5;
2727                                         }
2728                                 }
2729                         }
2730                 }
2731                 if(mainmenu==7){
2732                         if(Input::Button()&&!oldbutton) {
2733                                 if(selected!=-1){
2734                                         fireSound();
2735                                         if(selected==0&&Account::getNbAccounts()<8){
2736                                                 entername=1;
2737                                         } else if (selected<Account::getNbAccounts()+1) {
2738                                                 accountactive=Account::get(selected-1);
2739                                                 mainmenu=5;
2740                                                 flash();
2741                                         } else if (selected==Account::getNbAccounts()+1) {
2742                                                 flash();
2743
2744                                                 mainmenu=1;
2745
2746                                                 for(j=0;j<255;j++){
2747                                                         displaytext[0][j]=' ';
2748                                                 }
2749                                                 displaychars[0]=0;
2750                                                 displayselected=0;
2751                                                 entername=0;
2752                                         }
2753                                 }
2754                         }
2755                 }
2756                 if(mainmenu==8){
2757                         if(Input::Button()&&!oldbutton&&selected>-1){
2758                                 fireSound();
2759
2760                                 if(selected<=2)
2761                                         accountactive->setDifficulty(selected);
2762
2763                                 mainmenu=5;
2764
2765                                 flash();
2766
2767                         }
2768                 }
2769                 if (mainmenu==18) {                     
2770                         if(Input::Button()&&!oldbutton&&selected==0) {
2771                                 newstereomode = (StereoMode)(newstereomode + 1);
2772                                 while(!CanInitStereo(newstereomode)) {
2773                                         printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
2774                                         newstereomode = (StereoMode)(newstereomode + 1);
2775                                         if ( newstereomode >= stereoCount ) {
2776                                                 newstereomode = stereoNone;
2777                                         }
2778                                 }
2779                         }
2780                         
2781                         if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
2782                                 stereoseparation+=0.001;
2783                         }
2784                         if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
2785                                 stereoseparation-=0.001;
2786                         }
2787
2788                         if(Input::Button()&&!oldbutton&&selected==2) {
2789                                 stereoreverse =! stereoreverse;
2790                         }
2791                         
2792                         if(Input::Button()&&!oldbutton&&selected==3) {
2793                                 flash();
2794
2795                                 stereomode = newstereomode;
2796                                 InitStereo(stereomode);
2797                                 
2798                                 mainmenu=3;
2799                         }
2800                 }
2801
2802
2803                 if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
2804                 else oldbutton=0;
2805
2806                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2807                         tryquit=1;
2808                         if(mainmenu==3){
2809                                 if(newdetail>2)newdetail=detail;
2810                                 if(newdetail<0)newdetail=detail;
2811                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2812                                 if(newscreenheight<0)newscreenheight=screenheight;
2813
2814                                 SaveSettings(*this);
2815                         }
2816                 }
2817
2818                 if(mainmenu==1||mainmenu==2){
2819                         if(loaddistrib>4)transition+=multiplier/8;
2820                         if(transition>1){
2821                                 transition=0;
2822                                 anim++;
2823                                 if(anim>4)anim=0;
2824                                 loaddistrib=0;
2825                         }
2826                 }
2827                 OPENAL_SetFrequency(channels[stream_music3], 22050);
2828
2829                 if(entername) {
2830                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2831                         if(!waiting) { // the input as finished
2832                                 if(displaychars[0]){ // with enter
2833                                         accountactive = Account::add(string(displaytext[0]));
2834
2835                                         mainmenu=8;
2836
2837                                         flash();
2838
2839                                         fireSound(firestartsound);
2840
2841                                         for(i=0;i<255;i++){
2842                                                 displaytext[0][i]=' ';
2843                                         }
2844                                         displaychars[0]=0;
2845
2846                                         displayselected=0;
2847                                 } else { // with escape or empty
2848                                         mainmenutogglekeydown=1;
2849                                 }
2850                                 entername=0;
2851                         }
2852                         
2853                         displayblinkdelay-=multiplier;
2854                         if(displayblinkdelay<=0){
2855                                 displayblinkdelay=.3;
2856                                 displayblink=1-displayblink;
2857                         }
2858                 }
2859         }
2860
2861         if(!mainmenu){
2862                 if(hostile==1)hostiletime+=multiplier;
2863                 else hostiletime=0;
2864                 if(!winfreeze)leveltime+=multiplier;
2865                 if(Input::isKeyDown(SDLK_ESCAPE)){
2866                         chatting=0;
2867                         console=0;
2868                         freeze=0;
2869                         displaychars[0]=0;
2870                 }
2871
2872                 if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
2873                         chatting=1;
2874                         chattogglekeydown=1;
2875                 }
2876
2877                 if(!Input::isKeyDown(chatkey)){
2878                         chattogglekeydown=0;
2879                 }
2880
2881                 if(chatting){
2882                         inputText(displaytext[0],&displayselected,&displaychars[0]);
2883                         if(!waiting) {
2884                                 if(displaychars[0]){
2885                                         for(int j=0;j<255;j++){
2886                                                 displaytext[0][j]=' ';
2887                                         }
2888                                         displaychars[0]=0;
2889                                         displayselected=0;
2890                                 }       
2891                                 chatting=0;             
2892                         }
2893
2894                         displayblinkdelay-=multiplier;
2895                         if(displayblinkdelay<=0){
2896                                 displayblinkdelay=.3;
2897                                 displayblink=1-displayblink;
2898                         }
2899                 }
2900
2901                 if(chatting)keyboardfrozen=1;
2902
2903                 if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
2904                         freeze=1-freeze;
2905                         if(freeze){
2906                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2907                         }
2908                         freezetogglekeydown=1;
2909                 }
2910
2911                 if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
2912                         freezetogglekeydown=0;
2913                 }
2914
2915                 if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
2916                         console=1-console;
2917                         if(console){
2918                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2919                         } else {
2920                                 freeze=0;
2921                                 waiting=false;
2922                         }
2923                         consoletogglekeydown=1;
2924                 }
2925
2926                 if(!Input::isKeyDown(SDLK_BACKQUOTE)){
2927                         consoletogglekeydown=0;
2928                 }
2929
2930                 if(console)freeze=1;
2931
2932                 if(console&&!Input::isKeyDown(SDLK_LMETA)){
2933                         inputText(consoletext[0],&consoleselected,&consolechars[0]);
2934                         if(!waiting) {
2935                                 archiveselected=0;
2936                                 cmd_dispatch(this, consoletext[0]);
2937                                 if(consolechars[0]>0){
2938
2939                                         for(k=14;k>=1;k--){
2940                                                 for(j=0;j<255;j++){
2941                                                         consoletext[k][j]=consoletext[k-1][j];
2942                                                 }
2943                                                 consolechars[k]=consolechars[k-1];
2944                                         }
2945                                         for(j=0;j<255;j++){
2946                                                 consoletext[0][j]=' ';
2947                                         }
2948                                         consolechars[0]=0;
2949                                         consoleselected=0;
2950                                 }
2951                         }
2952
2953                         consoleblinkdelay-=multiplier;
2954                         if(consoleblinkdelay<=0){
2955                                 consoleblinkdelay=.3;
2956                                 consoleblink=1-consoleblink;
2957                         }
2958                 }
2959
2960                 if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
2961                         tryquit=1;
2962                         if(mainmenu==3){
2963                                 if(newdetail>2)newdetail=detail;
2964                                 if(newdetail<0)newdetail=detail;
2965                                 if(newscreenwidth<0)newscreenwidth=screenwidth;
2966                                 if(newscreenheight<0)newscreenheight=screenheight;
2967
2968                                 SaveSettings(*this);
2969                         }
2970                 }
2971
2972                 static int oldwinfreeze;
2973                 if(winfreeze&&!oldwinfreeze){
2974                         OPENAL_SetFrequency(OPENAL_ALL, 0.001);
2975                         emit_sound_np(consolesuccesssound);
2976                 }
2977                 if(winfreeze==0)oldwinfreeze=winfreeze;
2978                 else oldwinfreeze++;
2979
2980                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
2981                         if(winfreeze)winfreeze=0;
2982                         oldjumpkeydown=1;
2983                 }
2984                 if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
2985                         if(winfreeze){
2986                                 mainmenu=9;
2987                                 gameon=0;
2988                         }
2989                 }
2990                 if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
2991                         oldjumpkeydown=1;
2992                 }
2993                 if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
2994
2995                 if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
2996
2997                         static bool oldbuttondialogue;
2998
2999                         if(indialogue!=-1)talkdelay=1;
3000                         talkdelay-=multiplier;
3001
3002                         if(talkdelay<=0)
3003                                 if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
3004                                         for(i=0;i<numdialogues;i++){
3005                                                 int realdialoguetype;
3006                                                 bool special;
3007                                                 if(dialoguetype[i]>49){
3008                                                         realdialoguetype=dialoguetype[i]-50;
3009                                                         special=1;
3010                                                 }
3011                                                 else if(dialoguetype[i]>39){
3012                                                         realdialoguetype=dialoguetype[i]-40;
3013                                                         special=1;
3014                                                 }
3015                                                 else if(dialoguetype[i]>29){
3016                                                         realdialoguetype=dialoguetype[i]-30;
3017                                                         special=1;
3018                                                 }
3019                                                 else if(dialoguetype[i]>19){
3020                                                         realdialoguetype=dialoguetype[i]-20;
3021                                                         special=1;
3022                                                 }
3023                                                 else if(dialoguetype[i]>9){
3024                                                         realdialoguetype=dialoguetype[i]-10;
3025                                                         special=1;
3026                                                 }
3027                                                 else {
3028                                                         realdialoguetype=dialoguetype[i];
3029                                                         special=0;
3030                                                 }
3031                                                 if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
3032                                                         if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
3033                                                                 whichdialogue=i;
3034                                                                 for(j=0;j<numdialogueboxes[whichdialogue];j++){
3035                                                                         player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
3036                                                                         player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3037                                                                         player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
3038                                                                         player[participantfocus[whichdialogue][j]].velocity=0;
3039                                                                         player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
3040                                                                         player[participantfocus[whichdialogue][j]].targetframe=0;
3041                                                                 }
3042                                                                 directing=0;
3043                                                                 indialogue=0;
3044                                                                 dialoguetime=0;
3045                                                                 dialoguegonethrough[i]++;
3046                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
3047                                                                         XYZ temppos;
3048                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
3049                                                                         temppos=temppos-viewer;
3050                                                                         Normalise(&temppos);
3051                                                                         temppos+=viewer;
3052
3053                                                                         int whichsoundplay;
3054                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
3055                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
3056                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
3057                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
3058                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
3059                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
3060                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
3061                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
3062                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
3063                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
3064                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
3065                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
3066                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
3067                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
3068                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
3069                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
3070                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
3071                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
3072                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
3073                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
3074                                                                         emit_sound_at(whichsoundplay, temppos);
3075                                                                 }
3076                                                                 if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
3077                                                         }
3078                                                 }
3079                                         }
3080
3081                                         windvar+=multiplier;
3082                                         smoketex+=multiplier;
3083                                         tutorialstagetime+=multiplier;
3084
3085                                         static float hotspotvisual[40];
3086                                         if(numhotspots){
3087                                                 XYZ hotspotsprite;
3088                                                 if(editorenabled)
3089                                                         for(i=0;i<numhotspots;i++)
3090                                                                 hotspotvisual[i]-=multiplier/320;
3091
3092                                                 for(i=0;i<numhotspots;i++){
3093                                                         //if(hotspottype[i]<=10)
3094                                                         while(hotspotvisual[i]<0){
3095                                                                 hotspotsprite=0;
3096                                                                 hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
3097                                                                 hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
3098                                                                 hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
3099                                                                 hotspotsprite+=hotspot[i];
3100                                                                 Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
3101                                                                 hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
3102                                                         }
3103                                                 }
3104
3105                                                 for(i=0;i<numhotspots;i++){
3106                                                         if(hotspottype[i]<=10&&hotspottype[i]>0){
3107                                                                 hotspot[i]=player[hotspottype[i]].coords;
3108                                                         }
3109                                                 }
3110                                         }
3111
3112                                         //Tutorial
3113                                         if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
3114                                                 tutorialstage++;
3115                                                 tutorialsuccess=0;
3116                                                 if(tutorialstage<=1){
3117                                                         canattack=0;
3118                                                         cananger=0;
3119                                                         reversaltrain=0;
3120                                                 }
3121                                                 if(tutorialstage==1){
3122                                                         tutorialmaxtime=5;
3123                                                 } else if(tutorialstage==2){
3124                                                         tutorialmaxtime=2;
3125                                                 } else if(tutorialstage==3){
3126                                                         tutorialmaxtime=600;
3127                                                 } else if(tutorialstage==4){
3128                                                         tutorialmaxtime=1000;
3129                                                 } else if(tutorialstage==5){
3130                                                         tutorialmaxtime=600;
3131                                                 } else if(tutorialstage==6){
3132                                                         tutorialmaxtime=600;
3133                                                 } else if(tutorialstage==7){
3134                                                         tutorialmaxtime=600;
3135                                                 } else if(tutorialstage==8){
3136                                                         tutorialmaxtime=600;
3137                                                 } else if(tutorialstage==9){
3138                                                         tutorialmaxtime=600;
3139                                                 } else if(tutorialstage==10){
3140                                                         tutorialmaxtime=2;
3141                                                 } else if(tutorialstage==11){
3142                                                         tutorialmaxtime=1000;
3143                                                 } else if(tutorialstage==12){
3144                                                         tutorialmaxtime=1000;
3145                                                 } else if(tutorialstage==13){
3146                                                         tutorialmaxtime=2;
3147                                                 } else if(tutorialstage==14){
3148                                                         tutorialmaxtime=3;
3149
3150                                                         XYZ temp,temp2;
3151
3152                                                         temp.x=1011;
3153                                                         temp.y=84;
3154                                                         temp.z=491;
3155                                                         temp2.x=1025;
3156                                                         temp2.y=75;
3157                                                         temp2.z=447;
3158
3159                                                         player[1].coords=(temp+temp2)/2;
3160
3161                                                         emit_sound_at(fireendsound, player[1].coords);
3162
3163                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3164                                                                 if(Random()%2==0){
3165                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3166                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3167                                                                         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;
3168                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3169                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3170                                                                 }
3171                                                         }
3172
3173                                                 } else if(tutorialstage==15){
3174                                                         tutorialmaxtime=500;
3175                                                 } else if(tutorialstage==16){
3176                                                         tutorialmaxtime=500;
3177                                                 } else if(tutorialstage==17){
3178                                                         tutorialmaxtime=500;
3179                                                 } else if(tutorialstage==18){
3180                                                         tutorialmaxtime=500;
3181                                                 } else if(tutorialstage==19){
3182                                                         tutorialstage=20;
3183                                                         //tutorialmaxtime=500;
3184                                                 } else if(tutorialstage==20){
3185                                                         tutorialmaxtime=500;
3186                                                 } else if(tutorialstage==21){
3187                                                         tutorialmaxtime=500;
3188                                                         if(bonus==cannon){
3189                                                                 bonus=Slicebonus;
3190                                                                 againbonus=1;
3191                                                         }
3192                                                         else againbonus=0;
3193                                                 } else if(tutorialstage==22){
3194                                                         tutorialmaxtime=500;
3195                                                 } else if(tutorialstage==23){
3196                                                         tutorialmaxtime=500;
3197                                                 } else if(tutorialstage==24){
3198                                                         tutorialmaxtime=500;
3199                                                 } else if(tutorialstage==25){
3200                                                         tutorialmaxtime=500;
3201                                                 } else if(tutorialstage==26){
3202                                                         tutorialmaxtime=2;
3203                                                 } else if(tutorialstage==27){
3204                                                         tutorialmaxtime=4;
3205                                                         reversaltrain=1;
3206                                                         cananger=1;
3207                                                         player[1].aitype=attacktypecutoff;
3208                                                 } else if(tutorialstage==28){
3209                                                         tutorialmaxtime=400;
3210                                                 } else if(tutorialstage==29){
3211                                                         tutorialmaxtime=400;
3212                                                         player[0].escapednum=0;
3213                                                 } else if(tutorialstage==30){
3214                                                         tutorialmaxtime=4;
3215                                                         reversaltrain=0;
3216                                                         cananger=0;
3217                                                         player[1].aitype=passivetype;
3218                                                 } else if(tutorialstage==31){
3219                                                         tutorialmaxtime=13;
3220                                                 } else if(tutorialstage==32){
3221                                                         tutorialmaxtime=8;
3222                                                 } else if(tutorialstage==33){
3223                                                         tutorialmaxtime=400;
3224                                                         cananger=1;
3225                                                         canattack=1;
3226                                                         player[1].aitype=attacktypecutoff;
3227                                                 } else if(tutorialstage==34){
3228                                                         tutorialmaxtime=400;
3229                                                 } else if(tutorialstage==35){
3230                                                         tutorialmaxtime=400;
3231                                                 } else if(tutorialstage==36){
3232                                                         tutorialmaxtime=2;
3233                                                         reversaltrain=0;
3234                                                         cananger=0;
3235                                                         player[1].aitype=passivetype;
3236                                                 } else if(tutorialstage==37){
3237                                                         damagedealt=0;
3238                                                         damagetaken=0;
3239                                                         tutorialmaxtime=50;
3240                                                         cananger=1;
3241                                                         canattack=1;
3242                                                         player[1].aitype=attacktypecutoff;
3243                                                 } else if(tutorialstage==38){
3244                                                         tutorialmaxtime=4;
3245                                                         canattack=0;
3246                                                         cananger=0;
3247                                                         player[1].aitype=passivetype;
3248                                                 } else if(tutorialstage==39){
3249                                                         XYZ temp,temp2;
3250
3251                                                         temp.x=1011;
3252                                                         temp.y=84;
3253                                                         temp.z=491;
3254                                                         temp2.x=1025;
3255                                                         temp2.y=75;
3256                                                         temp2.z=447;
3257
3258
3259                                                         weapons.owner[weapons.numweapons]=-1;
3260                                                         weapons.type[weapons.numweapons]=knife;
3261                                                         weapons.damage[weapons.numweapons]=0;
3262                                                         weapons.mass[weapons.numweapons]=1;
3263                                                         weapons.tipmass[weapons.numweapons]=1.2;
3264                                                         weapons.length[weapons.numweapons]=.25;
3265                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3266                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3267
3268                                                         weapons.velocity[weapons.numweapons]=0.1;
3269                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3270                                                         weapons.missed[weapons.numweapons]=1;
3271                                                         weapons.hitsomething[weapons.numweapons]=0;
3272                                                         weapons.freetime[weapons.numweapons]=0;
3273                                                         weapons.firstfree[weapons.numweapons]=1;
3274                                                         weapons.physics[weapons.numweapons]=1;
3275
3276                                                         weapons.numweapons++;
3277                                                 } else if(tutorialstage==40){
3278                                                         tutorialmaxtime=300;
3279                                                 } else if(tutorialstage==41){
3280                                                         tutorialmaxtime=300;
3281                                                 } else if(tutorialstage==42){
3282                                                         tutorialmaxtime=8;
3283                                                 } else if(tutorialstage==43){
3284                                                         tutorialmaxtime=300;
3285                                                 } else if(tutorialstage==44){
3286                                                         weapons.owner[0]=1;
3287                                                         player[0].weaponactive=-1;
3288                                                         player[0].num_weapons=0;
3289                                                         player[1].weaponactive=0;
3290                                                         player[1].num_weapons=1;
3291                                                         player[1].weaponids[0]=0;
3292
3293                                                         cananger=1;
3294                                                         canattack=1;
3295                                                         player[1].aitype=attacktypecutoff;
3296
3297                                                         tutorialmaxtime=300;
3298                                                 } else if(tutorialstage==45){
3299                                                         weapons.owner[0]=1;
3300                                                         player[0].weaponactive=-1;
3301                                                         player[0].num_weapons=0;
3302                                                         player[1].weaponactive=0;
3303                                                         player[1].num_weapons=1;
3304                                                         player[1].weaponids[0]=0;
3305
3306                                                         tutorialmaxtime=300;
3307                                                 } else if(tutorialstage==46){
3308                                                         weapons.owner[0]=1;
3309                                                         player[0].weaponactive=-1;
3310                                                         player[0].num_weapons=0;
3311                                                         player[1].weaponactive=0;
3312                                                         player[1].num_weapons=1;
3313                                                         player[1].weaponids[0]=0;
3314
3315                                                         weapons.type[0]=sword;
3316
3317                                                         tutorialmaxtime=300;
3318                                                 } else if(tutorialstage==47){
3319                                                         tutorialmaxtime=10;
3320
3321                                                         XYZ temp,temp2;
3322
3323                                                         temp.x=1011;
3324                                                         temp.y=84;
3325                                                         temp.z=491;
3326                                                         temp2.x=1025;
3327                                                         temp2.y=75;
3328                                                         temp2.z=447;
3329
3330                                                         weapons.owner[weapons.numweapons]=-1;
3331                                                         weapons.type[weapons.numweapons]=sword;
3332                                                         weapons.damage[weapons.numweapons]=0;
3333                                                         weapons.mass[weapons.numweapons]=1;
3334                                                         weapons.tipmass[weapons.numweapons]=1.2;
3335                                                         weapons.length[weapons.numweapons]=.25;
3336                                                         weapons.position[weapons.numweapons]=(temp+temp2)/2;
3337                                                         weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
3338
3339                                                         weapons.velocity[weapons.numweapons]=0.1;
3340                                                         weapons.tipvelocity[weapons.numweapons]=0.1;
3341                                                         weapons.missed[weapons.numweapons]=1;
3342                                                         weapons.hitsomething[weapons.numweapons]=0;
3343                                                         weapons.freetime[weapons.numweapons]=0;
3344                                                         weapons.firstfree[weapons.numweapons]=1;
3345                                                         weapons.physics[weapons.numweapons]=1;
3346
3347                                                         weapons.owner[0]=1;
3348                                                         weapons.owner[1]=0;
3349                                                         player[0].weaponactive=0;
3350                                                         player[0].num_weapons=1;
3351                                                         player[0].weaponids[0]=1;
3352                                                         player[1].weaponactive=0;
3353                                                         player[1].num_weapons=1;
3354                                                         player[1].weaponids[0]=0;
3355
3356                                                         weapons.numweapons++;
3357                                                 } else if(tutorialstage==48){
3358                                                         canattack=0;
3359                                                         cananger=0;
3360                                                         player[1].aitype=passivetype;
3361
3362                                                         tutorialmaxtime=15;
3363
3364                                                         weapons.owner[0]=1;
3365                                                         weapons.owner[1]=0;
3366                                                         player[0].weaponactive=0;
3367                                                         player[0].num_weapons=1;
3368                                                         player[0].weaponids[0]=1;
3369                                                         player[1].weaponactive=0;
3370                                                         player[1].num_weapons=1;
3371                                                         player[1].weaponids[0]=0;
3372
3373                                                         if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
3374                                                         else weapons.type[0]=staff;
3375
3376                                                         weapons.numweapons++;
3377                                                 } else if(tutorialstage==49){
3378                                                         canattack=0;
3379                                                         cananger=0;
3380                                                         player[1].aitype=passivetype;
3381
3382                                                         tutorialmaxtime=200;
3383
3384                                                         weapons.position[1]=1000;
3385                                                         weapons.tippoint[1]=1000;
3386
3387                                                         weapons.numweapons=1;
3388                                                         weapons.owner[0]=0;
3389                                                         player[1].weaponactive=-1;
3390                                                         player[1].num_weapons=0;
3391                                                         player[0].weaponactive=0;
3392                                                         player[0].num_weapons=1;
3393                                                         player[0].weaponids[0]=0;
3394
3395                                                         weapons.type[0]=knife;
3396
3397                                                         weapons.numweapons++;
3398                                                 } else if(tutorialstage==50){
3399                                                         tutorialmaxtime=8;
3400
3401                                                         XYZ temp,temp2;
3402                                                         emit_sound_at(fireendsound, player[1].coords);
3403
3404                                                         for(i=0;i<player[1].skeleton.num_joints;i++){
3405                                                                 if(Random()%2==0){
3406                                                                         if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
3407                                                                         if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
3408                                                                         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;
3409                                                                         if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
3410                                                                         Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
3411                                                                 }
3412                                                         }
3413
3414                                                         player[1].num_weapons=0;
3415                                                         player[1].weaponstuck=-1;
3416                                                         player[1].weaponactive=-1;
3417
3418                                                         weapons.numweapons=0;
3419
3420                                                         weapons.owner[0]=-1;
3421                                                         weapons.velocity[0]=0.1;
3422                                                         weapons.tipvelocity[0]=-0.1;
3423                                                         weapons.missed[0]=1;
3424                                                         weapons.hitsomething[0]=0;
3425                                                         weapons.freetime[0]=0;
3426                                                         weapons.firstfree[0]=1;
3427                                                         weapons.physics[0]=1;
3428                                                 } else if(tutorialstage==51){
3429                                                         tutorialmaxtime=80000;
3430                                                 }
3431                                                 if(tutorialstage<=51)tutorialstagetime=0;
3432                                         }
3433
3434                                         //Tutorial success
3435                                         if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
3436                                                 if(tutorialstage==3){
3437                                                         if(deltah||deltav)tutorialsuccess+=multiplier;
3438                                                 }
3439                                                 if(tutorialstage==4){
3440                                                         if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
3441                                                 }
3442                                                 if(tutorialstage==5){
3443                                                         if(player[0].jumpkeydown)tutorialsuccess=1;
3444                                                 }
3445                                                 if(tutorialstage==6){
3446                                                         if(player[0].isCrouch())tutorialsuccess=1;
3447                                                 }
3448                                                 if(tutorialstage==7){
3449                                                         if(player[0].targetanimation==rollanim)tutorialsuccess=1;
3450                                                 }
3451                                                 if(tutorialstage==8){
3452                                                         if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
3453                                                 }
3454                                                 if(tutorialstage==9){
3455                                                         if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
3456                                                 }
3457                                                 if(tutorialstage==11){
3458                                                         if(player[0].isWallJump())tutorialsuccess=1;
3459                                                 }
3460                                                 if(tutorialstage==12){
3461                                                         if(player[0].targetanimation==flipanim)tutorialsuccess=1;
3462                                                 }
3463                                                 if(tutorialstage==15){
3464                                                         if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3465                                                 }
3466                                                 if(tutorialstage==16){
3467                                                         if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
3468                                                 }
3469                                                 if(tutorialstage==17){
3470                                                         if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
3471                                                 }
3472                                                 if(tutorialstage==18){
3473                                                         if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
3474                                                 }
3475                                                 if(tutorialstage==19){
3476                                                         if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
3477                                                 }
3478                                                 if(tutorialstage==20){
3479                                                         if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
3480                                                 }
3481                                                 if(tutorialstage==21){
3482                                                         if(bonus==cannon)tutorialsuccess=1;
3483                                                 }
3484                                                 if(tutorialstage==22){
3485                                                         if(bonus==spinecrusher)tutorialsuccess=1;
3486                                                 }
3487                                                 if(tutorialstage==23){
3488                                                         if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
3489                                                 }
3490                                                 if(tutorialstage==24){
3491                                                         if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
3492                                                 }
3493                                                 if(tutorialstage==25){
3494                                                         if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
3495                                                 }
3496                                                 if(tutorialstage==28){
3497                                                         if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
3498                                                 }
3499                                                 if(tutorialstage==29){
3500                                                         if(player[0].escapednum==2){
3501                                                                 tutorialsuccess=1;
3502                                                                 reversaltrain=0;
3503                                                                 cananger=0;
3504                                                                 player[1].aitype=passivetype;
3505                                                         }
3506                                                 }
3507                                                 if(tutorialstage==33){
3508                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3509                                                 }
3510                                                 if(tutorialstage==34){
3511                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3512                                                 }
3513                                                 if(tutorialstage==35){
3514                                                         if(animation[player[0].targetanimation].attack==reversal){
3515                                                                 tutorialsuccess=1;
3516                                                                 reversaltrain=0;
3517                                                                 cananger=0;
3518                                                                 player[1].aitype=passivetype;
3519                                                         }
3520                                                 }
3521                                                 if(tutorialstage==40){
3522                                                         if(player[0].num_weapons>0)tutorialsuccess=1;
3523                                                 }
3524                                                 if(tutorialstage==41){
3525                                                         if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
3526                                                 }
3527                                                 if(tutorialstage==43){
3528                                                         if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
3529                                                 }
3530                                                 if(tutorialstage==44){
3531                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3532                                                 }
3533                                                 if(tutorialstage==45){
3534                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3535                                                 }
3536                                                 if(tutorialstage==46){
3537                                                         if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
3538                                                 }
3539                                                 if(tutorialstage==49){
3540                                                         if(player[1].weaponstuck!=-1)tutorialsuccess=1;
3541                                                 }
3542                                                 if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
3543
3544
3545                                                 if(tutorialstagetime==tutorialmaxtime-3){
3546                                                         emit_sound_np(consolesuccesssound);
3547                                                 }
3548
3549                                                 if(tutorialsuccess>=1){
3550                                                         if(tutorialstage==34||tutorialstage==35)
3551                                                                 tutorialstagetime=tutorialmaxtime-1;
3552                                                 }
3553                                         }
3554
3555                                         if(tutoriallevel){
3556                                                 if(tutorialstage<14||tutorialstage>=50){
3557                                                         player[1].coords.y=300;
3558                                                         player[1].velocity=0;
3559                                                 }
3560                                         }
3561
3562                                         if(tutoriallevel!=1){
3563                                                 if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
3564                                                         emit_sound_np(consolesuccesssound);
3565                                                 }
3566                                         }
3567                                         else
3568                                                 if(bonustime==0){
3569                                                         emit_sound_np(fireendsound);
3570                                                 }
3571                                                 if(bonustime==0){
3572                                                         if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
3573                                                         else bonusnum[bonus]+=0.15;
3574                                                         if(tutoriallevel)bonusvalue=0;
3575                                                         bonusvalue/=bonusnum[bonus];
3576                                                         bonustotal+=bonusvalue;
3577                                                 }
3578                                                 bonustime+=multiplier;
3579
3580                                                 if(environment==snowyenvironment){
3581                                                         precipdelay-=multiplier;
3582                                                         while(precipdelay<0){
3583                                                                 precipdelay+=.04;
3584                                                                 if(!detail)precipdelay+=.04;
3585                                                                 XYZ footvel,footpoint;
3586
3587                                                                 footvel=0;
3588                                                                 footpoint=viewer+viewerfacing*6;
3589                                                                 footpoint.y+=((float)abs(Random()%1200))/100-6;
3590                                                                 footpoint.x+=((float)abs(Random()%1200))/100-6;
3591                                                                 footpoint.z+=((float)abs(Random()%1200))/100-6;
3592                                                                 Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
3593                                                         }
3594                                                 }
3595                                                 for(k=0;k<numplayers;k++){
3596                                                         if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
3597                                                         if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
3598
3599                                                         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){
3600                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3601                                                                 else if(player[k].rotation>player[k].targetrotation){
3602                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3603                                                                 }
3604                                                                 else if(player[k].rotation<player[k].targetrotation){
3605                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3606                                                                 }
3607                                                         }
3608
3609
3610                                                         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))){
3611                                                                 player[k].turnspeed*=2;
3612                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3613                                                                 else if(player[k].rotation>player[k].targetrotation){
3614                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3615                                                                 }
3616                                                                 else if(player[k].rotation<player[k].targetrotation){
3617                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3618                                                                 }
3619                                                                 player[k].turnspeed/=2;
3620                                                         }
3621
3622                                                         if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
3623                                                                 player[k].turnspeed*=4;
3624                                                                 if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
3625                                                                 else if(player[k].rotation>player[k].targetrotation){
3626                                                                         player[k].rotation-=multiplier*player[k].turnspeed;
3627                                                                 }
3628                                                                 else if(player[k].rotation<player[k].targetrotation){
3629                                                                         player[k].rotation+=multiplier*player[k].turnspeed;
3630                                                                 }
3631                                                                 player[k].turnspeed/=4;
3632                                                         }
3633
3634                                                         /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
3635                                                         if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
3636
3637                                                         if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
3638                                                                 if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
3639                                                                         bool tempcollide=0;
3640
3641                                                                         if(player[k].collide<-.3)player[k].collide=-.3;
3642                                                                         if(player[k].collide>1)player[k].collide=1;
3643                                                                         player[k].collide-=multiplier*30;
3644
3645                                                                         if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
3646                                                                                 player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3647                                                                         }
3648                                                                         if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
3649                                                                                 for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3650                                                                                         i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3651                                                                                         if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
3652                                                                                                 lowpoint=player[k].coords;
3653                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
3654                                                                                                 else lowpoint.y+=1.3;
3655                                                                                                 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){
3656                                                                                                         player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
3657                                                                                                 }
3658                                                                                                 /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
3659                                                                                                 player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
3660                                                                                                 */
3661                                                                                                 if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3662                                                                                                         flatfacing=lowpoint-player[k].coords;
3663                                                                                                         player[k].coords=lowpoint;
3664                                                                                                         player[k].coords.y-=1.3;
3665                                                                                                         player[k].collide=1;
3666                                                                                                         tempcollide=1;
3667                                                                                                         if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
3668                                                                                                                 lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
3669                                                                                                                 tempcoords1=lowpoint;
3670                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3671                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3672                                                                                                                         player[k].target=0;
3673                                                                                                                         player[k].targetanimation=walljumpleftanim;
3674                                                                                                                         player[k].targetframe=0;
3675                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3676                                                                                                                         if(k==0)pause_sound(whooshsound);
3677
3678                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3679                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3680                                                                                                                         player[k].rotation*=360/6.28;
3681                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3682                                                                                                                         player[k].targetrotation=player[k].rotation;
3683                                                                                                                         player[k].lowrotation=player[k].rotation;
3684                                                                                                                         if(k==0)numwallflipped++;
3685                                                                                                                 }
3686                                                                                                                 else
3687                                                                                                                 {
3688                                                                                                                         lowpoint=tempcoords1;
3689                                                                                                                         lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
3690                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3691                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3692                                                                                                                                 player[k].target=0;
3693                                                                                                                                 player[k].targetanimation=walljumprightanim;
3694                                                                                                                                 player[k].targetframe=0;
3695                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3696                                                                                                                                 if(k==0)pause_sound(whooshsound);
3697
3698                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3699                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3700                                                                                                                                 player[k].rotation*=360/6.28;
3701                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3702                                                                                                                                 player[k].targetrotation=player[k].rotation;
3703                                                                                                                                 player[k].lowrotation=player[k].rotation;
3704                                                                                                                                 if(k==0)numwallflipped++;
3705                                                                                                                         }
3706                                                                                                                         else
3707                                                                                                                         {
3708                                                                                                                                 lowpoint=tempcoords1;
3709                                                                                                                                 lowpointtarget=lowpoint+player[k].facing*2;
3710                                                                                                                                 whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3711                                                                                                                                 if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3712                                                                                                                                         player[k].target=0;
3713                                                                                                                                         player[k].targetanimation=walljumpbackanim;
3714                                                                                                                                         player[k].targetframe=0;
3715                                                                                                                                         emit_sound_at(movewhooshsound, player[k].coords);
3716                                                                                                                                         if(k==0)pause_sound(whooshsound);
3717
3718                                                                                                                                         lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3719                                                                                                                                         player[k].rotation=-asin(0-lowpointtarget.x);
3720                                                                                                                                         player[k].rotation*=360/6.28;
3721                                                                                                                                         if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3722                                                                                                                                         player[k].targetrotation=player[k].rotation;
3723                                                                                                                                         player[k].lowrotation=player[k].rotation;
3724                                                                                                                                         if(k==0)numwallflipped++;
3725                                                                                                                                 }
3726                                                                                                                                 else
3727                                                                                                                                 {
3728                                                                                                                                         lowpoint=tempcoords1;
3729                                                                                                                                         lowpointtarget=lowpoint-player[k].facing*2;
3730                                                                                                                                         whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3731                                                                                                                                         if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
3732                                                                                                                                                 player[k].target=0;
3733                                                                                                                                                 player[k].targetanimation=walljumpfrontanim;
3734                                                                                                                                                 player[k].targetframe=0;
3735                                                                                                                                                 emit_sound_at(movewhooshsound, player[k].coords);
3736                                                                                                                                                 if(k==0)pause_sound(whooshsound);
3737
3738                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3739                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3740                                                                                                                                                 player[k].rotation*=360/6.28;
3741                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3742                                                                                                                                                 player[k].rotation+=180;
3743                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3744                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3745                                                                                                                                                 if(k==0)numwallflipped++;
3746                                                                                                                                         }
3747                                                                                                                                 }
3748                                                                                                                         }
3749                                                                                                                 }
3750                                                                                                         }
3751                                                                                                 }
3752                                                                                         }
3753                                                                                         else if(objects.type[i]==rocktype){
3754                                                                                                 lowpoint2=player[k].coords;
3755                                                                                                 lowpoint=player[k].coords;
3756                                                                                                 lowpoint.y+=2;
3757                                                                                                 if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
3758                                                                                                         player[k].coords=colpoint;
3759                                                                                                         player[k].collide=1;
3760                                                                                                         tempcollide=1;
3761
3762                                                                                                         if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
3763                                                                                                                 if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
3764
3765                                                                                                                 if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
3766                                                                                                                 player[k].target=0;
3767                                                                                                                 player[k].targetframe=0;
3768                                                                                                                 player[k].onterrain=1;
3769
3770                                                                                                                 if(player[k].id==0){
3771                                                                                                                         pause_sound(whooshsound);
3772                                                                                                                         OPENAL_SetVolume(channels[whooshsound], 0);
3773                                                                                                                 }
3774
3775                                                                                                                 if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
3776                                                                                                                         if(player[k].isFlip())player[k].jumppower=-4;
3777                                                                                                                         player[k].targetanimation=player[k].getLanding();
3778                                                                                                                         emit_sound_at(landsound, player[k].coords, 128.);
3779                                                                                                                         if(k==0){
3780                                                                                                                                 envsound[numenvsounds]=player[k].coords;
3781                                                                                                                                 envsoundvol[numenvsounds]=16;
3782                                                                                                                                 envsoundlife[numenvsounds]=.4;
3783                                                                                                                                 numenvsounds++;
3784                                                                                                                         }
3785
3786                                                                                                                 }
3787                                                                                                         }
3788                                                                                                 }
3789                                                                                         }
3790                                                                                 }
3791                                                                                 if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
3792                                                                                         for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
3793                                                                                                 i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
3794                                                                                                 lowpoint=player[k].coords;
3795                                                                                                 lowpoint.y+=1.35;
3796                                                                                                 if(objects.type[i]!=rocktype)
3797                                                                                                         if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
3798                                                                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
3799                                                                                                                 player[k].coords=lowpoint;
3800                                                                                                                 player[k].coords.y-=1.35;
3801                                                                                                                 player[k].collide=1;
3802
3803                                                                                                                 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)){
3804                                                                                                                         lowpoint=player[k].coords;
3805                                                                                                                         objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
3806                                                                                                                         lowpoint=player[k].coords;
3807                                                                                                                         lowpoint.y+=.05;
3808                                                                                                                         facing=0;
3809                                                                                                                         facing.z=-1;
3810                                                                                                                         facing=DoRotation(facing,0,player[k].targetrotation+180,0);
3811                                                                                                                         lowpointtarget=lowpoint+facing*1.4;
3812                                                                                                                         whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3813                                                                                                                         if(whichhit!=-1){
3814                                                                                                                                 lowpoint=player[k].coords;
3815                                                                                                                                 lowpoint.y+=.1;
3816                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3817                                                                                                                                 lowpoint2=lowpoint;
3818                                                                                                                                 lowpointtarget2=lowpointtarget;
3819                                                                                                                                 lowpoint3=lowpoint;
3820                                                                                                                                 lowpointtarget3=lowpointtarget;
3821                                                                                                                                 lowpoint4=lowpoint;
3822                                                                                                                                 lowpointtarget4=lowpointtarget;
3823                                                                                                                                 lowpoint5=lowpoint;
3824                                                                                                                                 lowpointtarget5=lowpointtarget;
3825                                                                                                                                 lowpoint6=lowpoint;
3826                                                                                                                                 lowpointtarget6=lowpointtarget;
3827                                                                                                                                 lowpoint7=lowpoint;
3828                                                                                                                                 lowpointtarget7=lowpoint;
3829                                                                                                                                 lowpoint2.x+=.1;
3830                                                                                                                                 lowpointtarget2.x+=.1;
3831                                                                                                                                 lowpoint3.z+=.1;
3832                                                                                                                                 lowpointtarget3.z+=.1;
3833                                                                                                                                 lowpoint4.x-=.1;
3834                                                                                                                                 lowpointtarget4.x-=.1;
3835                                                                                                                                 lowpoint5.z-=.1;
3836                                                                                                                                 lowpointtarget5.z-=.1;
3837                                                                                                                                 lowpoint6.y+=45/13;
3838                                                                                                                                 lowpointtarget6.y+=45/13;
3839                                                                                                                                 lowpointtarget6+=facing*.6;
3840                                                                                                                                 lowpointtarget7.y+=90/13;
3841                                                                                                                                 whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
3842                                                                                                                                 if(objects.friction[i]>.5)
3843                                                                                                                                         if(whichhit!=-1){
3844                                                                                                                                                 //if(k==0){
3845                                                                                                                                                 if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
3846                                                                                                                                                 if(checkcollide(lowpoint7,lowpointtarget7)==-1)
3847                                                                                                                                                         if(checkcollide(lowpoint6,lowpointtarget6)==-1)
3848                                                                                                                                                                 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)
3849                                                                                                                                                                         for(j=0;j<45;j++){
3850                                                                                                                                                                                 lowpoint=player[k].coords;
3851                                                                                                                                                                                 lowpoint.y+=(float)j/13;
3852                                                                                                                                                                                 lowpointtarget=lowpoint+facing*1.4;
3853                                                                                                                                                                                 if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
3854                                                                                                                                                                                         if(j<=6){
3855                                                                                                                                                                                                 j=100;
3856                                                                                                                                                                                         }
3857                                                                                                                                                                                         /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
3858                                                                                                                                                                                         j=100;
3859                                                                                                                                                                                         }*/
3860                                                                                                                                                                                         if(j<=25&&player[k].targetanimation==jumpdownanim){
3861                                                                                                                                                                                                 j=100;
3862                                                                                                                                                                                         }
3863                                                                                                                                                                                         if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
3864                                                                                                                                                                                                 lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
3865                                                                                                                                                                                                 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)*/){
3866                                                                                                                                                                                                         lowpoint=player[k].coords;
3867                                                                                                                                                                                                         lowpoint.y+=(float)j/13;
3868                                                                                                                                                                                                         lowpointtarget=lowpoint+facing*1.3;
3869                                                                                                                                                                                                         flatfacing=player[k].coords;
3870                                                                                                                                                                                                         player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
3871                                                                                                                                                                                                         player[k].coords.y=lowpointtarget.y-.07;
3872                                                                                                                                                                                                         player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
3873
3874                                                                                                                                                                                                         if(j>10||!player[k].isRun()){
3875                                                                                                                                                                                                                 if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
3876                                                                                                                                                                                                                         if(k==0)pause_sound(whooshsound);
3877                                                                                                                                                                                                                 }
3878                                                                                                                                                                                                                 emit_sound_at(jumpsound, player[k].coords, 128.);
3879
3880                                                                                                                                                                                                                 lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
3881                                                                                                                                                                                                                 player[k].rotation=-asin(0-lowpointtarget.x);
3882                                                                                                                                                                                                                 player[k].rotation*=360/6.28;
3883                                                                                                                                                                                                                 if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
3884                                                                                                                                                                                                                 player[k].targetrotation=player[k].rotation;
3885                                                                                                                                                                                                                 player[k].lowrotation=player[k].rotation;
3886
3887                                                                                                                                                                                                                 //player[k].velocity=lowpointtarget*.03;
3888                                                                                                                                                                                                                 player[k].velocity=0;
3889
3890                                                                                                                                                                                                                 if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
3891                                                                                                                                                                                                                         //player[k].currentanimation=climbanim;
3892                                                                                                                                                                                                                         player[k].targetanimation=climbanim;
3893                                                                                                                                                                                                                         player[k].jumppower=0;
3894                                                                                                                                                                                                                         player[k].jumpclimb=1;
3895                                                                                                                                                                                                                 }
3896                                                                                                                                                                                                                 player[k].transspeed=6;
3897                                                                                                                                                                                                                 player[k].target=0;
3898
3899                                                                                                                                                                                                                 //player[k].currentframe=1;
3900                                                                                                                                                                                                                 player[k].targetframe=1;
3901                                                                                                                                                                                                                 if(j>25){
3902                                                                                                                                                                                                                         //player[k].currentframe=0;
3903                                                                                                                                                                                                                         player[k].targetframe=0;
3904                                                                                                                                                                                                                         //player[k].currentanimation=hanganim;
3905                                                                                                                                                                                                                         player[k].targetanimation=hanganim;
3906                                                                                                                                                                                                                         player[k].jumppower=0;
3907                                                                                                                                                                                                                 }
3908                                                                                                                                                                                                         }
3909                                                                                                                                                                                                         j=100;
3910                                                                                                                                                                                                 }
3911                                                                                                                                                                                         }
3912                                                                                                                                                                                 }
3913                                                                                                                                                                         }
3914                                                                                                                                                                         //}
3915                                                                                                                                         }
3916                                                                                                                         }
3917                                                                                                                 }
3918                                                                                                         }
3919                                                                                         }
3920                                                                                         if(player[k].collide<=0){
3921                                                                                                 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()){
3922                                                                                                         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)){
3923                                                                                                                 if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
3924                                                                                                                 player[k].targetanimation=jumpdownanim;
3925                                                                                                                 player[k].targetframe=0;
3926                                                                                                                 player[k].target=0;
3927
3928                                                                                                                 if(!k)
3929                                                                                                                   emit_sound_at(whooshsound, player[k].coords, 128.);
3930                                                                                                         }
3931                                                                                                         player[k].velocity.y+=gravity;
3932                                                                                                 }
3933                                                                                         }
3934                                                                 }
3935                                                         }
3936                                                         player[k].realoldcoords=player[k].coords;
3937                                                 }
3938
3939                                                 static XYZ oldviewer;
3940
3941                                                 if(indialogue==-1){
3942                                                         player[0].forwardkeydown=Input::isKeyDown(forwardkey);
3943                                                         player[0].leftkeydown=Input::isKeyDown(leftkey);
3944                                                         player[0].backkeydown=Input::isKeyDown(backkey);
3945                                                         player[0].rightkeydown=Input::isKeyDown(rightkey);
3946                                                         player[0].jumpkeydown=Input::isKeyDown(jumpkey);
3947                                                         player[0].crouchkeydown=Input::isKeyDown(crouchkey);
3948                                                         player[0].drawkeydown=Input::isKeyDown(drawkey);
3949                                                         player[0].throwkeydown=Input::isKeyDown(throwkey);
3950                                                 }
3951                                                 else
3952                                                 {
3953                                                         player[0].forwardkeydown=0;
3954                                                         player[0].leftkeydown=0;
3955                                                         player[0].backkeydown=0;
3956                                                         player[0].rightkeydown=0;
3957                                                         player[0].jumpkeydown=0;
3958                                                         player[0].crouchkeydown=0;
3959                                                         player[0].drawkeydown=0;
3960                                                         player[0].throwkeydown=0;
3961                                                 }
3962
3963                                                 if(!player[0].jumpkeydown)player[0].jumpclimb=0;
3964
3965
3966                                                 static bool endkeydown;
3967                                                 if(indialogue!=-1){
3968                                                         cameramode=1;
3969                                                         if(directing){
3970                                                                 facing=0;
3971                                                                 facing.z=-1;
3972
3973                                                                 facing=DoRotation(facing,-rotation2,0,0);
3974                                                                 facing=DoRotation(facing,0,0-rotation,0);
3975
3976                                                                 flatfacing=0;
3977                                                                 flatfacing.z=-1;
3978
3979                                                                 flatfacing=DoRotation(flatfacing,0,-rotation,0);
3980
3981                                                                 if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
3982                                                                 if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
3983                                                                 if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
3984                                                                 if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
3985                                                                 if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
3986                                                                 if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
3987                                                                 if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
3988                                                                         ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
3989                                                                         ||Input::isKeyDown(SDLK_MINUS))){
3990                                                                                 int whichend;
3991                                                                                 if(Input::isKeyDown(SDLK_1))whichend=1;
3992                                                                                 if(Input::isKeyDown(SDLK_2))whichend=2;
3993                                                                                 if(Input::isKeyDown(SDLK_3))whichend=3;
3994                                                                                 if(Input::isKeyDown(SDLK_4))whichend=4;
3995                                                                                 if(Input::isKeyDown(SDLK_5))whichend=5;
3996                                                                                 if(Input::isKeyDown(SDLK_6))whichend=6;
3997                                                                                 if(Input::isKeyDown(SDLK_7))whichend=7;
3998                                                                                 if(Input::isKeyDown(SDLK_8))whichend=8;
3999                                                                                 if(Input::isKeyDown(SDLK_9))whichend=9;
4000                                                                                 if(Input::isKeyDown(SDLK_0))whichend=0;
4001                                                                                 if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
4002                                                                                 if(whichend!=-1){
4003                                                                                         participantfocus[whichdialogue][indialogue]=whichend;
4004                                                                                         participantlocation[whichdialogue][whichend]=player[whichend].coords;
4005                                                                                         participantrotation[whichdialogue][whichend]=player[whichend].rotation;
4006                                                                                 }
4007                                                                                 if(whichend==-1){
4008                                                                                         participantfocus[whichdialogue][indialogue]=-1;
4009                                                                                 }
4010                                                                                 if(player[participantfocus[whichdialogue][indialogue]].dead){
4011                                                                                         indialogue=-1;
4012                                                                                         directing=0;
4013                                                                                         cameramode=0;
4014                                                                                 }
4015                                                                                 dialoguecamera[whichdialogue][indialogue]=viewer;
4016                                                                                 dialoguecamerarotation[whichdialogue][indialogue]=rotation;
4017                                                                                 dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
4018                                                                                 indialogue++;
4019                                                                                 if(indialogue<numdialogueboxes[whichdialogue]){
4020                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=0){
4021                                                                                                 XYZ temppos;
4022                                                                                                 temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4023                                                                                                 temppos=temppos-viewer;
4024                                                                                                 Normalise(&temppos);
4025                                                                                                 temppos+=viewer;
4026
4027                                                                                                 int whichsoundplay;
4028                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4029                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4030                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4031                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4032                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4033                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4034                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4035                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4036                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4037                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4038                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4039                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4040                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4041                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4042                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4043                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4044                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4045                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4046                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4047                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4048                                                                                                 emit_sound_at(whichsoundplay, temppos);
4049                                                                                         }
4050                                                                                 }
4051
4052                                                                                 for(j=0;j<numplayers;j++){
4053                                                                                         participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
4054                                                                                 }
4055
4056                                                                                 endkeydown=1;
4057                                                                         }
4058                                                                         if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
4059                                                                                 ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
4060                                                                                 )){
4061                                                                                         int whichend;
4062                                                                                         if(Input::isKeyDown(SDLK_KP1))whichend=1;
4063                                                                                         if(Input::isKeyDown(SDLK_KP2))whichend=2;
4064                                                                                         if(Input::isKeyDown(SDLK_KP3))whichend=3;
4065                                                                                         if(Input::isKeyDown(SDLK_KP4))whichend=4;
4066                                                                                         if(Input::isKeyDown(SDLK_KP5))whichend=5;
4067                                                                                         if(Input::isKeyDown(SDLK_KP6))whichend=6;
4068                                                                                         if(Input::isKeyDown(SDLK_KP7))whichend=7;
4069                                                                                         if(Input::isKeyDown(SDLK_KP8))whichend=8;
4070                                                                                         if(Input::isKeyDown(SDLK_KP9))whichend=9;
4071                                                                                         if(Input::isKeyDown(SDLK_KP0))whichend=0;
4072                                                                                         participantfacing[whichdialogue][indialogue][whichend]=facing;
4073                                                                                 }
4074                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4075                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4076                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4077                                                                                                 endkeydown=0;
4078                                                                                         }
4079                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4080                                                                                                 indialogue=-1;
4081                                                                                                 directing=0;
4082                                                                                                 cameramode=0;
4083                                                                                         }
4084                                                         }
4085                                                         if(!directing){
4086                                                                 pause_sound(whooshsound);
4087                                                                 viewer=dialoguecamera[whichdialogue][indialogue];
4088                                                                 if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
4089                                                                         viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
4090                                                                 }
4091                                                                 rotation=dialoguecamerarotation[whichdialogue][indialogue];
4092                                                                 rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
4093                                                                 if(dialoguetime>0.5)
4094                                                                         if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
4095                                                                                 ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
4096                                                                                 ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
4097                                                                                         indialogue++;
4098                                                                                         endkeydown=1;
4099                                                                                         if(indialogue<numdialogueboxes[whichdialogue]){
4100                                                                                                 if(dialogueboxsound[whichdialogue][indialogue]!=0){
4101                                                                                                         XYZ temppos;
4102                                                                                                         temppos=player[participantfocus[whichdialogue][indialogue]].coords;
4103                                                                                                         temppos=temppos-viewer;
4104                                                                                                         Normalise(&temppos);
4105                                                                                                         temppos+=viewer;
4106
4107                                                                                                         int whichsoundplay;
4108                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
4109                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
4110                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
4111                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
4112                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
4113                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
4114                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
4115                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
4116                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
4117                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
4118                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
4119                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
4120                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
4121                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
4122                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
4123                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
4124                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
4125                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
4126                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
4127                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
4128                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
4129                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]!=-5){
4130                                                                                                                 emit_sound_at(whichsoundplay, temppos);
4131                                                                                                         }
4132                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-5){
4133                                                                                                                 hotspot[numhotspots]=player[0].coords;
4134                                                                                                                 hotspotsize[numhotspots]=10;
4135                                                                                                                 hotspottype[numhotspots]=-1;
4136
4137                                                                                                                 numhotspots++;
4138                                                                                                         }
4139                                                                                                         if(dialogueboxsound[whichdialogue][indialogue]==-6){
4140                                                                                                                 hostile=1;
4141                                                                                                         }
4142
4143                                                                                                         if(player[participantfocus[whichdialogue][indialogue]].dead){
4144                                                                                                                 indialogue=-1;
4145                                                                                                                 directing=0;
4146                                                                                                                 cameramode=0;
4147                                                                                                         }
4148                                                                                                 }
4149                                                                                         }
4150                                                                                 }
4151                                                                                 if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
4152                                                                                         &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
4153                                                                                         &&!Input::isKeyDown(SDLK_MINUS)){
4154                                                                                                 endkeydown=0;
4155                                                                                         }
4156                                                                                         if(indialogue>=numdialogueboxes[whichdialogue]){
4157                                                                                                 indialogue=-1;
4158                                                                                                 directing=0;
4159                                                                                                 cameramode=0;
4160                                                                                                 if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
4161                                                                                                         hostile=1;
4162                                                                                                 }
4163                                                                                                 if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
4164                                                                                                         windialogue=1;
4165                                                                                                 }
4166                                                                                                 if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
4167                                                                                                         hostile=1;
4168                                                                                                         for(i=1;i<numplayers;i++){
4169                                                                                                                 player[i].aitype = attacktypecutoff;
4170                                                                                                         }
4171                                                                                                 }
4172                                                                                         }
4173                                                         }
4174                                                 }
4175
4176                                                 if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
4177                                                 else oldbuttondialogue=1;
4178
4179                                                 static float keyrefreshdelay=0,bigrefreshdelay=0;
4180
4181                                                 if(!player[0].jumpkeydown){
4182                                                         player[0].jumptogglekeydown=0;
4183                                                 }
4184                                                 if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
4185
4186
4187                                                 dialoguetime+=multiplier;
4188                                                 skybox.cloudmove+=multiplier;
4189                                                 hawkrotation+=multiplier*25;
4190                                                 realhawkcoords=0;
4191                                                 realhawkcoords.x=25;
4192                                                 realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
4193                                                 hawkcalldelay-=multiplier/2;
4194
4195                                                 if(hawkcalldelay<=0)
4196                                                 {
4197                                                         emit_sound_at(hawksound, realhawkcoords);
4198
4199                                                         hawkcalldelay=16+abs(Random()%8);
4200                                                 }
4201                                                 static float temptexdetail;
4202
4203
4204                                                 if(Input::isKeyDown(SDLK_h)&&debugmode){
4205                                                         player[0].damagetolerance=200000;
4206                                                         player[0].damage=0;
4207                                                         player[0].burnt=0;
4208                                                         player[0].permanentdamage=0;
4209                                                         player[0].superpermanentdamage=0;
4210                                                 }
4211
4212                                                 if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
4213                                                         environment++;
4214                                                         if(environment>2)environment=0;
4215                                                         Setenvironment(environment);
4216
4217                                                         envtogglekeydown=1;
4218                                                 }
4219
4220
4221                                                 if(!Input::isKeyDown(SDLK_j)){
4222                                                         envtogglekeydown=0;
4223                                                 }
4224
4225                                                 if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
4226                                                         cameramode=1-cameramode;
4227                                                         cameratogglekeydown=1;
4228                                                 }
4229
4230                                                 if(!Input::isKeyDown(SDLK_c)){
4231                                                         cameratogglekeydown=0;
4232                                                 }
4233
4234                                                 if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4235                                                         if(player[0].num_weapons>0){
4236                                                                 if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
4237                                                                 else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
4238                                                                 else weapons.type[player[0].weaponids[0]]=sword;
4239                                                                 if(weapons.type[player[0].weaponids[0]]==sword){
4240                                                                         weapons.mass[player[0].weaponids[0]]=1.5;
4241                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4242                                                                         weapons.length[player[0].weaponids[0]]=.8;
4243                                                                 }
4244                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4245                                                                         weapons.mass[player[0].weaponids[0]]=2;
4246                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4247                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4248                                                                 }
4249
4250                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
4251                                                                         weapons.mass[player[0].weaponids[0]]=1;
4252                                                                         weapons.tipmass[player[0].weaponids[0]]=1.2;
4253                                                                         weapons.length[player[0].weaponids[0]]=.25;
4254                                                                 }
4255                                                         }
4256                                                         detailtogglekeydown=1;
4257                                                 }
4258
4259                                                 if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
4260                                                         int closest=-1;
4261                                                         float closestdist=-1;
4262                                                         float distance;
4263                                                         if(numplayers>1)
4264                                                                 for(i=1;i<numplayers;i++){
4265                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4266                                                                         if(closestdist==-1||distance<closestdist){
4267                                                                                 closestdist=distance;
4268                                                                                 closest=i;
4269                                                                         }
4270                                                                 }
4271                                                                 if(closest!=-1){
4272                                                                         if(player[closest].num_weapons)
4273                                                                         {
4274                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
4275                                                                                 else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
4276                                                                                 else weapons.type[player[closest].weaponids[0]]=sword;
4277                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4278                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4279                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4280                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4281                                                                                 }
4282                                                                                 if(weapons.type[player[0].weaponids[0]]==staff){
4283                                                                                         weapons.mass[player[0].weaponids[0]]=2;
4284                                                                                         weapons.tipmass[player[0].weaponids[0]]=1;
4285                                                                                         weapons.length[player[0].weaponids[0]]=1.5;
4286                                                                                 }
4287                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4288                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4289                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4290                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4291                                                                                 }
4292                                                                         }
4293                                                                         if(!player[closest].num_weapons)
4294                                                                         {
4295                                                                                 player[closest].weaponids[0]=weapons.numweapons;
4296                                                                                 weapons.owner[weapons.numweapons]=closest;
4297                                                                                 weapons.type[weapons.numweapons]=knife;
4298                                                                                 weapons.damage[weapons.numweapons]=0;
4299                                                                                 weapons.numweapons++;
4300                                                                                 player[closest].num_weapons=1;
4301                                                                                 if(weapons.type[player[closest].weaponids[0]]==sword){
4302                                                                                         weapons.mass[player[closest].weaponids[0]]=1.5;
4303                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1;
4304                                                                                         weapons.length[player[closest].weaponids[0]]=.8;
4305                                                                                 }
4306                                                                                 if(weapons.type[player[closest].weaponids[0]]==knife){
4307                                                                                         weapons.mass[player[closest].weaponids[0]]=1;
4308                                                                                         weapons.tipmass[player[closest].weaponids[0]]=1.2;
4309                                                                                         weapons.length[player[closest].weaponids[0]]=.25;
4310                                                                                 }
4311                                                                         }
4312                                                                 }
4313                                                                 detailtogglekeydown=1;
4314                                                 }
4315
4316                                                 if(Input::isKeyDown(SDLK_u)&&debugmode){
4317                                                         int closest=-1;
4318                                                         float closestdist=-1;
4319                                                         float distance;
4320                                                         if(numplayers>1)
4321                                                                 for(i=1;i<numplayers;i++){
4322                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4323                                                                         if(closestdist==-1||distance<closestdist){
4324                                                                                 closestdist=distance;
4325                                                                                 closest=i;
4326                                                                         }
4327                                                                 }
4328
4329                                                                 player[closest].rotation+=multiplier*50;
4330                                                                 player[closest].targetrotation=player[closest].rotation;
4331                                                 }
4332
4333
4334                                                 if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4335                                                         int closest=-1;
4336                                                         float closestdist=-1;
4337                                                         float distance;
4338                                                         if(numplayers>1)
4339                                                                 for(i=1;i<numplayers;i++){
4340                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4341                                                                         if(closestdist==-1||distance<closestdist){
4342                                                                                 closestdist=distance;
4343                                                                                 closest=i;
4344                                                                         }
4345                                                                 }
4346                                                                 if(Input::isKeyDown(SDLK_LCTRL))closest=0;
4347
4348                                                                 if(closest!=-1){
4349                                                                         player[closest].whichskin++;
4350                                                                         if(player[closest].whichskin>9)player[closest].whichskin=0;
4351                                                                         if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
4352
4353                                                                         LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
4354                                                                                         &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4355                                                                 }
4356
4357                                                                 if(player[closest].numclothes){
4358                                                                         for(i=0;i<player[closest].numclothes;i++){
4359                                                                                 tintr=player[closest].clothestintr[i];
4360                                                                                 tintg=player[closest].clothestintg[i];
4361                                                                                 tintb=player[closest].clothestintb[i];
4362                                                                                 AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4363                                                                         }
4364                                                                         player[closest].DoMipmaps();
4365                                                                 }
4366
4367                                                                 detailtogglekeydown=1;
4368                                                 }
4369
4370                                                 if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4371                                                         int closest=-1;
4372                                                         float closestdist=-1;
4373                                                         float distance;
4374                                                         if(numplayers>1)
4375                                                                 for(i=1;i<numplayers;i++){
4376                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4377                                                                         if(closestdist==-1||distance<closestdist){
4378                                                                                 closestdist=distance;
4379                                                                                 closest=i;
4380                                                                         }
4381                                                                 }
4382                                                                 if(closest!=-1){
4383                                                                         if(player[closest].creature==wolftype){
4384                                                                                 headprop=player[closest].proportionhead.x/1.1;
4385                                                                                 bodyprop=player[closest].proportionbody.x/1.1;
4386                                                                                 armprop=player[closest].proportionarms.x/1.1;
4387                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4388                                                                         }
4389
4390                                                                         if(player[closest].creature==rabbittype){
4391                                                                                 headprop=player[closest].proportionhead.x/1.2;
4392                                                                                 bodyprop=player[closest].proportionbody.x/1.05;
4393                                                                                 armprop=player[closest].proportionarms.x/1.00;
4394                                                                                 legprop=player[closest].proportionlegs.x/1.1;
4395                                                                         }
4396
4397
4398                                                                         if(player[closest].creature==rabbittype){
4399                                                                                 player[closest].skeleton.id=closest;
4400                                                                                 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);
4401                                                                                 LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
4402                                                                                 player[closest].whichskin=0;
4403                                                                                 player[closest].creature=wolftype;
4404
4405                                                                                 player[closest].proportionhead=1.1;
4406                                                                                 player[closest].proportionbody=1.1;
4407                                                                                 player[closest].proportionarms=1.1;
4408                                                                                 player[closest].proportionlegs=1.1;
4409                                                                                 player[closest].proportionlegs.y=1.1;
4410                                                                                 player[closest].scale=.23*5*player[0].scale;
4411
4412                                                                                 player[closest].damagetolerance=300;
4413                                                                         }
4414                                                                         else
4415                                                                         {
4416                                                                                 player[closest].skeleton.id=closest;
4417                                                                                 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);
4418                                                                                 LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
4419                                                                                 player[closest].whichskin=0;
4420                                                                                 player[closest].creature=rabbittype;
4421
4422                                                                                 player[closest].proportionhead=1.2;
4423                                                                                 player[closest].proportionbody=1.05;
4424                                                                                 player[closest].proportionarms=1.00;
4425                                                                                 player[closest].proportionlegs=1.1;
4426                                                                                 player[closest].proportionlegs.y=1.05;
4427                                                                                 player[closest].scale=.2*5*player[0].scale;
4428
4429                                                                                 player[closest].damagetolerance=200;
4430                                                                         }
4431
4432                                                                         if(player[closest].creature==wolftype){
4433                                                                                 player[closest].proportionhead=1.1*headprop;
4434                                                                                 player[closest].proportionbody=1.1*bodyprop;
4435                                                                                 player[closest].proportionarms=1.1*armprop;
4436                                                                                 player[closest].proportionlegs=1.1*legprop;
4437                                                                         }
4438
4439                                                                         if(player[closest].creature==rabbittype){
4440                                                                                 player[closest].proportionhead=1.2*headprop;
4441                                                                                 player[closest].proportionbody=1.05*bodyprop;
4442                                                                                 player[closest].proportionarms=1.00*armprop;
4443                                                                                 player[closest].proportionlegs=1.1*legprop;
4444                                                                                 player[closest].proportionlegs.y=1.05*legprop;
4445                                                                         }
4446
4447                                                                 }
4448                                                                 detailtogglekeydown=1;
4449                                                 }
4450
4451                                                 if(!Input::isKeyDown(SDLK_x)){
4452                                                         detailtogglekeydown=0;
4453                                                 }
4454
4455                                                 if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4456                                                         slomo=1-slomo;
4457                                                         slomodelay=1000;
4458                                                         slomotogglekeydown=1;
4459                                                 }
4460
4461
4462                                                 if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4463                                                         int closest=-1;
4464                                                         float closestdist=-1;
4465                                                         float distance;
4466                                                         XYZ flatfacing2,flatvelocity2;
4467                                                         XYZ blah;
4468                                                         if(numplayers>1)
4469                                                                 for(i=1;i<numplayers;i++){
4470                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4471                                                                         if(distance<144&&!player[i].headless)
4472                                                                                 if(closestdist==-1||distance<closestdist){
4473                                                                                         closestdist=distance;
4474                                                                                         closest=i;
4475                                                                                         blah = player[i].coords;
4476                                                                                 }
4477                                                                 }
4478
4479                                                                 if(closest!=-1){
4480                                                                         XYZ headspurtdirection;
4481                                                                         int i = player[closest].skeleton.jointlabels[head];
4482                                                                         for(k=0;k<player[closest].skeleton.num_joints; k++){
4483                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4484                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4485                                                                                 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;
4486                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4487                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4488                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4489                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4490                                                                                 headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
4491                                                                                 Normalise(&headspurtdirection);
4492                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
4493                                                                                 flatvelocity2+=headspurtdirection*8;
4494                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
4495                                                                         }
4496                                                                         Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4497
4498                                                                         emit_sound_at(splattersound, blah);
4499                                                                         emit_sound_at(breaksound2, blah, 100.);
4500
4501                                                                         if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
4502                                                                         player[closest].RagDoll(0);
4503                                                                         player[closest].dead=2;
4504                                                                         player[closest].headless=1;
4505                                                                         player[closest].DoBloodBig(3,165);
4506
4507                                                                         camerashake+=.3;
4508                                                                 }
4509
4510                                                                 explodetogglekeydown=1;
4511                                                 }
4512
4513                                                 if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
4514                                                         int closest=-1;
4515                                                         float closestdist=-1;
4516                                                         float distance;
4517                                                         XYZ flatfacing2,flatvelocity2;
4518                                                         XYZ blah;
4519                                                         if(numplayers>1)
4520                                                                 for(i=1;i<numplayers;i++){
4521                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4522                                                                         if(distance<144)
4523                                                                                 if(closestdist==-1||distance<closestdist){
4524                                                                                         closestdist=distance;
4525                                                                                         closest=i;
4526                                                                                         blah=player[i].coords;
4527                                                                                 }
4528                                                                 }
4529
4530                                                                 if(closest!=-1){
4531                                                                         emit_sound_at(splattersound, blah);
4532
4533                                                                         emit_sound_at(breaksound2, blah);
4534
4535                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4536                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4537                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4538                                                                                 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;
4539                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4540                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4541                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4542                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4543                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4544                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
4545                                                                                 Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
4546                                                                         }
4547
4548                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4549                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4550                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4551                                                                                 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;
4552                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4553                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4554                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4555                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4556                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
4557                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
4558                                                                         }
4559
4560                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4561                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4562                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4563                                                                                 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;
4564                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4565                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4566                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4567                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4568                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4569                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4570                                                                         }
4571
4572                                                                         for(i=0;i<player[closest].skeleton.num_joints; i++){
4573                                                                                 if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
4574                                                                                 if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
4575                                                                                 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;
4576                                                                                 if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
4577                                                                                 flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
4578                                                                                 flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
4579                                                                                 flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
4580                                                                                 Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
4581                                                                                 Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
4582                                                                         }
4583
4584                                                                         XYZ temppos;
4585                                                                         for(j=0;j<numplayers; j++){
4586                                                                                 if(j!=closest){
4587                                                                                         if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
4588                                                                                                 player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
4589                                                                                                 if(player[j].skeleton.free==2)player[j].skeleton.free=1;
4590                                                                                                 player[j].skeleton.longdead=0;
4591                                                                                                 player[j].RagDoll(0);
4592                                                                                                 for(i=0;i<player[j].skeleton.num_joints; i++){
4593                                                                                                         temppos=player[j].skeleton.joints[i].position+player[j].coords;
4594                                                                                                         if(findDistancefast(&temppos,&player[closest].coords)<25){
4595                                                                                                                 flatvelocity2=temppos-player[closest].coords;
4596                                                                                                                 Normalise(&flatvelocity2);
4597                                                                                                                 player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
4598                                                                                                         }
4599                                                                                                 }
4600                                                                                         }
4601                                                                                 }
4602                                                                         }
4603
4604                                                                         player[closest].DoDamage(10000);
4605                                                                         player[closest].RagDoll(0);
4606                                                                         player[closest].dead=2;
4607                                                                         player[closest].coords=20;
4608                                                                         player[closest].skeleton.free=2;
4609
4610                                                                         camerashake+=.6;
4611
4612                                                                 }
4613
4614                                                                 explodetogglekeydown=1;
4615                                                 }
4616
4617                                                 if(!Input::isKeyDown(SDLK_i)){
4618                                                         explodetogglekeydown=0;
4619                                                 }
4620
4621                                                 if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
4622                                                         slomotogglekeydown=0;
4623                                                 }
4624
4625
4626                                                 if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
4627                                                         player[0].onfire=1-player[0].onfire;
4628                                                         if(player[0].onfire){
4629                                                                 player[0].CatchFire();
4630                                                         }
4631                                                         if(!player[0].onfire){
4632                                                                 emit_sound_at(fireendsound, player[0].coords);
4633                                                                 pause_sound(stream_firesound);
4634                                                         }
4635                                                         slomotogglekeydown=1;
4636                                                 }
4637
4638                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
4639                                                         int closest=-1;
4640                                                         float closestdist=-1;
4641                                                         float distance;
4642                                                         if(numplayers>1)
4643                                                                 for(i=1;i<numplayers;i++){
4644                                                                         distance=findDistancefast(&player[i].coords,&player[0].coords);
4645                                                                         if(closestdist==-1||distance<closestdist){
4646                                                                                 closestdist=distance;
4647                                                                                 closest=i;
4648                                                                         }
4649                                                                 }
4650                                                                 if(closestdist>0&&closest>=0){
4651                                                                         //player[closest]=player[numplayers-1];
4652                                                                         //player[closest].skeleton=player[numplayers-1].skeleton;
4653                                                                         numplayers--;
4654                                                                 }
4655                                                                 drawmodetogglekeydown=1;
4656                                                 }
4657
4658                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
4659                                                         int closest=-1;
4660                                                         float closestdist=-1;
4661                                                         float distance;
4662                                                         if(max_objects>1)
4663                                                                 for(i=1;i<max_objects;i++){
4664                                                                         distance=findDistancefast(&objects.position[i],&player[0].coords);
4665                                                                         if(closestdist==-1||distance<closestdist){
4666                                                                                 closestdist=distance;
4667                                                                                 closest=i;
4668                                                                         }
4669                                                                 }
4670                                                                 if(closestdist>0&&closest>=0){
4671                                                                         objects.position[closest].y-=500;
4672                                                                 }
4673                                                                 drawmodetogglekeydown=1;
4674                                                 }
4675
4676                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
4677                                                         //drawmode++;
4678                                                         //if(drawmode>2)drawmode=0;
4679                                                         if(objects.numobjects<max_objects-1){
4680                                                                 XYZ boxcoords;
4681                                                                 boxcoords.x=player[0].coords.x;
4682                                                                 boxcoords.z=player[0].coords.z;
4683                                                                 boxcoords.y=player[0].coords.y-3;
4684                                                                 if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
4685                                                                 if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
4686                                                                 //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
4687                                                                 float temprotat,temprotat2;
4688                                                                 temprotat=editorrotation;
4689                                                                 temprotat2=editorrotation2;
4690                                                                 if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
4691                                                                 if(temprotat2<0)temprotat2=Random()%360;
4692
4693                                                                 objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
4694                                                                 if(editortype==treetrunktype)
4695                                                                         objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
4696                                                         }
4697
4698                                                         drawmodetogglekeydown=1;
4699                                                 }
4700
4701                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4702                                                         if(numplayers<maxplayers-1){
4703                                                                 player[numplayers].scale=.2*5*player[0].scale;
4704                                                                 player[numplayers].creature=rabbittype;
4705                                                                 player[numplayers].howactive=editoractive;
4706                                                                 player[numplayers].skeleton.id=numplayers;
4707                                                                 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);
4708
4709                                                                 //texsize=512*512*3/texdetail/texdetail;
4710                                                                 //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
4711                                                                 //player[numplayers].skeleton.skinText.resize(texsize);
4712
4713                                                                 k=abs(Random()%2)+1;
4714                                                                 if(k==0){
4715                                                                         LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4716                                                                         player[numplayers].whichskin=0;
4717                                                                 }
4718                                                                 else if(k==1){
4719                                                                         LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4720                                                                         player[numplayers].whichskin=1;
4721                                                                 }
4722                                                                 else {
4723                                                                         LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4724                                                                         player[numplayers].whichskin=2;
4725                                                                 }
4726
4727                                                                 LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
4728                                                                 player[numplayers].power=1;
4729                                                                 player[numplayers].speedmult=1;
4730                                                                 player[numplayers].currentanimation=bounceidleanim;
4731                                                                 player[numplayers].targetanimation=bounceidleanim;
4732                                                                 player[numplayers].currentframe=0;
4733                                                                 player[numplayers].targetframe=1;
4734                                                                 player[numplayers].target=0;
4735                                                                 player[numplayers].bled=0;
4736                                                                 player[numplayers].speed=1+(float)(Random()%100)/1000;
4737
4738                                                                 player[numplayers].targetrotation=player[0].targetrotation;
4739                                                                 player[numplayers].rotation=player[0].rotation;
4740
4741                                                                 player[numplayers].velocity=0;
4742                                                                 player[numplayers].coords=player[0].coords;
4743                                                                 player[numplayers].oldcoords=player[numplayers].coords;
4744                                                                 player[numplayers].realoldcoords=player[numplayers].coords;
4745
4746                                                                 player[numplayers].id=numplayers;
4747                                                                 player[numplayers].skeleton.id=numplayers;
4748                                                                 player[numplayers].updatedelay=0;
4749                                                                 player[numplayers].normalsupdatedelay=0;
4750
4751                                                                 player[numplayers].aitype=passivetype;
4752                                                                 player[numplayers].aitarget=0;
4753
4754                                                                 if(player[0].creature==wolftype){
4755                                                                         headprop=player[0].proportionhead.x/1.1;
4756                                                                         bodyprop=player[0].proportionbody.x/1.1;
4757                                                                         armprop=player[0].proportionarms.x/1.1;
4758                                                                         legprop=player[0].proportionlegs.x/1.1;
4759                                                                 }
4760
4761                                                                 if(player[0].creature==rabbittype){
4762                                                                         headprop=player[0].proportionhead.x/1.2;
4763                                                                         bodyprop=player[0].proportionbody.x/1.05;
4764                                                                         armprop=player[0].proportionarms.x/1.00;
4765                                                                         legprop=player[0].proportionlegs.x/1.1;
4766                                                                 }
4767
4768                                                                 if(player[numplayers].creature==wolftype){
4769                                                                         player[numplayers].proportionhead=1.1*headprop;
4770                                                                         player[numplayers].proportionbody=1.1*bodyprop;
4771                                                                         player[numplayers].proportionarms=1.1*armprop;
4772                                                                         player[numplayers].proportionlegs=1.1*legprop;
4773                                                                 }
4774
4775                                                                 if(player[numplayers].creature==rabbittype){
4776                                                                         player[numplayers].proportionhead=1.2*headprop;
4777                                                                         player[numplayers].proportionbody=1.05*bodyprop;
4778                                                                         player[numplayers].proportionarms=1.00*armprop;
4779                                                                         player[numplayers].proportionlegs=1.1*legprop;
4780                                                                         player[numplayers].proportionlegs.y=1.05*legprop;
4781                                                                 }
4782
4783                                                                 player[numplayers].headless=0;
4784                                                                 player[numplayers].onfire=0;
4785
4786                                                                 if(cellophane){
4787                                                                         player[numplayers].proportionhead.z=0;
4788                                                                         player[numplayers].proportionbody.z=0;
4789                                                                         player[numplayers].proportionarms.z=0;
4790                                                                         player[numplayers].proportionlegs.z=0;
4791                                                                 }
4792
4793                                                                 player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
4794
4795                                                                 player[numplayers].damagetolerance=200;
4796
4797                                                                 player[numplayers].protectionhead=player[0].protectionhead;
4798                                                                 player[numplayers].protectionhigh=player[0].protectionhigh;
4799                                                                 player[numplayers].protectionlow=player[0].protectionlow;
4800                                                                 player[numplayers].armorhead=player[0].armorhead;
4801                                                                 player[numplayers].armorhigh=player[0].armorhigh;
4802                                                                 player[numplayers].armorlow=player[0].armorlow;
4803                                                                 player[numplayers].metalhead=player[0].metalhead;
4804                                                                 player[numplayers].metalhigh=player[0].metalhigh;
4805                                                                 player[numplayers].metallow=player[0].metallow;
4806
4807                                                                 player[numplayers].immobile=player[0].immobile;
4808
4809                                                                 player[numplayers].numclothes=player[0].numclothes;
4810                                                                 if(player[numplayers].numclothes)
4811                                                                         for(i=0;i<player[numplayers].numclothes;i++){
4812                                                                                 strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
4813                                                                                 player[numplayers].clothestintr[i]=player[0].clothestintr[i];
4814                                                                                 player[numplayers].clothestintg[i]=player[0].clothestintg[i];
4815                                                                                 player[numplayers].clothestintb[i]=player[0].clothestintb[i];
4816                                                                                 tintr=player[numplayers].clothestintr[i];
4817                                                                                 tintg=player[numplayers].clothestintg[i];
4818                                                                                 tintb=player[numplayers].clothestintb[i];
4819                                                                                 AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
4820                                                                         }
4821                                                                         if(player[numplayers].numclothes){
4822                                                                                 player[numplayers].DoMipmaps();
4823                                                                         }
4824
4825                                                                         player[numplayers].power=player[0].power;
4826                                                                         player[numplayers].speedmult=player[0].speedmult;
4827
4828                                                                         player[numplayers].damage=0;
4829                                                                         player[numplayers].permanentdamage=0;
4830                                                                         player[numplayers].superpermanentdamage=0;
4831                                                                         player[numplayers].deathbleeding=0;
4832                                                                         player[numplayers].bleeding=0;
4833                                                                         player[numplayers].numwaypoints=0;
4834                                                                         player[numplayers].waypoint=0;
4835                                                                         player[numplayers].jumppath=0;
4836                                                                         player[numplayers].weaponstuck=-1;
4837                                                                         player[numplayers].weaponactive=-1;
4838                                                                         player[numplayers].num_weapons=0;
4839                                                                         player[numplayers].bloodloss=0;
4840                                                                         player[numplayers].dead=0;
4841
4842                                                                         player[numplayers].loaded=1;
4843
4844                                                                         numplayers++;
4845                                                         }
4846                                                         drawmodetogglekeydown=1;
4847                                                 }
4848
4849                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
4850                                                         if(player[numplayers-1].numwaypoints<90){
4851                                                                 player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
4852                                                                 player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
4853                                                                 player[numplayers-1].numwaypoints++;
4854                                                         }
4855                                                         drawmodetogglekeydown=1;
4856                                                 }
4857
4858                                                 if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
4859                                                         if(numpathpoints<30){
4860                                                                 bool connected,alreadyconnected;
4861                                                                 connected=0;
4862                                                                 if(numpathpoints>1)
4863                                                                         for(i=0;i<numpathpoints;i++){
4864                                                                                 if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
4865                                                                                         alreadyconnected=0;
4866                                                                                         for(j=0;j<numpathpointconnect[pathpointselected];j++){
4867                                                                                                 if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
4868                                                                                         }
4869                                                                                         if(!alreadyconnected){
4870                                                                                                 numpathpointconnect[pathpointselected]++;
4871                                                                                                 connected=1;
4872                                                                                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
4873                                                                                         }
4874                                                                                 }
4875                                                                         }
4876                                                                         if(!connected){
4877                                                                                 numpathpoints++;
4878                                                                                 pathpoint[numpathpoints-1]=player[0].coords;
4879                                                                                 numpathpointconnect[numpathpoints-1]=0;
4880                                                                                 if(numpathpoints>1&&pathpointselected!=-1){
4881                                                                                         numpathpointconnect[pathpointselected]++;
4882                                                                                         pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
4883                                                                                 }
4884                                                                                 pathpointselected=numpathpoints-1;
4885                                                                         }
4886                                                         }
4887                                                         drawmodetogglekeydown=1;
4888                                                 }
4889
4890                                                 if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
4891                                                         pathpointselected++;
4892                                                         if(pathpointselected>=numpathpoints)pathpointselected=-1;
4893                                                         drawmodetogglekeydown=1;
4894                                                 }
4895                                                 if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4896                                                         pathpointselected--;
4897                                                         if(pathpointselected<=-2)
4898                                                                 pathpointselected=numpathpoints-1;
4899                                                         drawmodetogglekeydown=1;
4900                                                 }
4901                                                 if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
4902                                                         if(pathpointselected!=-1){
4903                                                                 numpathpoints--;
4904                                                                 pathpoint[pathpointselected]=pathpoint[numpathpoints];
4905                                                                 numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
4906                                                                 for(i=0;i<numpathpointconnect[pathpointselected];i++){
4907                                                                         pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
4908                                                                 }
4909                                                                 for(i=0;i<numpathpoints;i++){
4910                                                                         for(j=0;j<numpathpointconnect[i];j++){
4911                                                                                 if(pathpointconnect[i][j]==pathpointselected){
4912                                                                                         pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
4913                                                                                         numpathpointconnect[i]--;
4914                                                                                 }
4915                                                                                 if(pathpointconnect[i][j]==numpathpoints){
4916                                                                                         pathpointconnect[i][j]=pathpointselected;
4917                                                                                 }
4918                                                                         }
4919                                                                 }
4920                                                                 pathpointselected=numpathpoints-1;
4921                                                         }
4922                                                         drawmodetogglekeydown=1;
4923                                                 }
4924
4925                                                 if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
4926                                                         editorenabled=1-editorenabled;
4927                                                         if(editorenabled){
4928                                                                 player[0].damagetolerance=100000;
4929                                                         } else {
4930                                                                 player[0].damagetolerance=200;
4931                                                         }
4932                                                         player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
4933                                                         player[0].permanentdamage=0;
4934                                                         player[0].superpermanentdamage=0;
4935                                                         player[0].bloodloss=0;
4936                                                         player[0].deathbleeding=0;
4937                                                         drawmodetogglekeydown=1;
4938                                                 }
4939
4940                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4941                                                         editortype--;
4942                                                         if(editortype==treeleavestype||editortype==10)editortype--;
4943                                                         if(editortype<0)editortype=firetype;
4944                                                         drawmodetogglekeydown=1;
4945                                                 }
4946
4947                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4948                                                         editortype++;
4949                                                         if(editortype==treeleavestype||editortype==10)editortype++;
4950                                                         if(editortype>firetype)editortype=0;
4951                                                         drawmodetogglekeydown=1;
4952                                                 }
4953
4954                                                 if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4955                                                         editorrotation-=multiplier*100;
4956                                                         if(editorrotation<-.01)editorrotation=-.01;
4957                                                         drawmodetogglekeydown=1;
4958                                                 }
4959
4960                                                 if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
4961                                                         editorrotation+=multiplier*100;
4962                                                         drawmodetogglekeydown=1;
4963                                                 }
4964
4965                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4966                                                         editorsize+=multiplier;
4967                                                         drawmodetogglekeydown=1;
4968                                                 }
4969
4970                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
4971                                                         editorsize-=multiplier;
4972                                                         if(editorsize<.1)editorsize=.1;
4973                                                         drawmodetogglekeydown=1;
4974                                                 }
4975
4976
4977                                                 if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4978                                                         mapradius-=multiplier*10;
4979                                                 }
4980
4981                                                 if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
4982                                                         mapradius+=multiplier*10;
4983                                                 }
4984                                                 if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4985                                                         editorrotation2+=multiplier*100;
4986                                                 }
4987
4988                                                 if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
4989                                                         editorrotation2-=multiplier*100;
4990                                                         if(editorrotation2<-.01)editorrotation2=-.01;
4991                                                 }
4992                                                 if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
4993                                                         int closest=-1;
4994                                                         float closestdist=-1;
4995                                                         float distance;
4996                                                         for(i=0;i<objects.numobjects;i++){
4997                                                                 distance=findDistancefast(&objects.position[i],&player[0].coords);
4998                                                                 if(closestdist==-1||distance<closestdist){
4999                                                                         closestdist=distance;
5000                                                                         closest=i;
5001                                                                 }
5002                                                         }
5003                                                         if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
5004                                                         drawmodetogglekeydown=1;
5005                                                 }
5006
5007
5008                                                 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)){
5009                                                         drawmodetogglekeydown=0;
5010                                                 }
5011
5012                                                 if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5013                                                         //if(!player[0].skeleton.free)player[0].damage+=500;
5014                                                         player[0].RagDoll(0);
5015                                                         //player[0].spurt=1;
5016                                                         //player[0].DoDamage(1000);
5017
5018                                                         emit_sound_at(whooshsound, player[0].coords, 128.);
5019
5020                                                         texturesizetogglekeydown=1;
5021                                                 }
5022
5023                                                 if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
5024
5025                                                         int closest=-1;
5026                                                         float closestdist=-1;
5027                                                         float distance;
5028                                                         for(i=0;i<objects.numobjects;i++){
5029                                                                 if(objects.type[i]==treeleavestype){
5030                                                                         objects.scale[i]*=.9;
5031                                                                 }
5032                                                         }
5033                                                         texturesizetogglekeydown=1;
5034                                                 }
5035
5036                                                 static XYZ relative;
5037                                                 static int randattack;
5038                                                 //Attack
5039                                                 static bool playerrealattackkeydown=0;
5040
5041                                                 if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
5042                                                 if(!Input::isKeyDown(attackkey))oldattackkey=0;
5043                                                 if(oldattackkey)player[0].attackkeydown=0;
5044                                                 if(oldattackkey)playerrealattackkeydown=0;
5045                                                 if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
5046                                                 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);
5047                                                 if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
5048                                                         for(k=0;k<numplayers;k++){
5049                                                                 if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
5050                                                                         player[k].Reverse();
5051                                                         }
5052                                                 }
5053
5054                                                 if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
5055
5056                                                 for(k=0;k<numplayers;k++){
5057                                                         if(indialogue!=-1)player[k].attackkeydown=0;
5058                                                         if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
5059                                                                 if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
5060                                                                 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)){
5061                                                                         player[k].jumppower-=2;
5062                                                                 }
5063                                                                 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)){
5064                                                                         for(i=0;i<numplayers;i++){
5065                                                                                 if(i==k)i++;
5066                                                                                 if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
5067                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
5068                                                                                                 player[k].targetanimation=dodgebackanim;
5069                                                                                                 player[k].target=0;
5070                                                                                                 player[k].targetframe=0;
5071                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5072                                                                                                 Normalise(&rotatetarget);
5073                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5074                                                                                                 player[k].targetrotation*=360/6.28;
5075                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5076
5077                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
5078                                                                                         }
5079                                                                         }
5080                                                                         if(player[k].targetanimation!=dodgebackanim){
5081                                                                                 if(k==0)numflipped++;
5082                                                                                 player[k].targetanimation=backhandspringanim;
5083                                                                                 player[k].target=0;
5084                                                                                 player[k].targetframe=0;
5085                                                                                 player[k].targetrotation=-rotation+180;
5086                                                                                 if(player[k].leftkeydown)player[k].targetrotation-=45;
5087                                                                                 if(player[k].rightkeydown)player[k].targetrotation+=45;
5088                                                                                 player[k].rotation=player[k].targetrotation;
5089                                                                                 player[k].jumppower-=2;
5090                                                                         }
5091                                                                 }
5092                                                                 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())){
5093                                                                         player[k].hasvictim=0;
5094                                                                         if(numplayers>1)
5095                                                                                 for(i=0;i<numplayers;i++){
5096                                                                                         if(i==k)i++;
5097                                                                                         if(!player[k].hasvictim)
5098                                                                                                 if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
5099                                                                                                         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){
5100                                                                                                                 player[k].victim=&player[i];
5101                                                                                                                 player[k].hasvictim=1;
5102                                                                                                                 if(player[k].aitype==playercontrolled){
5103                                                                                                                         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;
5104                                                                                                                         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;
5105                                                                                                                         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;
5106                                                                                                                         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;
5107                                                                                                                         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;
5108                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
5109                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
5110                                                                                                                         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;
5111                                                                                                                         else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5112                                                                                                                         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;
5113                                                                                                                 }
5114                                                                                                                 else {
5115                                                                                                                         if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
5116                                                                                                                                 if(player[k].weaponactive==-1)randattack=abs(Random()%5);
5117                                                                                                                                 else randattack=abs(Random()%5);
5118                                                                                                                                 if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
5119                                                                                                                                         if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
5120                                                                                                                                         else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
5121                                                                                                                                         else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
5122                                                                                                                                         else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
5123                                                                                                                                 }
5124                                                                                                                                 if(player[k].weaponactive!=-1){
5125                                                                                                                                         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;
5126                                                                                                                                         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;
5127                                                                                                                                         //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;
5128                                                                                                                                         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;
5129                                                                                                                                         else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
5130                                                                                                                                         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;
5131                                                                                                                                         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;
5132                                                                                                                                         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;
5133                                                                                                                                 }
5134                                                                                                                         }
5135                                                                                                                 }
5136                                                                                                                 if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
5137                                                                                                         }
5138                                                                                                         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)){
5139                                                                                                                 if(player[k].weaponactive==-1){
5140                                                                                                                         player[i].targetanimation=sneakattackedanim;
5141                                                                                                                         player[i].currentanimation=sneakattackedanim;
5142                                                                                                                         player[k].currentanimation=sneakattackanim;
5143                                                                                                                         player[k].targetanimation=sneakattackanim;
5144                                                                                                                         player[k].oldcoords=player[k].coords;
5145                                                                                                                         player[k].coords=player[i].coords;
5146                                                                                                                 }
5147                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
5148                                                                                                                         player[i].targetanimation=knifesneakattackedanim;
5149                                                                                                                         player[i].currentanimation=knifesneakattackedanim;
5150                                                                                                                         player[k].currentanimation=knifesneakattackanim;
5151                                                                                                                         player[k].targetanimation=knifesneakattackanim;
5152                                                                                                                         player[i].oldcoords=player[i].coords;
5153                                                                                                                         player[i].coords=player[k].coords;
5154                                                                                                                 }
5155                                                                                                                 if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
5156                                                                                                                         player[i].targetanimation=swordsneakattackedanim;
5157                                                                                                                         player[i].currentanimation=swordsneakattackedanim;
5158                                                                                                                         player[k].currentanimation=swordsneakattackanim;
5159                                                                                                                         player[k].targetanimation=swordsneakattackanim;
5160                                                                                                                         player[i].oldcoords=player[i].coords;
5161                                                                                                                         player[i].coords=player[k].coords;
5162                                                                                                                 }
5163                                                                                                                 if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
5164                                                                                                                         player[k].victim=&player[i];
5165                                                                                                                         player[k].hasvictim=1;
5166                                                                                                                         player[i].targettilt2=0;
5167                                                                                                                         player[i].targetframe=1;
5168                                                                                                                         player[i].currentframe=0;
5169                                                                                                                         player[i].target=0;
5170                                                                                                                         player[i].velocity=0;
5171                                                                                                                         player[k].targettilt2=player[i].targettilt2;
5172                                                                                                                         player[k].currentframe=player[i].currentframe;
5173                                                                                                                         player[k].targetframe=player[i].targetframe;
5174                                                                                                                         player[k].target=player[i].target;
5175                                                                                                                         player[k].velocity=0;
5176                                                                                                                         player[k].targetrotation=player[i].rotation;
5177                                                                                                                         player[k].rotation=player[i].rotation;
5178                                                                                                                         player[i].targetrotation=player[i].rotation;
5179                                                                                                                 }
5180                                                                                                         }
5181                                                                                                         if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
5182                                                                                                                 oldattackkey=1;
5183                                                                                                                 player[k].targetframe=0;
5184                                                                                                                 player[k].target=0;
5185                                                                                                                 //player[k].velocity=0;
5186
5187                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5188                                                                                                                 Normalise(&rotatetarget);
5189                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5190                                                                                                                 player[k].targetrotation*=360/6.28;
5191                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5192
5193                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5194
5195                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5196                                                                                                                 player[k].lastattack2=player[k].lastattack;
5197                                                                                                                 player[k].lastattack=player[k].targetanimation;
5198                                                                                                                 //player[k].targettilt2=0;
5199                                                                                                                 //slomo=1;
5200                                                                                                                 //slomodelay=.2;
5201                                                                                                         }
5202                                                                                                         if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
5203                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5204                                                                                                                 Normalise(&rotatetarget);
5205                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5206                                                                                                                 player[k].targetrotation*=360/6.28;
5207                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5208                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5209                                                                                                                 oldattackkey=1;
5210                                                                                                                 player[k].victim=&player[i];
5211                                                                                                                 player[k].hasvictim=1;
5212                                                                                                                 player[i].targetanimation=knifefollowedanim;
5213                                                                                                                 player[i].currentanimation=knifefollowedanim;
5214                                                                                                                 player[i].targettilt2=0;
5215                                                                                                                 player[i].targettilt2=player[k].targettilt2;
5216                                                                                                                 player[i].targetframe=1;
5217                                                                                                                 player[i].currentframe=0;
5218                                                                                                                 player[i].target=0;
5219                                                                                                                 player[i].velocity=0;
5220                                                                                                                 player[k].currentanimation=knifefollowanim;
5221                                                                                                                 player[k].targetanimation=knifefollowanim;
5222                                                                                                                 player[k].targettilt2=player[i].targettilt2;
5223                                                                                                                 player[k].currentframe=player[i].currentframe;
5224                                                                                                                 player[k].targetframe=player[i].targetframe;
5225                                                                                                                 player[k].target=player[i].target;
5226                                                                                                                 player[k].velocity=0;
5227                                                                                                                 player[k].oldcoords=player[k].coords;
5228                                                                                                                 player[i].coords=player[k].coords;
5229                                                                                                                 player[i].targetrotation=player[k].targetrotation;
5230                                                                                                                 player[i].rotation=player[k].targetrotation;
5231                                                                                                                 player[k].rotation=player[k].targetrotation;
5232                                                                                                                 player[i].rotation=player[k].targetrotation;
5233                                                                                                         }
5234                                                                                                 }
5235                                                                                 }
5236                                                                                 bool hasstaff=0;
5237                                                                                 if(player[k].weaponactive!=-1){
5238                                                                                         if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
5239                                                                                 }
5240                                                                                 if(numplayers>1)
5241                                                                                         for(i=0;i<numplayers;i++){
5242                                                                                                 if(i==k)i++;
5243                                                                                                 if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
5244                                                                                                         if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
5245                                                                                                                 if(player[i].skeleton.free)
5246                                                                                                                         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)))){
5247                                                                                                                                 player[k].victim=&player[i];
5248                                                                                                                                 player[k].hasvictim=1;
5249                                                                                                                                 if(player[k].weaponactive!=-1&&tutoriallevel!=1){
5250                                                                                                                                         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;
5251                                                                                                                                         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;
5252                                                                                                                                         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;
5253                                                                                                                                 }
5254                                                                                                                                 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){
5255                                                                                                                                         player[k].targetanimation=killanim;
5256                                                                                                                                         for(j=0;j<terrain.numdecals;j++){
5257                                                                                                                                                 if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5258                                                                                                                                                         terrain.DeleteDecal(j);
5259                                                                                                                                                 }
5260                                                                                                                                         }
5261                                                                                                                                         for(l=0;l<objects.numobjects;l++){
5262                                                                                                                                                 if(objects.model[l].type==decalstype)
5263                                                                                                                                                         for(j=0;j<objects.model[l].numdecals;j++){
5264                                                                                                                                                                 if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5265                                                                                                                                                                         objects.model[l].DeleteDecal(j);
5266                                                                                                                                                                 }
5267                                                                                                                                                         }
5268                                                                                                                                         }
5269                                                                                                                                 }
5270                                                                                                                                 if(!player[i].dead||musictype!=2)
5271                                                                                                                                         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)){
5272                                                                                                                                                 player[k].targetanimation=dropkickanim;
5273                                                                                                                                                 for(j=0;j<terrain.numdecals;j++){
5274                                                                                                                                                         if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
5275                                                                                                                                                                 terrain.DeleteDecal(j);
5276                                                                                                                                                         }
5277                                                                                                                                                 }
5278                                                                                                                                                 for(l=0;l<objects.numobjects;l++){
5279                                                                                                                                                         if(objects.model[l].type==decalstype)
5280                                                                                                                                                                 for(j=0;j<objects.model[l].numdecals;j++){
5281                                                                                                                                                                         if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
5282                                                                                                                                                                                 objects.model[l].DeleteDecal(j);
5283                                                                                                                                                                         }
5284                                                                                                                                                                 }
5285                                                                                                                                                 }
5286                                                                                                                                         }
5287                                                                                                                         }
5288                                                                                                                         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)){
5289                                                                                                                                 oldattackkey=1;
5290                                                                                                                                 player[k].targetframe=0;
5291                                                                                                                                 player[k].target=0;
5292                                                                                                                                 //player[k].velocity=0;
5293
5294                                                                                                                                 rotatetarget=player[i].coords-player[k].coords;
5295                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
5296                                                                                                                                         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;
5297                                                                                                                                 }
5298                                                                                                                                 Normalise(&rotatetarget);
5299                                                                                                                                 player[k].targetrotation=-asin(0-rotatetarget.x);
5300                                                                                                                                 player[k].targetrotation*=360/6.28;
5301                                                                                                                                 if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
5302
5303                                                                                                                                 if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
5304                                                                                                                                         player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
5305                                                                                                                                 }
5306
5307                                                                                                                                 player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
5308                                                                                                                                 if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
5309
5310                                                                                                                                 player[k].lastattack3=player[k].lastattack2;
5311                                                                                                                                 player[k].lastattack2=player[k].lastattack;
5312                                                                                                                                 player[k].lastattack=player[k].targetanimation;
5313
5314                                                                                                                                 if(player[k].targetanimation==swordgroundstabanim){
5315                                                                                                                                         player[k].targetrotation+=30;
5316                                                                                                                                 }
5317                                                                                                                                 //player[k].targettilt2=0;
5318                                                                                                                                 //slomo=1;
5319                                                                                                                                 //slomodelay=.2;
5320                                                                                                                         }
5321                                                                                                 }
5322                                                                                         }
5323                                                                                         if(!player[k].hasvictim){
5324                                                                                                 for(i=0;i<numplayers;i++){
5325                                                                                                         if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
5326                                                                                                                 player[k].victim=&player[i];
5327                                                                                                                 player[k].hasvictim=1;
5328                                                                                                         }
5329                                                                                                         if(player[k].hasvictim&&!player[i].skeleton.free)
5330                                                                                                                 if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
5331                                                                                                                         player[k].victim=&player[i];
5332                                                                                                                 }
5333                                                                                                 }
5334                                                                                         }
5335                                                                                         if(player[k].aitype==playercontrolled)
5336                                                                                                 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)){
5337                                                                                                         oldattackkey=1;
5338                                                                                                         player[k].targetanimation=rabbitkickanim;
5339                                                                                                         player[k].targetframe=0;
5340                                                                                                         player[k].target=0;
5341                                                                                                 }
5342                                                                                                 if(animation[player[k].targetanimation].attack&&k==0){
5343                                                                                                         numattacks++;
5344                                                                                                         bool armedstaff=0;
5345                                                                                                         if(player[k].weaponactive!=-1){
5346                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
5347                                                                                                         }
5348                                                                                                         bool armedsword=0;
5349                                                                                                         if(player[k].weaponactive!=-1){
5350                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
5351                                                                                                         }
5352                                                                                                         bool armedknife=0;
5353                                                                                                         if(player[k].weaponactive!=-1){
5354                                                                                                                 if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
5355                                                                                                         }
5356                                                                                                         if(armedstaff)numstaffattack++;
5357                                                                                                         else if(armedsword)numswordattack++;
5358                                                                                                         else if(armedknife)numknifeattack++;
5359                                                                                                         else numunarmedattack++;
5360                                                                                                 }
5361                                                                 }
5362                                                         }
5363                                                 }
5364
5365                                                 //Collisions
5366                                                 static float collisionradius;
5367                                                 if(numplayers>1)
5368                                                         for(k=0;k<numplayers;k++){
5369                                                                 for(i=k;i<numplayers;i++){
5370                                                                         if(i==k)i++;
5371                                                                         if(i<numplayers)
5372                                                                                 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))
5373                                                                                         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))
5374                                                                                                 if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
5375                                                                                                         if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
5376                                                                                                                 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)
5377                                                                                                                         if(player[i].coords.y>player[k].coords.y-3)
5378                                                                                                                                 if(player[i].coords.y<player[k].coords.y+3)
5379                                                                                                                                         if(player[i].coords.x>player[k].coords.x-3)
5380                                                                                                                                                 if(player[i].coords.x<player[k].coords.x+3)
5381                                                                                                                                                         if(player[i].coords.z>player[k].coords.z-3)
5382                                                                                                                                                                 if(player[i].coords.z<player[k].coords.z+3){
5383                                                                                                                                                                         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)){
5384                                                                                                                                                                                 if(player[i].onfire||player[k].onfire){
5385                                                                                                                                                                                         if(!player[i].onfire)player[i].CatchFire();
5386                                                                                                                                                                                         if(!player[k].onfire)player[k].CatchFire();
5387                                                                                                                                                                                 }
5388                                                                                                                                                                         }
5389
5390                                                                                                                                                                         tempcoords1=player[i].coords;
5391                                                                                                                                                                         tempcoords2=player[k].coords;
5392                                                                                                                                                                         if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
5393                                                                                                                                                                         if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
5394                                                                                                                                                                         collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5395                                                                                                                                                                         if(player[0].hasvictim)
5396                                                                                                                                                                                 if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
5397                                                                                                                                                                         if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
5398                                                                                                                                                                                 if(k==0)
5399                                                                                                                                                                                         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)){
5400                                                                                                                                                                                                 player[k].coords.y=player[i].coords.y;
5401                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5402                                                                                                                                                                                                 player[i].skeleton.free=0;
5403                                                                                                                                                                                                 player[i].rotation=0;
5404                                                                                                                                                                                                 player[i].RagDoll(0);
5405                                                                                                                                                                                                 player[i].DoDamage(20);
5406                                                                                                                                                                                                 if(k==0)camerashake+=.3;
5407                                                                                                                                                                                                 player[i].skeleton.longdead=0;
5408                                                                                                                                                                                                 player[k].lastcollide=1;
5409                                                                                                                                                                                         }
5410                                                                                                                                                                                         if(i==0)
5411                                                                                                                                                                                                 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)){
5412                                                                                                                                                                                                         player[i].coords.y=player[k].coords.y;
5413                                                                                                                                                                                                         player[k].velocity=player[i].velocity;
5414                                                                                                                                                                                                         player[k].skeleton.free=0;
5415                                                                                                                                                                                                         player[k].rotation=0;
5416                                                                                                                                                                                                         player[k].RagDoll(0);
5417                                                                                                                                                                                                         player[k].DoDamage(20);
5418                                                                                                                                                                                                         if(i==0)camerashake+=.3;
5419                                                                                                                                                                                                         player[k].skeleton.longdead=0;
5420                                                                                                                                                                                                         player[i].lastcollide=1;
5421                                                                                                                                                                                                 }
5422
5423                                                                                                                                                                                                 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)){
5424                                                                                                                                                                                                         rotatetarget=player[k].velocity-player[i].velocity;
5425                                                                                                                                                                                                         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))
5426                                                                                                                                                                                                                 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))){
5427                                                                                                                                                                                                                         //If hit by body
5428                                                                                                                                                                                                                         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)){
5429                                                                                                                                                                                                                                 if(tutoriallevel!=1){
5430                                                                                                                                                                                                                                         emit_sound_at(heavyimpactsound, player[i].coords);
5431                                                                                                                                                                                                                                 }
5432                                                                                                                                                                                                                                 //player[i].velocity=player[k].velocity;
5433                                                                                                                                                                                                                                 //player[k].velocity=player[i].velocity;
5434
5435                                                                                                                                                                                                                                 player[i].RagDoll(0);
5436                                                                                                                                                                                                                                 if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
5437                                                                                                                                                                                                                                   award_bonus(0, aimbonus);
5438                                                                                                                                                                                                                                 }
5439                                                                                                                                                                                                                                 player[i].DoDamage(findLengthfast(&rotatetarget)/4);
5440                                                                                                                                                                                                                                 player[k].RagDoll(0);
5441                                                                                                                                                                                                                                 if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
5442                                                                                                                                                                                                                                   award_bonus(0, aimbonus); // Huh, again?
5443                                                                                                                                                                                                                                 }
5444                                                                                                                                                                                                                                 player[k].DoDamage(findLengthfast(&rotatetarget)/4);
5445
5446                                                                                                                                                                                                                                 //if(player[i].skeleton.oldfree){
5447                                                                                                                                                                                                                                 for(j=0;j<player[i].skeleton.num_joints;j++){
5448                                                                                                                                                                                                                                         player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
5449                                                                                                                                                                                                                                 }
5450                                                                                                                                                                                                                                 //}
5451                                                                                                                                                                                                                                 //if(player[k].skeleton.oldfree){
5452                                                                                                                                                                                                                                 for(j=0;j<player[k].skeleton.num_joints;j++){
5453                                                                                                                                                                                                                                         player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
5454                                                                                                                                                                                                                                 }
5455                                                                                                                                                                                                                                 //}
5456
5457                                                                                                                                                                                                                         }
5458                                                                                                                                                                                                                 }
5459                                                                                                                                                                                                                 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)){
5460                                                                                                                                                                                                                         //If bumped
5461                                                                                                                                                                                                                         if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
5462                                                                                                                                                                                                                                 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)){
5463                                                                                                                                                                                                                                         rotatetarget=player[k].coords-player[i].coords;
5464                                                                                                                                                                                                                                         Normalise(&rotatetarget);
5465                                                                                                                                                                                                                                         player[k].coords=(player[k].coords+player[i].coords)/2;
5466                                                                                                                                                                                                                                         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);
5467                                                                                                                                                                                                                                         player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
5468                                                                                                                                                                                                                                         if(player[k].howactive==typeactive||hostile)
5469                                                                                                                                                                                                                                                 if(player[k].isIdle()){
5470                                                                                                                                                                                                                                                         if(player[k].howactive<typesleeping){
5471                                                                                                                                                                                                                                                                 player[k].targetanimation=player[k].getStop();
5472                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5473                                                                                                                                                                                                                                                                 player[k].target=0;
5474                                                                                                                                                                                                                                                         }
5475                                                                                                                                                                                                                                                         else if(player[k].howactive==typesleeping)
5476                                                                                                                                                                                                                                                         {
5477                                                                                                                                                                                                                                                                 player[k].targetanimation=getupfromfrontanim;
5478                                                                                                                                                                                                                                                                 player[k].targetframe=0;
5479                                                                                                                                                                                                                                                                 player[k].target=0;
5480                                                                                                                                                                                                                                                         }
5481                                                                                                                                                                                                                                                         if(!editorenabled)player[k].howactive=typeactive;
5482                                                                                                                                                                                                                                                 }
5483                                                                                                                                                                                                                                                 if(player[i].howactive==typeactive||hostile)
5484                                                                                                                                                                                                                                                         if(player[i].isIdle()){
5485                                                                                                                                                                                                                                                                 if(player[i].howactive<typesleeping){
5486                                                                                                                                                                                                                                                                         player[i].targetanimation=player[i].getStop();
5487                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5488                                                                                                                                                                                                                                                                         player[i].target=0;
5489                                                                                                                                                                                                                                                                 }
5490                                                                                                                                                                                                                                                                 else
5491                                                                                                                                                                                                                                                                 {
5492                                                                                                                                                                                                                                                                         player[i].targetanimation=getupfromfrontanim;
5493                                                                                                                                                                                                                                                                         player[i].targetframe=0;
5494                                                                                                                                                                                                                                                                         player[i].target=0;
5495                                                                                                                                                                                                                                                                 }
5496                                                                                                                                                                                                                                                                 if(!editorenabled)player[i].howactive=typeactive;
5497                                                                                                                                                                                                                                                         }
5498                                                                                                                                                                                                                                 }
5499                                                                                                                                                                                                                                 if(hostile){
5500                                                                                                                                                                                                                                         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){
5501                                                                                                                                                                                                                                                 player[i].velocity=player[k].velocity;
5502                                                                                                                                                                                                                                                 player[k].velocity=player[k].velocity*-.5;
5503                                                                                                                                                                                                                                                 //player[i].velocity.y-=10;
5504                                                                                                                                                                                                                                                 player[k].velocity.y=player[i].velocity.y;
5505                                                                                                                                                                                                                                                 player[i].DoDamage(20);
5506                                                                                                                                                                                                                                                 player[i].RagDoll(0);
5507                                                                                                                                                                                                                                                 player[k].lastcollide=1;
5508                                                                                                                                                                                                                                                 award_bonus(k, AboveBonus);
5509                                                                                                                                                                                                                                         }
5510                                                                                                                                                                                                                                         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){
5511                                                                                                                                                                                                                                                 player[k].velocity=player[i].velocity;
5512                                                                                                                                                                                                                                                 player[i].velocity=player[i].velocity*-.3;
5513                                                                                                                                                                                                                                                 //player[k].velocity.y-=10;
5514                                                                                                                                                                                                                                                 player[i].velocity.y=player[k].velocity.y;
5515                                                                                                                                                                                                                                                 player[k].DoDamage(20);
5516                                                                                                                                                                                                                                                 player[k].RagDoll(0);
5517                                                                                                                                                                                                                                                 player[i].lastcollide=1;
5518                                                                                                                                                                                                                                                 award_bonus(i, AboveBonus);
5519                                                                                                                                                                                                                                         }
5520                                                                                                                                                                                                                                 }
5521                                                                                                                                                                                                                         }
5522                                                                                                                                                                                                                 }
5523                                                                                                                                                                                                 }
5524                                                                                                                                                                                                 player[i].CheckKick();
5525                                                                                                                                                                                                 player[k].CheckKick();
5526                                                                                                                                                                         }
5527                                                                                                                                                                 }
5528                                                                 }
5529                                                         }
5530
5531                                                         for(k=0;k<numplayers;k++){
5532                                                                 for(i=k;i<numplayers;i++){
5533                                                                         if(i==k)i++;
5534                                                                         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))){
5535                                                                                 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)){
5536                                                                                         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)){
5537                                                                                                 player[i].victim=&player[k];
5538                                                                                                 player[i].targetanimation=jumpreversedanim;
5539                                                                                                 player[i].currentanimation=jumpreversedanim;
5540                                                                                                 player[k].currentanimation=jumpreversalanim;
5541                                                                                                 player[k].targetanimation=jumpreversalanim;
5542                                                                                                 player[i].targettilt2=0;
5543                                                                                                 player[i].currentframe=0;
5544                                                                                                 player[i].targetframe=1;
5545                                                                                                 player[k].currentframe=0;
5546                                                                                                 player[k].targetframe=1;
5547                                                                                                 if(player[i].coords.y<player[k].coords.y+1){
5548                                                                                                         player[i].targetanimation=rabbitkickreversedanim;
5549                                                                                                         player[i].currentanimation=rabbitkickreversedanim;
5550                                                                                                         player[k].currentanimation=rabbitkickreversalanim;
5551                                                                                                         player[k].targetanimation=rabbitkickreversalanim;
5552                                                                                                         player[k].currentframe=1;
5553                                                                                                         player[k].targetframe=2;
5554                                                                                                         player[i].currentframe=1;
5555                                                                                                         player[i].targetframe=2;
5556                                                                                                 }
5557                                                                                                 player[k].targettilt2=0;
5558                                                                                                 player[i].target=0;
5559                                                                                                 player[i].velocity=0;
5560                                                                                                 player[k].velocity=0;
5561                                                                                                 player[k].oldcoords=player[k].coords;
5562                                                                                                 player[i].coords=player[k].coords;
5563                                                                                                 player[k].targetrotation=player[i].targetrotation;
5564                                                                                                 player[k].rotation=player[i].targetrotation;
5565                                                                                                 player[k].victim=&player[i];
5566                                                                                                 if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
5567                                                                                         }
5568                                                                                         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)){
5569                                                                                                 player[k].victim=&player[i];
5570                                                                                                 player[k].targetanimation=jumpreversedanim;
5571                                                                                                 player[k].currentanimation=jumpreversedanim;
5572                                                                                                 player[i].currentanimation=jumpreversalanim;
5573                                                                                                 player[i].targetanimation=jumpreversalanim;
5574                                                                                                 player[k].targettilt2=0;
5575                                                                                                 player[i].targettilt2=0;
5576                                                                                                 player[k].currentframe=0;
5577                                                                                                 player[k].targetframe=1;
5578                                                                                                 player[i].currentframe=0;
5579                                                                                                 player[i].targetframe=1;
5580                                                                                                 if(player[k].coords.y<player[i].coords.y+1){
5581                                                                                                         player[k].targetanimation=rabbitkickreversedanim;
5582                                                                                                         player[k].currentanimation=rabbitkickreversedanim;
5583                                                                                                         player[i].currentanimation=rabbitkickreversalanim;
5584                                                                                                         player[i].targetanimation=rabbitkickreversalanim;
5585                                                                                                         player[k].currentframe=1;
5586                                                                                                         player[k].targetframe=2;
5587                                                                                                         player[i].currentframe=1;
5588                                                                                                         player[i].targetframe=2;
5589                                                                                                 }
5590                                                                                                 player[k].target=0;
5591                                                                                                 player[k].velocity=0;
5592                                                                                                 player[i].velocity=0;
5593                                                                                                 player[i].oldcoords=player[i].coords;
5594                                                                                                 player[k].coords=player[i].coords;
5595                                                                                                 player[i].targetrotation=player[k].targetrotation;
5596                                                                                                 player[i].rotation=player[k].targetrotation;
5597                                                                                                 player[i].victim=&player[k];
5598                                                                                                 if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
5599                                                                                         }
5600                                                                                 }
5601                                                                         }
5602                                                                 }
5603                                                         }
5604
5605                                                         for(k=0;k<numplayers;k++)
5606                                                                 if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
5607
5608
5609                                                         //pile
5610                                                         if(!Input::isKeyDown(SDLK_n)){
5611                                                                 texturesizetogglekeydown=0;
5612                                                         }
5613
5614                                                         for(k=0;k<numplayers;k++){
5615                                                                 if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5616                                                                         if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
5617                                                                                 player[k].DoDamage(1000);
5618                                                                         }
5619                                                                 }
5620                                                         }
5621
5622                                                         static bool respawnkeydown;
5623                                                         if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
5624                                                                 targetlevel=whichlevel;
5625                                                                 loading=1;
5626                                                                 leveltime=5;
5627                                                         }
5628                                                         if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
5629                                                         if(Input::isKeyDown(jumpkey))respawnkeydown=1;
5630
5631
5632
5633
5634                                                         if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
5635                                                                 targetlevel++;
5636                                                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
5637                                                                 loading=1;
5638                                                                 leveltime=5;
5639                                                                 slomotogglekeydown=1;
5640                                                         }
5641                                                         static bool movekey;
5642                                                         static bool connected;
5643                                                         
5644                 for(int i=0;i<numplayers;i++){
5645                                                                 if(!player[i].skeleton.free){
5646                                                                         oldtargetrotation=player[i].targetrotation;
5647                                                                         if(i==0&&indialogue==-1){
5648                                                                                 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){
5649                                                                                         if(!cameramode)player[0].targetrotation=-rotation+180;
5650                                                                                         if(cameramode)player[0].targetrotation=0;
5651                                                                                 }
5652
5653                                                                                 facing=0;
5654                                                                                 facing.z=-1;
5655
5656                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5657                                                                                 if(cameramode){facing=flatfacing;}
5658                                                                                 else{
5659                                                                                         facing=DoRotation(facing,-rotation2,0,0);
5660                                                                                         facing=DoRotation(facing,0,0-rotation,0);
5661                                                                                 }
5662
5663                                                                                 player[0].lookrotation=-rotation;
5664
5665                                                                                 player[i].targetheadrotation=rotation;
5666                                                                                 player[i].targetheadrotation2=rotation2;
5667                                                                         }
5668                                                                         if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
5669                                                                                 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){
5670                                                                                         player[i].targetrotation=-player[i].lookrotation+180;
5671                                                                                 }
5672
5673                                                                                 facing=0;
5674                                                                                 facing.z=-1;
5675
5676                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
5677
5678                                                                                 facing=DoRotation(facing,-player[i].lookrotation2,0,0);
5679                                                                                 facing=DoRotation(facing,0,0-player[i].lookrotation,0);
5680
5681                                                                                 player[i].targetheadrotation=player[i].lookrotation;
5682                                                                                 player[i].targetheadrotation2=player[i].lookrotation2;
5683                                                                         }
5684                                                                         if(indialogue!=-1){
5685                                                                                 rotatetarget=participantfacing[whichdialogue][indialogue][i];
5686                                                                                 Normalise(&rotatetarget);
5687                                                                                 player[i].targetheadrotation=-asin(0-rotatetarget.x);
5688                                                                                 player[i].targetheadrotation*=360/6.28;
5689                                                                                 if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
5690
5691                                                                                 player[i].targetheadrotation*=-1;
5692                                                                                 player[i].targetheadrotation+=180;
5693                                                                                 player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
5694                                                                         }
5695
5696                                                                         bool pause;
5697
5698                                                                         if(leveltime<.5)
5699                                                                                 numenvsounds=0;
5700
5701                                                                         player[i].avoidsomething=0;
5702
5703                                                                         for(j=0;j<objects.numobjects;j++){
5704                                                                                 if(objects.onfire[j]){
5705                                                                                         if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
5706                                                                                         {
5707                                                                                                 if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
5708                                                                                                         player[i].collided=0;
5709                                                                                                         player[i].avoidcollided=1;
5710                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5711                                                                                                                 player[i].avoidwhere=objects.position[j];
5712                                                                                                 }
5713                                                                                         }
5714                                                                                 }
5715                                                                         }
5716
5717                                                                         //Add avoidwhere to players
5718
5719                                                                         for(j=0;j<numplayers;j++){
5720                                                                                 if(player[j].onfire){
5721                                                                                         if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
5722                                                                                         {
5723                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
5724                                                                                                         player[i].collided=0;
5725                                                                                                         player[i].avoidcollided=1;
5726                                                                                                         if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
5727                                                                                                                 player[i].avoidwhere=objects.position[j];
5728                                                                                                 }
5729                                                                                         }
5730                                                                                 }
5731                                                                         }
5732
5733                                                                         if(player[i].collided>.8)player[i].avoidcollided=0;
5734                                                                         if(player[i].aitype!=playercontrolled&&indialogue==-1){
5735                                                                                 player[i].jumpclimb=0;
5736                                                                                 //AI
5737                                                                                 if(editorenabled)player[i].stunned=1;
5738
5739                                                                                 player[i].pause=0;
5740                                                                                 //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
5741                                                                                 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;
5742
5743                                                                                 /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
5744                                                                                 player[i].forwardkeydown=0;
5745                                                                                 player[i].leftkeydown=0;
5746                                                                                 player[i].backkeydown=0;
5747                                                                                 player[i].rightkeydown=0;
5748                                                                                 player[i].crouchkeydown=0;
5749                                                                                 player[i].attackkeydown=0;
5750                                                                                 player[i].jumpkeydown=0;
5751                                                                                 player[i].throwkeydown=0;
5752                                                                                 }*/
5753
5754                                                                                 if(player[i].aitype==pathfindtype){
5755                                                                                         if(player[i].finalpathfindpoint==-1){
5756                                                                                                 float closestdistance;
5757                                                                                                 float tempdist;
5758                                                                                                 int closest;
5759                                                                                                 XYZ colpoint;
5760                                                                                                 closest=-1;
5761                                                                                                 closestdistance=-1;
5762                                                                                                 for(j=0;j<numpathpoints;j++){
5763                                                                                                         if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
5764                                                                                                                 closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
5765                                                                                                                 closest=j;
5766                                                                                                                 player[i].finaltarget=pathpoint[j];
5767                                                                                                         }
5768                                                                                                 }
5769                                                                                                 player[i].finalpathfindpoint=closest;
5770                                                                                                 for(j=0;j<numpathpoints;j++){
5771                                                                                                         if(numpathpointconnect[j])
5772                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5773                                                                                                                         DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5774                                                                                                                         if(tempdist*tempdist<closestdistance){
5775                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5776                                                                                                                                         closestdistance=tempdist*tempdist;
5777                                                                                                                                         closest=j;
5778                                                                                                                                         player[i].finaltarget=colpoint;
5779                                                                                                                                 }
5780                                                                                                                         }
5781                                                                                                                 }
5782                                                                                                 }
5783                                                                                                 player[i].finalpathfindpoint=closest;
5784
5785                                                                                         }
5786                                                                                         if(player[i].targetpathfindpoint==-1){
5787                                                                                                 float closestdistance;
5788                                                                                                 float tempdist;
5789                                                                                                 int closest;
5790                                                                                                 XYZ colpoint;
5791                                                                                                 closest=-1;
5792                                                                                                 closestdistance=-1;
5793                                                                                                 if(player[i].lastpathfindpoint==-1){
5794                                                                                                         for(j=0;j<numpathpoints;j++){
5795                                                                                                                 if(j!=player[i].lastpathfindpoint)
5796                                                                                                                         if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
5797                                                                                                                                 closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
5798                                                                                                                                 closest=j;
5799                                                                                                                         }
5800                                                                                                         }
5801                                                                                                         player[i].targetpathfindpoint=closest;
5802                                                                                                         for(j=0;j<numpathpoints;j++){
5803                                                                                                                 if(j!=player[i].lastpathfindpoint)
5804                                                                                                                         if(numpathpointconnect[j])
5805                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5806                                                                                                                                         DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
5807                                                                                                                                         if(tempdist*tempdist<closestdistance){
5808                                                                                                                                                 if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
5809                                                                                                                                                         //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
5810                                                                                                                                                         closestdistance=tempdist*tempdist;
5811                                                                                                                                                         closest=j;
5812                                                                                                                                                         //}
5813                                                                                                                                                 }
5814                                                                                                                                         }
5815                                                                                                                                 }
5816                                                                                                         }
5817                                                                                                         player[i].targetpathfindpoint=closest;
5818                                                                                                 }
5819                                                                                                 else
5820                                                                                                 {
5821                                                                                                         for(j=0;j<numpathpoints;j++){
5822                                                                                                                 if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
5823                                                                                                                 {
5824                                                                                                                         connected=0;
5825                                                                                                                         if(numpathpointconnect[j])
5826                                                                                                                                 for(k=0;k<numpathpointconnect[j];k++){
5827                                                                                                                                         if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
5828                                                                                                                                 }
5829                                                                                                                                 if(!connected)
5830                                                                                                                                         if(numpathpointconnect[player[i].lastpathfindpoint])
5831                                                                                                                                                 for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
5832                                                                                                                                                         if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
5833                                                                                                                                                 }
5834                                                                                                                                                 if(connected){
5835                                                                                                                                                         tempdist=findPathDist(j,player[i].finalpathfindpoint);
5836                                                                                                                                                         if(closest==-1||tempdist<closestdistance){
5837                                                                                                                                                                 closestdistance=tempdist;
5838                                                                                                                                                                 closest=j;
5839                                                                                                                                                         }
5840                                                                                                                                                 }
5841                                                                                                                 }
5842                                                                                                         }
5843                                                                                                         player[i].targetpathfindpoint=closest;
5844                                                                                                 }
5845                                                                                         }
5846                                                                                         player[i].losupdatedelay-=multiplier;
5847
5848                                                                                         rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
5849                                                                                         Normalise(&rotatetarget);
5850                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5851                                                                                         player[i].targetrotation*=360/6.28;
5852                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5853                                                                                         player[i].lookrotation=player[i].targetrotation;
5854                                                                                         //player[i].aiupdatedelay=.05;
5855
5856                                                                                         if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
5857                                                                                                 player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5858                                                                                                 player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5859                                                                                                 player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5860                                                                                                 player[i].lastpathfindpoint=player[i].targetpathfindpoint;
5861                                                                                                 if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
5862                                                                                                 if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
5863                                                                                                 if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
5864                                                                                                 player[i].targetpathfindpoint=-1;
5865                                                                                         }
5866                                                                                         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){
5867                                                                                                 player[i].aitype=passivetype;
5868                                                                                         }
5869
5870                                                                                         player[i].forwardkeydown=1;
5871                                                                                         player[i].leftkeydown=0;
5872                                                                                         player[i].backkeydown=0;
5873                                                                                         player[i].rightkeydown=0;
5874                                                                                         player[i].crouchkeydown=0;
5875                                                                                         player[i].attackkeydown=0;
5876                                                                                         player[i].throwkeydown=0;
5877
5878                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5879
5880                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5881                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5882
5883                                                                                         if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
5884                                                                                                 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))
5885                                                                                                         player[i].aitype=attacktypecutoff;
5886                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
5887                                                                                                         player[i].aitype=attacktypecutoff;
5888
5889                                                                                                 if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
5890                                                                                                         player[i].losupdatedelay=.2;
5891                                                                                                         for(j=0;j<numplayers;j++){
5892                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
5893                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
5894                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
5895                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
5896                                                                                                                                                 if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
5897                                                                                                                                                         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)){
5898                                                                                                                                                                 player[i].aitype=searchtype;
5899                                                                                                                                                                 player[i].lastchecktime=12;
5900                                                                                                                                                                 player[i].lastseen=player[j].coords;
5901                                                                                                                                                                 player[i].lastseentime=12;
5902                                                                                                                                                         }
5903                                                                                                                 }
5904                                                                                                         }
5905                                                                                                 }
5906                                                                                         }
5907                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
5908                                                                                                 if(player[i].creature!=wolftype){
5909                                                                                                         player[i].stunned=.6;
5910                                                                                                         player[i].surprised=.6;
5911                                                                                                 }
5912                                                                                         }
5913                                                                                 }
5914
5915                                                                                 if(player[i].aitype!=passivetype&&leveltime>.5){
5916                                                                                         player[i].howactive=typeactive;
5917                                                                                 }
5918
5919                                                                                 if(player[i].aitype==passivetype){
5920                                                                                         player[i].aiupdatedelay-=multiplier;
5921                                                                                         player[i].losupdatedelay-=multiplier;
5922                                                                                         player[i].lastseentime+=multiplier;
5923                                                                                         player[i].pausetime-=multiplier;
5924                                                                                         if(player[i].lastseentime>1)player[i].lastseentime=1;
5925
5926                                                                                         if(player[i].aiupdatedelay<0){
5927                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
5928                                                                                                         rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
5929                                                                                                         Normalise(&rotatetarget);
5930                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
5931                                                                                                         player[i].targetrotation*=360/6.28;
5932                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
5933                                                                                                         player[i].lookrotation=player[i].targetrotation;
5934                                                                                                         player[i].aiupdatedelay=.05;
5935
5936                                                                                                         if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
5937                                                                                                                 if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
5938                                                                                                                 player[i].waypoint++;
5939                                                                                                                 if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
5940
5941                                                                                                         }
5942                                                                                                 }
5943
5944                                                                                                 if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
5945                                                                                                 else player[i].forwardkeydown=0;
5946                                                                                                 player[i].leftkeydown=0;
5947                                                                                                 player[i].backkeydown=0;
5948                                                                                                 player[i].rightkeydown=0;
5949                                                                                                 player[i].crouchkeydown=0;
5950                                                                                                 player[i].attackkeydown=0;
5951                                                                                                 player[i].throwkeydown=0;
5952
5953                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
5954                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
5955                                                                                                         else{
5956                                                                                                                 XYZ leftpos,rightpos;
5957                                                                                                                 float leftdist,rightdist;
5958                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
5959                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
5960                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
5961                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
5962                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
5963                                                                                                                 else player[i].targetrotation-=90;
5964                                                                                                         }
5965                                                                                                 }
5966                                                                                         }
5967                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
5968                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
5969
5970
5971                                                                                         if(!editorenabled){
5972                                                                                                 if(player[i].howactive<typesleeping)
5973                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5974                                                                                                                 for(j=0;j<numenvsounds;j++){
5975                                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
5976                                                                                                                                 player[i].aitype=attacktypecutoff;
5977                                                                                                                         }
5978                                                                                                                 }
5979
5980                                                                                                                 if(player[i].howactive==typesleeping)
5981                                                                                                                         if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
5982                                                                                                                                 for(j=0;j<numenvsounds;j++){
5983                                                                                                                                         if(envsoundvol[j]>14)
5984                                                                                                                                                 if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
5985                                                                                                                                                         player[i].aitype=attacktypecutoff;
5986                                                                                                                                                 }
5987                                                                                                                                 }
5988
5989                                                                                                                                 if(player[i].aitype!=passivetype){
5990                                                                                                                                         if(player[i].howactive==typesleeping){
5991                                                                                                                                                 player[i].targetanimation=getupfromfrontanim;
5992                                                                                                                                                 player[i].targetframe=0;
5993                                                                                                                                                 player[i].target=0;
5994                                                                                                                                         }
5995
5996                                                                                                                                         player[i].howactive=typeactive;
5997                                                                                                                                 }
5998                                                                                         }
5999
6000                                                                                         if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
6001                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
6002                                                                                                         player[i].aitype=attacktypecutoff;
6003                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
6004                                                                                                         player[i].aitype=attacktypecutoff;
6005
6006                                                                                                 if(player[i].creature==wolftype){
6007                                                                                                         XYZ windsmell;
6008                                                                                                         float smelldistance;
6009                                                                                                         smelldistance=50;
6010                                                                                                         for(j=0;j<numplayers;j++){
6011                                                                                                                 if(j==0||(player[j].dead&&player[j].bloodloss>0)){
6012                                                                                                                         if(j==0&&player[j].num_weapons>0){
6013                                                                                                                                 if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
6014                                                                                                                                 if(player[j].num_weapons==2)
6015                                                                                                                                         if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
6016                                                                                                                         }
6017                                                                                                                         if(j!=0){
6018                                                                                                                                 smelldistance=100;
6019                                                                                                                         }
6020                                                                                                                         windsmell=windvector;
6021                                                                                                                         Normalise(&windsmell);
6022                                                                                                                         windsmell=windsmell*2+player[j].coords;
6023                                                                                                                         if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
6024                                                                                                                                 player[i].aitype=attacktypecutoff;
6025                                                                                                                 }
6026                                                                                                         }
6027                                                                                                 }
6028
6029                                                                                                 if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
6030                                                                                                         player[i].losupdatedelay=.2;
6031                                                                                                         for(j=0;j<numplayers;j++){
6032                                                                                                                 if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
6033                                                                                                                         if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
6034                                                                                                                                 if(findDistancefast(&player[i].coords,&player[j].coords)<400)
6035                                                                                                                                         if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
6036                                                                                                                                                 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)){
6037                                                                                                                                                         player[i].lastseentime-=.2;
6038                                                                                                                                                         if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
6039                                                                                                                                                         else player[i].lastseentime-=.6;
6040                                                                                                                                                 }
6041                                                                                                                                                 if(player[i].lastseentime<=0){
6042                                                                                                                                                         player[i].aitype=searchtype;
6043                                                                                                                                                         player[i].lastchecktime=12;
6044                                                                                                                                                         player[i].lastseen=player[j].coords;
6045                                                                                                                                                         player[i].lastseentime=12;
6046                                                                                                                                                 }
6047                                                                                                                 }
6048                                                                                                         }
6049                                                                                                 }
6050                                                                                         }
6051                                                                                         if(player[i].aitype==attacktypecutoff&&musictype!=2){
6052                                                                                                 if(player[i].creature!=wolftype){
6053                                                                                                         player[i].stunned=.6;
6054                                                                                                         player[i].surprised=.6;
6055                                                                                                 }
6056                                                                                                 if(player[i].creature==wolftype){
6057                                                                                                         player[i].stunned=.47;
6058                                                                                                         player[i].surprised=.47;
6059                                                                                                 }
6060                                                                                                 numseen++;
6061                                                                                         }
6062                                                                                 }
6063
6064                                                                                 if(player[i].aitype==searchtype){
6065                                                                                         player[i].aiupdatedelay-=multiplier;
6066                                                                                         player[i].losupdatedelay-=multiplier;
6067                                                                                         if(!player[i].pause)player[i].lastseentime-=multiplier;
6068                                                                                         player[i].lastchecktime-=multiplier;
6069
6070                                                                                         if(player[i].isRun()&&!player[i].onground){
6071                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6072                                                                                                         test2=player[i].coords+player[i].facing;
6073                                                                                                         test2.y+=5;
6074                                                                                                         test=player[i].coords+player[i].facing;
6075                                                                                                         test.y-=10;
6076                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6077                                                                                                         if(j==-1)j=checkcollide(test2,test);
6078                                                                                                         if(j==-1){
6079                                                                                                                 player[i].velocity=0;
6080                                                                                                                 player[i].targetanimation=player[i].getStop();
6081                                                                                                                 player[i].targetframe=0;
6082                                                                                                                 player[i].target=0;
6083                                                                                                                 player[i].targetrotation+=180;
6084                                                                                                                 player[i].stunned=.5;
6085                                                                                                                 //player[i].aitype=passivetype;
6086                                                                                                                 player[i].aitype=pathfindtype;
6087                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6088                                                                                                                 player[i].finalpathfindpoint=-1;
6089                                                                                                                 player[i].targetpathfindpoint=-1;
6090                                                                                                                 player[i].lastpathfindpoint=-1;
6091                                                                                                                 player[i].lastpathfindpoint2=-1;
6092                                                                                                                 player[i].lastpathfindpoint3=-1;
6093                                                                                                                 player[i].lastpathfindpoint4=-1;
6094                                                                                                         }
6095                                                                                                         else player[i].laststanding=j;
6096                                                                                                 }
6097                                                                                         }
6098                                                                                         if(player[i].aiupdatedelay<0){
6099                                                                                                 rotatetarget=player[i].lastseen-player[i].coords;
6100                                                                                                 Normalise(&rotatetarget);
6101                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6102                                                                                                 player[i].targetrotation*=360/6.28;
6103                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6104                                                                                                 player[i].lookrotation=player[i].targetrotation;
6105                                                                                                 player[i].aiupdatedelay=.05;
6106                                                                                                 player[i].forwardkeydown=1;
6107
6108                                                                                                 if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
6109                                                                                                         player[i].forwardkeydown=0;
6110                                                                                                         player[i].aiupdatedelay=1;
6111                                                                                                         player[i].lastseen.x+=(float(Random()%100)-50)/25;
6112                                                                                                         player[i].lastseen.z+=(float(Random()%100)-50)/25;
6113                                                                                                         player[i].lastchecktime=3;
6114                                                                                                 }
6115
6116                                                                                                 player[i].leftkeydown=0;
6117                                                                                                 player[i].backkeydown=0;
6118                                                                                                 player[i].rightkeydown=0;
6119                                                                                                 player[i].crouchkeydown=0;
6120                                                                                                 player[i].attackkeydown=0;
6121                                                                                                 player[i].throwkeydown=0;
6122
6123                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6124                                                                                                         if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6125                                                                                                         else{
6126                                                                                                                 XYZ leftpos,rightpos;
6127                                                                                                                 float leftdist,rightdist;
6128                                                                                                                 leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6129                                                                                                                 rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6130                                                                                                                 leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6131                                                                                                                 rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6132                                                                                                                 if(leftdist<rightdist)player[i].targetrotation+=90;
6133                                                                                                                 else player[i].targetrotation-=90;
6134                                                                                                         }
6135                                                                                                 }
6136                                                                                         }
6137                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6138                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6139
6140                                                                                         if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
6141                                                                                                 for(j=0;j<numenvsounds;j++){
6142                                                                                                         if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
6143                                                                                                                 player[i].aitype=attacktypecutoff;
6144                                                                                                         }
6145                                                                                                 }
6146
6147                                                                                                 if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
6148                                                                                                         player[i].losupdatedelay=.2;
6149                                                                                                         if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
6150                                                                                                         {player[i].aitype=attacktypecutoff;
6151                                                                                                         player[i].lastseentime=1;}
6152                                                                                                         if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
6153                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)<400)
6154                                                                                                                         if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6155                                                                                                                                 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)){
6156                                                                                                                                         player[i].aitype=attacktypecutoff;
6157                                                                                                                                         player[i].lastseentime=1;
6158                                                                                                                                 }
6159                                                                                                 }
6160                                                                                                 if(player[i].lastseentime<0){
6161                                                                                                         //player[i].aitype=passivetype;
6162                                                                                                         numescaped++;
6163                                                                                                         player[i].aitype=pathfindtype;
6164                                                                                                         player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6165                                                                                                         player[i].finalpathfindpoint=-1;
6166                                                                                                         player[i].targetpathfindpoint=-1;
6167                                                                                                         player[i].lastpathfindpoint=-1;
6168                                                                                                         player[i].lastpathfindpoint2=-1;
6169                                                                                                         player[i].lastpathfindpoint3=-1;
6170                                                                                                         player[i].lastpathfindpoint4=-1;
6171                                                                                                 }
6172                                                                                 }
6173
6174                                                                                 if(player[i].aitype!=gethelptype){
6175                                                                                         player[i].runninghowlong=0;
6176                                                                                 }
6177
6178                                                                                 if(player[i].aitype==gethelptype){
6179                                                                                         player[i].runninghowlong+=multiplier;
6180                                                                                         player[i].aiupdatedelay-=multiplier;
6181
6182                                                                                         if(player[i].aiupdatedelay<0||player[i].ally==0){
6183                                                                                                 player[i].aiupdatedelay=.2;
6184
6185                                                                                                 int closest;
6186                                                                                                 float closestdist;
6187                                                                                                 closest=-1;
6188                                                                                                 closestdist=-1;
6189                                                                                                 float distance;
6190
6191                                                                                                 if(!player[i].ally){
6192                                                                                                         for(j=0;j<numplayers;j++){
6193                                                                                                                 if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6194                                                                                                                         distance=findDistancefast(&player[i].coords,&player[j].coords);
6195                                                                                                                         if(closestdist==-1||distance<closestdist){
6196                                                                                                                                 closestdist=distance;
6197                                                                                                                                 closest=j;
6198                                                                                                                         }
6199                                                                                                                         closest=j;
6200                                                                                                                 }
6201                                                                                                         }
6202                                                                                                         if(closest!=-1)player[i].ally=closest;
6203                                                                                                         else player[i].ally=0;
6204                                                                                                         player[i].lastseen=player[0].coords;
6205                                                                                                         player[i].lastseentime=12;
6206                                                                                                 }
6207
6208
6209                                                                                                 player[i].lastchecktime=12;
6210                                                                                                 //player[i].lastseentime-=.5;
6211
6212                                                                                                 facing=player[i].coords;
6213                                                                                                 flatfacing=player[player[i].ally].coords;
6214                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6215                                                                                                 flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
6216                                                                                                 if(-1!=checkcollide(facing,flatfacing))
6217                                                                                                         player[i].lastseentime-=.1;
6218
6219                                                                                                 if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
6220                                                                                                         player[i].aitype=searchtype;
6221                                                                                                         player[i].lastseentime=12;
6222                                                                                                 }
6223
6224                                                                                                 if(player[i].ally>0){
6225                                                                                                         rotatetarget=player[player[i].ally].coords-player[i].coords;
6226                                                                                                         Normalise(&rotatetarget);
6227                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6228                                                                                                         player[i].targetrotation*=360/6.28;
6229                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6230                                                                                                         player[i].lookrotation=player[i].targetrotation;
6231                                                                                                         player[i].aiupdatedelay=.05;
6232                                                                                                         player[i].forwardkeydown=1;
6233
6234                                                                                                         if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
6235                                                                                                                 player[i].aitype=searchtype;
6236                                                                                                                 player[i].lastseentime=12;
6237                                                                                                                 player[player[i].ally].aitype=searchtype;
6238                                                                                                                 if(player[player[i].ally].lastseentime<player[i].lastseentime){
6239                                                                                                                         player[player[i].ally].lastseen=player[i].lastseen;
6240                                                                                                                         player[player[i].ally].lastseentime=player[i].lastseentime;
6241                                                                                                                         player[player[i].ally].lastchecktime=player[i].lastchecktime;
6242                                                                                                                 }
6243                                                                                                         }
6244
6245                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6246                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6247                                                                                                                 else{
6248                                                                                                                         XYZ leftpos,rightpos;
6249                                                                                                                         float leftdist,rightdist;
6250                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6251                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6252                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6253                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6254                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6255                                                                                                                         else player[i].targetrotation-=90;
6256                                                                                                                 }
6257                                                                                                         }
6258                                                                                                 }
6259
6260                                                                                                 player[i].leftkeydown=0;
6261                                                                                                 player[i].backkeydown=0;
6262                                                                                                 player[i].rightkeydown=0;
6263                                                                                                 player[i].crouchkeydown=0;
6264                                                                                                 player[i].attackkeydown=0;
6265                                                                                         }
6266                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6267                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6268                                                                                 }
6269
6270                                                                                 if(player[i].aitype==getweapontype){
6271                                                                                         player[i].aiupdatedelay-=multiplier;
6272                                                                                         player[i].lastchecktime-=multiplier;
6273
6274                                                                                         if(player[i].aiupdatedelay<0){
6275                                                                                                 player[i].aiupdatedelay=.2;
6276
6277                                                                                                 int closest;
6278                                                                                                 float closestdist;
6279                                                                                                 closest=-1;
6280                                                                                                 closestdist=-1;
6281                                                                                                 float distance;
6282
6283                                                                                                 if(player[i].ally<0){
6284                                                                                                         for(j=0;j<weapons.numweapons;j++){
6285                                                                                                                 if(weapons.owner[j]==-1){
6286                                                                                                                         distance=findDistancefast(&player[i].coords,&weapons.position[j]);
6287                                                                                                                         if(closestdist==-1||distance<closestdist){
6288                                                                                                                                 closestdist=distance;
6289                                                                                                                                 closest=j;
6290                                                                                                                         }
6291                                                                                                                         closest=j;
6292                                                                                                                 }
6293                                                                                                         }
6294                                                                                                         if(closest!=-1)player[i].ally=closest;
6295                                                                                                         else player[i].ally=-1;
6296                                                                                                 }
6297
6298                                                                                                 player[i].lastseentime=12;
6299
6300                                                                                                 if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
6301                                                                                                         if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
6302                                                                                                                 player[i].aitype=attacktypecutoff;
6303                                                                                                                 player[i].lastseentime=1;
6304                                                                                                         }
6305                                                                                                         if(!player[0].dead)
6306                                                                                                                 if(player[i].ally>=0){
6307                                                                                                                         if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
6308                                                                                                                                 player[i].aitype=attacktypecutoff;
6309                                                                                                                                 player[i].lastseentime=1;
6310                                                                                                                         }
6311                                                                                                                         rotatetarget=weapons.position[player[i].ally]-player[i].coords;
6312                                                                                                                         Normalise(&rotatetarget);
6313                                                                                                                         player[i].targetrotation=-asin(0-rotatetarget.x);
6314                                                                                                                         player[i].targetrotation*=360/6.28;
6315                                                                                                                         if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6316                                                                                                                         player[i].lookrotation=player[i].targetrotation;
6317                                                                                                                         player[i].aiupdatedelay=.05;
6318                                                                                                                         player[i].forwardkeydown=1;
6319
6320
6321                                                                                                                         if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
6322                                                                                                                                 if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6323                                                                                                                                 else{
6324                                                                                                                                         XYZ leftpos,rightpos;
6325                                                                                                                                         float leftdist,rightdist;
6326                                                                                                                                         leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
6327                                                                                                                                         rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
6328                                                                                                                                         leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
6329                                                                                                                                         rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
6330                                                                                                                                         if(leftdist<rightdist)player[i].targetrotation+=90;
6331                                                                                                                                         else player[i].targetrotation-=90;
6332                                                                                                                                 }
6333                                                                                                                         }
6334                                                                                                                 }
6335
6336                                                                                                                 player[i].leftkeydown=0;
6337                                                                                                                 player[i].backkeydown=0;
6338                                                                                                                 player[i].rightkeydown=0;
6339                                                                                                                 player[i].attackkeydown=0;
6340                                                                                                                 player[i].throwkeydown=1;
6341                                                                                                                 player[i].crouchkeydown=0;
6342                                                                                                                 if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
6343                                                                                                                 player[i].drawkeydown=0;
6344                                                                                         }
6345                                                                                         if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
6346                                                                                         if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
6347                                                                                 }
6348
6349                                                                                 if(player[i].aitype==attacktypecutoff){
6350                                                                                         player[i].aiupdatedelay-=multiplier;
6351                                                                                         if(player[i].damage<player[i].damagetolerance*2/3)
6352                                                                                                 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)){
6353                                                                                                         player[i].attackkeydown=0;
6354                                                                                                         if(player[i].isIdle())player[i].crouchkeydown=1;
6355                                                                                                         if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
6356                                                                                                                 if(weapons.type[player[0].weaponids[0]]==knife){
6357                                                                                                                         if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
6358                                                                                                                                 if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
6359                                                                                                                                 else player[i].targetanimation=rollanim;
6360                                                                                                                                 player[i].target=0;
6361                                                                                                                                 player[i].targetframe=0;
6362                                                                                                                                 player[i].targetrotation+=90*(abs(Random()%2)*2-1);
6363                                                                                                                                 player[i].wentforweapon=0;
6364                                                                                                                         }
6365                                                                                                                         if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
6366                                                                                                                                 player[i].targetanimation=flipanim;
6367                                                                                                                                 player[i].target=0;
6368                                                                                                                                 player[i].targetframe=0;
6369                                                                                                                         }
6370                                                                                                                 }
6371                                                                                                         }
6372                                                                                                         player[i].forwardkeydown=0;
6373                                                                                                         player[i].aiupdatedelay=.02;
6374                                                                                                 }
6375                                                                                                 if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
6376                                                                                                         if(findDistancefast(&player[0].coords,&player[i].coords)<25)
6377                                                                                                                 if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
6378                                                                                                 }
6379                                                                                                 if(player[i].wentforweapon<3)
6380                                                                                                         for(j=0;j<weapons.numweapons;j++){
6381                                                                                                                 if(player[i].creature!=wolftype)
6382                                                                                                                         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){
6383                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
6384                                                                                                                                         player[i].wentforweapon++;
6385                                                                                                                                         player[i].lastchecktime=6;
6386                                                                                                                                         player[i].aitype=getweapontype;
6387                                                                                                                                         player[i].ally=-1;
6388                                                                                                                                 }
6389                                                                                                                         }
6390                                                                                                         }
6391                                                                                                         if(player[i].damage<player[i].damagetolerance/2)
6392                                                                                                                 if(animation[player[i].targetanimation].height!=highheight)
6393                                                                                                                         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)))){
6394                                                                                                                                 player[i].crouchkeydown=1;
6395                                                                                                                         }
6396                                                                                                                         if(player[i].isRun()&&!player[i].onground){
6397                                                                                                                                 if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
6398                                                                                                                                         test2=player[i].coords+player[i].facing;
6399                                                                                                                                         test2.y+=5;
6400                                                                                                                                         test=player[i].coords+player[i].facing;
6401                                                                                                                                         test.y-=10;
6402                                                                                                                                         j=checkcollide(test2,test,player[i].laststanding);
6403                                                                                                                                         if(j==-1)j=checkcollide(test2,test);
6404                                                                                                                                         if(j==-1){
6405                                                                                                                                                 player[i].velocity=0;
6406                                                                                                                                                 player[i].targetanimation=player[i].getStop();
6407                                                                                                                                                 player[i].targetframe=0;
6408                                                                                                                                                 player[i].target=0;
6409                                                                                                                                                 player[i].targetrotation+=180;
6410                                                                                                                                                 player[i].stunned=.5;
6411                                                                                                                                                 //player[i].aitype=passivetype;
6412                                                                                                                                                 player[i].aitype=pathfindtype;
6413                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6414                                                                                                                                                 player[i].finalpathfindpoint=-1;
6415                                                                                                                                                 player[i].targetpathfindpoint=-1;
6416                                                                                                                                                 player[i].lastpathfindpoint=-1;
6417                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6418                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6419                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6420                                                                                                                                         }
6421                                                                                                                                         else player[i].laststanding=j;
6422                                                                                                                                 }
6423                                                                                                                         }
6424                                                                                                                         if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
6425                                                                                                                                 player[i].aitype=pathfindtype;
6426                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6427                                                                                                                                 player[i].finalpathfindpoint=-1;
6428                                                                                                                                 player[i].targetpathfindpoint=-1;
6429                                                                                                                                 player[i].lastpathfindpoint=-1;
6430                                                                                                                                 player[i].lastpathfindpoint2=-1;
6431                                                                                                                                 player[i].lastpathfindpoint3=-1;
6432                                                                                                                                 player[i].lastpathfindpoint4=-1;
6433                                                                                                                         }
6434                                                                                                                         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){
6435                                                                                                                                 if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
6436                                                                                                                                 else player[i].drawkeydown=0;
6437                                                                                                                                 player[i].rabbitkickenabled=Random()%2;
6438                                                                                                                                 rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
6439                                                                                                                                 if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
6440                                                                                                                                         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;
6441                                                                                                                                 else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
6442                                                                                                                                 Normalise(&rotatetarget);
6443                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6444                                                                                                                                 player[i].targetrotation*=360/6.28;
6445                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6446                                                                                                                                 player[i].lookrotation=player[i].targetrotation;
6447                                                                                                                                 player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
6448
6449                                                                                                                                 oldkey=player[i].forwardkeydown;
6450                                                                                                                                 if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
6451                                                                                                                                 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;
6452                                                                                                                                 else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
6453                                                                                                                                 else player[i].forwardkeydown=0;
6454                                                                                                                                 if(player[0].dead){
6455                                                                                                                                         player[i].forwardkeydown=0;
6456                                                                                                                                         if(Random()%10==0)player[i].forwardkeydown=1;
6457                                                                                                                                         if(Random()%100==0){
6458                                                                                                                                                 player[i].aitype=pathfindtype;
6459                                                                                                                                                 player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
6460                                                                                                                                                 player[i].finalpathfindpoint=-1;
6461                                                                                                                                                 player[i].targetpathfindpoint=-1;
6462                                                                                                                                                 player[i].lastpathfindpoint=-1;
6463                                                                                                                                                 player[i].lastpathfindpoint2=-1;
6464                                                                                                                                                 player[i].lastpathfindpoint3=-1;
6465                                                                                                                                                 player[i].lastpathfindpoint4=-1;
6466                                                                                                                                         }
6467                                                                                                                                 }
6468                                                                                                                                 player[i].leftkeydown=0;
6469                                                                                                                                 player[i].backkeydown=0;
6470                                                                                                                                 player[i].rightkeydown=0;
6471                                                                                                                                 player[i].crouchkeydown=0;
6472                                                                                                                                 player[i].throwkeydown=0;
6473
6474                                                                                                                                 if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
6475                                                                                                                                 if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
6476                                                                                                                                 else player[i].attackkeydown=0;
6477                                                                                                                                 if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
6478
6479                                                                                                                                 if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
6480                                                                                                                                         target=-2;
6481                                                                                                                                         for(j=0;j<numplayers;j++){
6482                                                                                                                                                 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)){
6483                                                                                                                                                         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))))){
6484                                                                                                                                                                 if(target>=0)target=-1;
6485                                                                                                                                                                 else target=j;
6486                                                                                                                                                         }
6487                                                                                                                                                 }
6488                                                                                                                                         }
6489                                                                                                                                         if(target>=0)player[target].Reverse();
6490                                                                                                                                 }
6491
6492                                                                                                                                 if(player[i].collided<1)player[i].jumpkeydown=0;
6493                                                                                                                                 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;
6494                                                                                                                                 if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
6495                                                                                                                                         player[0].jumpkeydown=0;
6496                                                                                                                                 if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
6497                                                                                                                                 if(player[i].jumpkeydown)player[i].attackkeydown=0;
6498                                                                                                                                 //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
6499
6500                                                                                                                                 if(tutoriallevel==1){
6501                                                                                                                                         if(!canattack)player[i].attackkeydown=0;
6502                                                                                                                                 }
6503
6504
6505                                                                                                                                 facing=player[i].coords;
6506                                                                                                                                 flatfacing=player[0].coords;
6507                                                                                                                                 facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
6508                                                                                                                                 flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
6509                                                                                                                                 if(player[i].occluded>=2)
6510                                                                                                                                         if(-1!=checkcollide(facing,flatfacing)){
6511                                                                                                                                                 if(!player[i].pause)player[i].lastseentime-=.2;
6512                                                                                                                                                 if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
6513                                                                                                                                                         player[i].aitype=searchtype;
6514                                                                                                                                                         player[i].lastchecktime=12;
6515                                                                                                                                                         player[i].lastseen=player[0].coords;
6516                                                                                                                                                         player[i].lastseentime=12;
6517                                                                                                                                                 }
6518                                                                                                                                         }
6519                                                                                                                                         else player[i].lastseentime=1;
6520                                                                                                                         }
6521                                                                                 }
6522                                                                                 if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
6523                                                                                         if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
6524                                                                                                 test=player[0].coords;
6525                                                                                                 test.y-=40;
6526                                                                                                 if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
6527                                                                                         }
6528                                                                                 }
6529                                                                                 // NOTE: Ask about logic of this call : NOTE
6530                                                                                 if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
6531                                                                                         player[i].stunned>0 ||
6532                                                                                         (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
6533                                                                                 {
6534                                                                                         if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
6535                                                                                         player[i].targetrotation=player[i].rotation;
6536                                                                                         player[i].forwardkeydown=0;
6537                                                                                         player[i].leftkeydown=0;
6538                                                                                         player[i].backkeydown=0;
6539                                                                                         player[i].rightkeydown=0;
6540                                                                                         player[i].jumpkeydown=0;
6541                                                                                         player[i].attackkeydown=0;
6542                                                                                         player[i].crouchkeydown=0;
6543                                                                                         player[i].throwkeydown=0;
6544                                                                                 }
6545
6546
6547                                                                                 facing=0;
6548                                                                                 facing.z=-1;
6549
6550                                                                                 flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
6551                                                                                 facing=flatfacing;
6552
6553                                                                                 if(player[i].aitype==attacktypecutoff){
6554                                                                                         rotatetarget=player[0].coords-player[i].coords;
6555                                                                                         Normalise(&rotatetarget);
6556                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6557                                                                                         player[i].targetheadrotation*=360/6.28;
6558                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6559
6560                                                                                         player[i].targetheadrotation*=-1;
6561                                                                                         player[i].targetheadrotation+=180;
6562                                                                                         //player[i].targetheadrotation2=0;
6563                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6564                                                                                 }
6565                                                                                 else if(player[i].howactive>=typesleeping){
6566                                                                                         player[i].targetheadrotation=player[i].targetrotation;
6567                                                                                         player[i].targetheadrotation2=0;
6568                                                                                 }
6569                                                                                 else {
6570                                                                                         if(player[i].interestdelay<=0){
6571                                                                                                 player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
6572                                                                                                 player[i].headtarget=player[i].coords;
6573                                                                                                 player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
6574                                                                                                 player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
6575                                                                                                 player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
6576                                                                                                 player[i].headtarget+=player[i].facing*1.5;
6577                                                                                         }
6578                                                                                         rotatetarget=player[i].headtarget-player[i].coords;
6579                                                                                         Normalise(&rotatetarget);
6580                                                                                         player[i].targetheadrotation=-asin(0-rotatetarget.x);
6581                                                                                         player[i].targetheadrotation*=360/6.28;
6582                                                                                         if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
6583
6584                                                                                         player[i].targetheadrotation*=-1;
6585                                                                                         player[i].targetheadrotation+=180;
6586                                                                                         player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
6587                                                                                 }
6588                                                                                 //if(whichlevel==2)player[i].jumpkeydown=0;
6589                                                                         }
6590                                                                         if(animation[player[i].targetanimation].attack==reversed){
6591                                                                                 //player[i].targetrotation=player[i].rotation;
6592                                                                                 player[i].forwardkeydown=0;
6593                                                                                 player[i].leftkeydown=0;
6594                                                                                 player[i].backkeydown=0;
6595                                                                                 player[i].rightkeydown=0;
6596                                                                                 player[i].jumpkeydown=0;
6597                                                                                 player[i].attackkeydown=0;
6598                                                                                 //player[i].crouchkeydown=0;
6599                                                                                 player[i].throwkeydown=0;
6600                                                                         }
6601
6602                                                                         if(indialogue!=-1){
6603                                                                                 player[i].forwardkeydown=0;
6604                                                                                 player[i].leftkeydown=0;
6605                                                                                 player[i].backkeydown=0;
6606                                                                                 player[i].rightkeydown=0;
6607                                                                                 player[i].jumpkeydown=0;
6608                                                                                 player[i].crouchkeydown=0;
6609                                                                                 player[i].drawkeydown=0;
6610                                                                                 player[i].throwkeydown=0;
6611                                                                         }
6612
6613                                                                         if(player[i].collided<-.3)player[i].collided=-.3;
6614                                                                         if(player[i].collided>1)player[i].collided=1;
6615                                                                         player[i].collided-=multiplier*4;
6616                                                                         player[i].whichdirectiondelay-=multiplier;
6617                                                                         if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
6618                                                                                 player[i].avoidcollided=-.3;
6619                                                                                 player[i].whichdirection=abs(Random()%2);
6620                                                                                 player[i].whichdirectiondelay=.4;
6621                                                                         }
6622                                                                         if(player[i].avoidcollided>1)player[i].avoidcollided=1;
6623                                                                         player[i].avoidcollided-=multiplier/4;
6624                                                                         if(!player[i].skeleton.free)player[i].stunned-=multiplier;
6625                                                                         if(!player[i].skeleton.free)player[i].surprised-=multiplier;
6626                                                                         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;
6627
6628                                                                         if(!player[i].throwkeydown){
6629                                                                                 player[i].throwtogglekeydown=0;
6630                                                                         }
6631                                                                         if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
6632                                                                                 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)){
6633                                                                                         for(j=0;j<weapons.numweapons;j++){
6634                                                                                                 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)
6635                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
6636                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
6637                                                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
6638                                                                                                                                 player[i].throwtogglekeydown=1;
6639                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6640                                                                                                                                 player[i].target=0;
6641                                                                                                                                 player[i].targetframe=0;
6642                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6643                                                                                                                                 Normalise(&rotatetarget);
6644                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6645                                                                                                                                 player[i].targetrotation*=360/6.28;
6646                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6647                                                                                                                                 player[i].hasvictim=0;
6648                                                                                                                         }
6649                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6650                                                                                                                                 player[i].throwtogglekeydown=1;
6651                                                                                                                                 player[i].hasvictim=0;
6652
6653                                                                                                                                 //for(i=0;i<weapons.numweapons;i++){
6654                                                                                                                                 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))
6655                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
6656                                                                                                                                                 if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
6657                                                                                                                                                         if(weapons.type[j]!=staff)
6658                                                                                                                                                           emit_sound_at(knifedrawsound, player[i].coords, 128.);
6659
6660                                                                                                                                                         player[i].weaponactive=0;
6661                                                                                                                                                         weapons.owner[j]=player[i].id;
6662                                                                                                                                                         if(player[i].num_weapons>0){
6663                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6664                                                                                                                                                         }
6665                                                                                                                                                         player[i].num_weapons++;
6666                                                                                                                                                         player[i].weaponids[0]=j;
6667                                                                                                                                                 }
6668                                                                                                                                         }
6669                                                                                                                                         //}
6670                                                                                                                         }
6671                                                                                                                 }
6672                                                                                                                 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){
6673                                                                                                                         if(!player[i].isFlip()){
6674                                                                                                                                 player[i].throwtogglekeydown=1;
6675                                                                                                                                 player[i].targetanimation=removeknifeanim;
6676                                                                                                                                 player[i].target=0;
6677                                                                                                                                 player[i].targetframe=0;
6678                                                                                                                                 rotatetarget=weapons.position[j]-player[i].coords;
6679                                                                                                                                 Normalise(&rotatetarget);
6680                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6681                                                                                                                                 player[i].targetrotation*=360/6.28;
6682                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6683                                                                                                                         }
6684                                                                                                                         if(player[i].isFlip()){
6685                                                                                                                                 player[i].throwtogglekeydown=1;
6686                                                                                                                                 player[i].hasvictim=0;
6687
6688                                                                                                                                 for(k=0;k<weapons.numweapons;k++){
6689                                                                                                                                         if(player[i].weaponactive==-1)
6690                                                                                                                                                 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))
6691                                                                                                                                                         if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
6692                                                                                                                                                                 if(weapons.type[k]!=staff)
6693                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6694
6695                                                                                                                                                                 player[i].weaponactive=0;
6696                                                                                                                                                                 weapons.owner[k]=player[i].id;
6697                                                                                                                                                                 if(player[i].num_weapons>0){
6698                                                                                                                                                                         player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6699                                                                                                                                                                 }
6700                                                                                                                                                                 player[i].num_weapons++;
6701                                                                                                                                                                 player[i].weaponids[0]=k;
6702                                                                                                                                                         }
6703                                                                                                                                 }
6704                                                                                                                         }
6705                                                                                                                 }
6706                                                                                                         }
6707                                                                                         }
6708                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6709                                                                                                 if(numplayers>1)
6710                                                                                                         for(j=0;j<numplayers;j++){
6711                                                                                                                 if(player[i].weaponactive==-1)
6712                                                                                                                         if(j!=i)
6713                                                                                                                                 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)){
6714                                                                                                                                         if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
6715                                                                                                                                                 player[i].throwtogglekeydown=1;
6716                                                                                                                                                 player[i].victim=&player[j];
6717                                                                                                                                                 player[i].hasvictim=1;
6718                                                                                                                                                 player[i].targetanimation=crouchremoveknifeanim;
6719                                                                                                                                                 player[i].target=0;
6720                                                                                                                                                 player[i].targetframe=0;
6721                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6722                                                                                                                                                 Normalise(&rotatetarget);
6723                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6724                                                                                                                                                 player[i].targetrotation*=360/6.28;
6725                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6726                                                                                                                                         }
6727                                                                                                                                         if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
6728                                                                                                                                                 player[i].throwtogglekeydown=1;
6729                                                                                                                                                 player[i].victim=&player[j];
6730                                                                                                                                                 player[i].hasvictim=1;
6731                                                                                                                                                 int k = player[j].weaponids[0];
6732                                                                                                                                                 if(player[i].hasvictim){
6733                                                                                                                                                         bool fleshstuck;
6734                                                                                                                                                         fleshstuck=0;
6735                                                                                                                                                         if(player[i].victim->weaponstuck!=-1){
6736                                                                                                                                                                 if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6737                                                                                                                                                                         fleshstuck=1;
6738                                                                                                                                                                 }
6739                                                                                                                                                         }
6740                                                                                                                                                         if(!fleshstuck){
6741                                                                                                                                                                 if(weapons.type[k]!=staff)
6742                                                                                                                                                                   emit_sound_at(knifedrawsound, player[i].coords, 128.);
6743                                                                                                                                                         }
6744                                                                                                                                                         if(fleshstuck)
6745                                                                                                                                                           emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
6746
6747                                                                                                                                                         player[i].weaponactive=0;
6748                                                                                                                                                         if(weapons.owner[k]!=-1){
6749                                                                                                                                                                 if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
6750                                                                                                                                                                 else player[i].victim->num_weapons=1;
6751
6752                                                                                                                                                                 player[i].victim->skeleton.longdead=0;
6753                                                                                                                                                                 player[i].victim->skeleton.free=1;
6754                                                                                                                                                                 player[i].victim->skeleton.broken=0;
6755
6756                                                                                                                                                                 for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
6757                                                                                                                                                                         player[i].victim->skeleton.joints[l].velchange=0;
6758                                                                                                                                                                         player[i].victim->skeleton.joints[l].locked=0;
6759                                                                                                                                                                 }
6760
6761                                                                                                                                                                 XYZ relative;
6762                                                                                                                                                                 relative=0;
6763                                                                                                                                                                 relative.y=10;
6764                                                                                                                                                                 Normalise(&relative);
6765                                                                                                                                                                 XYZ footvel,footpoint;
6766                                                                                                                                                                 footvel=0;
6767                                                                                                                                                                 footpoint=weapons.position[k];
6768                                                                                                                                                                 if(player[i].victim->weaponstuck!=-1){
6769                                                                                                                                                                         if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
6770                                                                                                                                                                                 if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
6771                                                                                                                                                                                 weapons.bloody[k]=2;
6772                                                                                                                                                                                 weapons.blooddrip[k]=5;
6773                                                                                                                                                                                 player[i].victim->weaponstuck=-1;
6774                                                                                                                                                                                 player[i].victim->bloodloss+=2000;
6775                                                                                                                                                                                 player[i].victim->DoDamage(2000);
6776                                                                                                                                                                         }
6777                                                                                                                                                                 }
6778                                                                                                                                                                 if(player[i].victim->num_weapons>0){
6779                                                                                                                                                                         if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
6780                                                                                                                                                                         if(player[i].victim->weaponids[0]==k)
6781                                                                                                                                                                                 player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
6782                                                                                                                                                                 }
6783
6784                                                                                                                                                                 player[i].victim->weaponactive=-1;
6785
6786                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
6787                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
6788                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
6789                                                                                                                                                                 player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
6790                                                                                                                                                         }
6791                                                                                                                                                         weapons.owner[k]=i;
6792                                                                                                                                                         if(player[i].num_weapons>0){
6793                                                                                                                                                                 player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
6794                                                                                                                                                         }
6795                                                                                                                                                         player[i].num_weapons++;
6796                                                                                                                                                         player[i].weaponids[0]=k;
6797                                                                                                                                                 }
6798                                                                                                                                         }
6799                                                                                                                                 }
6800                                                                                                         }
6801                                                                                         }
6802                                                                                 }
6803                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6804                                                                                         if(weapons.type[player[i].weaponids[0]]==knife){
6805                                                                                                 if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
6806                                                                                                         if(numplayers>1)
6807                                                                                                                 for(j=0;j<numplayers;j++){
6808                                                                                                                         if(i!=j)
6809                                                                                                                                 if(tutoriallevel!=1||tutorialstage==49)
6810                                                                                                                                         if(hostile)
6811                                                                                                                                                 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)){
6812                                                                                                                                                         if(!player[i].isFlip()){
6813                                                                                                                                                                 player[i].throwtogglekeydown=1;
6814                                                                                                                                                                 player[i].victim=&player[j];
6815                                                                                                                                                                 player[i].targetanimation=knifethrowanim;
6816                                                                                                                                                                 player[i].target=0;
6817                                                                                                                                                                 player[i].targetframe=0;
6818                                                                                                                                                                 rotatetarget=player[j].coords-player[i].coords;
6819                                                                                                                                                                 Normalise(&rotatetarget);
6820                                                                                                                                                                 player[i].targetrotation=-asin(0-rotatetarget.x);
6821                                                                                                                                                                 player[i].targetrotation*=360/6.28;
6822                                                                                                                                                                 if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
6823
6824                                                                                                                                                                 player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
6825                                                                                                                                                         }
6826                                                                                                                                                         if(player[i].isFlip()){
6827                                                                                                                                                                 if(player[i].weaponactive!=-1){
6828                                                                                                                                                                         player[i].throwtogglekeydown=1;
6829                                                                                                                                                                         player[i].victim=&player[j];
6830                                                                                                                                                                         XYZ aim;
6831                                                                                                                                                                         weapons.owner[player[i].weaponids[0]]=-1;
6832                                                                                                                                                                         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);
6833                                                                                                                                                                         Normalise(&aim);
6834
6835                                                                                                                                                                         aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
6836
6837                                                                                                                                                                         weapons.velocity[player[i].weaponids[0]]=aim*50;
6838                                                                                                                                                                         weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
6839                                                                                                                                                                         weapons.missed[player[i].weaponids[0]]=0;
6840                                                                                                                                                                         weapons.freetime[player[i].weaponids[0]]=0;
6841                                                                                                                                                                         weapons.firstfree[player[i].weaponids[0]]=1;
6842                                                                                                                                                                         weapons.physics[player[i].weaponids[0]]=0;
6843                                                                                                                                                                         player[i].num_weapons--;
6844                                                                                                                                                                         if(player[i].num_weapons){
6845                                                                                                                                                                                 player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6846                                                                                                                                                                         }
6847                                                                                                                                                                         player[i].weaponactive=-1;
6848                                                                                                                                                                 }
6849                                                                                                                                                         }
6850                                                                                                                                                 }
6851                                                                                                                 }
6852                                                                                         }
6853                                                                                 }
6854                                                                                 if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
6855                                                                                         if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
6856                                                                                         {
6857                                                                                                 player[i].throwtogglekeydown=1;
6858                                                                                                 weapons.owner[player[i].weaponids[0]]=-1;
6859                                                                                                 weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
6860                                                                                                 if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
6861                                                                                                 weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
6862                                                                                                 weapons.missed[player[i].weaponids[0]]=1;
6863                                                                                                 weapons.freetime[player[i].weaponids[0]]=0;
6864                                                                                                 weapons.firstfree[player[i].weaponids[0]]=1;
6865                                                                                                 weapons.physics[player[i].weaponids[0]]=1;
6866                                                                                                 player[i].num_weapons--;
6867                                                                                                 if(player[i].num_weapons){
6868                                                                                                         player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
6869                                                                                                         if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
6870                                                                                                 }
6871
6872                                                                                                 player[i].weaponactive=-1;
6873                                                                                                 for(j=0;j<numplayers;j++){
6874                                                                                                         player[j].wentforweapon=0;
6875                                                                                                 }
6876                                                                                         }
6877                                                                                 }
6878
6879                                                                         }
6880
6881                                                                         if(i==0||!player[0].dead||player[i].weaponactive!=-1)
6882                                                                                 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)){
6883                                                                                         //Setenvironment(1-environment);
6884                                                                                         bool isgood;
6885                                                                                         isgood=1;
6886                                                                                         if(player[i].weaponactive!=-1){
6887                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
6888                                                                                         }
6889                                                                                         if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
6890                                                                                                 if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6891                                                                                                         player[i].targetanimation=drawrightanim;
6892                                                                                                         player[i].targetframe=0;
6893                                                                                                         player[i].target=0;
6894                                                                                                         player[i].drawtogglekeydown=1;
6895                                                                                                 }
6896                                                                                                 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){
6897                                                                                                         player[i].targetanimation=drawleftanim;
6898                                                                                                         player[i].targetframe=0;
6899                                                                                                         player[i].target=0;
6900                                                                                                         player[i].drawtogglekeydown=1;
6901                                                                                                 }
6902                                                                                                 if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
6903                                                                                                         player[i].targetanimation=crouchdrawrightanim;
6904                                                                                                         player[i].targetframe=0;
6905                                                                                                         player[i].target=0;
6906                                                                                                         player[i].drawtogglekeydown=1;
6907                                                                                                 }
6908                                                                                         }
6909                                                                                 }
6910                                                                                 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){
6911                                                                                         if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
6912                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
6913                                                                                                 if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
6914                                                                                                 player[i].targetframe=0;
6915                                                                                                 player[i].target=0;
6916                                                                                                 player[i].hasvictim=0;
6917                                                                                                 //player[i].attacktogglekeydown=1;
6918                                                                                         }
6919                                                                                 }
6920
6921                                                                                 if(!player[i].drawkeydown){
6922                                                                                         player[i].drawtogglekeydown=0;
6923                                                                                 }
6924
6925                                                                                 if(i==0){
6926                                                                                         absflatfacing=0;
6927                                                                                         absflatfacing.z=-1;
6928
6929                                                                                         absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
6930                                                                                 }
6931                                                                                 else absflatfacing=flatfacing;
6932
6933                                                                                 if(indialogue!=-1){
6934                                                                                         player[i].forwardkeydown=0;
6935                                                                                         player[i].leftkeydown=0;
6936                                                                                         player[i].backkeydown=0;
6937                                                                                         player[i].rightkeydown=0;
6938                                                                                         player[i].jumpkeydown=0;
6939                                                                                         player[i].crouchkeydown=0;
6940                                                                                         player[i].drawkeydown=0;
6941                                                                                         player[i].throwkeydown=0;
6942                                                                                 }
6943                                                                                 movekey=0;
6944                                                                                 //Do controls
6945                                                                                 if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
6946                                                                                         if(!player[i].forwardkeydown){
6947                                                                                                 player[i].forwardstogglekeydown=0;
6948                                                                                         }
6949                                                                                         if(player[i].crouchkeydown){
6950                                                                                                 //Crouch
6951                                                                                                 target=-2;
6952                                                                                                 if(i==0){
6953                                                                                                         player[i].superruntoggle=1;
6954                                                                                                         if(numplayers>1)
6955                                                                                                                 for(j=0;j<numplayers;j++){
6956                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
6957                                                                                                                                 if(findDistancefast(&player[j].coords,&player[i].coords)<16){
6958                                                                                                                                         player[i].superruntoggle=0;
6959                                                                                                                                 }
6960                                                                                                                         }
6961                                                                                                                 }
6962                                                                                                 }
6963
6964                                                                                                 if(numplayers>1)
6965                                                                                                         for(j=0;j<numplayers;j++){
6966                                                                                                                 if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
6967                                                                                                                         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))){
6968                                                                                                                                 if(target>=0)target=-1;
6969                                                                                                                                 else target=j;
6970                                                                                                                         }
6971                                                                                                                 }
6972                                                                                                         }
6973                                                                                                         if(target>=0)player[target].Reverse();
6974                                                                                                         player[i].lowreversaldelay=.5;
6975
6976                                                                                                         if(player[i].isIdle()){
6977                                                                                                                 player[i].targetanimation=player[i].getCrouch();
6978                                                                                                                 player[i].target=0;
6979                                                                                                                 player[i].targetframe=0;
6980                                                                                                                 player[i].transspeed=10;
6981                                                                                                         }
6982                                                                                                         if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
6983                                                                                                                 player[i].targetanimation=rollanim;
6984                                                                                                                 player[i].target=0;
6985                                                                                                                 player[i].targetframe=0;
6986                                                                                                                 player[i].transspeed=20;
6987                                                                                                         }
6988                                                                                         }
6989                                                                                         if(!player[i].crouchkeydown){
6990                                                                                                 //Uncrouch
6991                                                                                                 if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
6992                                                                                                 target=-2;
6993                                                                                                 if(player[i].isCrouch()){
6994                                                                                                         if(numplayers>1)
6995                                                                                                                 for(j=0;j<numplayers;j++){
6996                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
6997                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
6998                                                                                                                                         if(target>=0)target=-1;
6999                                                                                                                                         else target=j;
7000                                                                                                                                 }
7001                                                                                                                         }
7002                                                                                                                 }
7003                                                                                                                 if(target>=0)player[target].Reverse();
7004                                                                                                                 player[i].highreversaldelay=.5;
7005
7006                                                                                                                 if(player[i].isCrouch()){
7007                                                                                                                         if(!player[i].wasCrouch()){
7008                                                                                                                                 player[i].currentanimation=player[i].getCrouch();
7009                                                                                                                                 player[i].currentframe=0;
7010                                                                                                                         }
7011                                                                                                                         player[i].target=0;
7012                                                                                                                         player[i].targetanimation=player[i].getIdle();
7013                                                                                                                         player[i].targetframe=0;
7014                                                                                                                         player[i].transspeed=10;
7015                                                                                                                 }
7016                                                                                                 }
7017                                                                                                 if(player[i].targetanimation==sneakanim){
7018                                                                                                         player[i].targetanimation=player[i].getIdle();
7019                                                                                                         player[i].target=0;
7020                                                                                                         player[i].targetframe=0;
7021                                                                                                         player[i].transspeed=10;
7022                                                                                                 }
7023                                                                                         }
7024                                                                                         if(player[i].forwardkeydown){
7025                                                                                                 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)){
7026                                                                                                         if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
7027                                                                                                         else player[i].targetanimation=player[i].getRun();
7028                                                                                                         player[i].target=0;
7029                                                                                                         player[i].targetframe=0;
7030                                                                                                 }
7031                                                                                                 if(player[i].isCrouch()){
7032                                                                                                         player[i].targetanimation=sneakanim;
7033                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7034                                                                                                         player[i].targetframe=0;
7035                                                                                                 }
7036                                                                                                 if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
7037                                                                                                         player[i].targetanimation=climbanim;
7038                                                                                                         player[i].target=0;
7039                                                                                                         player[i].targetframe=1;
7040                                                                                                         player[i].jumpclimb=1;
7041                                                                                                 }
7042                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7043                                                                                                         player[i].velocity+=absflatfacing*5*multiplier;
7044                                                                                                 }
7045                                                                                                 player[i].forwardstogglekeydown=1;
7046                                                                                                 movekey=1;
7047                                                                                         }
7048                                                                                         if (player[i].rightkeydown){
7049                                                                                                 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)){
7050                                                                                                         player[i].targetanimation=player[i].getRun();
7051                                                                                                         player[i].target=0;
7052                                                                                                         player[i].targetframe=0;
7053                                                                                                 }
7054                                                                                                 if(player[i].isCrouch()){
7055                                                                                                         player[i].targetanimation=sneakanim;
7056                                                                                                         if(player[i].wasCrouch()) player[i].target=0;
7057                                                                                                         player[i].targetframe=0;
7058                                                                                                 }
7059                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7060                                                                                                         player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7061                                                                                                 }
7062                                                                                                 player[i].targetrotation-=90;
7063                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation+=45;
7064                                                                                                 if(player[i].backkeydown)player[i].targetrotation-=45;
7065                                                                                                 movekey=1;
7066                                                                                         }
7067                                                                                         if ( player[i].leftkeydown){
7068                                                                                                 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)){
7069                                                                                                         player[i].targetanimation=player[i].getRun();
7070                                                                                                         player[i].target=0;
7071                                                                                                         player[i].targetframe=0;
7072                                                                                                 }
7073                                                                                                 if(player[i].isCrouch()){
7074                                                                                                         player[i].targetanimation=sneakanim;
7075                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7076                                                                                                         player[i].targetframe=0;
7077                                                                                                 }
7078                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7079                                                                                                         player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
7080                                                                                                 }
7081                                                                                                 player[i].targetrotation+=90;
7082                                                                                                 if(player[i].forwardkeydown)player[i].targetrotation-=45;
7083                                                                                                 if(player[i].backkeydown)player[i].targetrotation+=45;
7084                                                                                                 movekey=1;
7085                                                                                         }
7086                                                                                         if(player[i].backkeydown){
7087                                                                                                 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)){
7088                                                                                                         player[i].targetanimation=player[i].getRun();
7089                                                                                                         player[i].target=0;
7090                                                                                                         player[i].targetframe=0;
7091                                                                                                 }
7092                                                                                                 if(player[i].isCrouch()){
7093                                                                                                         player[i].targetanimation=sneakanim;
7094                                                                                                         if(player[i].wasCrouch())player[i].target=0;
7095                                                                                                         player[i].targetframe=0;
7096                                                                                                 }
7097                                                                                                 if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
7098                                                                                                         player[i].velocity-=absflatfacing*5*multiplier;
7099                                                                                                 }
7100                                                                                                 if(player[i].targetanimation==hanganim){
7101                                                                                                         player[i].currentanimation=jumpdownanim;
7102                                                                                                         player[i].targetanimation=jumpdownanim;
7103                                                                                                         player[i].target=0;
7104                                                                                                         player[i].currentframe=0;
7105                                                                                                         player[i].targetframe=1;
7106                                                                                                         player[i].velocity=0;
7107                                                                                                         player[i].velocity.y+=gravity;
7108                                                                                                         player[i].coords.y-=1.4;
7109                                                                                                         player[i].grabdelay=1;
7110                                                                                                 }
7111                                                                                                 if ( !player[i].leftkeydown&&!player[i].rightkeydown)
7112                                                                                                         player[i].targetrotation+=180;
7113                                                                                                 movekey=1;
7114                                                                                         }
7115                                                                                         if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
7116                                                                                                 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)){
7117                                                                                                         player[i].jumpstart=0;
7118                                                                                                         player[i].targetanimation=jumpupanim;
7119                                                                                                         player[i].target=0;
7120                                                                                                         player[i].targetframe=0;
7121                                                                                                         player[i].rotation=player[i].targetrotation;
7122                                                                                                         player[i].transspeed=20;
7123                                                                                                         player[i].FootLand(0,1);
7124                                                                                                         player[i].FootLand(1,1);
7125
7126                                                                                                         facing=0;
7127                                                                                                         facing.z=-1;
7128                                                                                                         flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
7129
7130                                                                                                         if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
7131                                                                                                         if(!movekey)player[i].velocity=0;
7132
7133                                                                                                         //Dodge sweep?
7134                                                                                                         target=-2;
7135                                                                                                         if(numplayers>1)
7136                                                                                                                 for(j=0;j<numplayers;j++){
7137                                                                                                                         if(j!=i&&!player[j].skeleton.free&&player[j].victim){
7138                                                                                                                                 if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
7139                                                                                                                                         if(target>=0)target=-1;
7140                                                                                                                                         else target=j;
7141                                                                                                                                 }
7142                                                                                                                         }
7143                                                                                                                 }
7144                                                                                                                 if(target>=0)player[i].velocity.y=1;
7145                                                                                                                 else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
7146                                                                                                                         player[i].velocity.y=7;
7147                                                                                                                         player[i].crouchtogglekeydown=1;
7148                                                                                                                 }
7149                                                                                                                 else player[i].velocity.y=5;
7150
7151                                                                                                                 if(mousejump&&i==0&&debugmode){
7152                                                                                                                         if(!player[i].isLanding())player[i].tempdeltav=deltav;
7153                                                                                                                         if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
7154                                                                                                                 }
7155
7156                                                                                                                 player[i].coords.y+=.2;
7157                                                                                                                 player[i].jumppower-=1;
7158
7159                                                                                                                 if (!i)
7160                                                                                                                   emit_sound_at(whooshsound, player[i].coords, 128.);
7161
7162                                                                                                                 emit_sound_at(jumpsound, player[i].coords, 128.);
7163                                                                                                 }
7164                                                                                                 if((player[i].isIdle())&&player[i].jumppower>1){
7165                                                                                                         player[i].targetanimation=player[i].getLanding();
7166                                                                                                         player[i].landhard=0;
7167                                                                                                         player[i].target=0;
7168                                                                                                         player[i].targetframe=2;
7169                                                                                                         player[i].jumpstart=1;
7170                                                                                                         player[i].tempdeltav=deltav;
7171                                                                                                 }
7172                                                                                                 if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
7173                                                                                                         if(player[i].jumppower>multiplier*6){
7174                                                                                                                 player[i].velocity.y+=multiplier*6;
7175                                                                                                                 player[i].jumppower-=multiplier*6;
7176                                                                                                         }
7177                                                                                                         if(player[i].jumppower<=multiplier*6){
7178                                                                                                                 player[i].velocity.y+=player[i].jumppower;
7179                                                                                                                 player[i].jumppower=0;
7180                                                                                                         }
7181                                                                                                 }
7182                                                                                                 if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
7183                                                                                         }
7184
7185                                                                                         if(!movekey){
7186                                                                                                 if(player[i].isRun()||player[i].targetanimation==walkanim){
7187                                                                                                         player[i].targetanimation=player[i].getStop();
7188                                                                                                         player[i].target=0;
7189                                                                                                         player[i].targetframe=0;
7190                                                                                                 }
7191                                                                                                 if(player[i].targetanimation==sneakanim){
7192                                                                                                         player[i].targetanimation=player[i].getCrouch();
7193                                                                                                         if(player[i].currentanimation==sneakanim)player[i].target=0;
7194                                                                                                         player[i].targetframe=0;
7195                                                                                                 }
7196                                                                                         }
7197                                                                                         if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
7198                                                                                                 player[i].targetanimation=player[i].getStop();
7199                                                                                                 player[i].target=0;
7200                                                                                                 player[i].targetframe=0;
7201                                                                                         }
7202                                                                                         if(player[i].isRun()&&(player[i].aitype==passivetype)){
7203                                                                                                 player[i].targetanimation=player[i].getStop();
7204                                                                                                 player[i].target=0;
7205                                                                                                 player[i].targetframe=0;
7206                                                                                         }
7207                                                                                 }
7208                                                                 }
7209                                                                 if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
7210                                                         }
7211
7212                                                         //Rotation
7213                                                         for(k=0;k<numplayers;k++){
7214                                                                 if(abs(player[k].rotation-player[k].targetrotation)>180){
7215                                                                         if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
7216                                                                         else player[k].rotation+=360;
7217                                                                 }
7218
7219                                                                 if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
7220                                                                         player[k].targetanimation=player[k].getStop();
7221                                                                         player[k].targetframe=0;
7222                                                                         player[k].target=0;
7223                                                                 }
7224
7225                                                                 if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
7226                                                                         player[k].targettilt=0;
7227                                                                 }
7228                                                                 if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
7229                                                                         player[k].targettilt=0;
7230                                                                         if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
7231                                                                         player[k].jumppower+=multiplier*7;
7232                                                                         if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
7233                                                                         //*(1-(player[k].damage/player[k].damagetolerance))
7234                                                                         if(player[k].jumppower>5)player[k].jumppower=5;
7235                                                                 }
7236
7237                                                                 if(player[k].isRun()){
7238                                                                         player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
7239                                                                 }
7240
7241                                                                 if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
7242                                                                 else if(player[k].tilt>player[k].targettilt){
7243                                                                         player[k].tilt-=multiplier*150;
7244                                                                 }
7245                                                                 else if(player[k].tilt<player[k].targettilt){
7246                                                                         player[k].tilt+=multiplier*150;
7247                                                                 }
7248
7249                                                                 player[k].grabdelay-=multiplier;
7250                                                         }
7251
7252                                                         for(k=0;k<numplayers;k++){
7253                                                                 player[k].DoAnimations();
7254                                                                 player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale*terraindetail);
7255                                                                 player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale*terraindetail);
7256                                                         }
7257
7258                                                         objects.DoStuff();
7259                                                         
7260                                                         for(j=numenvsounds-1;j>=0;j--){
7261                                                                 envsoundlife[j]-=multiplier;
7262                                                                 if(envsoundlife[j]<0){
7263                                                                         numenvsounds--;
7264                                                                         envsoundlife[j]=envsoundlife[numenvsounds];
7265                                                                         envsound[j]=envsound[numenvsounds];
7266                                                                 }
7267                                                         }
7268                                                         if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
7269                                                         else OPENAL_SetFrequency(OPENAL_ALL, 22050);
7270
7271                                                         if(tutoriallevel==1){
7272                                                                 XYZ temp;
7273                                                                 XYZ temp2;
7274                                                                 XYZ temp3;
7275                                                                 XYZ oldtemp;
7276                                                                 XYZ oldtemp2;
7277                                                                 temp.x=1011;
7278                                                                 temp.y=84;
7279                                                                 temp.z=491;
7280                                                                 temp2.x=1025;
7281                                                                 temp2.y=75;
7282                                                                 temp2.z=447;
7283                                                                 temp3.x=1038;
7284                                                                 temp3.y=76;
7285                                                                 temp3.z=453;
7286                                                                 oldtemp=temp;
7287                                                                 oldtemp2=temp2;
7288                                                                 if(tutorialstage>=51)
7289                                                                         if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7290                                                                                 OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
7291                                                                                 OPENAL_SetFrequency(OPENAL_ALL, 0.001);
7292
7293                                                                                 emit_stream_np(stream_music3);
7294
7295                                                                                 gameon=0;
7296                                                                                 mainmenu=5;
7297
7298                                                                                 fireSound();
7299
7300                                                                                 flash();
7301                                                                         }
7302                                                                         if(tutorialstage<51)
7303                                                                                 if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
7304                                                                                         emit_sound_at(fireendsound, player[0].coords);
7305
7306                                                                                         player[0].coords=(oldtemp+oldtemp2)/2;
7307
7308                                                                                         flash();
7309                                                                                 }
7310                                                                                 if(tutorialstage>=14&&tutorialstage<50)
7311                                                                                         if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
7312                                                                                                 emit_sound_at(fireendsound, player[1].coords);
7313
7314                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7315                                                                                                         if(Random()%2==0){
7316                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7317                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7318                                                                                                                 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;
7319                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7320                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7321                                                                                                         }
7322                                                                                                 }
7323
7324                                                                                                 player[1].coords=(oldtemp+oldtemp2)/2;
7325                                                                                                 for(int i=0;i<player[1].skeleton.num_joints;i++){
7326                                                                                                         player[1].skeleton.joints[i].velocity=0;
7327                                                                                                         if(Random()%2==0){
7328                                                                                                                 if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
7329                                                                                                                 if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
7330                                                                                                                 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;
7331                                                                                                                 if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
7332                                                                                                                 Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
7333                                                                                                         }
7334                                                                                                 }
7335                                                                                         }
7336                                                         }
7337
7338
7339                                                         //3d sound
7340                                                         static float gLoc[3];
7341                                                         gLoc[0]=viewer.x;
7342                                                         gLoc[1]=viewer.y;
7343                                                         gLoc[2]=viewer.z;
7344                                                         static float vel[3];
7345                                                         vel[0]=(viewer.x-oldviewer.x)/multiplier;
7346                                                         vel[1]=(viewer.y-oldviewer.y)/multiplier;
7347                                                         vel[2]=(viewer.z-oldviewer.z)/multiplier;
7348
7349                                                         //Set orientation with forward and up vectors
7350                                                         static XYZ upvector;
7351                                                         upvector=0;
7352                                                         upvector.z=-1;
7353
7354                                                         upvector=DoRotation(upvector,-rotation2+90,0,0);
7355                                                         upvector=DoRotation(upvector,0,0-rotation,0);
7356
7357                                                         facing=0;
7358                                                         facing.z=-1;
7359
7360                                                         facing=DoRotation(facing,-rotation2,0,0);
7361                                                         facing=DoRotation(facing,0,0-rotation,0);
7362
7363
7364                                                         static float ori[6];
7365                                                         ori[0] = -facing.x;
7366                                                         ori[1] = facing.y;
7367                                                         ori[2] = -facing.z;
7368                                                         ori[3] = -upvector.x;
7369                                                         ori[4] = upvector.y;
7370                                                         ori[5] = -upvector.z;
7371
7372                                                         OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
7373                                                         OPENAL_Update();
7374
7375                                                         oldviewer=viewer;
7376                 }
7377         }
7378
7379         if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
7380                 Screenshot();
7381                 freezetogglekeydown=1;
7382         }
7383 }
7384
7385 void    Game::TickOnce(){
7386         if(mainmenu)
7387                 rotation+=multiplier*5;
7388         else
7389                 if(directing||indialogue==-1) {
7390                         rotation+=deltah*.7;
7391                         if(!invertmouse)rotation2+=deltav*.7;
7392                         if(invertmouse)rotation2-=deltav*.7;
7393                         if(rotation2>90)rotation2=90;
7394                         if(rotation2<-70)rotation2=-70;
7395                 }
7396 }
7397
7398 void    Game::TickOnceAfter(){
7399         static XYZ colviewer;
7400         static XYZ coltarget;
7401         static XYZ target;
7402         static XYZ col;
7403         static float brotate;
7404         static XYZ facing;
7405         static int i,j;
7406         static float changedelay;
7407         static bool alldead;
7408         static float unseendelay;
7409         static float cameraspeed;
7410
7411         if(!mainmenu){
7412
7413                 if(environment==snowyenvironment)music1=stream_music1snow;
7414                 if(environment==grassyenvironment)music1=stream_music1grass;
7415                 if(environment==desertenvironment)music1=stream_music1desert;
7416
7417                 realthreat=0;
7418
7419                 musictype=music1;
7420                 for(i=0;i<numplayers;i++){
7421                         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)){
7422                                 musictype=stream_music2;
7423                                 realthreat=1;
7424                         }
7425                 }
7426                 if(player[0].dead)musictype=stream_music3;
7427
7428
7429                 if(musictype==stream_music2){
7430                         unseendelay=1;
7431                 }
7432
7433                 if(oldmusictype==stream_music2&&musictype!=stream_music2){
7434                         unseendelay-=multiplier;
7435                         if(unseendelay>0){
7436                                 musictype=stream_music2;
7437                         }
7438                 }
7439
7440
7441                 if(loading==2){
7442                         musictype=stream_music3;
7443                         musicvolume[2]=512;
7444                         musicvolume[0]=0;
7445                         musicvolume[1]=0;
7446                         musicvolume[3]=0;
7447                 }
7448
7449                 if(musictoggle){
7450                         if(musictype!=oldmusictype&&musictype==stream_music2){
7451                                 emit_sound_np(alarmsound);
7452
7453                         }
7454                 }
7455                 musicselected=musictype;
7456
7457                 if(musicselected==music1)musicvolume[0]+=multiplier*450;
7458                 else musicvolume[0]-=multiplier*450;
7459                 if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
7460                 else musicvolume[1]-=multiplier*450;
7461                 if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
7462                 else musicvolume[2]-=multiplier*450;
7463
7464                 for(i=0;i<3;i++){
7465                         if(musicvolume[i]<0)musicvolume[i]=0;
7466                         if(musicvolume[i]>512)musicvolume[i]=512;
7467                 }
7468
7469                 if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
7470
7471                 if(musictoggle){
7472                         if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
7473                           emit_stream_np(music1, musicvolume[0]);
7474                         if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
7475                           emit_stream_np(stream_music2, musicvolume[1]);
7476                         if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
7477                           emit_stream_np(stream_music3, musicvolume[2]);
7478                         if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
7479                                 pause_sound(music1);
7480                         }
7481                         if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
7482                                 pause_sound(stream_music2);
7483                         }
7484                         if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
7485                                 pause_sound(stream_music3);
7486                         }
7487
7488                         if(musicvolume[0]!=oldmusicvolume[0]){
7489                                 OPENAL_SetVolume(channels[music1], musicvolume[0]);
7490                         }
7491                         if(musicvolume[1]!=oldmusicvolume[1]){
7492                                 OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
7493                         }
7494                         if(musicvolume[2]!=oldmusicvolume[2]){
7495                                 OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
7496                         }
7497
7498                         for(i=0;i<3;i++){
7499                                 oldmusicvolume[i]=musicvolume[i];
7500                         }
7501                 } else {
7502                         pause_sound(music1);
7503                         pause_sound(stream_music2);
7504                         pause_sound(stream_music3);
7505
7506                         for(i=0;i<4;i++){
7507                                 oldmusicvolume[i]=0;
7508                                 musicvolume[i]=0;
7509                         }
7510                 }
7511
7512                 killhotspot=2;
7513                 for(i=0;i<numhotspots;i++){
7514                         if(hotspottype[i]>10&&hotspottype[i]<20){
7515                                 if(player[hotspottype[i]-10].dead==0){
7516                                         killhotspot=0;
7517                                 }
7518                                 else if(killhotspot==2)
7519                                         killhotspot=1;
7520                         }
7521                 }
7522                 if(killhotspot==2)killhotspot=0;
7523
7524
7525                 winhotspot=0;
7526                 for(i=0;i<numhotspots;i++){
7527                         if(hotspottype[i]==-1){
7528                                 if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
7529                                         winhotspot=1;
7530                         }
7531                 }
7532
7533                 int numalarmed=0;
7534                 for(i=1;i<numplayers;i++){
7535                         if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
7536                 }
7537                 if(numalarmed>maxalarmed)maxalarmed=numalarmed;
7538
7539                 if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
7540                         if(player[0].dead&&changedelay<=0){
7541                                 changedelay=1;
7542                                 targetlevel=whichlevel;
7543                         }
7544                         alldead=1;
7545                         for(i=1;i<numplayers;i++){
7546                                 if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
7547                         }
7548
7549
7550                         if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
7551                                 changedelay=1;
7552                                 targetlevel=whichlevel+1;
7553                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7554                         }
7555                         if(winhotspot||windialogue){
7556                                 changedelay=0.1;
7557                                 targetlevel=whichlevel+1;
7558                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7559                         }
7560
7561
7562                         if(killhotspot){
7563                                 changedelay=1;
7564                                 targetlevel=whichlevel+1;
7565                                 if(targetlevel>numchallengelevels-1)targetlevel=0;
7566                         }
7567
7568                         if(changedelay>0&&!player[0].dead&&!won){
7569                                 //high scores, awards, win
7570                                 if(campaign){
7571                                         accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
7572                                         scoreadded=1;
7573                                 }
7574                                 else
7575                                 {
7576                                         accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
7577                                 }
7578                                 won=1;
7579                         }
7580                 }
7581
7582                 if(!winfreeze){
7583
7584                         if(leveltime<1){
7585                                 loading=0;
7586                                 changedelay=.1;
7587                                 alldead=0;
7588                                 winhotspot=0;
7589                                 killhotspot=0;
7590                         }
7591
7592                         if(!editorenabled&&gameon&&!mainmenu){
7593                                 if(changedelay!=-999)changedelay-=multiplier/7;
7594                                 if(player[0].dead)targetlevel=whichlevel;
7595                                 if(loading==2&&!campaign){
7596                                         flash();
7597
7598                                         fireSound(firestartsound);
7599
7600                                         if(!player[0].dead&&targetlevel!=whichlevel){
7601                                                 startbonustotal=bonustotal;
7602                                         }
7603                                         if(player[0].dead) Loadlevel(whichlevel);
7604                                         else Loadlevel(targetlevel);
7605
7606                                         fireSound();
7607
7608                                         loading=3;
7609                                 }
7610                                 if(loading==2&&targetlevel==whichlevel){
7611                                         flash();
7612                                         loadtime=0;
7613
7614                                         fireSound(firestartsound);
7615
7616                                         for(i=0;i<255;i++){
7617                                                 mapname[i]='\0';
7618                                         }
7619                                         mapname[0]=':';
7620                                         mapname[1]='D';
7621                                         mapname[2]='a';
7622                                         mapname[3]='t';
7623                                         mapname[4]='a';
7624                                         mapname[5]=':';
7625                                         mapname[6]='M';
7626                                         mapname[7]='a';
7627                                         mapname[8]='p';
7628                                         mapname[9]='s';
7629                                         mapname[10]=':';
7630                                         strcat(mapname,campaignmapname[levelorder[accountactive->getCampaignChoicesMade()]]);//[campaignchoicewhich[whichchoice]]);
7631                                         Loadlevel(mapname);
7632
7633                                         fireSound();
7634
7635                                         loading=3;
7636                                 }
7637                                 if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
7638                                 if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
7639                         {
7640                                                 if(whichlevel!=-2&&!loading&&!player[0].dead){
7641                                                         winfreeze=1;
7642                                                         changedelay=-999;
7643                                                 }
7644                                                 if(player[0].dead)loading=1;
7645                                         }
7646                                 }
7647                         }
7648
7649                         if(campaign)
7650                                 if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
7651                                         if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
7652                                                 endgame=1;
7653                                         }
7654                                 }
7655                                 else if(mainmenu==0&&winfreeze){
7656                                         if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
7657                                                 stealthloading=1;
7658                                         else stealthloading=0;
7659
7660                                         if(!stealthloading){
7661                                                 float gLoc[3]={0,0,0};
7662                                                 float vel[3]={0,0,0};
7663                                                 fireSound(firestartsound);
7664
7665                                                 flash();
7666                                         }
7667
7668                                         startbonustotal=0;
7669
7670                                         ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
7671                                         ipstream.ignore(256,':');
7672                                         ipstream >> campaignnumlevels;
7673                                         for(i=0;i<campaignnumlevels;i++){
7674                                                 ipstream.ignore(256,':');
7675                                                 ipstream.ignore(256,':');
7676                                                 ipstream.ignore(256,' ');
7677                                                 ipstream >> campaignmapname[i];
7678                                                 ipstream.ignore(256,':');
7679                                                 ipstream >> campaigndescription[i];
7680                                                 for(j=0;j<256;j++){
7681                                                         if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
7682                                                 }
7683                                                 ipstream.ignore(256,':');
7684                                                 ipstream >> campaignchoosenext[i];
7685                                                 ipstream.ignore(256,':');
7686                                                 ipstream >> campaignnumnext[i];
7687                                                 for(j=0;j<campaignnumnext[i];j++){
7688                                                         ipstream.ignore(256,':');
7689                                                         ipstream >> campaignnextlevel[i][j];
7690                                                         campaignnextlevel[i][j]-=1;
7691                                                 }
7692                                                 ipstream.ignore(256,':');
7693                                                 ipstream >> campaignlocationx[i];
7694                                                 ipstream.ignore(256,':');
7695                                                 ipstream >> campaignlocationy[i];
7696                                         }
7697                                         ipstream.close();
7698
7699                                         for(i=0;i<campaignnumlevels;i++){
7700                                                 levelvisible[i]=0;
7701                                                 levelhighlight[i]=0;
7702                                         }
7703
7704
7705                                         for(i=0;i<campaignnumlevels;i++){
7706                                                 levelvisible[i]=0;
7707                                                 levelhighlight[i]=0;
7708                                         }
7709
7710                                         levelorder[0]=0;
7711                                         levelvisible[0]=1;
7712                                         for(i=0;i<accountactive->getCampaignChoicesMade();i++){
7713                                                 levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
7714                                                 levelvisible[levelorder[i+1]]=1;
7715                                         }
7716                                         int whichlevelstart;
7717                                         whichlevelstart=accountactive->getCampaignChoicesMade()-1;
7718                                         if(whichlevelstart<0){
7719                                                 campaignchoicenum=1;
7720                                                 campaignchoicewhich[0]=0;
7721                                         }
7722                                         else
7723                                         {
7724                                                 campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
7725                                                 for(i=0;i<campaignchoicenum;i++){
7726                                                         campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
7727                                                         levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7728                                                         levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
7729                                                 }
7730                                         }
7731
7732                                         loading=2;
7733                                         loadtime=0;
7734                                         targetlevel=7;
7735                                         //if(firstload)TickOnceAfter();
7736                                         if(!firstload)LoadStuff();
7737                                         //else {
7738                                         for(i=0;i<255;i++){
7739                                                 mapname[i]='\0';
7740                                         }
7741                                         mapname[0]=':';
7742                                         mapname[1]='D';
7743                                         mapname[2]='a';
7744                                         mapname[3]='t';
7745                                         mapname[4]='a';
7746                                         mapname[5]=':';
7747                                         mapname[6]='M';
7748                                         mapname[7]='a';
7749                                         mapname[8]='p';
7750                                         mapname[9]='s';
7751                                         mapname[10]=':';
7752
7753                                         strcat(mapname,campaignmapname[campaignchoicewhich[0]]);
7754                                         whichchoice=0;
7755                                         visibleloading=1;
7756                                         stillloading=1;
7757                                         Loadlevel(mapname);
7758                                         campaign=1;
7759                                         mainmenu=0;
7760                                         gameon=1;
7761                                         pause_sound(stream_music3);
7762
7763                                         stealthloading=0;
7764                                 }
7765
7766                                 if(loading==3)loading=0;
7767
7768                         }
7769
7770                         oldmusictype=musictype;
7771         }
7772
7773         facing=0;
7774         facing.z=-1;
7775
7776         facing=DoRotation(facing,-rotation2,0,0);
7777         facing=DoRotation(facing,0,0-rotation,0);
7778         viewerfacing=facing;
7779
7780         brotate=0;
7781         if(!cameramode){
7782                 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;
7783                 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;
7784                 target.y+=.1;
7785                 if(player[0].skeleton.free){
7786                         for(i=0;i<player[0].skeleton.num_joints;i++){
7787                                 if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
7788                                         target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
7789                         }
7790                         target.y+=.1;
7791                 }
7792                 if(player[0].skeleton.free!=2&&!autocam){
7793                         cameraspeed=20;
7794                         if(findLengthfast(&player[0].velocity)>400){
7795                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7796                         }
7797                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7798                         coltarget=target-cameraloc;
7799                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7800                         else {
7801                                 Normalise(&coltarget);
7802                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7803                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7804                         }
7805                         if(editorenabled)cameraloc=target;
7806                         cameradist+=multiplier*5;
7807                         if(cameradist>2.3)cameradist=2.3;
7808                         viewer=cameraloc-facing*cameradist;
7809                         colviewer=viewer;
7810                         coltarget=cameraloc;
7811                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7812                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7813                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7814                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7815                                         colviewer=viewer;
7816                                         coltarget=cameraloc;
7817                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7818                                 }
7819                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7820                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7821                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7822                                                 colviewer=viewer;
7823                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7824                                                         viewer=colviewer;
7825                                                 }
7826                                         }
7827                                         cameradist=findDistance(&viewer,&target);
7828                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7829                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7830                                         }
7831                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7832                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7833                                         }
7834                 }
7835                 if(player[0].skeleton.free!=2&&autocam){
7836                         cameraspeed=20;
7837                         if(findLengthfast(&player[0].velocity)>400){
7838                                 cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
7839                         }
7840                         if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
7841                         cameradist+=multiplier*5;
7842                         if(cameradist>3.3)cameradist=3.3;
7843                         coltarget=target-cameraloc;
7844                         if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
7845                         else if(findLengthfast(&coltarget)>1)
7846                         {
7847                                 Normalise(&coltarget);
7848                                 if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
7849                                 else cameraloc=cameraloc+coltarget*multiplier*8;
7850                         }
7851                         if(editorenabled)cameraloc=target;
7852                         viewer=cameraloc;
7853                         colviewer=viewer;
7854                         coltarget=cameraloc;
7855                         objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
7856                         if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7857                                 for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7858                                         i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7859                                         colviewer=viewer;
7860                                         coltarget=cameraloc;
7861                                         if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
7862                                 }
7863                                 if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
7864                                         for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
7865                                                 i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
7866                                                 colviewer=viewer;
7867                                                 if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
7868                                                         viewer=colviewer;
7869                                                 }
7870                                         }
7871                                         cameradist=findDistance(&viewer,&target);
7872                                         if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
7873                                                 viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
7874                                         }
7875                                         if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
7876                                                 cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
7877                                         }
7878                 }
7879                 if(camerashake>.8)camerashake=.8;
7880                 //if(woozy>10)woozy=10;
7881                 //woozy+=multiplier;
7882                 woozy+=multiplier;
7883                 if(player[0].dead)camerashake=0;
7884                 if(player[0].dead)woozy=0;
7885                 camerashake-=multiplier*2;
7886                 blackout-=multiplier*2;
7887                 //if(player[0].isCrouch())woozy-=multiplier*8;
7888                 if(camerashake<0)camerashake=0;
7889                 if(blackout<0)blackout=0;
7890                 //if(woozy<0)woozy=0;
7891                 if(camerashake){
7892                         viewer.x+=(float)(Random()%100)*.0005*camerashake;
7893                         viewer.y+=(float)(Random()%100)*.0005*camerashake;
7894                         viewer.z+=(float)(Random()%100)*.0005*camerashake;
7895                 }
7896         }
7897 }