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Refactor of weapon throwing in Weapon class. (named it thrown as throw is reserved...
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1 /*
2 Copyright (C) 2003, 2010 - Wolfire Games
3 Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
4
5 This file is part of Lugaru.
6
7 Lugaru is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 Lugaru is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
19 */
20
21 /**> HEADER FILES <**/
22 #include "Person.h"
23 #include "openal_wrapper.h"
24 #include "Animation.h"
25 #include "Sounds.h"
26 #include "Awards.h"
27 #include "Game.h"
28
29 extern float multiplier;
30 extern Terrain terrain;
31 extern float gravity;
32 extern int environment;
33 extern int detail;
34 extern FRUSTUM frustum;
35 extern XYZ viewer;
36 extern float realmultiplier;
37 extern int slomo;
38 extern float slomodelay;
39 extern bool cellophane;
40 extern float texdetail;
41 extern float realtexdetail;
42 extern GLubyte bloodText[512 * 512 * 3];
43 extern GLubyte wolfbloodText[512 * 512 * 3];
44 extern int bloodtoggle;
45 extern Objects objects;
46 extern bool autoslomo;
47 extern float camerashake;
48 extern float woozy;
49 extern float viewdistance;
50 extern float blackout;
51 extern int difficulty;
52 extern bool decals;
53 extern float fadestart;
54 extern bool freeze;
55 extern bool winfreeze;
56 extern float flashamount, flashr, flashg, flashb;
57 extern int flashdelay;
58 extern bool showpoints;
59 extern bool immediate;
60 extern int test;
61 extern bool tilt2weird;
62 extern bool tiltweird;
63 extern bool midweird;
64 extern bool proportionweird;
65 extern bool vertexweird[6];
66 extern XYZ envsound[30];
67 extern float envsoundvol[30];
68 extern float envsoundlife[30];
69 extern int numenvsounds;
70 extern int tutoriallevel;
71 extern float smoketex;
72 extern int tutorialstage;
73 extern bool reversaltrain;
74 extern bool canattack;
75 extern bool cananger;
76 extern float damagedealt;
77 extern int hostile;
78 extern float hostiletime;
79
80 extern int indialogue;
81
82 extern bool gamestarted;
83
84 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
85
86 /* EFFECT
87  *
88  * USES:
89  * GameTick/doPlayerCollisions
90  */
91 void Person::CheckKick()
92 {
93     if (!(hasvictim
94             && (animTarget == rabbitkickanim
95                 && victim
96                 && victim != this->shared_from_this()
97                 && frameCurrent >= 2
98                 && animCurrent == rabbitkickanim)
99             && distsq(&coords, &victim->coords) < 1.2
100             && !victim->skeleton.free))
101         return;
102
103     if (animation[victim->animTarget].height != lowheight) {
104         float damagemult = (creature == wolftype ? 2.5 : 1.) * power * power;
105         XYZ relative = velocity;
106         relative.y = 0;
107         Normalise(&relative);
108
109         victim->spurt = 1;
110         DoBlood(.2, 250);
111         if (tutoriallevel != 1)
112             emit_sound_at(heavyimpactsound, victim->coords);
113         victim->RagDoll(0);
114         for (int i = 0; i < victim->skeleton.num_joints; i++) {
115             victim->skeleton.joints[i].velocity += relative * 120 * damagemult;
116         }
117         victim->Puff(neck);
118         victim->DoDamage(100 * damagemult / victim->protectionhigh);
119         if (id == 0)
120             camerashake += .4;
121
122         target = 0;
123         frameCurrent = 3;
124         animTarget = backflipanim;
125         frameTarget = 4;
126         velocity = facing * -10;
127         velocity.y = 5;
128         skeleton.free = 0;
129         if (id == 0)
130             resume_stream(whooshsound);
131
132         award_bonus(id, cannon);
133     } else if (victim->isCrouch()) {
134         animTarget = rabbitkickreversedanim;
135         animCurrent = rabbitkickreversedanim;
136         victim->animCurrent = rabbitkickreversalanim;
137         victim->animTarget = rabbitkickreversalanim;
138         targettilt2 = 0;
139         frameCurrent = 0;
140         frameTarget = 1;
141         target = 0;
142         velocity = 0;
143         victim->oldcoords = victim->coords;
144         coords = victim->coords;
145         victim->targetyaw = targetyaw;
146         victim->victim = this->shared_from_this();
147     }
148 }
149
150 /* EFFECT
151  *
152  * USES:
153  * GameTick/doPlayerCollisions - spread fire between players
154  * GameTick/doDebugKeys - press f to ignite
155  * Person::DoStuff - spread fire from lit campfires and bushes
156  */
157 void Person::CatchFire()
158 {
159     XYZ flatfacing, flatvelocity;
160     int howmany;
161     for (int i = 0; i < 10; i++) {
162         howmany = abs(Random() % (skeleton.num_joints));
163         if (!skeleton.free)
164             flatvelocity = velocity;
165         if (skeleton.free)
166             flatvelocity = skeleton.joints[howmany].velocity;
167         if (!skeleton.free)
168             flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
169         if (skeleton.free)
170             flatfacing = skeleton.joints[howmany].position * scale + coords;
171         Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, 2, 1);
172     }
173
174     onfiredelay = 0.5;
175
176     emit_sound_at(firestartsound, coords);
177
178     emit_stream_at(stream_firesound, coords);
179
180     flamedelay = 0;
181
182     onfire = 1;
183 }
184
185 /* FUNCTION
186  * idle animation for this creature (depending on status)
187  */
188 int Person::getIdle()
189 {
190     if (indialogue != -1 && howactive == typeactive && creature == rabbittype)
191         return talkidleanim;
192     if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
193         if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
194             victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
195             victim->id < Person::players.size())) {
196             if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
197                 if (creature == rabbittype)
198                     return fightidleanim;
199                 if (creature == wolftype)
200                     return wolfidle;
201             }
202             if (aitype == playercontrolled && stunned <= 0 && weaponactive != -1) {
203                 if (weapons[weaponids[weaponactive]].getType() == knife)
204                     return knifefightidleanim;
205                 if (weapons[weaponids[weaponactive]].getType() == sword && victim->weaponactive != -1)
206                     return swordfightidlebothanim;
207                 if (weapons[weaponids[weaponactive]].getType() == sword)
208                     return swordfightidleanim;
209                 if (weapons[weaponids[weaponactive]].getType() == staff)
210                     return swordfightidleanim;
211             }
212             if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)
213                 return fightsidestep;
214         }
215     if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)
216         return hurtidleanim;
217     if (howactive == typesitting) return sitanim;
218     if (howactive == typesittingwall) return sitwallanim;
219     if (howactive == typesleeping) return sleepanim;
220     if (howactive == typedead1) return dead1anim;
221     if (howactive == typedead2) return dead2anim;
222     if (howactive == typedead3) return dead3anim;
223     if (howactive == typedead4) return dead4anim;
224     if (creature == rabbittype) return bounceidleanim;
225     if (creature == wolftype) return wolfidle;
226     return 0;
227 }
228
229 /* FUNCTION
230  * crouch animation for this creature
231  */
232 int Person::getCrouch()
233 {
234     if (creature == rabbittype)
235         return crouchanim;
236     if (creature == wolftype)
237         return wolfcrouchanim;
238     return 0;
239 }
240
241 /* FUNCTION
242  * running animation for this creature (can be upright or all fours)
243  */
244 int Person::getRun()
245 {
246     if (creature == rabbittype && (!superruntoggle || weaponactive != -1))
247         return runanim;
248     if (creature == wolftype && (!superruntoggle))
249         return wolfrunanim;
250
251     if (creature == rabbittype && (superruntoggle && weaponactive == -1))
252         return rabbitrunninganim;
253     if (creature == wolftype && (superruntoggle))
254         return wolfrunninganim;
255     return 0;
256 }
257
258 /* FUNCTION
259  */
260 int Person::getStop()
261 {
262     if (creature == rabbittype)
263         return stopanim;
264     if (creature == wolftype)
265         return wolfstopanim;
266     return 0;
267 }
268
269 /* FUNCTION
270  */
271 int Person::getLanding()
272 {
273     if (creature == rabbittype)
274         return landanim;
275     if (creature == wolftype)
276         return wolflandanim;
277     return 0;
278 }
279
280 /* FUNCTION
281  */
282 int Person::getLandhard()
283 {
284     if (creature == rabbittype)
285         return landhardanim;
286     if (creature == wolftype)
287         return wolflandhardanim;
288     return 0;
289 }
290
291 /* EFFECT
292  *
293  * USES:
294  * Person::DoAnimations
295  */
296 static void
297 SolidHitBonus(int playerid)
298 {
299     if (bonustime < 1.5 && bonus >= solidhit && bonus <= megacombo)
300         award_bonus(playerid, bonus == megacombo ? bonus : bonus + 1);
301     else
302         award_bonus(playerid, solidhit);
303 }
304
305 /* EFFECT
306  * spawns blood effects
307  */
308 void Person::DoBlood(float howmuch, int which)
309 {
310     // FIXME: should abstract out inputs
311     static int bleedxint, bleedyint;
312     static XYZ bloodvel;
313     if (bloodtoggle && tutoriallevel != 1) {
314         if (bleeding <= 0 && spurt) {
315             spurt = 0;
316             for (int i = 0; i < 3; i++) {
317                 // emit blood particles
318                 bloodvel = 0;
319                 if (!skeleton.free) {
320                     bloodvel.z = 10;
321                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
322                 }
323                 if (skeleton.free) {
324                     bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
325                 }
326                 if (skeleton.free)
327                     bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
328                 if (!skeleton.free)
329                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
330                 if (skeleton.free) {
331                     Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
332                     Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
333                 }
334                 if (!skeleton.free) {
335                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
336                     Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
337                 }
338             }
339             if (Random() % 2 == 0) // 50% chance
340                 for (int i = 0; i < 3; i++) {
341                     if (Random() % 2 != 0) {
342                         // emit teeth particles
343                         bloodvel = 0;
344                         if (skeleton.free) {
345                             bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
346                             bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
347                         } else {
348                             bloodvel.z = 10;
349                             bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
350                             bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
351                         }
352                         bloodvel *= .2;
353                         if (skeleton.free) {
354                             Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
355                         } else {
356                             Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
357                         }
358                         Sprite::setLastSpriteSpecial(3); // sets it to teeth
359                     }
360                 }
361         }
362         if (decals) {
363             // FIXME: manipulating attributes
364             bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
365             bleedxint = 0;
366             bleedyint = 0;
367             if (creature == rabbittype)
368                 while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
369                     bleedxint = abs(Random() % 512);
370                     bleedyint = abs(Random() % 512);
371                 }
372             if (creature == wolftype)
373                 while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
374                     bleedxint = abs(Random() % 512);
375                     bleedyint = abs(Random() % 512);
376                 }
377             bleedy = bleedxint;
378             bleedx = bleedyint;
379             bleedy /= realtexdetail;
380             bleedx /= realtexdetail;
381             direction = abs(Random() % 2) * 2 - 1;
382         }
383
384     }
385     if (bleeding > 2)
386         bleeding = 2;
387 }
388
389 /* EFFECT
390  * spawns big blood effects and ???
391  * modifies character's skin texture
392  */
393 void Person::DoBloodBig(float howmuch, int which)
394 {
395     static int bleedxint, bleedyint, i, j;
396     static XYZ bloodvel;
397     if (howmuch && id == 0)
398         blooddimamount = 1;
399
400     if (tutoriallevel != 1 || id == 0)
401         if (aitype != playercontrolled && howmuch > 0) {
402             // play pain sounds
403             int whichsound = -1;
404
405             // FIXME: seems to be spawning sounds by manipulating attributes... MESSY!
406             if (creature == wolftype) {
407                 int i = abs(Random() % 2);
408                 if (i == 0)
409                     whichsound = snarlsound;
410                 if (i == 1)
411                     whichsound = snarl2sound;
412                 envsound[numenvsounds] = coords;
413                 envsoundvol[numenvsounds] = 16;
414                 envsoundlife[numenvsounds] = .4;
415                 numenvsounds++;
416             }
417             if (creature == rabbittype) {
418                 int i = abs(Random() % 2);
419                 if (i == 0)
420                     whichsound = rabbitpainsound;
421                 if (i == 1 && howmuch >= 2)
422                     whichsound = rabbitpain1sound;
423                 envsound[numenvsounds] = coords;
424                 envsoundvol[numenvsounds] = 16;
425                 envsoundlife[numenvsounds] = .4;
426                 numenvsounds++;
427             }
428
429             if (whichsound != -1)
430                 emit_sound_at(whichsound, coords);
431         }
432
433     if (id == 0 && howmuch > 0) {
434         // FIXME: manipulating attributes
435         flashamount = .5;
436         flashr = 1;
437         flashg = 0;
438         flashb = 0;
439         flashdelay = 0;
440     }
441
442     if (bloodtoggle && decals && tutoriallevel != 1) {
443         if (bleeding <= 0 && spurt) {
444             spurt = 0;
445             for (int i = 0; i < 3; i++) {
446                 // emit blood particles
447                 // FIXME: copypaste from above
448                 bloodvel = 0;
449                 if (!skeleton.free) {
450                     bloodvel.z = 10;
451                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
452                 }
453                 if (skeleton.free) {
454                     bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
455                 }
456                 if (skeleton.free)
457                     bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
458                 if (!skeleton.free)
459                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
460                 if (skeleton.free) {
461                     Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
462                     Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
463                 }
464                 if (!skeleton.free) {
465                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
466                     Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
467                 }
468             }
469         }
470
471         // weird texture manipulation code follows.
472         // looks like this is painting blood onto the character's skin texture
473         // FIXME: surely there's a better way
474
475         int offsetx = 0, offsety = 0;
476         if (which == 225) {
477             offsety = Random() % 40;
478             offsetx = abs(Random() % 60);
479         }
480         if (which == 190 || which == 185) {
481             offsety = Random() % 40;
482             offsetx = abs(Random() % 100) - 20;
483         }
484         if (which == 175) {
485             offsety = Random() % 10;
486             offsetx = Random() % 10;
487         }
488         if (which == 170) {
489             offsety = Random() % 20;
490             offsetx = Random() % 20;
491         }
492         if (which == 220 || which == 215) {
493             offsetx = 20;
494         }
495
496
497         int startx = 512;
498         int starty = 512;
499         int endx = 0;
500         int endy = 0;
501         GLubyte color;
502         if (creature == rabbittype)
503             for (i = 0; i < 512; i++) {
504                 for (j = 0; j < 512; j++) {
505                     if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
506                         if (i < startx) startx = i;
507                         if (j < starty) starty = j;
508                         if (i > endx) endx = i;
509                         if (j > endy) endy = j;
510                     }
511                 }
512             }
513         if (creature == wolftype)
514             for (i = 0; i < 512; i++) {
515                 for (j = 0; j < 512; j++) {
516                     if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
517                         if (i < startx) startx = i;
518                         if (j < starty) starty = j;
519                         if (i > endx) endx = i;
520                         if (j > endy) endy = j;
521                     }
522                 }
523             }
524
525         startx += offsetx;
526         endx += offsetx;
527         starty += offsety;
528         endy += offsety;
529
530         if (startx < 0) startx = 0;
531         if (starty < 0) starty = 0;
532         if (endx > 512 - 1) endx = 512 - 1;
533         if (endy > 512 - 1) endy = 512 - 1;
534         if (endx < startx) endx = startx;
535         if (endy < starty) endy = starty;
536
537         startx /= realtexdetail;
538         starty /= realtexdetail;
539         endx /= realtexdetail;
540         endy /= realtexdetail;
541
542         int texdetailint = realtexdetail;
543         int where;
544         if (creature == rabbittype)
545             for (i = startx; i < endx; i++) {
546                 for (j = starty; j < endy; j++) {
547                     if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
548                         color = Random() % 85 + 170;
549                         where = i * skeleton.skinsize * 3 + j * 3;
550                         if (skeleton.skinText[where + 0] > color / 2)
551                             skeleton.skinText[where + 0] = color / 2;
552                         skeleton.skinText[where + 1] = 0;
553                         skeleton.skinText[where + 2] = 0;
554                     }
555                 }
556             }
557         if (creature == wolftype)
558             for (i = startx; i < endx; i++) {
559                 for (j = starty; j < endy; j++) {
560                     if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
561                         color = Random() % 85 + 170;
562                         where = i * skeleton.skinsize * 3 + j * 3;
563                         if (skeleton.skinText[where + 0] > color / 2)
564                             skeleton.skinText[where + 0] = color / 2;
565                         skeleton.skinText[where + 1] = 0;
566                         skeleton.skinText[where + 2] = 0;
567                     }
568                 }
569             }
570         skeleton.drawmodel.textureptr.bind();
571         DoMipmaps();
572
573         bleedxint = 0;
574         bleedyint = 0;
575         if (creature == rabbittype)
576             while (bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || bloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
577                 bleedxint = abs(Random() % 512);
578                 bleedyint = abs(Random() % 512);
579             }
580         if (creature == wolftype)
581             while (wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] > which + 4 || wolfbloodText[bleedxint * 512 * 3 + bleedyint * 3 + 0] < which - 4 || bleedxint < 10 || bleedyint < 10 || bleedxint > 500 || bleedyint > 500) {
582                 bleedxint = abs(Random() % 512);
583                 bleedyint = abs(Random() % 512);
584             }
585         bleedy = bleedxint + offsetx;
586         bleedx = bleedyint + offsety;
587         bleedy /= realtexdetail;
588         bleedx /= realtexdetail;
589         if (bleedx < 0)
590             bleedx = 0;
591         if (bleedy < 0)
592             bleedy = 0;
593         if (bleedx > skeleton.skinsize - 1)
594             bleedx = skeleton.skinsize - 1;
595         if (bleedy > skeleton.skinsize - 1)
596             bleedy = skeleton.skinsize - 1;
597         direction = abs(Random() % 2) * 2 - 1;
598
599     }
600     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
601     deathbleeding += bleeding;
602     bloodloss += bleeding * 3;
603
604     if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
605         if (abs(Random() % 2) == 0) {
606             aitype = gethelptype;
607             lastseentime = 12;
608         } else
609             aitype = attacktypecutoff;
610         ally = 0;
611     }
612     if (bleeding > 2)
613         bleeding = 2;
614 }
615
616 /* EFFECT
617  * similar to DoBloodBig
618  */
619 bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
620 {
621     static int i, j;
622     static XYZ bloodvel;
623     static XYZ startpoint, endpoint, colpoint, movepoint;
624     static float rotationpoint;
625     static int whichtri;
626     static XYZ p1, p2, p3, p0;
627     static XYZ N, temp;
628     XYZ bary;
629     XYZ gxx, gyy;
630     float coordsx, coordsy;
631     float total;
632
633     if (bloodtoggle && decals && tutoriallevel != 1) {
634         where -= coords;
635         if (!skeleton.free)
636             where = DoRotation(where, 0, -yaw, 0);
637         //where=scale;
638         startpoint = where;
639         startpoint.y += 100;
640         endpoint = where;
641         endpoint.y -= 100;
642         movepoint = 0;
643         rotationpoint = 0;
644         // ray testing for a tri in the character model
645         whichtri = skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint);
646         if (whichtri != -1) {
647             // low level geometry math
648             p0 = colpoint;
649             p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
650             p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
651             p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
652             /*
653             CrossProduct(p2-p1,p3-p1,&N);
654             CrossProduct(p0-p1,p3-p1,&temp);
655             s =  dotproduct(&temp,&N)/findLength(&N);
656             CrossProduct(p2-p1,p1-p0,&temp);
657             t = dotproduct(&temp,&N)/findLength(&N);
658             r = 1 - (s + t);*/
659
660             bary.x = distsq(&p0, &p1);
661             bary.y = distsq(&p0, &p2);
662             bary.z = distsq(&p0, &p3);
663
664             total = bary.x + bary.y + bary.z;
665             bary.x /= total;
666             bary.y /= total;
667             bary.z /= total;
668
669             bary.x = 1 - bary.x;
670             bary.y = 1 - bary.y;
671             bary.z = 1 - bary.z;
672
673             total = bary.x + bary.y + bary.z;
674             bary.x /= total;
675             bary.y /= total;
676             bary.z /= total;
677
678
679             gxx.x = skeleton.drawmodel.Triangles[whichtri].gx[0];
680             gxx.y = skeleton.drawmodel.Triangles[whichtri].gx[1];
681             gxx.z = skeleton.drawmodel.Triangles[whichtri].gx[2];
682             gyy.x = skeleton.drawmodel.Triangles[whichtri].gy[0];
683             gyy.y = skeleton.drawmodel.Triangles[whichtri].gy[1];
684             gyy.z = skeleton.drawmodel.Triangles[whichtri].gy[2];
685             coordsx = skeleton.drawmodel.Triangles[whichtri].gx[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gx[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gx[2] * bary.z;
686             coordsy = skeleton.drawmodel.Triangles[whichtri].gy[0] * bary.x + skeleton.drawmodel.Triangles[whichtri].gy[1] * bary.y + skeleton.drawmodel.Triangles[whichtri].gy[2] * bary.z;
687
688             //coordsx=skeleton.drawmodel.Triangles[whichtri].gx[1];
689             //coordsy=skeleton.drawmodel.Triangles[whichtri].gy[1];
690
691             if (bleeding <= 0 && spurt) {
692                 spurt = 0;
693                 for (int i = 0; i < 3; i++) {
694                     // emit blood particles
695                     // FIXME: more copypaste code
696                     bloodvel = 0;
697                     if (!skeleton.free) {
698                         bloodvel.z = 10;
699                         bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
700                     }
701                     if (skeleton.free) {
702                         bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0);
703                     }
704                     if (skeleton.free)
705                         bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
706                     if (!skeleton.free)
707                         bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
708                     if (skeleton.free) {
709                         Sprite::MakeSprite(bloodsprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
710                         Sprite::MakeSprite(bloodflamesprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
711                     }
712                     if (!skeleton.free) {
713                         Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
714                         Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
715                     }
716                 }
717             }
718
719             // texture manipulation follows
720
721             int offsetx = 0, offsety = 0;
722             offsetx = (1 + coordsy) * 512 - 291;
723             offsety = coordsx * 512 - 437;
724
725             int startx = 512;
726             int starty = 512;
727             int endx = 0;
728             int endy = 0;
729             GLubyte color;
730             if (creature == rabbittype)
731                 for (i = 0; i < 512; i++) {
732                     for (j = 0; j < 512; j++) {
733                         if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
734                             if (i < startx) startx = i;
735                             if (j < starty) starty = j;
736                             if (i > endx) endx = i;
737                             if (j > endy) endy = j;
738                         }
739                     }
740                 }
741             if (creature == wolftype)
742                 for (i = 0; i < 512; i++) {
743                     for (j = 0; j < 512; j++) {
744                         if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
745                             if (i < startx) startx = i;
746                             if (j < starty) starty = j;
747                             if (i > endx) endx = i;
748                             if (j > endy) endy = j;
749                         }
750                     }
751                 }
752             startx += offsetx;
753             endx += offsetx;
754             starty += offsety;
755             endy += offsety;
756
757             if (startx < 0) startx = 0;
758             if (starty < 0) starty = 0;
759             if (endx > 512 - 1) endx = 512 - 1;
760             if (endy > 512 - 1) endy = 512 - 1;
761             if (endx < startx) endx = startx;
762             if (endy < starty) endy = starty;
763
764             startx /= realtexdetail;
765             starty /= realtexdetail;
766             endx /= realtexdetail;
767             endy /= realtexdetail;
768
769             int texdetailint = realtexdetail;
770             int where;
771             if (creature == rabbittype)
772                 for (i = startx; i < endx; i++) {
773                     for (j = starty; j < endy; j++) {
774                         if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
775                             color = Random() % 85 + 170;
776                             where = i * skeleton.skinsize * 3 + j * 3;
777                             if (skeleton.skinText[where + 0] > color / 2)
778                                 skeleton.skinText[where + 0] = color / 2;
779                             skeleton.skinText[where + 1] = 0;
780                             skeleton.skinText[where + 2] = 0;
781                         } else if (bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && bloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
782                             color = Random() % 85 + 170;
783                             where = i * skeleton.skinsize * 3 + j * 3;
784                             if (skeleton.skinText[where + 0] > color / 2)
785                                 skeleton.skinText[where + 0] = color / 2;
786                             skeleton.skinText[where + 1] = 0;
787                             skeleton.skinText[where + 2] = 0;
788                         }
789                     }
790                 }
791             if (creature == wolftype)
792                 for (i = startx; i < endx; i++) {
793                     for (j = starty; j < endy; j++) {
794                         if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= which + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= which - 4) {
795                             color = Random() % 85 + 170;
796                             where = i * skeleton.skinsize * 3 + j * 3;
797                             if (skeleton.skinText[where + 0] > color / 2)
798                                 skeleton.skinText[where + 0] = color / 2;
799                             skeleton.skinText[where + 1] = 0;
800                             skeleton.skinText[where + 2] = 0;
801                         } else if (wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] <= 160 + 4 && wolfbloodText[(i * texdetailint - offsetx) * 512 * 3 + (j * texdetailint - offsety) * 3 + 0] >= 160 - 4) {
802                             color = Random() % 85 + 170;
803                             where = i * skeleton.skinsize * 3 + j * 3;
804                             if (skeleton.skinText[where + 0] > color / 2)
805                                 skeleton.skinText[where + 0] = color / 2;
806                             skeleton.skinText[where + 1] = 0;
807                             skeleton.skinText[where + 2] = 0;
808                         }
809                     }
810                 }
811             skeleton.drawmodel.textureptr.bind();
812             DoMipmaps();
813
814             bleedy = (1 + coordsy) * 512;
815             bleedx = coordsx * 512;
816             bleedy /= realtexdetail;
817             bleedx /= realtexdetail;
818             if (bleedx < 0)
819                 bleedx = 0;
820             if (bleedy < 0)
821                 bleedy = 0;
822             if (bleedx > skeleton.skinsize - 1)
823                 bleedx = skeleton.skinsize - 1;
824             if (bleedy > skeleton.skinsize - 1)
825                 bleedy = skeleton.skinsize - 1;
826             direction = abs(Random() % 2) * 2 - 1;
827         }
828         if (whichtri == -1)
829             return 0;
830     }
831     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
832     deathbleeding += bleeding;
833     bloodloss += bleeding * 3;
834
835     if (tutoriallevel != 1 && aitype != playercontrolled && bloodloss > damagetolerance * 2 / 3 && bloodloss < damagetolerance && creature == rabbittype) {
836         if (abs(Random() % 2) == 0) {
837             aitype = gethelptype;
838             lastseentime = 12;
839         } else
840             aitype = attacktypecutoff;
841         ally = 0;
842     }
843     if (bleeding > 2)
844         bleeding = 2;
845     return 1;
846 }
847
848
849
850 /* EFFECT
851  * guessing this performs a reversal
852  */
853 void Person::Reverse()
854 {
855     if (!((victim->aitype == playercontrolled
856             || hostiletime > 1
857             || staggerdelay <= 0)
858             && victim->animTarget != jumpupanim
859             && victim->animTarget != jumpdownanim
860             && (tutoriallevel != 1 || cananger)
861             && hostile))
862         return;
863
864     if (normaldotproduct (victim->facing, victim->coords - coords) > 0
865             && (victim->id != 0 || difficulty >= 2)
866             && (creature != wolftype || victim->creature == wolftype))
867         return;
868
869     if (animTarget == sweepanim) {
870         animTarget = sweepreversedanim;
871         animCurrent = sweepreversedanim;
872         victim->animCurrent = sweepreversalanim;
873         victim->animTarget = sweepreversalanim;
874     }
875     if (animTarget == spinkickanim) {
876         animTarget = spinkickreversedanim;
877         animCurrent = spinkickreversedanim;
878         victim->animCurrent = spinkickreversalanim;
879         victim->animTarget = spinkickreversalanim;
880     }
881     if (animTarget == upunchanim || animTarget == rabbittacklinganim) {
882         if (animTarget == rabbittacklinganim) {
883             frameCurrent = 6;
884             frameTarget = 7;
885             victim->frameCurrent = 6;
886             victim->frameTarget = 7;
887         }
888         animTarget = upunchreversedanim;
889         animCurrent = upunchreversedanim;
890         victim->animCurrent = upunchreversalanim;
891         victim->animTarget = upunchreversalanim;
892     }
893     if (animTarget == staffhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
894         if (victim->weaponactive != -1) {
895             victim->throwtogglekeydown = 1;
896             XYZ tempVelocity = victim->velocity * .2;
897             if (tempVelocity.x == 0)
898                 tempVelocity.x = .1;
899             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
900             victim->num_weapons--;
901             if (victim->num_weapons) {
902                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
903                 if (victim->weaponstuck == victim->num_weapons)
904                     victim->weaponstuck = 0;
905             }
906
907             victim->weaponactive = -1;
908             for (unsigned j = 0; j < Person::players.size(); j++) {
909                 Person::players[j]->wentforweapon = 0;
910             }
911         }
912
913         animTarget = staffhitreversedanim;
914         animCurrent = staffhitreversedanim;
915         victim->animCurrent = staffhitreversalanim;
916         victim->animTarget = staffhitreversalanim;
917     }
918     if (animTarget == staffspinhitanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 2 == 0)) {
919         if (victim->weaponactive != -1) {
920             victim->throwtogglekeydown = 1;
921             XYZ tempVelocity = victim->velocity * .2;
922             if (tempVelocity.x == 0)
923                 tempVelocity.x = .1;
924             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
925             victim->num_weapons--;
926             if (victim->num_weapons) {
927                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
928                 if (victim->weaponstuck == victim->num_weapons)
929                     victim->weaponstuck = 0;
930             }
931
932             victim->weaponactive = -1;
933             for (unsigned j = 0; j < Person::players.size(); j++) {
934                 Person::players[j]->wentforweapon = 0;
935             }
936         }
937         animTarget = staffspinhitreversedanim;
938         animCurrent = staffspinhitreversedanim;
939         victim->animCurrent = staffspinhitreversalanim;
940         victim->animTarget = staffspinhitreversalanim;
941     }
942     if (animTarget == swordslashanim && distsq(&victim->coords, &coords) < 2 && ((victim->id == 0 && victim->crouchkeydown) || Random() % 4 == 0)) {
943         if (victim->weaponactive != -1) {
944             victim->throwtogglekeydown = 1;
945             XYZ tempVelocity = victim->velocity * .2;
946             if (tempVelocity.x == 0)
947                 tempVelocity.x = .1;
948             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
949             victim->num_weapons--;
950             if (victim->num_weapons) {
951                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
952                 if (victim->weaponstuck == victim->num_weapons)
953                     victim->weaponstuck = 0;
954             }
955
956             victim->weaponactive = -1;
957             for (unsigned j = 0; j < Person::players.size(); j++) {
958                 Person::players[j]->wentforweapon = 0;
959             }
960         }
961         animTarget = swordslashreversedanim;
962         animCurrent = swordslashreversedanim;
963         victim->animCurrent = swordslashreversalanim;
964         victim->animTarget = swordslashreversalanim;
965     }
966     if (animTarget == knifeslashstartanim && distsq(&victim->coords, &coords) < 2 && (victim->id == 0 || Random() % 4 == 0)) {
967         if (victim->weaponactive != -1) {
968             victim->throwtogglekeydown = 1;
969             XYZ tempVelocity = victim->velocity * .2;
970             if (tempVelocity.x == 0)
971                 tempVelocity.x = .1;
972             weapons[victim->weaponids[0]].drop(tempVelocity, tempVelocity, false);
973             victim->num_weapons--;
974             if (victim->num_weapons) {
975                 victim->weaponids[0] = victim->weaponids[victim->num_weapons];
976                 if (victim->weaponstuck == victim->num_weapons)
977                     victim->weaponstuck = 0;
978             }
979
980             victim->weaponactive = -1;
981             for (unsigned j = 0; j < Person::players.size(); j++) {
982                 Person::players[j]->wentforweapon = 0;
983             }
984         }
985         animTarget = knifeslashreversedanim;
986         animCurrent = knifeslashreversedanim;
987         victim->animCurrent = knifeslashreversalanim;
988         victim->animTarget = knifeslashreversalanim;
989     }
990     if (animTarget != knifeslashstartanim && animTarget != staffhitanim && animTarget != staffspinhitanim && animTarget != winduppunchanim && animTarget != wolfslapanim && animTarget != swordslashanim) {
991         victim->targettilt2 = targettilt2;
992         victim->frameCurrent = frameCurrent;
993         victim->frameTarget = frameTarget;
994         victim->target = target;
995         victim->velocity = 0;
996         victim->oldcoords = victim->coords;
997         victim->coords = coords;
998         victim->targetyaw = targetyaw;
999         victim->yaw = targetyaw;
1000         victim->victim = this->shared_from_this();
1001     }
1002     if (animTarget == winduppunchanim) {
1003         animTarget = winduppunchblockedanim;
1004         victim->animTarget = blockhighleftanim;
1005         victim->frameTarget = 1;
1006         victim->target = .5;
1007         victim->victim = this->shared_from_this();
1008         victim->targetyaw = targetyaw + 180;
1009     }
1010     if (animTarget == wolfslapanim) {
1011         animTarget = winduppunchblockedanim;
1012         victim->animTarget = blockhighleftanim;
1013         victim->frameTarget = 1;
1014         victim->target = .5;
1015         victim->victim = this->shared_from_this();
1016         victim->targetyaw = targetyaw + 180;
1017     }
1018     if ((animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) && victim->weaponactive != -1) {
1019         animTarget = swordslashparriedanim;
1020         parriedrecently = .4;
1021         victim->parriedrecently = 0;
1022         victim->animTarget = swordslashparryanim;
1023         victim->frameTarget = 1;
1024         victim->target = .5;
1025         victim->victim = this->shared_from_this();
1026         victim->targetyaw = targetyaw + 180;
1027
1028         if (abs(Random() % 20) == 0 || weapons[victim->weaponids[victim->weaponactive]].getType() == knife) {
1029             if (victim->weaponactive != -1) {
1030                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
1031                     if (weapons[victim->weaponids[0]].getType() == staff)
1032                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1033                     if (weapons[weaponids[0]].getType() == staff)
1034                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1035                     emit_sound_at(swordstaffsound, victim->coords);
1036                 } else {
1037                     emit_sound_at(metalhitsound, victim->coords);
1038                 }
1039             }
1040             XYZ aim;
1041             victim->Puff(righthand);
1042             victim->target = 0;
1043             victim->frameTarget = 0;
1044             victim->animTarget = staggerbackhighanim;
1045             victim->targetyaw = targetyaw + 180;
1046             victim->target = 0;
1047             aim = DoRotation(facing, 0, 90, 0) * 21;
1048             aim.y += 7;
1049             weapons[victim->weaponids[0]].drop(aim * -.2, aim);
1050             victim->num_weapons--;
1051             if (victim->num_weapons) {
1052                 victim->weaponids[0] = victim->weaponids[num_weapons];
1053                 if (victim->weaponstuck == victim->num_weapons)
1054                     victim->weaponstuck = 0;
1055             }
1056             victim->weaponactive = -1;
1057             for (unsigned i = 0; i < Person::players.size(); i++) {
1058                 Person::players[i]->wentforweapon = 0;
1059             }
1060         }
1061
1062         if (abs(Random() % 20) == 0) {
1063             if (weaponactive != -1) {
1064                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
1065                     if (weapons[victim->weaponids[0]].getType() == staff)
1066                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1067                     if (weapons[weaponids[0]].getType() == staff)
1068                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
1069
1070                     emit_sound_at(swordstaffsound, coords);
1071                 } else {
1072                     emit_sound_at(metalhitsound, coords);
1073                 }
1074             }
1075
1076             XYZ aim;
1077             Puff(righthand);
1078             target = 0;
1079             frameTarget = 0;
1080             animTarget = staggerbackhighanim;
1081             targetyaw = targetyaw + 180;
1082             target = 0;
1083             aim = DoRotation(facing, 0, 90, 0) * 21;
1084             aim.y += 7;
1085             weapons[victim->weaponids[0]].drop(aim * -.2, aim);
1086             num_weapons--;
1087             if (num_weapons) {
1088                 weaponids[0] = weaponids[num_weapons];
1089                 if (weaponstuck == num_weapons)
1090                     weaponstuck = 0;
1091             }
1092             weaponactive = -1;
1093             for (unsigned i = 0; i < Person::players.size(); i++) {
1094                 Person::players[i]->wentforweapon = 0;
1095             }
1096
1097
1098         }
1099     }
1100     if (hasvictim)
1101         if (animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim) {
1102             if ((animTarget != staffhitanim && animTarget != staffspinhitanim) || distsq(&coords, &victim->coords) > .2) {
1103                 victim->animTarget = dodgebackanim;
1104                 victim->frameTarget = 0;
1105                 victim->target = 0;
1106
1107                 XYZ rotatetarget;
1108                 rotatetarget = coords - victim->coords;
1109                 Normalise(&rotatetarget);
1110                 victim->targetyaw = -asin(0 - rotatetarget.x);
1111                 victim->targetyaw *= 360 / 6.28;
1112                 if (rotatetarget.z < 0)
1113                     victim->targetyaw = 180 - victim->targetyaw;
1114
1115                 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
1116
1117                 victim->lastattack3 = victim->lastattack2;
1118                 victim->lastattack2 = victim->lastattack;
1119                 victim->lastattack = victim->animTarget;
1120             } else {
1121                 victim->animTarget = sweepanim;
1122                 victim->frameTarget = 0;
1123                 victim->target = 0;
1124
1125                 XYZ rotatetarget;
1126                 rotatetarget = coords - victim->coords;
1127                 Normalise(&rotatetarget);
1128                 victim->targetyaw = -asin(0 - rotatetarget.x);
1129                 victim->targetyaw *= 360 / 6.28;
1130                 if (rotatetarget.z < 0)
1131                     victim->targetyaw = 180 - victim->targetyaw;
1132
1133                 victim->targettilt2 = -asin(rotatetarget.y) * 360 / 6.28; //*-70;
1134
1135                 victim->lastattack3 = victim->lastattack2;
1136                 victim->lastattack2 = victim->lastattack;
1137                 victim->lastattack = victim->animTarget;
1138             }
1139         }
1140
1141     velocity = 0;
1142     victim->velocity = 0;
1143
1144     if (aitype != playercontrolled)
1145         feint = 0;
1146     if (aitype != playercontrolled && Random() % 3 == 0 && escapednum < 2 && difficulty == 2)
1147         feint = 1;
1148     if (aitype != playercontrolled && Random() % 5 == 0 && escapednum < 2 && difficulty == 1)
1149         feint = 1;
1150     if (aitype != playercontrolled && Random() % 10 == 0 && escapednum < 2 && difficulty == 0)
1151         feint = 1;
1152
1153     if (victim->id == 0 && animation[victim->animTarget].attack == reversal)
1154         numreversals++;
1155 }
1156
1157 /* EFFECT
1158  * get hurt
1159  */
1160 void Person::DoDamage(float howmuch)
1161 {
1162     // subtract health (temporary?)
1163     if (tutoriallevel != 1)
1164         damage += howmuch / power;
1165     // stats?
1166     if (id != 0)
1167         damagedealt += howmuch / power;
1168     if (id == 0)
1169         damagetaken += howmuch / power;
1170
1171     // reset bonuses
1172     if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))
1173         bonus = 0;
1174     // subtract health
1175     if (tutoriallevel != 1)
1176         permanentdamage += howmuch / 2 / power;
1177     if (tutoriallevel != 1)
1178         superpermanentdamage += howmuch / 4 / power;
1179     // visual effects
1180     if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
1181         DoBlood(1, 255);
1182     if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)
1183         DoBlood(1, 255);
1184     spurt = 0;
1185     if (id == 0)
1186         camerashake += howmuch / 100;
1187     if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2)))
1188         blackout = damage / damagetolerance;
1189     if (blackout > 1)
1190         blackout = 1;
1191
1192     // cancel attack?
1193     if (aitype == passivetype && damage < damagetolerance && ((tutoriallevel != 1 || cananger) && hostile))
1194         aitype = attacktypecutoff;
1195     if (tutoriallevel != 1 && aitype != playercontrolled && damage < damagetolerance && damage > damagetolerance * 2 / 3 && creature == rabbittype) {
1196         if (abs(Random() % 2) == 0) {
1197             aitype = gethelptype;
1198             lastseentime = 12;
1199         } else
1200             aitype = attacktypecutoff;
1201         ally = 0;
1202     }
1203
1204     if (howmuch > damagetolerance * 50 && skeleton.free != 2) {
1205         XYZ flatvelocity2;
1206         XYZ flatfacing2;
1207         for (int i = 0; i < skeleton.num_joints; i++) {
1208             if (!skeleton.free)
1209                 flatvelocity2 = velocity;
1210             if (skeleton.free)
1211                 flatvelocity2 = skeleton.joints[i].velocity;
1212             if (!skeleton.free)
1213                 flatfacing2 = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
1214             if (skeleton.free)
1215                 flatfacing2 = skeleton.joints[i].position * scale + coords;
1216             flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
1217             flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
1218             flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
1219             Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
1220             Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
1221             Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
1222         }
1223
1224         emit_sound_at(splattersound, coords);
1225
1226         skeleton.free = 2;
1227         DoDamage(10000);
1228         RagDoll(0);
1229         if (!dead && creature == wolftype) {
1230             award_bonus(0, Wolfbonus);
1231         }
1232         dead = 2;
1233         coords = 20;
1234     }
1235
1236     // play sounds
1237     if (tutoriallevel != 1 || id == 0)
1238         if (speechdelay <= 0 && !dead && aitype != playercontrolled) {
1239             int whichsound = -1;
1240
1241             if (creature == wolftype) {
1242                 int i = abs(Random() % 2);
1243                 if (i == 0)
1244                     whichsound = snarlsound;
1245                 if (i == 1)
1246                     whichsound = snarl2sound;
1247                 envsound[numenvsounds] = coords;
1248                 envsoundvol[numenvsounds] = 16;
1249                 envsoundlife[numenvsounds] = .4;
1250                 numenvsounds++;
1251             }
1252             if (creature == rabbittype) {
1253                 int i = abs(Random() % 2);
1254                 if (i == 0)
1255                     whichsound = rabbitpainsound;
1256                 if (i == 1 && damage > damagetolerance)
1257                     whichsound = rabbitpain1sound;
1258                 envsound[numenvsounds] = coords;
1259                 envsoundvol[numenvsounds] = 16;
1260                 envsoundlife[numenvsounds] = .4;
1261                 numenvsounds++;
1262             }
1263
1264             if (whichsound != -1) {
1265                 emit_sound_at(whichsound, coords);
1266             }
1267         }
1268     speechdelay = .3;
1269 }
1270
1271 /* EFFECT
1272  * calculate/animate head facing direction?
1273  */
1274 void Person::DoHead()
1275 {
1276     static XYZ rotatearound;
1277     static XYZ facing;
1278     static float lookspeed = 500;
1279
1280     if (!freeze && !winfreeze) {
1281
1282         //head facing
1283         targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100;
1284         targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100;
1285
1286         while (targetheadyaw > 180)targetheadyaw -= 360;
1287         while (targetheadyaw < -180)targetheadyaw += 360;
1288
1289         if (targetheadyaw > 160)
1290             targetheadpitch = targetheadpitch * -1;
1291         if (targetheadyaw < -160)
1292             targetheadpitch = targetheadpitch * -1;
1293         if (targetheadyaw > 160)
1294             targetheadyaw = targetheadyaw - 180;
1295         if (targetheadyaw < -160)
1296             targetheadyaw = targetheadyaw + 180;
1297
1298         if (targetheadpitch > 120)
1299             targetheadpitch = 120;
1300         if (targetheadpitch < -120)
1301             targetheadpitch = -120;
1302         if (targetheadyaw > 120)
1303             targetheadyaw = 120;
1304         if (targetheadyaw < -120)
1305             targetheadyaw = -120;
1306
1307         if (!isIdle())
1308             targetheadpitch = 0;
1309         if (isIdle()) {
1310             if (targetheadyaw > 80)
1311                 targetheadyaw = 80;
1312             if (targetheadyaw < -80)
1313                 targetheadyaw = -80;
1314             if (targetheadpitch > 50)
1315                 targetheadpitch = 50;
1316             if (targetheadpitch < -50)
1317                 targetheadpitch = -50;
1318         }
1319
1320         if (abs(headyaw - targetheadyaw) < multiplier * lookspeed)
1321             headyaw = targetheadyaw;
1322         else if (headyaw > targetheadyaw) {
1323             headyaw -= multiplier * lookspeed;
1324         } else if (headyaw < targetheadyaw) {
1325             headyaw += multiplier * lookspeed;
1326         }
1327
1328         if (abs(headpitch - targetheadpitch) < multiplier * lookspeed / 2)
1329             headpitch = targetheadpitch;
1330         else if (headpitch > targetheadpitch) {
1331             headpitch -= multiplier * lookspeed / 2;
1332         } else if (headpitch < targetheadpitch) {
1333             headpitch += multiplier * lookspeed / 2;
1334         }
1335
1336         rotatearound = jointPos(neck);
1337         jointPos(head) = rotatearound + DoRotation(jointPos(head) - rotatearound, headpitch, 0, 0);
1338
1339         facing = 0;
1340         facing.z = -1;
1341         if (animTarget != bounceidleanim && animTarget != fightidleanim && animTarget != wolfidle && animTarget != knifefightidleanim && animTarget != drawrightanim && animTarget != drawleftanim && animTarget != walkanim) {
1342             facing = DoRotation(facing, headpitch * .4, 0, 0);
1343             facing = DoRotation(facing, 0, headyaw * .4, 0);
1344         }
1345
1346         if (animTarget == bounceidleanim || animTarget == fightidleanim || animTarget == wolfidle || animTarget == knifefightidleanim || animTarget == drawrightanim || animTarget == drawleftanim) {
1347             facing = DoRotation(facing, headpitch * .8, 0, 0);
1348             facing = DoRotation(facing, 0, headyaw * .8, 0);
1349         }
1350
1351         if (animTarget == walkanim) {
1352             facing = DoRotation(facing, headpitch * .6, 0, 0);
1353             facing = DoRotation(facing, 0, headyaw * .6, 0);
1354         }
1355
1356         skeleton.specialforward[0] = facing;
1357         //skeleton.specialforward[0]=DoRotation(facing,0,yaw,0);
1358         for (int i = 0; i < skeleton.num_muscles; i++) {
1359             if (skeleton.muscles[i].visible && (skeleton.muscles[i].parent1->label == head || skeleton.muscles[i].parent2->label == head)) {
1360                 skeleton.FindRotationMuscle(i, animTarget);
1361             }
1362         }
1363     }
1364 }
1365
1366 /* EFFECT
1367  * ragdolls character?
1368  */
1369 void Person::RagDoll(bool checkcollision)
1370 {
1371     static XYZ change;
1372     static int l, i, j;
1373     static float speed;
1374     if (!skeleton.free) {
1375         if (id == 0)
1376             numfalls++;
1377         if (id == 0 && isFlip())
1378             numflipfail++;
1379
1380         escapednum = 0;
1381
1382         facing = 0;
1383         facing.z = 1;
1384         facing = DoRotation(facing, 0, yaw, 0);
1385
1386         skeleton.freetime = 0;
1387
1388         skeleton.longdead = 0;
1389
1390         skeleton.free = 1;
1391         skeleton.broken = 0;
1392         skeleton.spinny = 1;
1393         freefall = 1;
1394         skeleton.freefall = 1;
1395
1396         if (!isnormal(velocity.x)) velocity.x = 0;
1397         if (!isnormal(velocity.y)) velocity.y = 0;
1398         if (!isnormal(velocity.z)) velocity.z = 0;
1399         if (!isnormal(yaw)) yaw = 0;
1400         if (!isnormal(coords.x)) coords = 0;
1401         if (!isnormal(tilt)) tilt = 0;
1402         if (!isnormal(tilt2)) tilt2 = 0;
1403
1404         for (int i = 0; i < skeleton.num_joints; i++) {
1405             skeleton.joints[i].delay = 0;
1406             skeleton.joints[i].locked = 0;
1407             skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
1408             if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
1409             if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
1410             skeleton.joints[i].position.y += .1;
1411             skeleton.joints[i].oldposition = skeleton.joints[i].position;
1412             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
1413         }
1414
1415         for (int i = 0; i < skeleton.num_joints; i++) {
1416             skeleton.joints[i].velocity = 0;
1417             skeleton.joints[i].velchange = 0;
1418         }
1419         skeleton.DoConstraints(&coords, &scale);
1420         if (animation[animCurrent].height == lowheight || animation[animTarget].height == lowheight) {
1421             skeleton.DoConstraints(&coords, &scale);
1422             skeleton.DoConstraints(&coords, &scale);
1423             skeleton.DoConstraints(&coords, &scale);
1424             skeleton.DoConstraints(&coords, &scale);
1425         }
1426
1427         speed = animation[animTarget].speed[frameTarget] * 2;
1428         if (animation[animCurrent].speed[frameCurrent] > animation[animTarget].speed[frameTarget]) {
1429             speed = animation[animCurrent].speed[frameCurrent] * 2;
1430         }
1431         if (transspeed)
1432             speed = transspeed * 2;
1433
1434         speed *= speedmult;
1435
1436         for (int i = 0; i < skeleton.num_joints; i++) {
1437             if ((animation[animCurrent].attack != reversed || animCurrent == swordslashreversedanim) && animCurrent != rabbitkickanim && !isLanding() && !wasLanding() && animation[animCurrent].height == animation[animTarget].height)
1438                 skeleton.joints[i].velocity = velocity / scale + facing * 5 + DoRotation(DoRotation(DoRotation((animation[animTarget].position[i][frameTarget] - animation[animCurrent].position[i][frameCurrent]) * speed, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
1439             else
1440                 skeleton.joints[i].velocity = velocity / scale + facing * 5;
1441             change.x = (float)(Random() % 100) / 100;
1442             change.y = (float)(Random() % 100) / 100;
1443             change.z = (float)(Random() % 100) / 100;
1444             skeleton.joints[i].velocity += change;
1445             skeleton.joints[abs(Random() % skeleton.num_joints)].velocity -= change;
1446
1447             change.x = (float)(Random() % 100) / 100;
1448             change.y = (float)(Random() % 100) / 100;
1449             change.z = (float)(Random() % 100) / 100;
1450             skeleton.joints[i].velchange += change;
1451             skeleton.joints[abs(Random() % skeleton.num_joints)].velchange -= change;
1452         }
1453
1454         if (checkcollision) {
1455             XYZ average;
1456             XYZ lowpoint;
1457             XYZ colpoint;
1458             int howmany;
1459             average = 0;
1460             howmany = 0;
1461             for (j = 0; j < skeleton.num_joints; j++) {
1462                 average += skeleton.joints[j].position;
1463                 howmany++;
1464             }
1465             average /= howmany;
1466             coords += average * scale;
1467             for (j = 0; j < skeleton.num_joints; j++) {
1468                 skeleton.joints[j].position -= average;
1469             }
1470
1471             whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale);
1472             whichpatchz = coords.z / (terrain.size / subdivision * terrain.scale);
1473             if (terrain.patchobjectnum[whichpatchx][whichpatchz])
1474                 for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
1475                     i = terrain.patchobjects[whichpatchx][whichpatchz][l];
1476                     lowpoint = coords;
1477                     lowpoint.y += 1;
1478                     if (SphereCheck(&lowpoint, 3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
1479                         coords.x = lowpoint.x;
1480                         coords.z = lowpoint.z;
1481                     }
1482                 }
1483         }
1484
1485         yaw = 0;
1486         updatedelay = 0;
1487
1488         velocity = 0;
1489         for (int i = 0; i < skeleton.num_joints; i++) {
1490             velocity += skeleton.joints[i].velocity * scale;
1491         }
1492         velocity /= skeleton.num_joints;
1493
1494         // drop weapon
1495         if (Random() % 2 == 0) {
1496             if (weaponactive != -1 && animTarget != rabbitkickanim && num_weapons > 0) {
1497                 weapons[weaponids[0]].drop(jointVel(righthand) * scale * -.3, jointVel(righthand) * scale);
1498                 weapons[weaponids[0]].velocity.x += .01;
1499                 num_weapons--;
1500                 if (num_weapons) {
1501                     weaponids[0] = weaponids[num_weapons];
1502                     if (weaponstuck == num_weapons)
1503                         weaponstuck = 0;
1504                 }
1505                 weaponactive = -1;
1506                 for (unsigned i = 0; i < Person::players.size(); i++) {
1507                     Person::players[i]->wentforweapon = 0;
1508                 }
1509             }
1510         }
1511
1512         animTarget = bounceidleanim;
1513         animCurrent = bounceidleanim;
1514         frameTarget = 0;
1515         frameCurrent = 0;
1516     }
1517 }
1518
1519
1520
1521 /* EFFECT
1522  */
1523 void Person::FootLand(int which, float opacity)
1524 {
1525     static XYZ terrainlight;
1526     static XYZ footvel, footpoint;
1527     if (opacity >= 1 || skiddelay <= 0)
1528         if (opacity > 1) {
1529             footvel = 0;
1530             if (which == 0)
1531                 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1532             if (which == 1)
1533                 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1534             //footpoint.y=coords.y;
1535             if (distsq(&footpoint, &viewer))
1536                 Sprite::MakeSprite(cloudsprite, footpoint, footvel, 1, 1, 1, .5, .2 * opacity);
1537         } else if (environment == snowyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1538             footvel = velocity / 5;
1539             if (footvel.y < .8)
1540                 footvel.y = .8;
1541             if (which == 0)
1542                 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1543             if (which == 1)
1544                 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1545             footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1546             terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1547             if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1548                 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x, terrainlight.y, terrainlight.z, .5, .7 * opacity);
1549             if (opacity >= 1 || detail == 2)
1550                 if (detail == 2)
1551                     if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1552                         terrain.MakeDecal(footprintdecal, footpoint, .2, 1 * opacity, yaw);
1553         } else if (environment == grassyenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1554             footvel = velocity / 5;
1555             if (footvel.y < .8)
1556                 footvel.y = .8;
1557             if (which == 0)
1558                 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1559             if (which == 1)
1560                 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1561             footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1562             terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1563             if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1564                 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 90 / 255, terrainlight.y * 70 / 255, terrainlight.z * 8 / 255, .5, .5 * opacity);
1565         } else if (environment == desertenvironment && onterrain && terrain.getOpacity(coords.x, coords.z) < .2) {
1566             footvel = velocity / 5;
1567             if (footvel.y < .8)
1568                 footvel.y = .8;
1569             if (which == 0)
1570                 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1571             if (which == 1)
1572                 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1573             footpoint.y = terrain.getHeight(footpoint.x, footpoint.z);
1574             terrainlight = terrain.getLighting(footpoint.x, footpoint.z);
1575             if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1576                 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, terrainlight.x * 190 / 255, terrainlight.y * 170 / 255, terrainlight.z * 108 / 255, .5, .7 * opacity);
1577             if (opacity >= 1 || detail == 2)
1578                 if (detail == 2)
1579                     if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1580                         terrain.MakeDecal(footprintdecal, footpoint, .2, .25 * opacity, yaw);
1581         } else if (isLanding() || animTarget == jumpupanim || isLandhard()) {
1582             footvel = velocity / 5;
1583             if (footvel.y < .8)
1584                 footvel.y = .8;
1585             if (which == 0)
1586                 footpoint = DoRotation(jointPos(leftfoot), 0, yaw, 0) * scale + coords;
1587             if (which == 1)
1588                 footpoint = DoRotation(jointPos(rightfoot), 0, yaw, 0) * scale + coords;
1589             //footpoint.y=coords.y;
1590             if (distsq(&footpoint, &viewer) < viewdistance * viewdistance / 4)
1591                 Sprite::MakeSprite(cloudsprite, footpoint, footvel * .6, 1, 1, 1, .5, .2 * opacity);
1592         }
1593 }
1594
1595 /* EFFECT
1596  * make a puff effect at a body part (dust effect?)
1597  */
1598 void Person::Puff(int whichlabel)
1599 {
1600     static XYZ footvel, footpoint;
1601
1602     footvel = 0;
1603     footpoint = DoRotation(jointPos(whichlabel), 0, yaw, 0) * scale + coords;
1604     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .9, .3);
1605 }
1606
1607 /* EFFECT
1608  * I think I added this in an attempt to clean up code
1609  */
1610 void Person::setAnimation(int animation)
1611 {
1612     animTarget = animation;
1613     frameTarget = 0;
1614     target = 0;
1615 }
1616
1617 /* EFFECT
1618  * MONSTER
1619  * TODO: ???
1620  */
1621 void Person::DoAnimations()
1622 {
1623     if (!skeleton.free) {
1624         static float oldtarget;
1625
1626         if (isIdle() && animCurrent != getIdle())
1627             normalsupdatedelay = 0;
1628
1629         if (animTarget == tempanim || animCurrent == tempanim) {
1630             animation[tempanim] = tempanimation;
1631         }
1632         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
1633             float gLoc[3];
1634             float vel[3];
1635             gLoc[0] = coords.x;
1636             gLoc[1] = coords.y;
1637             gLoc[2] = coords.z;
1638             vel[0] = velocity.x;
1639             vel[1] = velocity.y;
1640             vel[2] = velocity.z;
1641
1642             if (id == 0) {
1643                 OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
1644                 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
1645             }
1646             if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))
1647                 landhard = 1;
1648             if (!crouchkeydown && velocity.y >= -15)
1649                 landhard = 0;
1650         }
1651         if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
1652             XYZ targfacing;
1653             targfacing = 0;
1654             targfacing.z = 1;
1655
1656             targfacing = DoRotation(targfacing, 0, targetyaw, 0);
1657
1658             if (normaldotproduct(targfacing, velocity) >= -.3)
1659                 animTarget = flipanim;
1660             else
1661                 animTarget = backflipanim;
1662             crouchtogglekeydown = 1;
1663             frameTarget = 0;
1664             target = 0;
1665
1666             if (id == 0)
1667                 numflipped++;
1668         }
1669
1670         if (animation[animTarget].attack != reversed)
1671             feint = 0;
1672         if (!crouchkeydown || (isLanding() || isLandhard()) || (wasLanding() || wasLandhard())) {
1673             crouchtogglekeydown = 0;
1674             if (aitype == playercontrolled)
1675                 feint = 0;
1676         } else {
1677             if (!crouchtogglekeydown && animation[animTarget].attack == reversed && aitype == playercontrolled && (escapednum < 2 || reversaltrain))
1678                 feint = 1;
1679             if (!isFlip())
1680                 crouchtogglekeydown = 1;
1681         }
1682
1683
1684         if (animation[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
1685             if (detail)
1686                 normalsupdatedelay = 0;
1687         }
1688
1689         if (target >= 1) {
1690             if (animTarget == rollanim && frameTarget == 3 && onfire) {
1691                 onfire = 0;
1692                 emit_sound_at(fireendsound, coords);
1693                 pause_sound(stream_firesound);
1694                 deathbleeding = 0;
1695             }
1696
1697             if (animTarget == rabbittacklinganim && frameTarget == 1) {
1698                 if (victim->aitype == attacktypecutoff && victim->stunned <= 0 && victim->surprised <= 0 && victim->id != 0)
1699                     Reverse();
1700                 if (animTarget == rabbittacklinganim && frameTarget == 1 && !victim->isCrouch() && victim->animTarget != backhandspringanim) {
1701                     if (normaldotproduct(victim->facing, facing) > 0)
1702                         victim->animTarget = rabbittackledbackanim;
1703                     else
1704                         victim->animTarget = rabbittackledfrontanim;
1705                     victim->frameTarget = 2;
1706                     victim->target = 0;
1707                     victim->yaw = yaw;
1708                     victim->targetyaw = yaw;
1709                     if (victim->aitype == gethelptype)
1710                         victim->DoDamage(victim->damagetolerance - victim->damage);
1711                     //victim->DoDamage(30);
1712                     if (creature == wolftype) {
1713                         DoBloodBig(0, 255);
1714                         emit_sound_at(clawslicesound, victim->coords);
1715                         victim->spurt = 1;
1716                         victim->DoBloodBig(1 / victim->armorhead, 210);
1717                     }
1718                     award_bonus(id, TackleBonus,
1719                                 victim->aitype == gethelptype ? 50 : 0);
1720                 }
1721             }
1722
1723             if (!drawtogglekeydown && drawkeydown && (weaponactive == -1 || num_weapons == 1) && (animation[animTarget].label[frameTarget] || (animTarget != animCurrent && animCurrent == rollanim)) && num_weapons > 0 && creature != wolftype) {
1724                 if (weapons[weaponids[0]].getType() == knife) {
1725                     if (weaponactive == -1)
1726                         weaponactive = 0;
1727                     else if (weaponactive == 0)
1728                         weaponactive = -1;
1729
1730                     if (weaponactive == -1) {
1731                         emit_sound_at(knifesheathesound, coords);
1732                     }
1733                     if (weaponactive != -1) {
1734                         emit_sound_at(knifedrawsound, coords, 128);
1735                     }
1736                 }
1737                 drawtogglekeydown = 1;
1738             }
1739             //Footstep sounds
1740             if (tutoriallevel != 1 || id == 0)
1741                 if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
1742                     int whichsound;
1743                     if (onterrain) {
1744                         if (terrain.getOpacity(coords.x, coords.z) < .2) {
1745                             if (animation[animTarget].label[frameTarget] == 1)
1746                                 whichsound = footstepsound;
1747                             else
1748                                 whichsound = footstepsound2;
1749                             if (animation[animTarget].label[frameTarget] == 1)
1750                                 FootLand(0, 1);
1751                             if (animation[animTarget].label[frameTarget] == 2)
1752                                 FootLand(1, 1);
1753                             if (animation[animTarget].label[frameTarget] == 3 && isRun()) {
1754                                 FootLand(1, 1);
1755                                 FootLand(0, 1);
1756                             }
1757
1758                         }
1759                         if (terrain.getOpacity(coords.x, coords.z) >= .2) {
1760                             if (animation[animTarget].label[frameTarget] == 1)
1761                                 whichsound = footstepsound3;
1762                             else
1763                                 whichsound = footstepsound4;
1764                         }
1765                     }
1766                     if (!onterrain) {
1767                         if (animation[animTarget].label[frameTarget] == 1)
1768                             whichsound = footstepsound3;
1769                         else
1770                             whichsound = footstepsound4;
1771                     }
1772                     if (animation[animTarget].label[frameTarget] == 4 && (weaponactive == -1 || (animTarget != knifeslashstartanim && animTarget != knifethrowanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != knifefollowanim))) {
1773                         if (animation[animTarget].attack != neutral) {
1774                             unsigned r = abs(Random() % 3);
1775                             if (r == 0)
1776                                 whichsound = lowwhooshsound;
1777                             if (r == 1)
1778                                 whichsound = midwhooshsound;
1779                             if (r == 2)
1780                                 whichsound = highwhooshsound;
1781                         }
1782                         if (animation[animTarget].attack == neutral)
1783                             whichsound = movewhooshsound;
1784                     } else if (animation[animTarget].label[frameTarget] == 4)
1785                         whichsound = knifeswishsound;
1786                     if (animation[animTarget].label[frameTarget] == 8 && tutoriallevel != 1)
1787                         whichsound = landsound2;
1788
1789                     emit_sound_at(whichsound, coords, 256.);
1790
1791                     if (id == 0)
1792                         if (whichsound == footstepsound || whichsound == footstepsound2 || whichsound == footstepsound3 || whichsound == footstepsound4) {
1793                             envsound[numenvsounds] = coords;
1794                             if (animTarget == wolfrunninganim || animTarget == rabbitrunninganim)
1795                                 envsoundvol[numenvsounds] = 15;
1796                             else
1797                                 envsoundvol[numenvsounds] = 6;
1798                             envsoundlife[numenvsounds] = .4;
1799                             numenvsounds++;
1800                         }
1801
1802                     if (animation[animTarget].label[frameTarget] == 3) {
1803                         whichsound--;
1804                         emit_sound_at(whichsound, coords, 128.);
1805                     }
1806                 }
1807
1808             //Combat sounds
1809             if (tutoriallevel != 1 || id == 0)
1810                 if (speechdelay <= 0)
1811                     if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
1812                         if ((animation[animTarget].label[frameTarget] && (animation[animTarget].label[frameTarget] < 5 || animation[animTarget].label[frameTarget] == 8))/*||(animTarget==rollanim&&frameTarget==animation[rollanim].numframes-1)*/) {
1813                             int whichsound = -1;
1814                             if (animation[animTarget].label[frameTarget] == 4 && aitype != playercontrolled) {
1815                                 if (animation[animTarget].attack != neutral) {
1816                                     unsigned r = abs(Random() % 4);
1817                                     if (creature == rabbittype) {
1818                                         if (r == 0) whichsound = rabbitattacksound;
1819                                         if (r == 1) whichsound = rabbitattack2sound;
1820                                         if (r == 2) whichsound = rabbitattack3sound;
1821                                         if (r == 3) whichsound = rabbitattack4sound;
1822                                     }
1823                                     if (creature == wolftype) {
1824                                         if (r == 0) whichsound = barksound;
1825                                         if (r == 1) whichsound = bark2sound;
1826                                         if (r == 2) whichsound = bark3sound;
1827                                         if (r == 3) whichsound = barkgrowlsound;
1828                                     }
1829                                     speechdelay = .3;
1830                                 }
1831                             }
1832
1833                             if (whichsound != -1) {
1834                                 emit_sound_at(whichsound, coords);
1835                             }
1836                         }
1837
1838
1839
1840             if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) {
1841                 FootLand(0, 1);
1842                 FootLand(1, 1);
1843             }
1844
1845             transspeed = 0;
1846             currentoffset = targetoffset;
1847             frameTarget = frameCurrent;
1848             animCurrent = animTarget;
1849             frameTarget++;
1850
1851             if (animTarget == removeknifeanim && animation[animTarget].label[frameCurrent] == 5) {
1852                 for (unsigned i = 0; i < weapons.size(); i++) {
1853                     if (weapons[i].owner == -1)
1854                         if (distsqflat(&coords, &weapons[i].position) < 4 && weaponactive == -1) {
1855                             if (distsq(&coords, &weapons[i].position) >= 1) {
1856                                 if (weapons[i].getType() != staff) {
1857                                     emit_sound_at(knifedrawsound, coords, 128.);
1858                                 }
1859
1860                                 weaponactive = 0;
1861                                 weapons[i].owner = id;
1862                                 if (num_weapons > 0) {
1863                                     weaponids[num_weapons] = weaponids[0];
1864                                 }
1865                                 num_weapons++;
1866                                 weaponids[0] = i;
1867                             }
1868                         }
1869                 }
1870             }
1871
1872             if (animTarget == crouchremoveknifeanim && animation[animTarget].label[frameCurrent] == 5) {
1873                 for (unsigned i = 0; i < weapons.size(); i++) {
1874                     bool willwork = true;
1875                     if (weapons[i].owner != -1)
1876                         if (Person::players[weapons[i].owner]->weaponstuck != -1)
1877                             if (Person::players[weapons[i].owner]->weaponids[Person::players[weapons[i].owner]->weaponstuck] == int(i))
1878                                 if (Person::players[weapons[i].owner]->num_weapons > 1)
1879                                     willwork = 0;
1880                     if ((weapons[i].owner == -1) || (hasvictim && (weapons[i].owner == int(victim->id)) && victim->skeleton.free))
1881                         if (willwork && distsqflat(&coords, &weapons[i].position) < 3 && weaponactive == -1) {
1882                             if (distsq(&coords, &weapons[i].position) < 1 || hasvictim) {
1883                                 bool fleshstuck = false;
1884                                 if (weapons[i].owner != -1)
1885                                     if (victim->weaponstuck != -1) {
1886                                         if (victim->weaponids[victim->weaponstuck] == int(i)) {
1887                                             fleshstuck = true;
1888                                         }
1889                                     }
1890                                 if (fleshstuck) {
1891                                     emit_sound_at(fleshstabremovesound, coords, 128.);
1892                                 } else {
1893                                     if (weapons[i].getType() != staff) {
1894                                         emit_sound_at(knifedrawsound, coords, 128.);
1895                                     }
1896                                 }
1897                                 weaponactive = 0;
1898                                 if (weapons[i].owner != -1) {
1899
1900                                     victim = Person::players[weapons[i].owner];
1901                                     if (victim->num_weapons == 1)
1902                                         victim->num_weapons = 0;
1903                                     else
1904                                         victim->num_weapons = 1;
1905
1906                                     //victim->weaponactive=-1;
1907                                     victim->skeleton.longdead = 0;
1908                                     victim->skeleton.free = 1;
1909                                     victim->skeleton.broken = 0;
1910
1911                                     for (int j = 0; j < victim->skeleton.num_joints; j++) {
1912                                         victim->skeleton.joints[j].velchange = 0;
1913                                         victim->skeleton.joints[j].locked = 0;
1914                                     }
1915
1916                                     XYZ relative;
1917                                     relative = 0;
1918                                     relative.y = 10;
1919                                     Normalise(&relative);
1920                                     XYZ footvel, footpoint;
1921                                     footvel = 0;
1922                                     footpoint = weapons[i].position;
1923                                     if (victim->weaponstuck != -1) {
1924                                         if (victim->weaponids[victim->weaponstuck] == int(i)) {
1925                                             if (bloodtoggle)
1926                                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
1927                                             weapons[i].bloody = 2;
1928                                             weapons[i].blooddrip = 5;
1929                                             victim->weaponstuck = -1;
1930                                         }
1931                                     }
1932                                     if (victim->num_weapons > 0) {
1933                                         if (victim->weaponstuck != 0 && victim->weaponstuck != -1)
1934                                             victim->weaponstuck = 0;
1935                                         if (victim->weaponids[0] == int(i))
1936                                             victim->weaponids[0] = victim->weaponids[victim->num_weapons];
1937                                     }
1938
1939                                     victim->jointVel(abdomen) += relative * 6;
1940                                     victim->jointVel(neck) += relative * 6;
1941                                     victim->jointVel(rightshoulder) += relative * 6;
1942                                     victim->jointVel(leftshoulder) += relative * 6;
1943                                 }
1944                                 weapons[i].owner = id;
1945                                 if (num_weapons > 0) {
1946                                     weaponids[num_weapons] = weaponids[0];
1947                                 }
1948                                 num_weapons++;
1949                                 weaponids[0] = i;
1950                             }
1951                         }
1952                 }
1953             }
1954
1955             if (animCurrent == drawleftanim && animation[animTarget].label[frameCurrent] == 5) {
1956                 if (weaponactive == -1)
1957                     weaponactive = 0;
1958                 else if (weaponactive == 0) {
1959                     weaponactive = -1;
1960                     if (num_weapons == 2) {
1961                         int buffer;
1962                         buffer = weaponids[0];
1963                         weaponids[0] = weaponids[1];
1964                         weaponids[1] = buffer;
1965                     }
1966                 }
1967                 if (weaponactive == -1) {
1968                     emit_sound_at(knifesheathesound, coords, 128.);
1969                 }
1970                 if (weaponactive != -1) {
1971                     emit_sound_at(knifedrawsound, coords, 128.);
1972                 }
1973             }
1974
1975
1976             if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) {
1977                 XYZ rotatetarget = DoRotation(skeleton.forward, 0, yaw, 0);
1978                 Normalise(&rotatetarget);
1979                 targetyaw = -asin(0 - rotatetarget.x);
1980                 targetyaw *= 360 / 6.28;
1981                 if (rotatetarget.z < 0)
1982                     targetyaw = 180 - targetyaw;
1983
1984                 if (animTarget == walljumprightkickanim)
1985                     targetyaw += 40;
1986                 if (animTarget == walljumpleftkickanim)
1987                     targetyaw -= 40;
1988             }
1989
1990             bool dojumpattack;
1991             dojumpattack = 0;
1992             if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
1993                 dojumpattack = 1;
1994             if (hasvictim)
1995                 if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
1996                     dojumpattack = 1;
1997             if (!hostile)
1998                 dojumpattack = 0;
1999             if (dojumpattack) {
2000                 if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && id == 0) {
2001                     animTarget = rabbittackleanim;
2002                     frameTarget = 0;
2003                     emit_sound_at(jumpsound, coords);
2004                 }
2005
2006                 float closestdist;
2007                 closestdist = 0;
2008                 int closestid;
2009                 closestid = -1;
2010                 XYZ targetloc;
2011                 targetloc = velocity;
2012                 Normalise(&targetloc);
2013                 targetloc += coords;
2014                 for (unsigned i = 0; i < Person::players.size(); i++) {
2015                     if (i != id)
2016                         if (distsq(&targetloc, &Person::players[i]->coords) < closestdist || closestdist == 0) {
2017                             closestdist = distsq(&targetloc, &Person::players[i]->coords);
2018                             closestid = i;
2019                         }
2020                 }
2021                 if (closestid != -1)
2022                     if (closestdist < 5 && !Person::players[closestid]->dead && animation[Person::players[closestid]->animTarget].height != lowheight && Person::players[closestid]->animTarget != backhandspringanim) {
2023                         hasvictim = 1;
2024                         victim = Person::players[closestid];
2025                         coords = victim->coords;
2026                         animCurrent = rabbittacklinganim;
2027                         animTarget = rabbittacklinganim;
2028                         frameCurrent = 0;
2029                         frameTarget = 1;
2030                         XYZ rotatetarget;
2031                         if (coords.z != victim->coords.z || coords.x != victim->coords.x) {
2032                             rotatetarget = coords - victim->coords;
2033                             Normalise(&rotatetarget);
2034                             targetyaw = -asin(0 - rotatetarget.x);
2035                             targetyaw *= 360 / 6.28;
2036                             if (rotatetarget.z < 0)
2037                                 targetyaw = 180 - targetyaw;
2038                         }
2039                         if (animTarget != rabbitrunninganim) {
2040                             emit_sound_at(jumpsound, coords, 128.);
2041                         }
2042                     }
2043             }
2044
2045             //Move impacts
2046             float damagemult = 1 * power;
2047             if (creature == wolftype)
2048                 damagemult = 2.5 * power;
2049             if (hasvictim) {
2050                 damagemult /= victim->damagetolerance / 200;
2051             }
2052             if ((animation[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
2053                 if (animTarget == spinkickanim && animation[animTarget].label[frameCurrent] == 5) {
2054                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
2055                         escapednum = 0;
2056                         if (id == 0)
2057                             camerashake += .4;
2058                         if (Random() % 2 || creature == wolftype) {
2059                             victim->spurt = 1;
2060                             DoBlood(.2, 250);
2061                             if (creature == wolftype)
2062                                 DoBloodBig(0, 250);
2063                         }
2064                         if (tutoriallevel != 1) {
2065                             emit_sound_at(heavyimpactsound, victim->coords, 128.);
2066                         }
2067                         if (creature == wolftype) {
2068                             emit_sound_at(clawslicesound, victim->coords, 128.);
2069                             victim->spurt = 1;
2070                             victim->DoBloodBig(2 / victim->armorhead, 175);
2071                         }
2072                         victim->RagDoll(0);
2073                         XYZ relative;
2074                         relative = victim->coords - coords;
2075                         relative.y = 0;
2076                         Normalise(&relative);
2077                         relative = DoRotation(relative, 0, -90, 0);
2078                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2079                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2080                         }
2081                         victim->jointVel(head) += relative * damagemult * 200;
2082                         //FootLand(1,2);
2083                         victim->Puff(head);
2084                         victim->DoDamage(damagemult * 100 / victim->protectionhead);
2085
2086                         SolidHitBonus(id);
2087                     }
2088                 }
2089
2090                 if (animTarget == wolfslapanim && animation[animTarget].label[frameCurrent] == 5) {
2091                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && animation[victim->animTarget].height != lowheight) {
2092                         escapednum = 0;
2093                         if (id == 0)
2094                             camerashake += .4;
2095                         if (Random() % 2 || creature == wolftype) {
2096                             victim->spurt = 1;
2097                             if (creature == wolftype)
2098                                 DoBloodBig(0, 235);
2099                         }
2100                         emit_sound_at(whooshhitsound, victim->coords);
2101                         if (creature == wolftype) {
2102                             emit_sound_at(clawslicesound, victim->coords, 128.);
2103                             victim->spurt = 1;
2104                             victim->DoBloodBig(2, 175);
2105                         }
2106                         victim->RagDoll(0);
2107                         XYZ relative;
2108                         relative = victim->coords - coords;
2109                         relative.y = 0;
2110                         Normalise(&relative);
2111                         relative.y -= 1;
2112                         Normalise(&relative);
2113                         relative = DoRotation(relative, 0, 90, 0);
2114                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2115                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
2116                         }
2117                         victim->jointVel(head) += relative * damagemult * 100;
2118                         //FootLand(1,2);
2119                         victim->Puff(head);
2120                         victim->DoDamage(damagemult * 50 / victim->protectionhead);
2121                     }
2122                 }
2123
2124                 if (animTarget == walljumprightkickanim && animation[animTarget].label[frameCurrent] == 5) {
2125                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2126                         escapednum = 0;
2127                         if (id == 0)
2128                             camerashake += .4;
2129                         victim->spurt = 1;
2130                         DoBlood(.2, 250);
2131                         if (tutoriallevel != 1) {
2132                             emit_sound_at(heavyimpactsound, victim->coords, 160.);
2133                         }
2134                         if (creature == wolftype) {
2135                             emit_sound_at(clawslicesound, victim->coords, 128.);
2136                             victim->spurt = 1;
2137                             victim->DoBloodBig(2 / victim->armorhead, 175);
2138                         }
2139                         victim->RagDoll(0);
2140                         XYZ relative;
2141                         relative = facing;
2142                         relative.y = 0;
2143                         Normalise(&relative);
2144                         relative = DoRotation(relative, 0, -90, 0);
2145                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2146                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2147                         }
2148                         victim->jointVel(head) += relative * damagemult * 200;
2149                         //FootLand(1,2);
2150                         victim->Puff(head);
2151                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
2152
2153                         if (victim->damage > victim->damagetolerance)
2154                             award_bonus(id, style);
2155                         else
2156                             SolidHitBonus(id);
2157                     }
2158                 }
2159
2160                 if (animTarget == walljumpleftkickanim && animation[animTarget].label[frameCurrent] == 5) {
2161                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2162                         escapednum = 0;
2163                         if (id == 0)
2164                             camerashake += .4;
2165                         victim->spurt = 1;
2166                         DoBlood(.2, 250);
2167                         if (tutoriallevel != 1) {
2168                             emit_sound_at(heavyimpactsound, victim->coords, 160.);
2169                         }
2170                         if (creature == wolftype) {
2171                             emit_sound_at(clawslicesound, victim->coords, 128.);
2172                             victim->spurt = 1;
2173                             victim->DoBloodBig(2 / victim->armorhead, 175);
2174                         }
2175                         victim->RagDoll(0);
2176                         XYZ relative;
2177                         relative = facing;
2178                         relative.y = 0;
2179                         Normalise(&relative);
2180                         relative = DoRotation(relative, 0, 90, 0);
2181                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2182                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2183                         }
2184                         victim->jointVel(head) += relative * damagemult * 200;
2185                         //FootLand(1,2);
2186                         victim->Puff(head);
2187                         victim->DoDamage(damagemult * 150 / victim->protectionhead);
2188
2189                         if (victim->damage > victim->damagetolerance)
2190                             award_bonus(id, style);
2191                         else
2192                             SolidHitBonus(id);
2193                     }
2194                 }
2195
2196                 if (animTarget == blockhighleftstrikeanim && animation[animTarget].label[frameCurrent] == 5) {
2197                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != lowheight) {
2198                         escapednum = 0;
2199                         if (id == 0)
2200                             camerashake += .4;
2201                         if (Random() % 2) {
2202                             victim->spurt = 1;
2203                             DoBlood(.2, 235);
2204                         }
2205                         emit_sound_at(whooshhitsound, victim->coords);
2206                         victim->RagDoll(0);
2207                         XYZ relative;
2208                         relative = victim->coords - coords;
2209                         relative.y = 0;
2210                         Normalise(&relative);
2211                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2212                             victim->skeleton.joints[i].velocity += relative * damagemult * 30;
2213                         }
2214                         victim->jointVel(head) += relative * damagemult * 100;
2215                         //FootLand(1,2);
2216                         victim->Puff(head);
2217                         victim->DoDamage(damagemult * 50 / victim->protectionhead);
2218                     }
2219                 }
2220
2221                 if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 8) {
2222                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && victim->dead) {
2223                         escapednum = 0;
2224                         if (id == 0)
2225                             camerashake += .2;
2226                         emit_sound_at(whooshhitsound, victim->coords, 128.);
2227
2228                         victim->skeleton.longdead = 0;
2229                         victim->skeleton.free = 1;
2230                         victim->skeleton.broken = 0;
2231                         victim->skeleton.spinny = 1;
2232
2233                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2234                             victim->skeleton.joints[i].velchange = 0;
2235                             victim->skeleton.joints[i].delay = 0;
2236                             victim->skeleton.joints[i].locked = 0;
2237                             //victim->skeleton.joints[i].velocity=0;
2238                         }
2239
2240                         XYZ relative;
2241                         relative = 0;
2242                         relative.y = 1;
2243                         Normalise(&relative);
2244                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2245                             victim->skeleton.joints[i].velocity.y = relative.y * 10;
2246                             victim->skeleton.joints[i].position.y += relative.y * .3;
2247                             victim->skeleton.joints[i].oldposition.y += relative.y * .3;
2248                             victim->skeleton.joints[i].realoldposition.y += relative.y * .3;
2249                         }
2250                         victim->Puff(abdomen);
2251                         victim->jointVel(abdomen).y = relative.y * 400;
2252                     }
2253                 }
2254
2255                 if (animTarget == killanim && animation[animTarget].label[frameCurrent] == 5) {
2256                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->dead) {
2257                         escapednum = 0;
2258                         if (id == 0)
2259                             camerashake += .4;
2260                         if (tutoriallevel != 1) {
2261                             emit_sound_at(heavyimpactsound, coords, 128.);
2262                         }
2263                         XYZ relative;
2264                         relative = victim->coords - coords;
2265                         relative.y = 0;
2266                         Normalise(&relative);
2267                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2268                             victim->skeleton.joints[i].velocity += relative * damagemult * 90;
2269                         }
2270                         victim->Puff(abdomen);
2271                         if (victim->dead != 2 && victim->permanentdamage > victim->damagetolerance - 250 && autoslomo) {
2272                             slomo = 1;
2273                             slomodelay = .2;
2274                         }
2275                         victim->DoDamage(damagemult * 500 / victim->protectionhigh);
2276                         victim->jointVel(abdomen) += relative * damagemult * 300;
2277                     }
2278                 }
2279
2280                 if (animTarget == dropkickanim && animation[animTarget].label[frameCurrent] == 7) {
2281                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 9 && victim->skeleton.free) {
2282                         escapednum = 0;
2283                         if (id == 0)
2284                             camerashake += .4;
2285                         if (tutoriallevel != 1) {
2286                             emit_sound_at(thudsound, coords);
2287                         }
2288
2289                         victim->skeleton.longdead = 0;
2290                         victim->skeleton.free = 1;
2291                         victim->skeleton.broken = 0;
2292                         victim->skeleton.spinny = 1;
2293
2294                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2295                             victim->skeleton.joints[i].velchange = 0;
2296                             //victim->skeleton.joints[i].delay=0;
2297                             victim->skeleton.joints[i].locked = 0;
2298                         }
2299                         XYZ relative;
2300                         relative = victim->coords - coords;
2301                         Normalise(&relative);
2302                         relative.y += .3;
2303                         Normalise(&relative);
2304                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2305                             victim->skeleton.joints[i].velocity += relative * damagemult * 20;
2306                         }
2307                         if (!victim->dead)
2308                             SolidHitBonus(id);
2309
2310                         victim->Puff(abdomen);
2311                         victim->DoDamage(damagemult * 20 / victim->protectionhigh);
2312                         victim->jointVel(abdomen) += relative * damagemult * 200;
2313                         staggerdelay = .5;
2314                         if (!victim->dead)
2315                             staggerdelay = 1.2;
2316
2317
2318                     }
2319                 }
2320
2321                 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 5) {
2322
2323                     if (hasvictim)
2324                         if (!victim->skeleton.free)
2325                             hasvictim = 0;
2326
2327                     if (!hasvictim) {
2328                         terrain.MakeDecal(blooddecalfast, (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2), .08, .6, Random() % 360);
2329                         emit_sound_at(knifesheathesound, coords, 128.);
2330                     }
2331
2332                     if (victim && hasvictim) {
2333                         if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2334
2335                             XYZ where, startpoint, endpoint, movepoint, colpoint;
2336                             float rotationpoint;
2337                             int whichtri;
2338                             if (weapons[weaponids[weaponactive]].getType() == knife) {
2339                                 where = (weapons[weaponids[weaponactive]].tippoint * .6 + weapons[weaponids[weaponactive]].position * .4);
2340                                 where -= victim->coords;
2341                                 if (!victim->skeleton.free)
2342                                     where = DoRotation(where, 0, -victim->yaw, 0);
2343                                 //where=scale;
2344                                 startpoint = where;
2345                                 startpoint.y += 100;
2346                                 endpoint = where;
2347                                 endpoint.y -= 100;
2348                             }
2349                             if (weapons[weaponids[weaponactive]].getType() == sword) {
2350                                 where = weapons[weaponids[weaponactive]].position;
2351                                 where -= victim->coords;
2352                                 if (!victim->skeleton.free)
2353                                     where = DoRotation(where, 0, -victim->yaw, 0);
2354                                 startpoint = where;
2355                                 where = weapons[weaponids[weaponactive]].tippoint;
2356                                 where -= victim->coords;
2357                                 if (!victim->skeleton.free)
2358                                     where = DoRotation(where, 0, -victim->yaw, 0);
2359                                 endpoint = where;
2360                             }
2361                             if (weapons[weaponids[weaponactive]].getType() == staff) {
2362                                 where = weapons[weaponids[weaponactive]].position;
2363                                 where -= victim->coords;
2364                                 if (!victim->skeleton.free)
2365                                     where = DoRotation(where, 0, -victim->yaw, 0);
2366                                 startpoint = where;
2367                                 where = weapons[weaponids[weaponactive]].tippoint;
2368                                 where -= victim->coords;
2369                                 if (!victim->skeleton.free)
2370                                     where = DoRotation(where, 0, -victim->yaw, 0);
2371                                 endpoint = where;
2372                             }
2373                             movepoint = 0;
2374                             rotationpoint = 0;
2375                             whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &colpoint, &movepoint, &rotationpoint);
2376
2377                             if (whichtri != -1) {
2378                                 if (victim->dead != 2) {
2379                                     victim->DoDamage(abs((victim->damagetolerance - victim->permanentdamage) * 2));
2380                                     if (!victim->dead)
2381                                         award_bonus(id, FinishedBonus);
2382                                 }
2383                                 if (bloodtoggle)
2384                                     weapons[weaponids[weaponactive]].bloody = 2;
2385
2386                                 victim->skeleton.longdead = 0;
2387                                 victim->skeleton.free = 1;
2388                                 victim->skeleton.broken = 0;
2389
2390                                 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2391                                     victim->skeleton.joints[i].velchange = 0;
2392                                     victim->skeleton.joints[i].locked = 0;
2393                                     //victim->skeleton.joints[i].velocity=0;
2394                                 }
2395                                 emit_sound_at(fleshstabsound, coords, 128);
2396
2397                             }
2398                             if (whichtri != -1 || weapons[weaponids[weaponactive]].bloody) {
2399                                 weapons[weaponids[weaponactive]].blooddrip += 5;
2400                                 weapons[weaponids[weaponactive]].blooddripdelay = 0;
2401                             }
2402                             if (whichtri == -1) {
2403                                 hasvictim = 0;
2404                                 emit_sound_at(knifesheathesound, coords, 128.);
2405                             }
2406                         }
2407                     }
2408                 }
2409
2410                 if ((animTarget == crouchstabanim || animTarget == swordgroundstabanim) && animation[animTarget].label[frameCurrent] == 6) {
2411                     if (!hasvictim) {
2412                         emit_sound_at(knifedrawsound, coords, 128);
2413                     }
2414
2415                     if (victim && hasvictim) {
2416                         XYZ footvel, footpoint;
2417
2418                         emit_sound_at(fleshstabremovesound, coords, 128.);
2419
2420                         footvel = 0;
2421                         footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2422
2423                         if (weapons[weaponids[weaponactive]].getType() == sword) {
2424                             XYZ where, startpoint, endpoint, movepoint;
2425                             float rotationpoint;
2426                             int whichtri;
2427
2428                             where = weapons[weaponids[weaponactive]].position;
2429                             where -= victim->coords;
2430                             if (!victim->skeleton.free)
2431                                 where = DoRotation(where, 0, -victim->yaw, 0);
2432                             startpoint = where;
2433                             where = weapons[weaponids[weaponactive]].tippoint;
2434                             where -= victim->coords;
2435                             if (!victim->skeleton.free)
2436                                 where = DoRotation(where, 0, -victim->yaw, 0);
2437                             endpoint = where;
2438
2439                             movepoint = 0;
2440                             rotationpoint = 0;
2441                             whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
2442                             footpoint += victim->coords;
2443
2444                             if (whichtri == -1) {
2445                                 footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2446                             }
2447                         }
2448                         if (weapons[weaponids[weaponactive]].getType() == staff) {
2449                             XYZ where, startpoint, endpoint, movepoint;
2450                             float rotationpoint;
2451                             int whichtri;
2452
2453                             where = weapons[weaponids[weaponactive]].position;
2454                             where -= victim->coords;
2455                             if (!victim->skeleton.free)
2456                                 where = DoRotation(where, 0, -victim->yaw, 0);
2457                             startpoint = where;
2458                             where = weapons[weaponids[weaponactive]].tippoint;
2459                             where -= victim->coords;
2460                             if (!victim->skeleton.free)
2461                                 where = DoRotation(where, 0, -victim->yaw, 0);
2462                             endpoint = where;
2463
2464                             movepoint = 0;
2465                             rotationpoint = 0;
2466                             whichtri = victim->skeleton.drawmodel.LineCheck(&startpoint, &endpoint, &footpoint, &movepoint, &rotationpoint);
2467                             footpoint += victim->coords;
2468
2469                             if (whichtri == -1) {
2470                                 footpoint = (weapons[weaponids[weaponactive]].tippoint * .8 + weapons[weaponids[weaponactive]].position * .2);
2471                             }
2472                         }
2473                         hasvictim = victim->DoBloodBigWhere(2, 220, footpoint);
2474                         if (hasvictim) {
2475                             if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2476                                 victim->skeleton.longdead = 0;
2477                                 victim->skeleton.free = 1;
2478                                 victim->skeleton.broken = 0;
2479
2480                                 for (int i = 0; i < victim->skeleton.num_joints; i++) {
2481                                     victim->skeleton.joints[i].velchange = 0;
2482                                     victim->skeleton.joints[i].locked = 0;
2483                                     //victim->skeleton.joints[i].velocity=0;
2484                                 }
2485
2486                                 XYZ relative;
2487                                 relative = 0;
2488                                 relative.y = 10;
2489                                 Normalise(&relative);
2490                                 //victim->Puff(abdomen);
2491                                 if (bloodtoggle)
2492                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
2493
2494                                 if (victim->bloodloss < victim->damagetolerance) {
2495                                     victim->bloodloss += 1000;
2496                                     victim->bled = 0;
2497                                 }
2498
2499                                 victim->jointVel(abdomen) += relative * damagemult * 20;
2500                             }
2501                         }
2502                     }
2503                     if (!hasvictim && onterrain) {
2504                         weapons[weaponids[weaponactive]].bloody = 0;
2505                         weapons[weaponids[weaponactive]].blooddrip = 0;
2506                     }
2507                 }
2508
2509                 if (animTarget == upunchanim && animation[animTarget].label[frameCurrent] == 5) {
2510                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) {
2511                         escapednum = 0;
2512                         if (id == 0)
2513                             camerashake += .4;
2514                         if (Random() % 2) {
2515                             victim->spurt = 1;
2516                             DoBlood(.2, 235);
2517                         }
2518                         if (tutoriallevel != 1) {
2519                             emit_sound_at(heavyimpactsound, victim->coords, 128);
2520                         }
2521
2522                         victim->RagDoll(0);
2523                         XYZ relative;
2524                         relative = victim->coords - coords;
2525                         relative.y = 0;
2526                         Normalise(&relative);
2527                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2528                             victim->skeleton.joints[i].velocity = relative * 30;
2529                         }
2530                         victim->jointVel(head) += relative * damagemult * 150;
2531
2532                         victim->frameTarget = 0;
2533                         victim->animTarget = staggerbackhardanim;
2534                         victim->targetyaw = targetyaw + 180;
2535                         victim->target = 0;
2536                         victim->stunned = 1;
2537
2538                         victim->Puff(head);
2539                         victim->Puff(abdomen);
2540                         victim->DoDamage(damagemult * 60 / victim->protectionhigh);
2541
2542                         SolidHitBonus(id);
2543                     }
2544                 }
2545
2546
2547                 if (animTarget == winduppunchanim && animation[animTarget].label[frameCurrent] == 5) {
2548                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
2549                         escapednum = 0;
2550                         if (id == 0)
2551                             camerashake += .4;
2552                         if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height != lowheight) {
2553                             if (tutoriallevel != 1) {
2554                                 emit_sound_at(thudsound, victim->coords);
2555                             }
2556                         } else if (victim->damage <= victim->damagetolerance - 60 && normaldotproduct(victim->facing, victim->coords - coords) < (scale * 5) * (scale * 5) * 0 && animation[victim->animTarget].height == lowheight) {
2557                             if (tutoriallevel != 1) {
2558                                 emit_sound_at(whooshhitsound, victim->coords);
2559                             }
2560                         } else {
2561                             if (tutoriallevel != 1) {
2562                                 emit_sound_at(heavyimpactsound, victim->coords);
2563                             }
2564                         }
2565
2566                         if (victim->damage > victim->damagetolerance - 60 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || animation[victim->animTarget].height == lowheight)
2567                             victim->RagDoll(0);
2568                         XYZ relative;
2569                         relative = victim->coords - coords;
2570                         relative.y = 0;
2571                         Normalise(&relative);
2572                         relative.y = .3;
2573                         Normalise(&relative);
2574                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2575                             victim->skeleton.joints[i].velocity = relative * 5;
2576                         }
2577                         victim->jointVel(abdomen) += relative * damagemult * 400;
2578
2579                         victim->frameTarget = 0;
2580                         victim->animTarget = staggerbackhardanim;
2581                         victim->targetyaw = targetyaw + 180;
2582                         victim->target = 0;
2583                         victim->stunned = 1;
2584
2585                         victim->Puff(abdomen);
2586                         victim->DoDamage(damagemult * 60 / victim->protectionhigh);
2587
2588                         SolidHitBonus(id);
2589                     }
2590                 }
2591
2592                 if (animTarget == blockhighleftanim && animation[animTarget].label[frameCurrent] == 5) {
2593                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
2594                         if (victim->id == 0)
2595                             camerashake += .4;
2596                         emit_sound_at(landsound2, victim->coords);
2597
2598                         Puff(righthand);
2599                     }
2600                 }
2601
2602                 if (animTarget == swordslashparryanim && animation[animTarget].label[frameCurrent] == 5) {
2603                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4) {
2604                         if (victim->id == 0)
2605                             camerashake += .4;
2606
2607                         if (weaponactive != -1) {
2608                             if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
2609                                 if (weapons[victim->weaponids[0]].getType() == staff)
2610                                     weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2611                                 if (weapons[weaponids[0]].getType() == staff)
2612                                     weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2613
2614                                 emit_sound_at(swordstaffsound, victim->coords);
2615                             } else {
2616                                 emit_sound_at(metalhitsound, victim->coords);
2617                             }
2618                         }
2619
2620                         //Puff(righthand);
2621                     }
2622                 }
2623
2624                 if (animTarget == knifethrowanim && animation[animTarget].label[frameCurrent] == 5) {
2625                     if (weaponactive != -1) {
2626                         escapednum = 0;
2627                         XYZ aim;
2628                         aim = victim->coords + DoRotation(victim->jointPos(abdomen), 0, victim->yaw, 0) * victim->scale + victim->velocity * findDistance(&victim->coords, &coords) / 50 - (coords + DoRotation(jointPos(righthand), 0, yaw, 0) * scale);
2629                         Normalise(&aim);
2630                         weapons[weaponids[0]].thrown(aim * 50);
2631                         num_weapons--;
2632                         if (num_weapons) {
2633                             weaponids[0] = weaponids[num_weapons];
2634                         }
2635                         weaponactive = -1;
2636                     }
2637                 }
2638
2639                 if (animTarget == knifeslashstartanim && animation[animTarget].label[frameCurrent] == 5) {
2640                     if (hasvictim)
2641                         if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*animation[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
2642                             escapednum = 0;
2643                             if (tutoriallevel != 1)
2644                                 victim->DoBloodBig(1.5 / victim->armorhigh, 225);
2645
2646                             award_bonus(id, Slicebonus);
2647                             if (tutoriallevel != 1) {
2648                                 emit_sound_at(knifeslicesound, victim->coords);
2649                             }
2650                             //victim->jointVel(abdomen)+=relative*damagemult*200;
2651                             if (animation[victim->animTarget].attack && (victim->aitype != playercontrolled || victim->animTarget == knifeslashstartanim) && (victim->creature == rabbittype || victim->deathbleeding <= 0)) {
2652                                 if (victim->id != 0 || difficulty == 2) {
2653                                     victim->frameTarget = 0;
2654                                     victim->animTarget = staggerbackhardanim;
2655                                     victim->targetyaw = targetyaw + 180;
2656                                     victim->target = 0;
2657                                 }
2658                             }
2659                             victim->lowreversaldelay = 0;
2660                             victim->highreversaldelay = 0;
2661                             if (aitype != playercontrolled)
2662                                 weaponmissdelay = .6;
2663
2664                             if (tutoriallevel != 1)
2665                                 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
2666                                     weapons[weaponids[weaponactive]].bloody = 1;
2667                             if (tutoriallevel != 1)
2668                                 weapons[weaponids[weaponactive]].blooddrip += 3;
2669
2670                             XYZ footvel, footpoint;
2671                             footvel = 0;
2672                             if (skeleton.free) {
2673                                 footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
2674                             }
2675                             if (!skeleton.free) {
2676                                 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
2677                             }
2678                             if (tutoriallevel != 1) {
2679                                 if (bloodtoggle)
2680                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3);
2681                                 footvel = DoRotation(facing, 0, 90, 0) * .8;
2682                                 //footvel.y-=.3;
2683                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2684                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2685                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
2686                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
2687                             }
2688                             if (tutoriallevel == 1) {
2689                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
2690                             }
2691                             victim->DoDamage(damagemult * 0);
2692                         }
2693                 }
2694                 if (animTarget == swordslashanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2695                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim) {
2696                         if (victim->weaponactive == -1 || normaldotproduct(victim->facing, victim->coords - coords) > 0 || (Random() % 2 == 0)) {
2697                             award_bonus(id, Slashbonus);
2698                             escapednum = 0;
2699                             if (tutoriallevel != 1) {
2700                                 if (normaldotproduct(victim->facing, victim->coords - coords) < 0)
2701                                     victim->DoBloodBig(2 / victim->armorhigh, 190);
2702                                 else
2703                                     victim->DoBloodBig(2 / victim->armorhigh, 185);
2704                                 victim->deathbleeding = 1;
2705                                 emit_sound_at(swordslicesound, victim->coords);
2706                             }
2707                             //victim->jointVel(abdomen)+=relative*damagemult*200;
2708                             if (tutoriallevel != 1) {
2709                                 victim->frameTarget = 0;
2710                                 victim->animTarget = staggerbackhardanim;
2711                                 victim->targetyaw = targetyaw + 180;
2712                                 victim->target = 0;
2713                             }
2714
2715                             if (tutoriallevel != 1) {
2716                                 if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
2717                                     weapons[weaponids[weaponactive]].bloody = 1;
2718                                 weapons[weaponids[weaponactive]].blooddrip += 3;
2719
2720                                 float bloodlossamount;
2721                                 bloodlossamount = 200 + abs((float)(Random() % 40)) - 20;
2722                                 victim->bloodloss += bloodlossamount / victim->armorhigh;
2723                                 //victim->bloodloss+=100*(6.5-distsq(&coords,&victim->coords));
2724                                 victim->DoDamage(damagemult * 0);
2725
2726                                 XYZ footvel, footpoint;
2727                                 footvel = 0;
2728                                 if (skeleton.free) {
2729                                     footpoint = (victim->jointPos(abdomen) + victim->jointPos(neck)) / 2 * victim->scale + victim->coords;
2730                                 }
2731                                 if (!skeleton.free) {
2732                                     footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
2733                                 }
2734                                 if (bloodtoggle)
2735                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
2736                                 footvel = DoRotation(facing, 0, 90, 0) * .8;
2737                                 footvel.y -= .3;
2738                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2739                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
2740                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
2741                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
2742                             }
2743                         } else {
2744                             if (victim->weaponactive != -1) {
2745                                 if (weapons[victim->weaponids[0]].getType() == staff || weapons[weaponids[0]].getType() == staff) {
2746                                     if (weapons[victim->weaponids[0]].getType() == staff)
2747                                         weapons[victim->weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2748                                     if (weapons[weaponids[0]].getType() == staff)
2749                                         weapons[weaponids[0]].damage += .2 + float(abs(Random() % 100) - 50) / 250;
2750
2751                                     emit_sound_at(swordstaffsound, victim->coords);
2752                                 } else {
2753                                     emit_sound_at(metalhitsound, victim->coords);
2754                                 }
2755                             }
2756
2757
2758                             XYZ aim;
2759                             victim->Puff(righthand);
2760                             victim->target = 0;
2761                             victim->frameTarget = 0;
2762                             victim->animTarget = staggerbackhighanim;
2763                             victim->targetyaw = targetyaw + 180;
2764                             victim->target = 0;
2765                             aim = DoRotation(facing, 0, 90, 0) * 21;
2766                             aim.y += 7;
2767                             weapons[victim->weaponids[0]].drop(aim * -.2, aim);
2768                             victim->num_weapons--;
2769                             if (victim->num_weapons) {
2770                                 victim->weaponids[0] = victim->weaponids[num_weapons];
2771                                 if (victim->weaponstuck == victim->num_weapons)
2772                                     victim->weaponstuck = 0;
2773                             }
2774                             victim->weaponactive = -1;
2775                             for (unsigned i = 0; i < Person::players.size(); i++) {
2776                                 Person::players[i]->wentforweapon = 0;
2777                             }
2778
2779                         }
2780                     }
2781                 }
2782
2783                 if (animTarget == staffhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2784                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
2785                         if (tutoriallevel != 1) {
2786                             weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 250;
2787                             escapednum = 0;
2788                             if (id == 0)
2789                                 camerashake += .4;
2790                             if (Random() % 2 || creature == wolftype) {
2791                                 victim->spurt = 1;
2792                             }
2793                             emit_sound_at(staffheadsound, victim->coords);
2794                         }
2795                         victim->RagDoll(0);
2796                         XYZ relative;
2797                         relative = victim->coords - coords;
2798                         relative.y = 0;
2799                         Normalise(&relative);
2800                         relative = DoRotation(relative, 0, 90, 0);
2801                         relative.y -= 1;
2802                         Normalise(&relative);
2803                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2804                             victim->skeleton.joints[i].velocity += relative * damagemult * 60;
2805                         }
2806                         victim->jointVel(head) += relative * damagemult * 230;
2807                         victim->jointVel(neck) += relative * damagemult * 230;
2808                         //FootLand(1,2);
2809                         victim->Puff(head);
2810                         if (tutoriallevel != 1) {
2811                             victim->DoDamage(damagemult * 120 / victim->protectionhigh);
2812
2813                             award_bonus(id, solidhit, 30);
2814                         }
2815                     }
2816                 }
2817
2818                 if (animTarget == staffspinhitanim && animation[animTarget].label[frameCurrent] == 5 && victim->animTarget != rollanim) {
2819                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5 && victim->animTarget != dodgebackanim && victim->animTarget != sweepanim) {
2820                         if (tutoriallevel != 1) {
2821                             weapons[weaponids[0]].damage += .6 + float(abs(Random() % 100) - 50) / 250;
2822                             escapednum = 0;
2823                             if (id == 0)
2824                                 camerashake += .4;
2825                             if (Random() % 2 || creature == wolftype) {
2826                                 victim->spurt = 1;
2827                             }
2828                             emit_sound_at(staffheadsound, victim->coords);
2829                         }
2830                         victim->RagDoll(0);
2831                         XYZ relative;
2832                         relative = victim->coords - coords;
2833                         relative.y = 0;
2834                         Normalise(&relative);
2835                         relative = DoRotation(relative, 0, -90, 0);
2836                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2837                             victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2838                         }
2839                         victim->jointVel(head) += relative * damagemult * 220;
2840                         victim->jointVel(neck) += relative * damagemult * 220;
2841                         //FootLand(1,2);
2842                         victim->Puff(head);
2843                         if (tutoriallevel != 1) {
2844                             victim->DoDamage(damagemult * 350 / victim->protectionhead);
2845
2846                             award_bonus(id, solidhit, 60);
2847                         }
2848                     }
2849                 }
2850
2851                 if (animTarget == staffgroundsmashanim && animation[animTarget].label[frameCurrent] == 5) {
2852                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 6.5) {
2853                         escapednum = 0;
2854                         if (tutoriallevel != 1) {
2855                             if (!victim->dead)
2856                                 weapons[weaponids[0]].damage += .4 + float(abs(Random() % 100) - 50) / 500;
2857                             if (id == 0)
2858                                 camerashake += .4;
2859                             if (Random() % 2 || creature == wolftype) {
2860                                 victim->spurt = 1;
2861                             }
2862                             emit_sound_at(staffbodysound, victim->coords);
2863                         }
2864                         victim->skeleton.longdead = 0;
2865                         victim->skeleton.free = 1;
2866                         victim->skeleton.broken = 0;
2867
2868                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
2869                             victim->skeleton.joints[i].velchange = 0;
2870                             victim->skeleton.joints[i].locked = 0;
2871                             //victim->skeleton.joints[i].velocity=0;
2872                         }
2873
2874                         victim->RagDoll(0);
2875                         XYZ relative;
2876                         relative = 0;
2877                         /*relative=victim->coords-coords;
2878                         relative.y=0;
2879                         Normalise(&relative);
2880                         relative=DoRotation(relative,0,90,0);*/
2881                         relative.y = -1;
2882                         Normalise(&relative);
2883                         if (!victim->dead) {
2884                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2885                                 victim->skeleton.joints[i].velocity = relative * damagemult * 40;
2886                             }
2887                             //FootLand(1,2);
2888                             victim->jointVel(abdomen) += relative * damagemult * 40;
2889                         }
2890                         if (victim->dead) {
2891                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2892                                 victim->skeleton.joints[i].velocity = relative * damagemult * abs(Random() % 20);
2893                             }
2894                             //FootLand(1,2);
2895                             //victim->jointVel(abdomen)+=relative*damagemult*20;
2896                         }
2897                         victim->Puff(abdomen);
2898                         if (tutoriallevel != 1) {
2899                             victim->DoDamage(damagemult * 100 / victim->protectionhigh);
2900
2901                             if (!victim->dead) {
2902                                 award_bonus(id, solidhit, 40);
2903                             }
2904                         }
2905                     }
2906                 }
2907
2908                 if (animTarget == lowkickanim && animation[animTarget].label[frameCurrent] == 5) {
2909                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && animation[victim->animTarget].height != highheight) {
2910                         escapednum = 0;
2911                         if (id == 0)
2912                             camerashake += .4;
2913                         XYZ relative;
2914                         relative = victim->coords - coords;
2915                         relative.y = 0;
2916                         Normalise(&relative);
2917
2918                         SolidHitBonus(id);
2919
2920                         if (animation[victim->animTarget].height == lowheight) {
2921                             if (Random() % 2) {
2922                                 victim->spurt = 1;
2923                                 DoBlood(.2, 250);
2924                             }
2925                             victim->RagDoll(0);
2926                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2927                                 victim->skeleton.joints[i].velocity += relative * damagemult * 40;
2928                             }
2929                             victim->jointVel(head) += relative * damagemult * 200;
2930                             if (tutoriallevel != 1) {
2931                                 emit_sound_at(heavyimpactsound, victim->coords, 128.);
2932                             }
2933                             victim->Puff(head);
2934                             victim->DoDamage(damagemult * 100 / victim->protectionhead);
2935                             if (victim->howactive == typesleeping)
2936                                 victim->DoDamage(damagemult * 150 / victim->protectionhead);
2937                             if (creature == wolftype) {
2938                                 emit_sound_at(clawslicesound, victim->coords, 128.);
2939                                 victim->spurt = 1;
2940                                 victim->DoBloodBig(2 / victim->armorhead, 175);
2941                             }
2942                         } else {
2943                             if (victim->damage >= victim->damagetolerance)
2944                                 victim->RagDoll(0);
2945                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2946                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
2947                             }
2948                             victim->jointVel(abdomen) += relative * damagemult * 200;
2949                             victim->frameTarget = 0;
2950                             victim->animTarget = staggerbackhighanim;
2951                             victim->targetyaw = targetyaw + 180;
2952                             victim->target = 0;
2953                             if (tutoriallevel != 1) {
2954                                 emit_sound_at(landsound2, victim->coords, 128.);
2955                             }
2956                             victim->Puff(abdomen);
2957                             victim->DoDamage(damagemult * 30 / victim->protectionhigh);
2958                             if (creature == wolftype) {
2959                                 emit_sound_at(clawslicesound, victim->coords, 128.);
2960                                 victim->spurt = 1;
2961                                 victim->DoBloodBig(2 / victim->armorhigh, 170);
2962                             }
2963                         }
2964
2965                     }
2966                 }
2967
2968                 if (animTarget == sweepanim && animation[animTarget].label[frameCurrent] == 5) {
2969                     if ((victim->animTarget != jumpupanim) &&
2970                         (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3) &&
2971                         (victim != this->shared_from_this())) {
2972                         escapednum = 0;
2973                         if (id == 0)
2974                             camerashake += .2;
2975                         if (tutoriallevel != 1) {
2976                             emit_sound_at(landsound2, victim->coords, 128.);
2977                         }
2978                         XYZ relative;
2979                         relative = victim->coords - coords;
2980                         relative.y = 0;
2981                         Normalise(&relative);
2982
2983                         if (animation[victim->animTarget].height == middleheight || animation[victim->animCurrent].height == middleheight || victim->damage >= victim->damagetolerance - 40) {
2984                             victim->RagDoll(0);
2985
2986                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2987                                 victim->skeleton.joints[i].velocity += relative * damagemult * 15;
2988                             }
2989                             relative = DoRotation(relative, 0, -90, 0);
2990                             relative.y += .1;
2991                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
2992                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
2993                                     victim->skeleton.joints[i].velocity = relative * 80;
2994                             }
2995                             victim->Puff(rightankle);
2996                             victim->Puff(leftankle);
2997                             victim->DoDamage(damagemult * 40 / victim->protectionlow);
2998                         } else {
2999                             if (victim->damage >= victim->damagetolerance)
3000                                 victim->RagDoll(0);
3001                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
3002                                 victim->skeleton.joints[i].velocity += relative * damagemult * 10;
3003                             }
3004                             relative = DoRotation(relative, 0, -90, 0);
3005                             for (int i = 0; i < victim->skeleton.num_joints; i++) {
3006                                 if (victim->skeleton.joints[i].label == leftfoot || victim->skeleton.joints[i].label == rightfoot || victim->skeleton.joints[i].label == leftankle || victim->skeleton.joints[i].label == rightankle)
3007                                     victim->skeleton.joints[i].velocity += relative * damagemult * 80;
3008                             }
3009                             victim->jointVel(abdomen) += relative * damagemult * 200;
3010                             victim->frameTarget = 0;
3011                             victim->animTarget = staggerbackhighanim;
3012                             victim->targetyaw = targetyaw + 180;
3013                             victim->target = 0;
3014                             if (tutoriallevel != 1) {
3015                                 emit_sound_at(landsound2, victim->coords, 128.);
3016                             }
3017                             victim->Puff(abdomen);
3018                             victim->DoDamage(damagemult * 30 / victim->protectionlow);
3019                         }
3020
3021                         SolidHitBonus(id);
3022
3023                     }
3024                 }
3025             }
3026             if (animation[animTarget].attack == reversal && (!victim->feint || (victim->lastattack == victim->lastattack2 && victim->lastattack2 == victim->lastattack3 && Random() % 2) || animTarget == knifefollowanim)) {
3027                 if (animTarget == spinkickreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3028                     escapednum = 0;
3029                     if (id == 0)
3030                         camerashake += .4;
3031                     if (Random() % 2) {
3032                         victim->spurt = 1;
3033                         DoBlood(.2, 230);
3034                     }
3035                     if (tutoriallevel != 1) {
3036                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
3037                     }
3038                     if (creature == wolftype) {
3039                         emit_sound_at(clawslicesound, victim->coords, 128);
3040                         victim->spurt = 1;
3041                         victim->DoBloodBig(2 / victim->armorhigh, 170);
3042                     }
3043                     victim->RagDoll(0);
3044                     XYZ relative;
3045                     relative = victim->coords - oldcoords;
3046                     relative.y = 0;
3047                     Normalise(&relative);
3048                     //relative=DoRotation(relative,0,-90,0);
3049                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3050                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3051                     }
3052                     victim->jointVel(abdomen) += relative * damagemult * 200;
3053                     //FootLand(1,2);
3054                     victim->Puff(abdomen);
3055                     victim->DoDamage(damagemult * 150 / victim->protectionhigh);
3056
3057                     award_bonus(id, Reversal);
3058                 }
3059
3060                 if ((animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim) && animation[animTarget].label[frameCurrent] == 5) {
3061                     if (victim->weaponactive != -1 && victim->num_weapons > 0) {
3062                         if (weapons[victim->weaponids[victim->weaponactive]].owner == int(victim->id)) {
3063                             weapons[victim->weaponids[victim->weaponactive]].owner = id;
3064                             weaponactive = 0;
3065                             if (num_weapons > 0) {
3066                                 weaponids[num_weapons] = weaponids[victim->weaponactive];
3067                             }
3068                             num_weapons++;
3069                             weaponids[0] = victim->weaponids[victim->weaponactive];
3070                             victim->num_weapons--;
3071                             if (victim->num_weapons > 0) {
3072                                 victim->weaponids[victim->weaponactive] = victim->weaponids[victim->num_weapons];
3073                             }
3074                             victim->weaponactive = -1;
3075                         }
3076                     }
3077                 }
3078
3079                 if (animTarget == staffhitreversalanim && animation[animTarget].label[frameCurrent] == 5) {
3080                     escapednum = 0;
3081                     if (id == 0)
3082                         camerashake += .4;
3083                     if (Random() % 2) {
3084                         victim->spurt = 1;
3085                         DoBlood(.2, 230);
3086                     }
3087                     emit_sound_at(whooshhitsound, victim->coords, 128.);
3088                     victim->RagDoll(0);
3089                     XYZ relative;
3090                     relative = victim->coords - oldcoords;
3091                     relative.y = 0;
3092                     Normalise(&relative);
3093                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3094                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
3095                     }
3096                     victim->jointVel(abdomen) += relative * damagemult * 200;
3097                     victim->Puff(head);
3098                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
3099                 }
3100
3101                 if (animTarget == staffspinhitreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3102                     escapednum = 0;
3103                     if (id == 0)
3104                         camerashake += .4;
3105                     if (Random() % 2) {
3106                         victim->spurt = 1;
3107                         DoBlood(.2, 230);
3108                     }
3109
3110                     award_bonus(id, staffreversebonus);
3111
3112                     if (tutoriallevel != 1) {
3113                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
3114                     }
3115                     victim->RagDoll(0);
3116                     award_bonus(id, staffreversebonus); // Huh, again?
3117
3118                     XYZ relative;
3119                     relative = victim->coords - oldcoords;
3120                     relative.y = 0;
3121                     Normalise(&relative);
3122                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3123                         victim->skeleton.joints[i].velocity += relative * damagemult * 30;
3124                     }
3125                     victim->jointVel(abdomen) += relative * damagemult * 200;
3126                     victim->Puff(head);
3127                     victim->DoDamage(damagemult * 70 / victim->protectionhigh);
3128                 }
3129
3130                 if (animTarget == upunchreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3131                     escapednum = 0;
3132                     victim->RagDoll(1);
3133                     XYZ relative;
3134                     relative = facing;
3135                     relative.y = 0;
3136                     Normalise(&relative);
3137                     relative.y -= .1;
3138                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3139                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
3140                     }
3141                     victim->jointVel(lefthand) *= .1;
3142                     victim->jointVel(leftwrist) *= .2;
3143                     victim->jointVel(leftelbow) *= .5;
3144                     victim->jointVel(leftshoulder) *= .7;
3145                     victim->jointVel(righthand) *= .1;
3146                     victim->jointVel(rightwrist) *= .2;
3147                     victim->jointVel(rightelbow) *= .5;
3148                     victim->jointVel(rightshoulder) *= .7;
3149
3150                     victim->Puff(abdomen);
3151                     victim->DoDamage(damagemult * 90 / victim->protectionhigh);
3152
3153                     award_bonus(id, Reversal);
3154
3155                     bool doslice;
3156                     doslice = 0;
3157                     if (weaponactive != -1 || creature == wolftype)
3158                         doslice = 1;
3159                     if (creature == rabbittype && weaponactive != -1)
3160                         if (weapons[weaponids[0]].getType() == staff)
3161                             doslice = 0;
3162                     if (doslice) {
3163                         if (weaponactive != -1) {
3164                             victim->DoBloodBig(2 / victim->armorhigh, 225);
3165                             emit_sound_at(knifeslicesound, victim->coords);
3166                             if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
3167                                 weapons[weaponids[weaponactive]].bloody = 1;
3168                             weapons[weaponids[weaponactive]].blooddrip += 3;
3169                         }
3170                         if (weaponactive == -1 && creature == wolftype) {
3171                             ;
3172                             emit_sound_at(clawslicesound, victim->coords, 128.);
3173                             victim->spurt = 1;
3174                             victim->DoBloodBig(2 / victim->armorhigh, 175);
3175                         }
3176                     }
3177                 }
3178
3179
3180
3181                 if (animTarget == swordslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3182                     escapednum = 0;
3183                     victim->RagDoll(1);
3184                     XYZ relative;
3185                     relative = facing;
3186                     relative.y = 0;
3187                     Normalise(&relative);
3188                     relative.y -= .1;
3189                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3190                         victim->skeleton.joints[i].velocity += relative * damagemult * 70;
3191                     }
3192                     victim->jointVel(lefthand) *= .1 - 1;
3193                     victim->jointVel(leftwrist) *= .2 - 1;
3194                     victim->jointVel(leftelbow) *= .5 - 1;
3195                     victim->jointVel(leftshoulder) *= .7 - 1;
3196                     victim->jointVel(righthand) *= .1 - 1;
3197                     victim->jointVel(rightwrist) *= .2 - 1;
3198                     victim->jointVel(rightelbow) *= .5 - 1;
3199                     victim->jointVel(rightshoulder) *= .7 - 1;
3200
3201                     award_bonus(id, swordreversebonus);
3202                 }
3203
3204                 if (hasvictim && animTarget == knifeslashreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3205                     escapednum = 0;
3206                     if (id == 0)
3207                         camerashake += .4;
3208                     if (Random() % 2) {
3209                         victim->spurt = 1;
3210                         DoBlood(.2, 230);
3211                     }
3212                     if (tutoriallevel != 1) {
3213                         emit_sound_at(heavyimpactsound, victim->coords, 128.);
3214                     }
3215                     victim->RagDoll(0);
3216                     XYZ relative;
3217                     relative = victim->coords - oldcoords;
3218                     relative.y = 0;
3219                     Normalise(&relative);
3220                     relative = DoRotation(relative, 0, -90, 0);
3221                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3222                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3223                     }
3224                     victim->jointVel(abdomen) += relative * damagemult * 200;
3225                     victim->Puff(abdomen);
3226                     victim->DoDamage(damagemult * 30 / victim->protectionhigh);
3227
3228                     award_bonus(id, Reversal);
3229                 }
3230
3231                 if (hasvictim && animTarget == sneakattackanim && animation[animTarget].label[frameCurrent] == 7) {
3232                     escapednum = 0;
3233                     victim->RagDoll(0);
3234                     victim->skeleton.spinny = 0;
3235                     XYZ relative;
3236                     relative = facing * -1;
3237                     relative.y = -3;
3238                     Normalise(&relative);
3239                     if (victim->id == 0)
3240                         relative /= 30;
3241                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3242                         victim->skeleton.joints[i].velocity += relative * damagemult * 40;
3243                     }
3244                     victim->damage = victim->damagetolerance;
3245                     victim->permanentdamage = victim->damagetolerance - 1;
3246                     bool doslice;
3247                     doslice = 0;
3248                     if (weaponactive != -1 || creature == wolftype)
3249                         doslice = 1;
3250                     if (creature == rabbittype && weaponactive != -1)
3251                         if (weapons[weaponids[0]].getType() == staff)
3252                             doslice = 0;
3253                     if (doslice) {
3254                         if (weaponactive != -1) {
3255                             victim->DoBloodBig(200, 225);
3256                             emit_sound_at(knifeslicesound, victim->coords);
3257                             if (bloodtoggle)
3258                                 weapons[weaponids[weaponactive]].bloody = 2;
3259                             weapons[weaponids[weaponactive]].blooddrip += 5;
3260                         }
3261
3262                         if (creature == wolftype && weaponactive == -1) {
3263                             emit_sound_at(clawslicesound, victim->coords, 128.);
3264                             victim->spurt = 1;
3265                             victim->DoBloodBig(2, 175);
3266                         }
3267                     }
3268                     award_bonus(id, spinecrusher);
3269                 }
3270
3271                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
3272                     if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
3273                         escapednum = 0;
3274                         if (animTarget == knifefollowanim)
3275                             victim->DoBloodBig(200, 210);
3276                         if (animTarget == knifesneakattackanim) {
3277                             XYZ footvel, footpoint;
3278                             footvel = 0;
3279                             footpoint = weapons[weaponids[0]].tippoint;
3280                             if (bloodtoggle)
3281                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3282                             footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
3283                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3284                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3285                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3286                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3287                             victim->DoBloodBig(200, 195);
3288                             award_bonus(id, tracheotomy);
3289                         }
3290                         if (animTarget == knifefollowanim) {
3291                             award_bonus(id, Stabbonus);
3292                             XYZ footvel, footpoint;
3293                             footvel = 0;
3294                             footpoint = weapons[weaponids[0]].tippoint;
3295                             if (bloodtoggle)
3296                                 Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3297                             footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3298                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3299                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3300                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
3301                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
3302
3303                         }
3304                         victim->bloodloss += 10000;
3305                         victim->velocity = 0;
3306                         emit_sound_at(fleshstabsound, victim->coords);
3307                         if (bloodtoggle)
3308                             weapons[weaponids[weaponactive]].bloody = 2;
3309                         weapons[weaponids[weaponactive]].blooddrip += 5;
3310                     }
3311                 }
3312
3313                 if (hasvictim && (animTarget == knifefollowanim || animTarget == knifesneakattackanim) && animation[animTarget].label[frameCurrent] == 6) {
3314                     escapednum = 0;
3315                     victim->velocity = 0;
3316                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3317                         victim->skeleton.joints[i].velocity = 0;
3318                     }
3319                     if (animTarget == knifefollowanim) {
3320                         victim->RagDoll(0);
3321                         for (int i = 0; i < victim->skeleton.num_joints; i++) {
3322                             victim->skeleton.joints[i].velocity = 0;
3323                         }
3324                     }
3325                     if (weaponactive != -1 && animation[victim->animTarget].attack != reversal) {
3326                         emit_sound_at(fleshstabremovesound, victim->coords);
3327                         if (bloodtoggle)
3328                             weapons[weaponids[weaponactive]].bloody = 2;
3329                         weapons[weaponids[weaponactive]].blooddrip += 5;
3330
3331                         XYZ footvel, footpoint;
3332                         footvel = 0;
3333                         footpoint = weapons[weaponids[0]].tippoint;
3334                         if (bloodtoggle)
3335                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3336                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3337                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3338                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3339                         Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3340                         Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3341                     }
3342                 }
3343
3344                 if (hasvictim && (animTarget == swordsneakattackanim) && animation[animTarget].label[frameCurrent] == 5) {
3345                     if (weaponactive != -1 && victim->bloodloss < victim->damagetolerance) {
3346                         award_bonus(id, backstab);
3347
3348                         escapednum = 0;
3349
3350                         XYZ footvel, footpoint;
3351                         footvel = 0;
3352                         footpoint = (weapons[weaponids[0]].tippoint + weapons[weaponids[0]].position) / 2;
3353                         if (bloodtoggle)
3354                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3355                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position);
3356                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3357                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3358                         Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 5, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1);
3359                         Sprite::MakeSprite(bloodflamesprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .3, 1);
3360                         victim->DoBloodBig(200, 180);
3361                         victim->DoBloodBig(200, 215);
3362                         victim->bloodloss += 10000;
3363                         victim->velocity = 0;
3364                         emit_sound_at(fleshstabsound, victim->coords);
3365                         if (bloodtoggle)
3366                             weapons[weaponids[weaponactive]].bloody = 2;
3367                         weapons[weaponids[weaponactive]].blooddrip += 5;
3368                     }
3369                 }
3370
3371                 if (hasvictim && animTarget == swordsneakattackanim && animation[animTarget].label[frameCurrent] == 6) {
3372                     escapednum = 0;
3373                     victim->velocity = 0;
3374                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3375                         victim->skeleton.joints[i].velocity = 0;
3376                     }
3377                     if (weaponactive != -1) {
3378                         emit_sound_at(fleshstabremovesound, victim->coords);
3379                         if (bloodtoggle)
3380                             weapons[weaponids[weaponactive]].bloody = 2;
3381                         weapons[weaponids[weaponactive]].blooddrip += 5;
3382
3383                         XYZ footvel, footpoint;
3384                         footvel = 0;
3385                         footpoint = weapons[weaponids[0]].tippoint;
3386                         if (bloodtoggle)
3387                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
3388                         footvel = (weapons[weaponids[0]].tippoint - weapons[weaponids[0]].position) * -1;
3389                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3390                         Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
3391                         Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .3, 1);
3392                         Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .3, 1);
3393                     }
3394                 }
3395
3396                 if (animTarget == sweepreversalanim && animation[animTarget].label[frameCurrent] == 7) {
3397                     escapednum = 0;
3398                     if (id == 0)
3399                         camerashake += .4;
3400                     if (Random() % 2) {
3401                         victim->spurt = 1;
3402                         DoBlood(.2, 240);
3403                     }
3404                     if (weaponactive == -1) {
3405                         if (tutoriallevel != 1) {
3406                             emit_sound_at(heavyimpactsound, victim->coords, 128.);
3407                         }
3408                     }
3409                     bool doslice;
3410                     doslice = 0;
3411                     if (weaponactive != -1 || creature == wolftype)
3412                         doslice = 1;
3413                     if (creature == rabbittype && weaponactive != -1)
3414                         if (weapons[weaponids[0]].getType() == staff)
3415                             doslice = 0;
3416                     if (doslice) {
3417                         if (weaponactive != -1) {
3418                             victim->DoBloodBig(2 / victim->armorhead, 225);
3419                             emit_sound_at(knifeslicesound, victim->coords);
3420                             if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
3421                                 weapons[weaponids[weaponactive]].bloody = 1;
3422                             weapons[weaponids[weaponactive]].blooddrip += 3;
3423                         }
3424                         if (weaponactive == -1 && creature == wolftype) {
3425                             emit_sound_at(clawslicesound, victim->coords, 128.);
3426                             victim->spurt = 1;
3427                             victim->DoBloodBig(2 / victim->armorhead, 175);
3428                         }
3429                     }
3430
3431                     award_bonus(id, Reversal);
3432
3433                     victim->Puff(neck);
3434
3435                     XYZ relative;
3436                     relative = facing * -1;
3437                     relative.y = 0;
3438                     Normalise(&relative);
3439                     relative = DoRotation(relative, 0, 90, 0);
3440                     relative.y = .5;
3441                     Normalise(&relative);
3442                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3443                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
3444                     }
3445                     victim->jointVel(head) += relative * damagemult * 200;
3446                     if (victim->damage < victim->damagetolerance - 100)
3447                         victim->velocity = relative * 200;
3448                     victim->DoDamage(damagemult * 100 / victim->protectionhead);
3449                     victim->velocity = 0;
3450                 }
3451
3452                 if (animTarget == sweepreversalanim && ((animation[animTarget].label[frameCurrent] == 9 && victim->damage < victim->damagetolerance) || (animation[animTarget].label[frameCurrent] == 7 && victim->damage > victim->damagetolerance))) {
3453                     escapednum = 0;
3454                     victim->RagDoll(0);
3455                     XYZ relative;
3456                     relative = facing * -1;
3457                     relative.y = 0;
3458                     Normalise(&relative);
3459                     relative = DoRotation(relative, 0, 90, 0);
3460                     relative.y = .5;
3461                     Normalise(&relative);
3462                     for (int i = 0; i < victim->skeleton.num_joints; i++) {
3463                         victim->skeleton.joints[i].velocity += relative * damagemult * 20;
3464                     }
3465                     victim->jointVel(head) += relative * damagemult * 200;
3466                 }
3467
3468                 if (hasvictim && (animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == rabbitkickreversalanim || animTarget == upunchreversalanim || animTarget == jumpreversalanim || animTarget == swordslashreversalanim || animTarget == knifeslashreversalanim || animTarget == rabbittacklereversal || animTarget == wolftacklereversal || animTarget == staffhitreversalanim || animTarget == staffspinhitreversalanim))
3469                     if (victim->damage > victim->damagetolerance && bonus != reverseko) {
3470                         award_bonus(id, reverseko);
3471                     }
3472             }
3473
3474
3475             //Animation end
3476             if (frameTarget > animation[animCurrent].numframes - 1) {
3477                 frameTarget = 0;
3478                 if (wasStop()) {
3479                     animTarget = getIdle();
3480                     FootLand(0, 1);
3481                     FootLand(1, 1);
3482                 }
3483                 if (animCurrent == rabbittackleanim || animCurrent == rabbittacklinganim) {
3484                     animTarget = rollanim;
3485                     frameTarget = 3;
3486                     emit_sound_at(movewhooshsound, coords, 128.);
3487                 }
3488                 if (animCurrent == staggerbackhighanim) {
3489                     animTarget = getIdle();
3490                 }
3491                 if (animCurrent == staggerbackhardanim) {
3492                     animTarget = getIdle();
3493                 }
3494                 if (animCurrent == removeknifeanim) {
3495                     animTarget = getIdle();
3496                 }
3497                 if (animCurrent == crouchremoveknifeanim) {
3498                     animTarget = getCrouch();
3499                 }
3500                 if (animCurrent == backhandspringanim) {
3501                     animTarget = getIdle();
3502                 }
3503                 if (animCurrent == dodgebackanim) {
3504                     animTarget = getIdle();
3505                 }
3506                 if (animCurrent == drawleftanim) {
3507                     animTarget = getIdle();
3508                 }
3509                 if (animCurrent == drawrightanim || animCurrent == crouchdrawrightanim) {
3510                     animTarget = getIdle();
3511                     if (animCurrent == crouchdrawrightanim) {
3512                         animTarget = getCrouch();
3513                     }
3514                     if (weaponactive == -1)
3515                         weaponactive = 0;
3516                     else if (weaponactive == 0) {
3517                         weaponactive = -1;
3518                         if (num_weapons == 2) {
3519                             int buffer;
3520                             buffer = weaponids[0];
3521                             weaponids[0] = weaponids[1];
3522                             weaponids[1] = buffer;
3523                         }
3524                     }
3525
3526                     if (weaponactive == -1) {
3527                         emit_sound_at(knifesheathesound, coords, 128.);
3528                     }
3529                     if (weaponactive != -1) {
3530                         emit_sound_at(knifedrawsound, coords, 128.);
3531                     }
3532                 }
3533                 if (animCurrent == rollanim) {
3534                     animTarget = getCrouch();
3535                     FootLand(0, 1);
3536                     FootLand(1, 1);
3537                 }
3538                 if (isFlip()) {
3539                     if (animTarget == walljumprightkickanim) {
3540                         targetrot = -190;
3541                     }
3542                     if (animTarget == walljumpleftkickanim) {
3543                         targetrot = 190;
3544                     }
3545                     animTarget = jumpdownanim;
3546                 }
3547                 if (animCurrent == climbanim) {
3548                     animTarget = getCrouch();
3549                     frameTarget = 1;
3550                     coords += facing * .1;
3551                     if (!isnormal(coords.x))
3552                         coords = oldcoords;
3553                     oldcoords = coords;
3554                     collided = 0;
3555                     targetoffset = 0;
3556                     currentoffset = 0;
3557                     grabdelay = 1;
3558                     velocity = 0;
3559                     collided = 0;
3560                     avoidcollided = 0;
3561                 }
3562                 if (animTarget == rabbitkickreversalanim) {
3563                     animTarget = getCrouch();
3564                     lastfeint = 0;
3565                 }
3566                 if (animTarget == jumpreversalanim) {
3567                     animTarget = getCrouch();
3568                     lastfeint = 0;
3569                 }
3570                 if (animTarget == walljumprightanim || animTarget == walljumpbackanim || animTarget == walljumpfrontanim) {
3571                     if (attackkeydown && animTarget != walljumpfrontanim) {
3572                         int closest = -1;
3573                         float closestdist = -1;
3574                         float distance;
3575                         if (Person::players.size() > 1)
3576                             for (unsigned i = 0; i < Person::players.size(); i++) {
3577                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
3578                                     distance = distsq(&Person::players[i]->coords, &coords);
3579                                     if (closestdist == -1 || distance < closestdist) {
3580                                         closestdist = distance;
3581                                         closest = i;
3582                                     }
3583                                 }
3584                             }
3585                         if (closestdist > 0 && closest >= 0 && closestdist < 16) {
3586                             victim = Person::players[closest];
3587                             animTarget = walljumprightkickanim;
3588                             frameTarget = 0;
3589                             XYZ rotatetarget = victim->coords - coords;
3590                             Normalise(&rotatetarget);
3591                             yaw = -asin(0 - rotatetarget.x);
3592                             yaw *= 360 / 6.28;
3593                             if (rotatetarget.z < 0)
3594                                 yaw = 180 - yaw;
3595                             targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
3596                             velocity = (victim->coords - coords) * 4;
3597                             velocity.y += 2;
3598                             transspeed = 40;
3599                         }
3600                     }
3601                     if (animTarget == walljumpbackanim) {
3602                         animTarget = backflipanim;
3603                         frameTarget = 3;
3604                         velocity = facing * -8;
3605                         velocity.y = 4;
3606                         if (id == 0)
3607                             resume_stream(whooshsound);
3608                     }
3609                     if (animTarget == walljumprightanim) {
3610                         animTarget = rightflipanim;
3611                         frameTarget = 4;
3612                         targetyaw -= 90;
3613                         yaw -= 90;
3614                         velocity = DoRotation(facing, 0, 30, 0) * -8;
3615                         velocity.y = 4;
3616                     }
3617                     if (animTarget == walljumpfrontanim) {
3618                         animTarget = frontflipanim;
3619                         frameTarget = 2;
3620                         //targetyaw-=180;
3621                         ////yaw-=180;
3622                         velocity = facing * 8;
3623                         velocity.y = 4;
3624                     }
3625                     if (id == 0)
3626                         resume_stream(whooshsound);
3627                 }
3628                 if (animTarget == walljumpleftanim) {
3629                     if (attackkeydown) {
3630                         int closest = -1;
3631                         float closestdist = -1;
3632                         float distance;
3633                         if (Person::players.size() > 1)
3634                             for (unsigned i = 0; i < Person::players.size(); i++) {
3635                                 if (id != i && Person::players[i]->coords.y < coords.y && !Person::players[i]->skeleton.free) {
3636                                     distance = distsq(&Person::players[i]->coords, &coords);
3637                                     if (closestdist == -1 || distance < closestdist) {
3638                                         closestdist = distance;
3639                                         closest = i;
3640                                     }
3641                                 }
3642                             }
3643                         if (closestdist > 0 && closest >= 0 && closestdist < 16) {
3644                             victim = Person::players[closest];
3645                             animTarget = walljumpleftkickanim;
3646                             frameTarget = 0;
3647                             XYZ rotatetarget = victim->coords - coords;
3648                             Normalise(&rotatetarget);
3649                             yaw = -asin(0 - rotatetarget.x);
3650                             yaw *= 360 / 6.28;
3651                             if (rotatetarget.z < 0)
3652                                 yaw = 180 - yaw;
3653                             targettilt2 = -asin(rotatetarget.y) * 360 / 6.28;
3654                             velocity = (victim->coords - coords) * 4;
3655                             velocity.y += 2;
3656                             transspeed = 40;
3657                         }
3658                     }
3659                     if (animTarget != walljumpleftkickanim) {
3660                         animTarget = leftflipanim;
3661                         frameTarget = 4;
3662                         targetyaw += 90;
3663                         yaw += 90;
3664                         velocity = DoRotation(facing, 0, -30, 0) * -8;
3665                         velocity.y = 4;
3666                     }
3667                     if (id == 0)
3668                         resume_stream(whooshsound);
3669                 }
3670                 if (animTarget == sneakattackanim) {
3671                     animCurrent = getCrouch();
3672                     animTarget = getCrouch();
3673                     frameTarget = 1;
3674                     frameCurrent = 0;
3675                     targetyaw += 180;
3676                     yaw += 180;
3677                     targettilt2 *= -1;
3678                     tilt2 *= -1;
3679                     transspeed = 1000000;
3680                     targetheadyaw += 180;
3681                     coords -= facing * .7;
3682                     if (onterrain)
3683                         coords.y = terrain.getHeight(coords.x, coords.z);
3684
3685                     lastfeint = 0;
3686                 }
3687                 if (animTarget == knifesneakattackanim || animTarget == swordsneakattackanim) {
3688                     animTarget = getIdle();
3689                     frameTarget = 0;
3690                     if (onterrain)
3691                         coords.y = terrain.getHeight(coords.x, coords.z);
3692
3693                     lastfeint = 0;
3694                 }
3695                 if (animCurrent == knifefollowanim) {
3696                     animTarget = getIdle();
3697                     lastfeint = 0;
3698                 }
3699                 if (animation[animTarget].attack == reversal && animCurrent != sneakattackanim && animCurrent != knifesneakattackanim && animCurrent != swordsneakattackanim && animCurrent != knifefollowanim) {
3700                     float ycoords = oldcoords.y;
3701                     animTarget = getStop();
3702                     targetyaw += 180;
3703                     yaw += 180;
3704                     targettilt2 *= -1;
3705                     tilt2 *= -1;
3706                     transspeed = 1000000;
3707                     targetheadyaw += 180;
3708                     if (!isnormal(coords.x))
3709                         coords = oldcoords;
3710                     if (animCurrent == spinkickreversalanim || animCurrent == swordslashreversalanim)
3711                         oldcoords = coords + facing * .5;
3712                     else if (animCurrent == sweepreversalanim)
3713                         oldcoords = coords + facing * 1.1;
3714                     else if (animCurrent == upunchreversalanim) {
3715                         oldcoords = coords + facing * 1.5;
3716                         targetyaw += 180;
3717                         yaw += 180;
3718                         targetheadyaw += 180;
3719                         targettilt2 *= -1;
3720                         tilt2 *= -1;
3721                     } else if (animCurrent == knifeslashreversalanim) {
3722                         oldcoords = coords + facing * .5;
3723                         targetyaw += 90;
3724                         yaw += 90;
3725                         targetheadyaw += 90;
3726                         targettilt2 = 0;
3727                         tilt2 = 0;
3728                     } else if (animCurrent == staffspinhitreversalanim) {
3729                         targetyaw += 180;
3730                         yaw += 180;
3731                         targetheadyaw += 180;
3732                         targettilt2 = 0;
3733                         tilt2 = 0;
3734                     }
3735                     if (onterrain)
3736                         oldcoords.y = terrain.getHeight(oldcoords.x, oldcoords.z);
3737                     else
3738                         oldcoords.y = ycoords;
3739                     currentoffset = coords - oldcoords;
3740                     targetoffset = 0;
3741                     coords = oldcoords;
3742
3743                     lastfeint = 0;
3744                 }
3745                 if (animCurrent == knifesneakattackedanim || animCurrent == swordsneakattackedanim) {
3746                     velocity = 0;
3747                     velocity.y = -5;
3748                     RagDoll(0);
3749                 }
3750                 if (animation[animTarget].attack == reversed) {
3751                     escapednum++;
3752                     if (animTarget == sweepreversedanim)
3753                         targetyaw += 90;
3754                     animTarget = backhandspringanim;
3755                     frameTarget = 2;
3756                     emit_sound_at(landsound, coords, 128);
3757
3758                     if (animCurrent == upunchreversedanim || animCurrent == swordslashreversedanim) {
3759                         animTarget = rollanim;
3760                         frameTarget = 5;
3761                         oldcoords = coords;
3762                         coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3763                         coords.y = oldcoords.y;
3764                     }
3765                     if (animCurrent == knifeslashreversedanim) {
3766                         animTarget = rollanim;
3767                         frameTarget = 0;
3768                         targetyaw += 90;
3769                         yaw += 90;
3770                         oldcoords = coords;
3771                         coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3772                         coords.y = oldcoords.y;
3773                     }
3774                 }
3775                 if (wasFlip()) {
3776                     animTarget = jumpdownanim;
3777                 }
3778                 if (wasLanding())
3779                     animTarget = getIdle();
3780                 if (wasLandhard())
3781                     animTarget = getIdle();
3782                 if (animCurrent == spinkickanim || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == lowkickanim) {
3783                     animTarget = getIdle();
3784                     oldcoords = coords;
3785                     coords += (DoRotation(jointPos(leftfoot), 0, yaw, 0) + DoRotation(jointPos(rightfoot), 0, yaw, 0)) / 2 * scale;
3786                     coords.y = oldcoords.y;
3787                     //coords+=DoRotation(animation[animCurrent].offset,0,yaw,0)*scale;
3788                     targetoffset.y = coords.y;
3789                     if (onterrain)
3790                         targetoffset.y = terrain.getHeight(coords.x, coords.z);
3791                     currentoffset = DoRotation(animation[animCurrent].offset * -1, 0, yaw, 0) * scale;
3792                     currentoffset.y -= (coords.y - targetoffset.y);
3793                     coords.y = targetoffset.y;
3794                     targetoffset = 0;
3795                     normalsupdatedelay = 0;
3796                 }
3797                 if (animCurrent == upunchanim) {
3798                     animTarget = getStop();
3799                     normalsupdatedelay = 0;
3800                     lastfeint = 0;
3801                 }
3802                 if (animCurrent == rabbitkickanim && animTarget != backflipanim) {
3803                     targetyaw = yaw;
3804                     bool hasstaff;
3805                     hasstaff = 0;
3806                     if (num_weapons > 0)
3807                         if (weapons[0].getType() == staff)
3808                             hasstaff = 1;
3809                     if (!hasstaff)
3810                         DoDamage(35);
3811                     RagDoll(0);
3812                     lastfeint = 0;
3813                     rabbitkickragdoll = 1;
3814                 }
3815                 if (animCurrent == rabbitkickreversedanim) {
3816                     if (!feint) {
3817                         velocity = 0;
3818                         velocity.y = -10;
3819                         //DoDamage(100);
3820                         RagDoll(0);
3821                         skeleton.spinny = 0;
3822                         SolidHitBonus(!id); // FIXME: tricky id
3823                     }
3824                     if (feint) {
3825                         escapednum++;
3826                         animTarget = rollanim;
3827                         coords += facing;
3828                         if (id == 0)
3829                             pause_sound(whooshsound);
3830                     }
3831                     lastfeint = 0;
3832                 }
3833                 if (animCurrent == rabbittackledbackanim || animCurrent == rabbittackledfrontanim) {
3834                     velocity = 0;
3835                     velocity.y = -10;
3836                     RagDoll(0);
3837                     skeleton.spinny = 0;
3838                 }
3839                 if (animCurrent == jumpreversedanim) {
3840                     if (!feint) {
3841                         velocity = 0;
3842                         velocity.y = -10;
3843                         //DoDamage(100);
3844                         RagDoll(0);
3845                         skeleton.spinny = 0;
3846                         SolidHitBonus(!id); // FIXME: tricky id
3847                     }
3848                     if (feint) {
3849                         escapednum++;
3850                         animTarget = rollanim;
3851                         coords += facing * 2;
3852                         if (id == 0)
3853                             pause_sound(whooshsound);
3854                     }
3855                     lastfeint = 0;
3856                 }
3857
3858                 if (animation[animCurrent].attack == normalattack && !victim->skeleton.free && victim->animTarget != staggerbackhighanim && victim->animTarget != staggerbackhardanim && animTarget != winduppunchblockedanim && animTarget != blockhighleftanim && animTarget != swordslashparryanim && animTarget != swordslashparriedanim && animTarget != crouchstabanim && animTarget != swordgroundstabanim) {
3859                     animTarget = getupfromfrontanim;
3860                     lastfeint = 0;
3861                 } else if (animation[animCurrent].attack == normalattack) {
3862                     animTarget = getIdle();
3863                     lastfeint = 0;
3864                 }
3865                 if (animCurrent == blockhighleftanim && aitype != playercontrolled) {
3866                     animTarget = blockhighleftstrikeanim;
3867                 }
3868                 if (animCurrent == knifeslashstartanim || animCurrent == knifethrowanim || animCurrent == swordslashanim || animCurrent == staffhitanim || animCurrent == staffgroundsmashanim || animCurrent == staffspinhitanim) {
3869                     animTarget = getIdle();
3870                     lastfeint = 0;
3871                 }
3872                 if (animCurrent == spinkickanim && victim->skeleton.free) {
3873                     if (creature == rabbittype)
3874                         animTarget = fightidleanim;
3875                 }
3876             }
3877             target = 0;
3878
3879             if (isIdle() && !wasIdle())
3880                 normalsupdatedelay = 0;
3881
3882             if (animCurrent == jumpupanim && velocity.y < 0 && !isFlip()) {
3883                 animTarget = jumpdownanim;
3884             }
3885         }
3886         if (!skeleton.free) {
3887             oldtarget = target;
3888             if (!transspeed && animation[animTarget].attack != 2 && animation[animTarget].attack != 3) {
3889                 if (!isRun() || !wasRun()) {
3890                     if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
3891                         target += multiplier * animation[animTarget].speed[frameTarget] * speed * 2;
3892                     if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
3893                         target += multiplier * animation[animCurrent].speed[frameCurrent] * speed * 2;
3894                 }
3895                 if (isRun() && wasRun()) {
3896                     float tempspeed;
3897                     tempspeed = velspeed;
3898                     if (tempspeed < 10 * speedmult)
3899                         tempspeed = 10 * speedmult;
3900                     target += multiplier * animation[animTarget].speed[frameCurrent] * speed * 1.7 * tempspeed / (speed * 45 * scale);
3901                 }
3902             } else if (transspeed)
3903                 target += multiplier * transspeed * speed * 2;
3904             else {
3905                 if (!isRun() || !wasRun()) {
3906                     if (animation[animTarget].speed[frameTarget] > animation[animCurrent].speed[frameCurrent])
3907                         target += multiplier * animation[animTarget].speed[frameTarget] * 2;
3908                     if (animation[animTarget].speed[frameTarget] <= animation[animCurrent].speed[frameCurrent])
3909                         target += multiplier * animation[animCurrent].speed[frameCurrent] * 2;
3910                 }
3911             }
3912
3913             if (animCurrent != animTarget)
3914                 target = (target + oldtarget) / 2;
3915
3916             if (target > 1) {
3917                 frameCurrent = frameTarget;
3918                 target = 1;
3919             }
3920             oldrot = rot;
3921             rot = targetrot * target;
3922             yaw += rot - oldrot;
3923             if (target == 1) {
3924                 rot = 0;
3925                 oldrot = 0;
3926                 targetrot = 0;
3927             }
3928             if (animCurrent != oldanimCurrent || animTarget != oldanimTarget || ((frameCurrent != oldframeCurrent || frameTarget != oldframeTarget) && !calcrot)) {
3929                 //Old rotates
3930                 for (int i = 0; i < skeleton.num_joints; i++) {
3931                     skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent];
3932                 }
3933
3934                 skeleton.FindForwards();
3935
3936                 for (int i = 0; i < skeleton.num_muscles; i++) {
3937                     if (skeleton.muscles[i].visible) {
3938                         skeleton.FindRotationMuscle(i, animTarget);
3939                     }
3940                 }
3941                 for (int i = 0; i < skeleton.num_muscles; i++) {
3942                     if (skeleton.muscles[i].visible) {
3943                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
3944                             skeleton.muscles[i].oldrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
3945                         if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
3946                             skeleton.muscles[i].oldrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
3947                         if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
3948                             skeleton.muscles[i].oldrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
3949                     }
3950                 }
3951
3952                 //New rotates
3953                 for (int i = 0; i < skeleton.num_joints; i++) {
3954                     skeleton.joints[i].position = animation[animTarget].position[i][frameTarget];
3955                 }
3956
3957                 skeleton.FindForwards();
3958
3959                 for (int i = 0; i < skeleton.num_muscles; i++) {
3960                     if (skeleton.muscles[i].visible) {
3961                         skeleton.FindRotationMuscle(i, animTarget);
3962                     }
3963                 }
3964                 for (int i = 0; i < skeleton.num_muscles; i++) {
3965                     if (skeleton.muscles[i].visible) {
3966                         if (isnormal((float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100))
3967                             skeleton.muscles[i].newrotate1 = (float)((int)(skeleton.muscles[i].rotate1 * 100) % 36000) / 100;
3968                         if (isnormal((float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100))
3969                             skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
3970                         if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
3971                             skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
3972                         if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360;
3973                         if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360;
3974                         if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360;
3975                         if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360;
3976                         if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360;
3977                         if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360;
3978                     }
3979                 }
3980             }
3981             if (frameCurrent >= animation[animCurrent].numframes)
3982                 frameCurrent = animation[animCurrent].numframes - 1;
3983
3984             oldanimCurrent = animCurrent;
3985             oldanimTarget = animTarget;
3986             oldframeTarget = frameTarget;
3987             oldframeCurrent = frameCurrent;
3988
3989             for (int i = 0; i < skeleton.num_joints; i++) {
3990                 skeleton.joints[i].velocity = (animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target) - skeleton.joints[i].position) / multiplier;
3991                 skeleton.joints[i].position = animation[animCurrent].position[i][frameCurrent] * (1 - target) + animation[animTarget].position[i][frameTarget] * (target);
3992             }
3993             offset = currentoffset * (1 - target) + targetoffset * target;
3994             for (int i = 0; i < skeleton.num_muscles; i++) {
3995                 if (skeleton.muscles[i].visible) {
3996                     skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
3997                     skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
3998                     skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * (target);
3999                 }
4000             }
4001         }
4002
4003         if (isLanding() && landhard) {
4004             if (id == 0)
4005                 camerashake += .4;
4006             animTarget = getLandhard();
4007             frameTarget = 0;
4008             target = 0;
4009             landhard = 0;
4010             transspeed = 15;
4011         }
4012     }
4013 }
4014
4015 /* EFFECT
4016  * MONSTER
4017  * TODO
4018  */
4019 void Person::DoStuff()
4020 {
4021     static XYZ terrainnormal;
4022     static XYZ flatfacing;
4023     static XYZ flatvelocity;
4024     static float flatvelspeed;
4025     static int i, j, l;
4026     static XYZ average;
4027     static int howmany;
4028     static int bloodsize;
4029     static int startx, starty, endx, endy;
4030     static GLubyte color;
4031     static XYZ bloodvel;
4032
4033     onfiredelay -= multiplier;
4034     if (onfiredelay < 0 && onfire) {
4035         if (Random() % 2 == 0) {
4036             crouchkeydown = 1;
4037         }
4038         onfiredelay = 0.3;
4039     }
4040
4041     crouchkeydowntime += multiplier;
4042     if (!crouchkeydown)
4043         crouchkeydowntime = 0;
4044     jumpkeydowntime += multiplier;
4045     if (!jumpkeydown && skeleton.free)
4046         jumpkeydowntime = 0;
4047
4048     if (hostile || damage > 0 || bloodloss > 0)
4049         immobile = 0;
4050
4051     if (isIdle() || isRun())
4052         targetoffset = 0;
4053
4054     if (num_weapons == 1 && weaponactive != -1)
4055         weaponstuck = -1;
4056
4057     if (id == 0)
4058         blooddimamount -= multiplier * .3;
4059     speechdelay -= multiplier;
4060     texupdatedelay -= multiplier;
4061     interestdelay -= multiplier;
4062     flamedelay -= multiplier;
4063     parriedrecently -= multiplier;
4064     if (!victim) {
4065         victim = this->shared_from_this();
4066         hasvictim = 0;
4067     }
4068
4069     if (id == 0)
4070         speed = 1.1 * speedmult;
4071     else
4072         speed = 1.0 * speedmult;
4073     if (!skeleton.free)
4074         rabbitkickragdoll = 0;
4075
4076     speed *= speedmult;
4077
4078     if (id != 0 && (creature == rabbittype || difficulty != 2))
4079         superruntoggle = 0;
4080     if (id != 0 && creature == wolftype && difficulty == 2) {
4081         superruntoggle = 0;
4082         if (aitype != passivetype) {
4083             superruntoggle = 1;
4084             if (aitype == attacktypecutoff && (Person::players[0]->isIdle() || Person::players[0]->isCrouch() || Person::players[0]->skeleton.free || Person::players[0]->animTarget == getupfrombackanim || Person::players[0]->animTarget == getupfromfrontanim || Person::players[0]->animTarget == sneakanim) && distsq(&coords, &Person::players[0]->coords) < 16) {
4085                 superruntoggle = 0;
4086             }
4087         }
4088         if (scale < 0.2)
4089             superruntoggle = 0;
4090         if (animTarget == wolfrunninganim && !superruntoggle) {
4091             animTarget = getRun();
4092             frameTarget = 0;
4093         }
4094     }
4095     if (weaponactive == -1 && num_weapons > 0) {
4096         if (weapons[weaponids[0]].getType() == staff) {
4097             weaponactive = 0;
4098         }
4099     }
4100
4101     if (onfire) {
4102         burnt += multiplier;
4103         deathbleeding = 1;
4104         if (burnt > .6)
4105             burnt = .6;
4106         OPENAL_SetVolume(channels[stream_firesound], 256 + 256 * findLength(&velocity) / 3);
4107
4108         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
4109             float gLoc[3];
4110             float vel[3];
4111             gLoc[0] = coords.x;
4112             gLoc[1] = coords.y;
4113             gLoc[2] = coords.z;
4114             vel[0] = velocity.x;
4115             vel[1] = velocity.y;
4116             vel[2] = velocity.z;
4117
4118             if (id == 0) {
4119                 OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
4120                 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
4121             }
4122         }
4123     }
4124     while (flamedelay < 0 && onfire) {
4125         flamedelay += .006;
4126         howmany = abs(Random() % (skeleton.num_joints));
4127         if (!skeleton.free)
4128             flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
4129         if (skeleton.free)
4130             flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
4131         if (!skeleton.free)
4132             flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
4133         if (skeleton.free)
4134             flatfacing = skeleton.joints[howmany].position * scale + coords;
4135         Sprite::MakeSprite(flamesprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
4136     }
4137
4138     while (flamedelay < 0 && !onfire && tutoriallevel == 1 && id != 0) {
4139         flamedelay += .05;
4140         howmany = abs(Random() % (skeleton.num_joints));
4141         if (!skeleton.free)
4142             flatvelocity = (coords - oldcoords) / multiplier / 2; //velocity/2;
4143         if (skeleton.free)
4144             flatvelocity = skeleton.joints[howmany].velocity * scale / 2;
4145         if (!skeleton.free)
4146             flatfacing = DoRotation(DoRotation(DoRotation(skeleton.joints[howmany].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords;
4147         if (skeleton.free)
4148             flatfacing = skeleton.joints[howmany].position * scale + coords;
4149         Sprite::MakeSprite(breathsprite, flatfacing, flatvelocity, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, .3);
4150     }
4151
4152     if (bleeding > 0) {
4153         bleeding -= multiplier * .3;
4154         if (bloodtoggle == 2) {
4155             skeleton.drawmodel.textureptr.bind();
4156             if ((bleeding <= 0) && (detail != 2))
4157                 DoMipmaps();
4158         }
4159     }
4160
4161     if (neckspurtamount > 0) {
4162         neckspurtamount -= multiplier;
4163         neckspurtdelay -= multiplier * 3;
4164         neckspurtparticledelay -= multiplier * 3;
4165         if (neckspurtparticledelay < 0 && neckspurtdelay > 2) {
4166             spurt = 0;
4167             bloodvel = 0;
4168             if (!skeleton.free) {
4169                 bloodvel.z = 5 * neckspurtamount;
4170                 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
4171             }
4172             if (skeleton.free) {
4173                 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
4174             }
4175             if (skeleton.free)
4176                 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
4177             if (!skeleton.free)
4178                 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
4179             if (skeleton.free)
4180                 Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
4181             if (!skeleton.free)
4182                 Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
4183             neckspurtparticledelay = .05;
4184         }
4185         if (neckspurtdelay < 0) {
4186             neckspurtdelay = 3;
4187         }
4188     }
4189
4190     if (deathbleeding > 0 && dead != 2) {
4191         if (deathbleeding < 5)
4192             bleeddelay -= deathbleeding * multiplier / 4;
4193         else
4194             bleeddelay -= 5 * multiplier / 4;
4195         if (bleeddelay < 0 && bloodtoggle) {
4196             bleeddelay = 1;
4197             XYZ bloodvel;
4198             if (bloodtoggle) {
4199                 bloodvel = 0;
4200                 if (skeleton.free)
4201                     bloodvel += DoRotation(jointVel(abdomen), ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
4202                 if (!skeleton.free)
4203                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
4204                 if (skeleton.free)
4205                     Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
4206                 if (!skeleton.free)
4207                     Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
4208             }
4209         }
4210         bloodloss += deathbleeding * multiplier * 80;
4211         deathbleeding -= multiplier * 1.6;
4212         if (deathbleeding < 0)
4213             deathbleeding = 0;
4214         if (bloodloss > damagetolerance && animation[animTarget].attack == neutral) {
4215             if (weaponactive != -1) {
4216                 weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4217                 weapons[weaponids[0]].velocity.x += .01;
4218                 num_weapons--;
4219                 if (num_weapons) {
4220                     weaponids[0] = weaponids[num_weapons];
4221                     if (weaponstuck == num_weapons)
4222                         weaponstuck = 0;
4223                 }
4224                 weaponactive = -1;
4225                 for (unsigned i = 0; i < Person::players.size(); i++) {
4226                     Person::players[i]->wentforweapon = 0;
4227                 }
4228
4229                 if (id == 0) {
4230                     flashamount = .5;
4231                     flashr = 1;
4232                     flashg = 0;
4233                     flashb = 0;
4234                     flashdelay = 0;
4235                 }
4236             }
4237
4238             if (!dead && creature == wolftype) {
4239                 award_bonus(0, Wolfbonus);
4240             }
4241             dead = 2;
4242             if (animTarget == knifefollowedanim && !skeleton.free) {
4243                 for (int i = 0; i < skeleton.num_joints; i++) {
4244                     skeleton.joints[i].velocity = 0;
4245                     skeleton.joints[i].velocity.y = -2;
4246                 }
4247             }
4248             if (id != 0 && unconscioustime > .1) {
4249                 numafterkill++;
4250             }
4251
4252             RagDoll(0);
4253         }
4254     }
4255
4256     if (texupdatedelay < 0 && bleeding > 0 && bloodtoggle == 2 && distsq(&viewer, &coords) < 9) {
4257         texupdatedelay = .12;
4258
4259         bloodsize = 5 - realtexdetail;
4260
4261         startx = 0;
4262         starty = 0;
4263         startx = bleedy; //abs(Random()%(skeleton.skinsize-bloodsize-1));
4264         starty = bleedx; //abs(Random()%(skeleton.skinsize-bloodsize-1));
4265         endx = startx + bloodsize;
4266         endy = starty + bloodsize;
4267
4268         if (startx < 0) {
4269             startx = 0;
4270             bleeding = 0;
4271         }
4272         if (starty < 0) {
4273             starty = 0;
4274             bleeding = 0;
4275         }
4276         if (endx > skeleton.skinsize - 1) {
4277             endx = skeleton.skinsize - 1;
4278             bleeding = 0;
4279         }
4280         if (endy > skeleton.skinsize - 1) {
4281             endy = skeleton.skinsize - 1;
4282             bleeding = 0;
4283         }
4284         if (endx < startx)
4285             endx = startx;
4286         if (endy < starty)
4287             endy = starty;
4288
4289         for (i = startx; i < endx; i++) {
4290             for (j = starty; j < endy; j++) {
4291                 if (Random() % 2 == 0) {
4292                     color = Random() % 85 + 170;
4293                     if (skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] > color / 2)
4294                         skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 0] = color / 2;
4295                     skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 1] = 0;
4296                     skeleton.skinText[i * skeleton.skinsize * 3 + j * 3 + 2] = 0;
4297                 }
4298             }
4299         }
4300         if (detail > 1) {
4301             skeleton.drawmodel.textureptr.bind();
4302             DoMipmaps();
4303         }
4304
4305         if (!skeleton.free) {
4306             bleedy -= 4 / realtexdetail;
4307             if (detail == 2)
4308                 bleedx += (abs(Random() % 3) - 1) * 2 / realtexdetail;
4309             else
4310                 bleedx += (abs(Random() % 3) - 1) * 4 / realtexdetail;
4311         }
4312         if (skeleton.free) {
4313             bleedx += 4 * direction / realtexdetail;
4314             if (detail == 2)
4315                 bleedy += (abs(Random() % 3) - 1) * 2 / realtexdetail;
4316             else
4317                 bleedy += (abs(Random() % 3) - 1) * 4 / realtexdetail;
4318         }
4319     }
4320
4321     if (abs(righthandmorphness - targetrighthandmorphness) < multiplier * 4) {
4322         righthandmorphness = targetrighthandmorphness;
4323         righthandmorphstart = righthandmorphend;
4324     } else if (righthandmorphness > targetrighthandmorphness) {
4325         righthandmorphness -= multiplier * 4;
4326     } else if (righthandmorphness < targetrighthandmorphness) {
4327         righthandmorphness += multiplier * 4;
4328     }
4329
4330     if (abs(lefthandmorphness - targetlefthandmorphness) < multiplier * 4) {
4331         lefthandmorphness = targetlefthandmorphness;
4332         lefthandmorphstart = lefthandmorphend;
4333     } else if (lefthandmorphness > targetlefthandmorphness) {
4334         lefthandmorphness -= multiplier * 4;
4335     } else if (lefthandmorphness < targetlefthandmorphness) {
4336         lefthandmorphness += multiplier * 4;
4337     }
4338
4339     if (creature == rabbittype || targettailmorphness == 5 || targettailmorphness == 0) {
4340         if (abs(tailmorphness - targettailmorphness) < multiplier * 10) {
4341             tailmorphness = targettailmorphness;
4342             tailmorphstart = tailmorphend;
4343         } else if (tailmorphness > targettailmorphness) {
4344             tailmorphness -= multiplier * 10;
4345         } else if (tailmorphness < targettailmorphness) {
4346             tailmorphness += multiplier * 10;
4347         }
4348     }
4349
4350     if (creature == wolftype) {
4351         if (abs(tailmorphness - targettailmorphness) < multiplier * 4) {
4352             tailmorphness = targettailmorphness;
4353             tailmorphstart = tailmorphend;
4354         } else if (tailmorphness > targettailmorphness) {
4355             tailmorphness -= multiplier * 2;
4356         } else if (tailmorphness < targettailmorphness) {
4357             tailmorphness += multiplier * 2;
4358         }
4359     }
4360
4361     if (headmorphend == 3 || headmorphstart == 3) {
4362         if (abs(headmorphness - targetheadmorphness) < multiplier * 7) {
4363             headmorphness = targetheadmorphness;
4364             headmorphstart = headmorphend;
4365         } else if (headmorphness > targetheadmorphness) {
4366             headmorphness -= multiplier * 7;
4367         } else if (headmorphness < targetheadmorphness) {
4368             headmorphness += multiplier * 7;
4369         }
4370     } else if (headmorphend == 5 || headmorphstart == 5) {
4371         if (abs(headmorphness - targetheadmorphness) < multiplier * 10) {
4372             headmorphness = targetheadmorphness;
4373             headmorphstart = headmorphend;
4374         } else if (headmorphness > targetheadmorphness) {
4375             headmorphness -= multiplier * 10;
4376         } else if (headmorphness < targetheadmorphness) {
4377             headmorphness += multiplier * 10;
4378         }
4379     } else {
4380         if (abs(headmorphness - targetheadmorphness) < multiplier * 4) {
4381             headmorphness = targetheadmorphness;
4382             headmorphstart = headmorphend;
4383         } else if (headmorphness > targetheadmorphness) {
4384             headmorphness -= multiplier * 4;
4385         } else if (headmorphness < targetheadmorphness) {
4386             headmorphness += multiplier * 4;
4387         }
4388     }
4389
4390     if (abs(chestmorphness - targetchestmorphness) < multiplier) {
4391         chestmorphness = targetchestmorphness;
4392         chestmorphstart = chestmorphend;
4393     } else if (chestmorphness > targetchestmorphness) {
4394         chestmorphness -= multiplier;
4395     } else if (chestmorphness < targetchestmorphness) {
4396         chestmorphness += multiplier;
4397     }
4398
4399     if (dead != 2 && howactive <= typesleeping) {
4400         if (chestmorphstart == 0 && chestmorphend == 0) {
4401             chestmorphness = 0;
4402             targetchestmorphness = 1;
4403             chestmorphend = 3;
4404         }
4405         if (chestmorphstart != 0 && chestmorphend != 0) {
4406             chestmorphness = 0;
4407             targetchestmorphness = 1;
4408             chestmorphend = 0;
4409             if (environment == snowyenvironment) {
4410                 XYZ footpoint;
4411                 XYZ footvel;
4412                 if (!skeleton.free)
4413                     footvel = DoRotation(skeleton.specialforward[0], 0, yaw, 0) * -1;
4414                 if (skeleton.free)
4415                     footvel = skeleton.specialforward[0] * -1;
4416                 if (!skeleton.free)
4417                     footpoint = DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords;
4418                 if (skeleton.free)
4419                     footpoint = ((jointPos(head) + jointPos(neck)) / 2) * scale + coords;
4420                 if (animTarget == sleepanim)
4421                     footvel = DoRotation(footvel, 0, 90, 0);
4422                 Sprite::MakeSprite(breathsprite, footpoint + footvel * .2, footvel * .4, 1, 1, 1, .4, .3);
4423             }
4424         }
4425
4426         if (!dead && howactive < typesleeping) {
4427             blinkdelay -= multiplier * 2;
4428             if (headmorphstart == 0 && headmorphend == 0 && blinkdelay <= 0) {
4429                 headmorphness = 0;
4430                 targetheadmorphness = 1;
4431                 headmorphend = 3;
4432                 blinkdelay = (float)(abs(Random() % 40)) / 5;
4433             }
4434             if (headmorphstart == 3 && headmorphend == 3) {
4435                 headmorphness = 0;
4436                 targetheadmorphness = 1;
4437                 headmorphend = 0;
4438             }
4439         }
4440         if (!dead) {
4441             twitchdelay -= multiplier * 1.5;
4442             if (animTarget != hurtidleanim) {
4443                 if (headmorphstart == 0 && headmorphend == 0 && twitchdelay <= 0) {
4444                     headmorphness = 0;
4445                     targetheadmorphness = 1;
4446                     headmorphend = 5;
4447                     twitchdelay = (float)(abs(Random() % 40)) / 5;
4448                 }
4449                 if (headmorphstart == 5 && headmorphend == 5) {
4450                     headmorphness = 0;
4451                     targetheadmorphness = 1;
4452                     headmorphend = 0;
4453                 }
4454             }
4455             if ((isIdle() || isCrouch()) && animTarget != hurtidleanim) {
4456                 twitchdelay3 -= multiplier * 1;
4457                 if (Random() % 2 == 0) {
4458                     if (righthandmorphstart == 0 && righthandmorphend == 0 && twitchdelay3 <= 0) {
4459                         righthandmorphness = 0;
4460                         targetrighthandmorphness = 1;
4461                         righthandmorphend = 1;
4462                         if (Random() % 2 == 0)twitchdelay3 = (float)(abs(Random() % 40)) / 5;
4463                     }
4464                     if (righthandmorphstart == 1 && righthandmorphend == 1) {
4465                         righthandmorphness = 0;
4466                         targetrighthandmorphness = 1;
4467                         righthandmorphend = 0;
4468                     }
4469                 }
4470                 if (Random() % 2 == 0) {
4471                     if (lefthandmorphstart == 0 && lefthandmorphend == 0 && twitchdelay3 <= 0) {
4472                         lefthandmorphness = 0;
4473                         targetlefthandmorphness = 1;
4474                         lefthandmorphend = 1;
4475                         twitchdelay3 = (float)(abs(Random() % 40)) / 5;
4476                     }
4477                     if (lefthandmorphstart == 1 && lefthandmorphend == 1) {
4478                         lefthandmorphness = 0;
4479                         targetlefthandmorphness = 1;
4480                         lefthandmorphend = 0;
4481                     }
4482                 }
4483             }
4484         }
4485         if (!dead) {
4486             if (creature == rabbittype) {
4487                 if (howactive < typesleeping)
4488                     twitchdelay2 -= multiplier * 1.5;
4489                 else
4490                     twitchdelay2 -= multiplier * 0.5;
4491                 if (howactive <= typesleeping) {
4492                     if (tailmorphstart == 0 && tailmorphend == 0 && twitchdelay2 <= 0) {
4493                         tailmorphness = 0;
4494                         targettailmorphness = 1;
4495                         tailmorphend = 1;
4496                         twitchdelay2 = (float)(abs(Random() % 40)) / 5;
4497                     }
4498                     if (tailmorphstart == 1 && tailmorphend == 1) {
4499                         tailmorphness = 0;
4500                         targettailmorphness = 1;
4501                         tailmorphend = 2;
4502                     }
4503                     if (tailmorphstart == 2 && tailmorphend == 2) {
4504                         tailmorphness = 0;
4505                         targettailmorphness = 1;
4506                         tailmorphend = 0;
4507                     }
4508                 }
4509             }
4510         }
4511     }
4512     if (creature == wolftype) {
4513         twitchdelay2 -= multiplier * 1.5;
4514         if (tailmorphend != 0)
4515             if ((isRun() || animTarget == jumpupanim || animTarget == jumpdownanim || animTarget == backflipanim) && !skeleton.free) {
4516                 tailmorphness = 0;
4517                 targettailmorphness = 1;
4518                 tailmorphend = 0;
4519                 twitchdelay2 = .1;
4520             }
4521         if (tailmorphend != 5)
4522             if (animTarget == flipanim || animTarget == frontflipanim || animTarget == rollanim || skeleton.free) {
4523                 tailmorphness = 0;
4524                 targettailmorphness = 1;
4525                 tailmorphend = 5;
4526                 twitchdelay2 = .1;
4527             }
4528         if (twitchdelay2 <= 0) {
4529             if (((tailmorphstart == 0 && tailmorphend == 0) || (tailmorphstart == 5 && tailmorphend == 5))) {
4530                 tailmorphness = 0;
4531                 targettailmorphness = 1;
4532                 tailmorphend = 1;
4533             }
4534             if (tailmorphstart == 1 && tailmorphend == 1) {
4535                 tailmorphness = 0;
4536                 targettailmorphness = 1;
4537                 tailmorphend = 2;
4538             }
4539             if (tailmorphstart == 2 && tailmorphend == 2) {
4540                 tailmorphness = 0;
4541                 targettailmorphness = 1;
4542                 tailmorphend = 3;
4543             }
4544             if (tailmorphstart == 3 && tailmorphend == 3) {
4545                 tailmorphness = 0;
4546                 targettailmorphness = 1;
4547                 tailmorphend = 4;
4548             }
4549             if (tailmorphstart == 4 && tailmorphend == 4) {
4550                 tailmorphness = 0;
4551                 targettailmorphness = 1;
4552                 tailmorphend = 1;
4553             }
4554         }
4555     }
4556
4557     if (dead != 1)
4558         unconscioustime = 0;
4559
4560     if (dead == 1 || howactive == typesleeping) {
4561         unconscioustime += multiplier;
4562         //If unconscious, close eyes and mouth
4563         if (righthandmorphend != 0)
4564             righthandmorphness = 0;
4565         righthandmorphend = 0;
4566         targetrighthandmorphness = 1;
4567
4568         if (lefthandmorphend != 0)
4569             lefthandmorphness = 0;
4570         lefthandmorphend = 0;
4571         targetlefthandmorphness = 1;
4572
4573         if (headmorphend != 3 && headmorphend != 5)
4574             headmorphness = 0;
4575         headmorphend = 3;
4576         targetheadmorphness = 1;
4577     }
4578
4579
4580     if (howactive > typesleeping) {
4581         XYZ headpoint;
4582         headpoint = coords;
4583         if (bloodtoggle && !bled) {
4584             terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
4585         }
4586         if (bloodtoggle && !bled)
4587             for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4588                 j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4589                 XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4590                 float size = .8;
4591                 float opacity = .6;
4592                 float yaw = 0;
4593                 objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
4594             }
4595         bled = 1;
4596     }
4597
4598     if (dead == 2 || howactive > typesleeping) {
4599         //If dead, open mouth and hands
4600         if (righthandmorphend != 0)
4601             righthandmorphness = 0;
4602         righthandmorphend = 0;
4603         targetrighthandmorphness = 1;
4604
4605         if (lefthandmorphend != 0)
4606             lefthandmorphness = 0;
4607         lefthandmorphend = 0;
4608         targetlefthandmorphness = 1;
4609
4610         if (headmorphend != 2)
4611             headmorphness = 0;
4612         headmorphend = 2;
4613         targetheadmorphness = 1;
4614     }
4615
4616     if (stunned > 0 && !dead && headmorphend != 2) {
4617         if (headmorphend != 4)
4618             headmorphness = 0;
4619         headmorphend = 4;
4620         targetheadmorphness = 1;
4621     }
4622
4623     if (damage > damagetolerance && !dead) {
4624
4625         dead = 1;
4626         unconscioustime = 0;
4627
4628         if (creature == wolftype) {
4629             award_bonus(0, Wolfbonus);
4630         }
4631
4632         RagDoll(0);
4633
4634         if (weaponactive != -1) {
4635             weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4636             weapons[weaponids[0]].velocity.x += .01;
4637             num_weapons--;
4638             if (num_weapons) {
4639                 weaponids[0] = weaponids[num_weapons];
4640                 if (weaponstuck == num_weapons)
4641                     weaponstuck = 0;
4642             }
4643             weaponactive = -1;
4644             for (unsigned i = 0; i < Person::players.size(); i++) {
4645                 Person::players[i]->wentforweapon = 0;
4646             }
4647         }
4648
4649
4650
4651         if ((id == 0 || distsq(&coords, &viewer) < 50) && autoslomo) {
4652             slomo = 1;
4653             slomodelay = .2;
4654         }
4655
4656         damage += 20;
4657     }
4658
4659     if (!dead)
4660         damage -= multiplier * 13;
4661     if (!dead)
4662         permanentdamage -= multiplier * 4;
4663     if (isIdle() || isCrouch()) {
4664         if (!dead)
4665             permanentdamage -= multiplier * 4;
4666     }
4667     if (damage < 0)
4668         damage = 0;
4669     if (permanentdamage < 0)
4670         permanentdamage = 0;
4671     if (superpermanentdamage < 0)
4672         superpermanentdamage = 0;
4673     if (permanentdamage < superpermanentdamage) {
4674         permanentdamage = superpermanentdamage;
4675     }
4676     if (damage < permanentdamage) {
4677         damage = permanentdamage;
4678     }
4679     if (dead == 1 && damage < damagetolerance) {
4680         dead = 0;
4681         skeleton.free = 1;
4682         damage -= 20;
4683         for (int i = 0; i < skeleton.num_joints; i++) {
4684             skeleton.joints[i].velocity = 0;
4685         }
4686     }
4687     if (permanentdamage > damagetolerance && dead != 2) {
4688         DoBlood(1, 255);
4689
4690         if (weaponactive != -1) {
4691             weapons[weaponids[0]].drop(velocity * scale * -.3, velocity * scale);
4692             weapons[weaponids[0]].velocity.x += .01;
4693             num_weapons--;
4694             if (num_weapons) {
4695                 weaponids[0] = weaponids[num_weapons];
4696                 if (weaponstuck == num_weapons)
4697                     weaponstuck = 0;
4698             }
4699             weaponactive = -1;
4700             for (unsigned i = 0; i < Person::players.size(); i++) {
4701                 Person::players[i]->wentforweapon = 0;
4702             }
4703         }
4704
4705         bled = 0;
4706
4707         if (!dead && creature == wolftype) {
4708             award_bonus(0, Wolfbonus);
4709         }
4710
4711         if (unconscioustime < .1 && (bonus != spinecrusher || bonustime > 1) && (bonus != FinishedBonus || bonustime > 1) && bloodloss < damagetolerance)
4712             award_bonus(id, touchofdeath);
4713         if (id != 0 && unconscioustime > .1) {
4714             numafterkill++;
4715         }
4716
4717         dead = 2;
4718
4719         skeleton.free = 1;
4720
4721         emit_sound_at(breaksound, coords);
4722     }
4723
4724     if (skeleton.free == 1) {
4725         if (id == 0)
4726             pause_sound(whooshsound);
4727
4728         if (!dead) {
4729             //If knocked over, open hands and close mouth
4730             if (righthandmorphend != 0)
4731                 righthandmorphness = 0;
4732             righthandmorphend = 0;
4733             targetrighthandmorphness = 1;
4734
4735             if (lefthandmorphend != 0)
4736                 lefthandmorphness = 0;
4737             lefthandmorphend = 0;
4738             targetlefthandmorphness = 1;
4739
4740             if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5) {
4741                 if (headmorphend != 0)
4742                     headmorphness = 0;
4743                 headmorphend = 0;
4744                 targetheadmorphness = 1;
4745             }
4746         }
4747
4748         skeleton.DoGravity(&scale);
4749         float damageamount;
4750         damageamount = skeleton.DoConstraints(&coords, &scale) * 5;
4751         if (damage > damagetolerance - damageamount && !dead && (bonus != spinecrusher || bonustime > 1) && (bonus != style || bonustime > 1) && (bonus != cannon || bonustime > 1))
4752             award_bonus(id, deepimpact);
4753         DoDamage(damageamount / ((protectionhigh + protectionhead + protectionlow) / 3));
4754
4755         average = 0;
4756         howmany = 0;
4757         for (j = 0; j < skeleton.num_joints; j++) {
4758             average += skeleton.joints[j].position;
4759             howmany++;
4760         }
4761         average /= howmany;
4762         coords += average * scale;
4763         for (j = 0; j < skeleton.num_joints; j++) {
4764             skeleton.joints[j].position -= average;
4765         }
4766         average /= multiplier;
4767
4768         //velocity=jointVel(groin)*scale;
4769         velocity = 0;
4770         for (int i = 0; i < skeleton.num_joints; i++) {
4771             velocity += skeleton.joints[i].velocity * scale;
4772         }
4773         velocity /= skeleton.num_joints;
4774
4775         if (!isnormal(velocity.x) && velocity.x) {
4776             velocity = 0;
4777         }
4778
4779         if (findLength(&average) < 10 && dead && skeleton.free) {
4780             skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
4781             if (skeleton.longdead > 2000) {
4782                 if (skeleton.longdead > 6000) {
4783                     if (id == 0)
4784                         pause_sound(whooshsound);
4785                     skeleton.free = 3;
4786                     DrawSkeleton();
4787                     skeleton.free = 2;
4788                 }
4789                 if (dead == 2 && bloodloss < damagetolerance) {
4790                     XYZ headpoint;
4791                     headpoint = (jointPos(head) + jointPos(neck)) / 2 * scale + coords;
4792                     DoBlood(1, 255);
4793                     if (bloodtoggle && !bled) {
4794                         terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0);
4795                     }
4796                     if (bloodtoggle && !bled)
4797                         for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4798                             j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4799                             XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4800                             float size = .2 * 1.2;
4801                             float opacity = .6;
4802                             float yaw = 0;
4803                             objects.model[j].MakeDecal(blooddecal, &point, &size, &opacity, &yaw);
4804                         }
4805                     bled = 1;
4806                 }
4807                 if (dead == 2 && bloodloss >= damagetolerance) {
4808                     XYZ headpoint;
4809                     headpoint = (jointPos(abdomen) + jointPos(neck)) / 2 * scale + coords;
4810                     if (bleeding <= 0)
4811                         DoBlood(1, 255);
4812                     if (bloodtoggle && !bled) {
4813                         terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
4814                     }
4815                     if (bloodtoggle && !bled)
4816                         for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
4817                             j = terrain.patchobjects[whichpatchx][whichpatchz][l];
4818                             XYZ point = DoRotation(headpoint - objects.position[j], 0, -objects.yaw[j], 0);
4819                             float size = .8;
4820                             float opacity = .6;
4821                             float yaw = 0;
4822                             objects.model[j].MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
4823                         }
4824                     bled = 1;
4825                 }
4826             }
4827         }
4828
4829         if (!dead && crouchkeydown && skeleton.freetime > .5 && id == 0 && skeleton.free) {
4830             bool canrecover = 1;
4831             XYZ startpoint, endpoint, colpoint, colviewer, coltarget;
4832             startpoint = coords;
4833             endpoint = coords;
4834             endpoint.y -= .7;
4835             if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
4836                 canrecover = 0;
4837             if (velocity.y < -30)
4838                 canrecover = 0;
4839             for (i = 0; i < objects.numobjects; i++) {
4840                 if (objects.type[i] != treeleavestype && objects.type[i] != bushtype && objects.type[i] != firetype) {
4841                     colviewer = startpoint;
4842                     coltarget = endpoint;
4843                     if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
4844                         canrecover = 0;
4845                 }
4846             }
4847             if (canrecover) {
4848                 skeleton.free = 0;
4849                 XYZ middle;
4850                 middle = 0;
4851
4852                 terrainnormal = jointPos(groin) - jointPos(abdomen);
4853                 if (joint(groin).locked && joint(abdomen).locked) {
4854                     terrainnormal = jointPos(groin) - jointPos(abdomen);
4855                     middle = (jointPos(groin) + jointPos(abdomen)) / 2;
4856                 }
4857                 if (joint(abdomen).locked && joint(neck).locked) {
4858                     terrainnormal = jointPos(abdomen) - jointPos(neck);
4859                     middle = (jointPos(neck) + jointPos(abdomen)) / 2;
4860                 }
4861                 if (joint(groin).locked && joint(neck).locked) {
4862                     terrainnormal = jointPos(groin) - jointPos(neck);
4863                     middle = (jointPos(groin) + jointPos(neck)) / 2;
4864                 }
4865                 Normalise(&terrainnormal);
4866
4867                 targetyaw = -asin(0 - terrainnormal.x);
4868                 targetyaw *= 360 / 6.28;
4869                 if (terrainnormal.z < 0)
4870                     targetyaw = 180 - targetyaw;
4871                 yaw = targetyaw;
4872
4873                 frameTarget = 0;
4874                 animTarget = flipanim;
4875                 crouchtogglekeydown = 1;
4876                 target = 0;
4877                 tilt2 = 0;
4878                 targettilt2 = 0;
4879
4880                 animCurrent = tempanim;
4881                 frameCurrent = 0;
4882                 target = 0;
4883
4884                 for (int i = 0; i < skeleton.num_joints; i++) {
4885                     tempanimation.position[i][0] = skeleton.joints[i].position;
4886                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
4887                 }
4888             }
4889         }
4890
4891         if (findLength(&average) < 10 && !dead && skeleton.free) {
4892             skeleton.longdead += (2000 - findLength(&average)) * multiplier + multiplier;
4893             if (skeleton.longdead > (damage + 500) * 1.5) {
4894                 if (id == 0)
4895                     pause_sound(whooshsound);
4896                 skeleton.free = 0;
4897                 velocity = 0;
4898                 XYZ middle;
4899                 middle = 0;
4900
4901                 terrainnormal = jointPos(groin) - jointPos(abdomen);
4902                 if (joint(groin).locked && joint(abdomen).locked) {
4903                     terrainnormal = jointPos(groin) - jointPos(abdomen);
4904                     middle = (jointPos(groin) + jointPos(abdomen)) / 2;
4905                 }
4906                 if (joint(abdomen).locked && joint(neck).locked) {
4907                     terrainnormal = jointPos(abdomen) - jointPos(neck);
4908                     middle = (jointPos(neck) + jointPos(abdomen)) / 2;
4909                 }
4910                 if (joint(groin).locked && joint(neck).locked) {
4911                     terrainnormal = jointPos(groin) - jointPos(neck);
4912                     middle = (jointPos(groin) + jointPos(neck)) / 2;
4913                 }
4914                 Normalise(&terrainnormal);
4915
4916                 targetyaw = -asin(0 - terrainnormal.x);
4917                 targetyaw *= 360 / 6.28;
4918                 if (terrainnormal.z < 0)
4919                     targetyaw = 180 - targetyaw;
4920                 yaw = targetyaw;
4921
4922                 targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1;
4923
4924
4925                 if (skeleton.forward.y < 0) {
4926                     animTarget = getupfrombackanim;
4927                     frameTarget = 0;
4928                     targettilt2 = 0;
4929                 }
4930                 if (skeleton.forward.y > -.3) {
4931                     animTarget = getupfromfrontanim;
4932                     yaw += 180;
4933                     targetyaw += 180;
4934                     targettilt2 *= -1;
4935                     frameTarget = 0;
4936                     targettilt2 = 0;
4937                 }
4938
4939                 if ((Random() % 8 == 0 && id != 0 && creature == rabbittype) || (Random() % 2 == 0 && id != 0 && creature == wolftype) || (id == 0 && crouchkeydown && (forwardkeydown || backkeydown || leftkeydown || rightkeydown))) {
4940                     animTarget = rollanim;
4941                     targetyaw = lookyaw;
4942                     if (id == 0) {
4943                         if (rightkeydown) {
4944                             targetyaw -= 90;
4945                             if (forwardkeydown)
4946                                 targetyaw += 45;
4947                             if (backkeydown)
4948                                 targetyaw -= 45;
4949                         }
4950                         if (leftkeydown) {
4951                             targetyaw += 90;
4952                             if (forwardkeydown)
4953                                 targetyaw -= 45;
4954                             if (backkeydown)
4955                                 targetyaw += 45;
4956                         }
4957                         if (backkeydown) {
4958                             if ( !leftkeydown && !rightkeydown)
4959                                 targetyaw += 180;
4960                         }
4961                         targetyaw += 180;
4962                     }
4963                 }
4964
4965                 if (abs(targettilt2) > 50)
4966                     targettilt2 = 0;
4967                 animCurrent = tempanim;
4968                 frameCurrent = 0;
4969                 target = 0;
4970                 tilt2 = targettilt2;
4971
4972                 if (middle.y > 0 && animTarget != rollanim)
4973                     targetoffset.y = middle.y + 1;
4974
4975                 for (int i = 0; i < skeleton.num_joints; i++) {
4976                     tempanimation.position[i][0] = skeleton.joints[i].position;
4977                     tempanimation.position[i][0] = DoRotation(tempanimation.position[i][0], 0, -yaw, 0);
4978                 }
4979             }
4980         }
4981
4982         bool hasstaff;
4983         hasstaff = 0;
4984         if (num_weapons > 0)
4985             if (weapons[0].getType() == staff)
4986                 hasstaff = 1;
4987         if (!skeleton.freefall && freefall && ((jumpkeydown && jumpkeydowntime < .2) || (hasstaff && rabbitkickragdoll)) && !dead) {
4988             if (velocity.y > -30) {
4989                 XYZ tempvelocity;
4990                 tempvelocity = velocity;
4991                 Normalise(&tempvelocity);
4992                 targetyaw = -asin(0 - tempvelocity.x);
4993                 targetyaw *= 360 / 6.28;
4994                 if (velocity.z < 0)
4995                     targetyaw = 180 - targetyaw;
4996                 //targetyaw+=180;
4997
4998                 skeleton.free = 0;
4999                 if (dotproduct(&skeleton.forward, &tempvelocity) < 0) {
5000                     animTarget = rollanim;
5001                     frameTarget = 2;
5002                 } else {
5003                     animTarget = backhandspringanim;
5004                     targetyaw += 180;
5005                     frameTarget = 6;
5006                 }
5007                 target = 0;
5008
5009                 emit_sound_at(movewhooshsound, coords, 128.);
5010
5011                 animCurrent = animTarget;
5012                 frameCurrent = frameTarget - 1;
5013                 target = 0;
5014
5015                 velocity = 0;
5016
5017                 yaw = targetyaw;
5018                 tilt = 0;
5019                 targettilt = 0;
5020                 tilt2 = 0;
5021                 targettilt2 = 0;
5022             }
5023         }
5024         if (skeleton.freefall == 0)
5025             freefall = 0;
5026
5027     }
5028
5029     if (aitype != passivetype || skeleton.free == 1)
5030         if (findLengthfast(&velocity) > .1)
5031             for (i = 0; i < objects.numobjects; i++) {
5032                 if (objects.type[i] == firetype)
5033                     if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
5034                         if (onfire) {
5035                             if (!objects.onfire[i]) {
5036                                 emit_sound_at(firestartsound, objects.position[i]);
5037                             }
5038                             objects.onfire[i] = 1;
5039                         }
5040                         if (!onfire) {
5041                             if (objects.onfire[i]) {
5042                                 CatchFire();
5043                             }
5044                         }
5045                     }
5046                 if (objects.type[i] == bushtype)
5047                     if (distsqflat(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 12 && distsq(&coords, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 49) {
5048                         if (onfire) {
5049                             if (!objects.onfire[i]) {
5050                                 emit_sound_at(firestartsound, objects.position[i]);
5051                             }
5052                             objects.onfire[i] = 1;
5053                         }
5054
5055                         if (!onfire) {
5056                             if (objects.onfire[i]) {
5057                                 CatchFire();
5058                             }
5059                         }
5060                         if (objects.messedwith[i] <= 0) {
5061                             XYZ tempvel;
5062                             XYZ pos;
5063
5064                             emit_sound_at(bushrustle, coords, 40 * findLength(&velocity));
5065
5066                             if (id == 0) {
5067                                 envsound[numenvsounds] = coords;
5068                                 envsoundvol[numenvsounds] = 4 * findLength(&velocity);
5069                                 envsoundlife[numenvsounds] = .4;
5070                                 numenvsounds++;
5071                             }
5072
5073                             int howmany;
5074                             if (environment == grassyenvironment)
5075                                 howmany = findLength(&velocity) * 4;
5076                             if (environment == snowyenvironment)
5077                                 howmany = findLength(&velocity) * 2;
5078                             if (detail == 2)
5079                                 if (environment != desertenvironment)
5080                                     for (j = 0; j < howmany; j++) {
5081                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
5082                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
5083                                         tempvel.z = float(abs(Random() % 100) - 50) / 20;
5084                                         pos = coords;
5085                                         pos.y += 1;
5086                                         pos.x += float(abs(Random() % 100) - 50) / 200;
5087                                         pos.y += float(abs(Random() % 100) - 50) / 200;
5088                                         pos.z += float(abs(Random() % 100) - 50) / 200;
5089                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
5090                                         Sprite::setLastSpriteSpecial(1);
5091                                     }
5092                             howmany = findLength(&velocity) * 4;
5093                             if (detail == 2)
5094                                 if (environment == snowyenvironment)
5095                                     for (j = 0; j < howmany; j++) {
5096                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
5097                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
5098                                         tempvel.z = float(abs(Random() % 100) - 50) / 20;
5099                                         pos = coords;
5100                                         pos.y += 1;
5101                                         pos.x += float(abs(Random() % 100) - 50) / 200;
5102                                         pos.y += float(abs(Random() % 100) - 50) / 200;
5103                                         pos.z += float(abs(Random() % 100) - 50) / 200;
5104                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
5105                                         Sprite::setLastSpriteSpecial(2);
5106                                     }
5107                         }
5108                         objects.rotx[i] += velocity.x * multiplier * 6;
5109                         objects.roty[i] += velocity.z * multiplier * 6;
5110                         objects.messedwith[i] = .5;
5111                     }
5112                 XYZ tempcoord;
5113                 if (objects.type[i] == treeleavestype && environment != desertenvironment) {
5114                     if (objects.pitch[i] == 0)
5115                         tempcoord = coords;
5116                     else {
5117                         tempcoord = coords - objects.position[i];
5118                         tempcoord = DoRotation(tempcoord, 0, -objects.yaw[i], 0);
5119                         tempcoord = DoRotation(tempcoord, -objects.pitch[i], 0, 0);
5120                         tempcoord += objects.position[i];
5121                     }
5122                     if (distsqflat(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 8 && distsq(&tempcoord, &objects.position[i]) < objects.scale[i]*objects.scale[i] * 300 && tempcoord.y > objects.position[i].y + 3 * objects.scale[i]) {
5123                         if (objects.messedwith[i] <= 0) {
5124                             XYZ tempvel;
5125                             XYZ pos;
5126
5127                             emit_sound_at(bushrustle, coords, 40 * findLength(&velocity));
5128
5129                             if (id == 0) {
5130                                 envsound[numenvsounds] = coords;
5131                                 envsoundvol[numenvsounds] = 4 * findLength(&velocity);
5132                                 envsoundlife[numenvsounds] = .4;
5133                                 numenvsounds++;
5134                             }
5135
5136                             int howmany;
5137                             if (environment == grassyenvironment)
5138                                 howmany = findLength(&velocity) * 4;
5139                             if (environment == snowyenvironment)
5140                                 howmany = findLength(&velocity) * 2;
5141                             if (detail == 2)
5142                                 if (environment != desertenvironment)
5143                                     for (j = 0; j < howmany; j++) {
5144                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
5145                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
5146                                         tempvel.z = float(abs(Random() % 100) - 50) / 20;
5147                                         pos = coords;
5148                                         pos += velocity * .1;
5149                                         pos.y += 1;
5150                                         pos.x += float(abs(Random() % 100) - 50) / 150;
5151                                         pos.y += float(abs(Random() % 100) - 50) / 150;
5152                                         pos.z += float(abs(Random() % 100) - 50) / 150;
5153                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .5 + velocity * float(abs(Random() % 100)) / 100, 165 / 255 + float(abs(Random() % 100) - 50) / 400, 0, 0, .2 + float(abs(Random() % 100) - 50) / 1300, 1);
5154                                         Sprite::setLastSpriteSpecial(1);
5155                                     }
5156                             howmany = findLength(&velocity) * 4;
5157                             if (detail == 2)
5158                                 if (environment == snowyenvironment)
5159                                     for (j = 0; j < howmany; j++) {
5160                                         tempvel.x = float(abs(Random() % 100) - 50) / 20;
5161                                         tempvel.y = float(abs(Random() % 100) - 50) / 20;
5162                                         tempvel.z = float(abs(Random() % 100) - 50) / 20;
5163                                         pos = coords;
5164                                         pos += velocity * .1;
5165                                         pos.y += 1;
5166                                         pos.x += float(abs(Random() % 100) - 50) / 150;
5167                                         pos.y += float(abs(Random() % 100) - 50) / 150;
5168                                         pos.z += float(abs(Random() % 100) - 50) / 150;
5169                                         Sprite::MakeSprite(splintersprite, pos, tempvel * .3 + velocity * float(abs(Random() % 100)) / 100 / 2, 1, 1, 1, .1, 1);
5170                                         Sprite::setLastSpriteSpecial(2);
5171                                     }
5172                         }
5173                         objects.messedwith[i] = .5;
5174                     }
5175                 }
5176             }
5177
5178     if (!skeleton.free) {
5179         bool play;
5180         play = 0;
5181         if ((stunned > 0 || surprised > 0) && Person::players.size() > 2 && aitype != passivetype)
5182             play = 1;
5183         if (hasvictim)
5184             if (aitype != passivetype && victim->skeleton.free && !victim->dead)
5185                 play = 1;
5186         if (tutoriallevel == 1 && id != 0)
5187             play = 0;
5188         if (play && aitype != playercontrolled) {
5189             int whichsound = -1;
5190             i = abs(Random() % 4);
5191             if (speechdelay <= 0) {
5192                 if (creature == rabbittype) {
5193                     if (i == 0)
5194                         whichsound = rabbitchitter;
5195                     if (i == 1)
5196                         whichsound = rabbitchitter2;
5197                 }
5198                 if (creature == wolftype) {
5199                     if (i == 0)
5200                         whichsound = growlsound;
5201                     if (i == 1)
5202                         whichsound = growl2sound;
5203                 }
5204             }
5205             speechdelay = .3;
5206
5207             if (whichsound != -1) {
5208                 emit_sound_at(whichsound, coords);
5209             }
5210         }
5211
5212         if (animTarget == staggerbackhighanim)
5213             staggerdelay = 1;
5214         if (animTarget == staggerbackhardanim)
5215             staggerdelay = 1;
5216         staggerdelay -= multiplier;
5217         if (animTarget != crouchstabanim && animTarget != swordgroundstabanim && animTarget != staffgroundsmashanim)
5218             hasvictim = 1;
5219         if (velocity.y < -30 && animTarget == jumpdownanim)
5220             RagDoll(0);
5221         if (animCurrent != getIdle() && wasIdle() && animTarget != getIdle() && isIdle()) {
5222             animTarget = getIdle();
5223             frameTarget = 0;
5224             target = 0;
5225         }
5226         weaponmissdelay -= multiplier;
5227         highreversaldelay -= multiplier;
5228         lowreversaldelay -= multiplier;
5229         lastcollide -= multiplier;
5230         skiddelay -= multiplier;
5231         if (!isnormal(velocity.x) && velocity.x) {
5232             velocity = 0;
5233         }
5234         if (!isnormal(targettilt) && targettilt) {
5235             targettilt = 0;
5236         }
5237         if (!isnormal(targettilt2) && targettilt2) {
5238             targettilt2 = 0;
5239         }
5240         if (!isnormal(targetyaw) && targetyaw) {
5241             targetyaw = 0;
5242         }
5243
5244         if (animTarget == bounceidleanim || animTarget == wolfidle || animTarget == walkanim || animTarget == drawrightanim || animTarget == crouchdrawrightanim || animTarget == drawleftanim || animTarget == fightidleanim || animTarget == fightsidestep || animTarget == hanganim || isCrouch() || animTarget == backhandspringanim) {
5245             //open hands and close mouth
5246             if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) {
5247                 righthandmorphness = 0;
5248                 righthandmorphend = 0;
5249                 targetrighthandmorphness = 1;
5250             }
5251
5252             if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) {
5253                 lefthandmorphness = 0;
5254                 lefthandmorphend = 0;
5255                 targetlefthandmorphness = 1;
5256             }
5257
5258             if (headmorphend != 3 && headmorphend != 5 && headmorphstart != 3 && headmorphstart != 5 && headmorphend != 0 && headmorphness == targetheadmorphness) {
5259                 headmorphness = 0;
5260                 headmorphend = 0;
5261                 targetheadmorphness = 1;
5262             }
5263         }
5264
5265         if (animTarget == rollanim || animTarget == dodgebackanim || animTarget == removeknifeanim || animTarget == knifefightidleanim || animTarget == swordfightidleanim || animTarget == blockhighleftstrikeanim || animTarget == crouchremoveknifeanim || animTarget == sneakanim || animTarget == sweepanim || animTarget == spinkickreversedanim || animTarget == jumpdownanim || isWallJump() || isFlip() || animTarget == climbanim || isRun() || animTarget == getupfrombackanim || animTarget == getupfromfrontanim) {
5266             //open hands and mouth
5267             if (righthandmorphend != 0 && righthandmorphness == targetrighthandmorphness) {
5268                 righthandmorphness = 0;
5269                 righthandmorphend = 0;
5270                 targetrighthandmorphness = 1;
5271             }
5272
5273             if (lefthandmorphend != 0 && lefthandmorphness == targetlefthandmorphness) {
5274                 lefthandmorphness = 0;
5275                 lefthandmorphend = 0;
5276                 targetlefthandmorphness = 1;
5277             }
5278
5279             if (headmorphend != 1 && headmorphness == targetheadmorphness) {
5280                 headmorphness = 0;
5281                 headmorphend = 1;
5282                 targetheadmorphness = 1;
5283             }
5284         }
5285
5286         if (animTarget == jumpupanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == swordfightidlebothanim || animTarget == blockhighleftanim) {
5287             //close hands and mouth
5288             if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
5289                 righthandmorphness = 0;
5290                 righthandmorphend = 1;
5291                 targetrighthandmorphness = 1;
5292             }
5293
5294             if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) {
5295                 lefthandmorphness = 0;
5296                 lefthandmorphend = 1;
5297                 targetlefthandmorphness = 1;
5298             }
5299
5300             if (headmorphend != 0 && headmorphness == targetheadmorphness) {
5301                 headmorphness = 0;
5302                 headmorphend = 0;
5303                 targetheadmorphness = 1;
5304             }
5305         }
5306
5307         if (animTarget == spinkickanim || animTarget == staffspinhitreversalanim || animTarget == staffspinhitreversedanim || animTarget == staffhitreversalanim || animTarget == staffhitreversedanim || animTarget == hurtidleanim || animTarget == winduppunchanim || animTarget == swordslashreversalanim || animTarget == swordslashreversedanim || animTarget == knifeslashreversalanim || animTarget == knifeslashreversedanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == knifefollowedanim || animTarget == killanim || animTarget == dropkickanim || animTarget == upunchanim || animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim || animTarget == staffgroundsmashanim || animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == lowkickanim || animTarget == sweepreversedanim || animTarget == rabbitkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversalanim || animTarget == jumpreversedanim) {
5308             //close hands and yell
5309             if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
5310                 righthandmorphness = 0;
5311                 righthandmorphend = 1;
5312                 targetrighthandmorphness = 1;
5313             }
5314
5315             if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) {
5316                 lefthandmorphness = 0;
5317                 lefthandmorphend = 1;
5318                 targetlefthandmorphness = 1;
5319             }
5320
5321             if (headmorphend != 2 && headmorphness == targetheadmorphness) {
5322                 headmorphness = 1;
5323                 headmorphend = 2;
5324                 targetheadmorphness = 1;
5325             }
5326         }
5327
5328         bool behind;
5329         behind = 0;
5330         if (hasvictim) {
5331             if ((victim != this->shared_from_this()) && !victim->dead && (victim->aitype != passivetype) &&
5332                 (victim->aitype != searchtype) && (aitype != passivetype) &&
5333                 (aitype != searchtype) && (victim->id < Person::players.size()) && (aitype != passivetype)) {
5334                 behind = (normaldotproduct(facing, coords - victim->coords) > 0);
5335             }
5336         }
5337
5338         if (!dead && animTarget != hurtidleanim)
5339             if (behind || animTarget == killanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == spinkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversedanim) {
5340                 if (headmorphend != 4 || headmorphness == targetheadmorphness) {
5341                     headmorphend = 4;
5342                     //headmorphness=1;
5343                     targetheadmorphness = 1;
5344                 }
5345             }
5346
5347         if (weaponactive != -1) {
5348             if (weapons[weaponids[weaponactive]].getType() != staff) {
5349                 righthandmorphstart = 1;
5350                 righthandmorphend = 1;
5351             }
5352             if (weapons[weaponids[weaponactive]].getType() == staff) {
5353                 righthandmorphstart = 2;
5354                 righthandmorphend = 2;
5355             }
5356             targetrighthandmorphness = 1;
5357         }
5358
5359         terrainnormal = terrain.getNormal(coords.x, coords.z);
5360
5361         if (animation[animTarget].attack != reversal) {
5362             if (!isnormal(coords.x))
5363                 coords = oldcoords;
5364             oldcoords = coords;
5365         }
5366
5367         flatfacing = 0;
5368         flatfacing.z = 1;
5369
5370         flatfacing = DoRotation(flatfacing, 0, yaw, 0);
5371         facing = flatfacing;
5372         ReflectVector(&facing, terrainnormal);
5373         Normalise(&facing);
5374
5375         if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
5376             if (onterrain)
5377                 targettilt2 = -facing.y * 20;
5378             else
5379                 targettilt2 = 0;
5380         }
5381         onterrain = 0;
5382         if (!isRun() && !animation[animTarget].attack && animTarget != getupfromfrontanim && animTarget != getupfrombackanim && animTarget != sneakanim)
5383             targettilt2 = 0;
5384         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5385             flatvelocity = velocity;
5386             flatvelocity.y = 0;
5387             flatvelspeed = findLength(&flatvelocity);
5388             targettilt = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(DoRotation(flatfacing, 0, -90, 0), flatvelocity);
5389             targettilt2 = flatvelspeed * fast_sqrt(abs(velocity.y) * .7) * normaldotproduct(flatfacing, flatvelocity);
5390             if (velocity.y < 0)
5391                 targettilt2 *= -1;
5392             if (velocity.y < 0)
5393                 targettilt *= -1;
5394             if (targettilt > 25)
5395                 targettilt = 25;
5396             if (targettilt < -25)
5397                 targettilt = -25;
5398         }
5399
5400         if (targettilt2 > 45)
5401             targettilt2 = 45;
5402         if (targettilt2 < -45)
5403             targettilt2 = -45;
5404         if (abs(tilt2 - targettilt2) < multiplier * 400)
5405             tilt2 = targettilt2;
5406         else if (tilt2 > targettilt2) {
5407             tilt2 -= multiplier * 400;
5408         } else if (tilt2 < targettilt2) {
5409             tilt2 += multiplier * 400;
5410         }
5411         if (!animation[animTarget].attack && animTarget != getupfrombackanim && animTarget != getupfromfrontanim) {
5412             if (tilt2 > 25)
5413                 tilt2 = 25;
5414             if (tilt2 < -25)
5415                 tilt2 = -25;
5416         }
5417
5418         if (!isnormal(targettilt) && targettilt) {
5419             targettilt = 0;
5420         }
5421         if (!isnormal(targettilt2) && targettilt2) {
5422             targettilt2 = 0;
5423         }
5424
5425         //Running velocity
5426         if (animTarget == rabbittackleanim) {
5427             velocity += facing * multiplier * speed * 700 * scale;
5428             velspeed = findLength(&velocity);
5429             if (velspeed > speed * 65 * scale) {
5430                 velocity /= velspeed;
5431                 velspeed = speed * 65 * scale;
5432                 velocity *= velspeed;
5433             }
5434             velocity.y += gravity * multiplier * 20;
5435             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5436             velspeed = findLength(&velocity);
5437             velocity = flatfacing * velspeed;
5438         }
5439         if (animTarget != rabbitrunninganim && animTarget != wolfrunninganim) {
5440             if (isRun() || animTarget == rabbitkickanim) {
5441                 velocity += facing * multiplier * speed * 700 * scale;
5442                 velspeed = findLength(&velocity);
5443                 if (velspeed > speed * 45 * scale) {
5444                     velocity /= velspeed;
5445                     velspeed = speed * 45 * scale;
5446                     velocity *= velspeed;
5447                 }
5448                 velocity.y += gravity * multiplier * 20;
5449                 ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5450                 velspeed = findLength(&velocity);
5451                 if (velspeed < speed * 30 * scale)
5452                     velspeed = speed * 30 * scale;
5453                 velocity = flatfacing * velspeed;
5454             }
5455         } else if (isRun()) {
5456             velocity += facing * multiplier * speed * 700 * scale;
5457             velspeed = findLength(&velocity);
5458             if (creature == rabbittype) {
5459                 if (velspeed > speed * 55 * scale) {
5460                     velocity /= velspeed;
5461                     velspeed = speed * 55 * scale;
5462                     velocity *= velspeed;
5463                 }
5464             }
5465             if (creature == wolftype) {
5466                 if (velspeed > speed * 75 * scale) {
5467                     velocity /= velspeed;
5468                     velspeed = speed * 75 * scale;
5469                     velocity *= velspeed;
5470                 }
5471             }
5472             velocity.y += gravity * multiplier * 20;
5473             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5474             velspeed = findLength(&velocity);
5475             velocity = flatfacing * velspeed;
5476         }
5477
5478         if (animTarget == rollanim && animation[animTarget].label[frameTarget] != 6) {
5479             velocity += facing * multiplier * speed * 700 * scale;
5480             velspeed = findLength(&velocity);
5481             if (velspeed > speed * 45 * scale) {
5482                 velocity /= velspeed;
5483                 velspeed = speed * 45 * scale;
5484                 velocity *= velspeed;
5485             }
5486             velocity.y += gravity * multiplier * 20;
5487             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5488             velspeed = findLength(&velocity);
5489             velocity = flatfacing * velspeed;
5490         }
5491
5492         if (animTarget == sneakanim || animTarget == walkanim) {
5493             velocity += facing * multiplier * speed * 700 * scale;
5494             velspeed = findLength(&velocity);
5495             if (velspeed > speed * 12 * scale) {
5496                 velocity /= velspeed;
5497                 velspeed = speed * 12 * scale;
5498                 velocity *= velspeed;
5499             }
5500             velocity.y += gravity * multiplier * 20;
5501             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5502             velspeed = findLength(&velocity);
5503             velocity = flatfacing * velspeed;
5504         }
5505
5506         if ((animTarget == fightidleanim || animTarget == knifefightidleanim) && (animCurrent == bounceidleanim || animCurrent == hurtidleanim)) {
5507             velocity += facing * multiplier * speed * 700 * scale;
5508             velspeed = findLength(&velocity);
5509             if (velspeed > speed * 2 * scale) {
5510                 velocity /= velspeed;
5511                 velspeed = speed * 2 * scale;
5512                 velocity *= velspeed;
5513             }
5514             velocity.y += gravity * multiplier * 20;
5515             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5516             velspeed = findLength(&velocity);
5517             velocity = flatfacing * velspeed;
5518         }
5519
5520
5521         if ((animTarget == bounceidleanim || animCurrent == hurtidleanim) && (animCurrent == fightidleanim || animCurrent == knifefightidleanim)) {
5522             velocity -= facing * multiplier * speed * 700 * scale;
5523             velspeed = findLength(&velocity);
5524             if (velspeed > speed * 2 * scale) {
5525                 velocity /= velspeed;
5526                 velspeed = speed * 2 * scale;
5527                 velocity *= velspeed;
5528             }
5529             velocity.y += gravity * multiplier * 20;
5530             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5531             velspeed = findLength(&velocity);
5532             velocity = flatfacing * velspeed * -1;
5533         }
5534
5535         if (animTarget == fightsidestep) {
5536             velocity += DoRotation(facing * multiplier * speed * 700 * scale, 0, -90, 0);
5537             velspeed = findLength(&velocity);
5538             if (velspeed > speed * 12 * scale) {
5539                 velocity /= velspeed;
5540                 velspeed = speed * 12 * scale;
5541                 velocity *= velspeed;
5542             }
5543             velocity.y += gravity * multiplier * 20;
5544             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5545             velspeed = findLength(&velocity);
5546             velocity = DoRotation(flatfacing * velspeed, 0, -90, 0);
5547         }
5548
5549         if (animTarget == staggerbackhighanim) {
5550             coords -= facing * multiplier * speed * 16 * scale;
5551             velocity = 0;
5552         }
5553         if (animTarget == staggerbackhardanim && animation[staggerbackhardanim].label[frameTarget] != 6) {
5554             coords -= facing * multiplier * speed * 20 * scale;
5555             velocity = 0;
5556         }
5557
5558         if (animTarget == backhandspringanim) {
5559             //coords-=facing*multiplier*50*scale;
5560             velocity += facing * multiplier * speed * 700 * scale * -1;
5561             velspeed = findLength(&velocity);
5562             if (velspeed > speed * 50 * scale) {
5563                 velocity /= velspeed;
5564                 velspeed = speed * 50 * scale;
5565                 velocity *= velspeed;
5566             }
5567             velocity.y += gravity * multiplier * 20;
5568             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5569             velspeed = findLength(&velocity);
5570             velocity = flatfacing * velspeed * -1;
5571         }
5572         if (animTarget == dodgebackanim) {
5573             //coords-=facing*multiplier*50*scale;
5574             velocity += facing * multiplier * speed * 700 * scale * -1;
5575             velspeed = findLength(&velocity);
5576             if (velspeed > speed * 60 * scale) {
5577                 velocity /= velspeed;
5578                 velspeed = speed * 60 * scale;
5579                 velocity *= velspeed;
5580             }
5581             velocity.y += gravity * multiplier * 20;
5582             ReflectVector(&velocity, terrain.getNormal(coords.x, coords.z));
5583             velspeed = findLength(&velocity);
5584             velocity = flatfacing * velspeed * -1;
5585         }
5586
5587         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5588             velspeed = findLength(&velocity);
5589         }
5590
5591
5592         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
5593             velocity.y += gravity * multiplier;
5594         }
5595
5596         if (animTarget != climbanim && animTarget != hanganim && !isWallJump())
5597             coords += velocity * multiplier;
5598
5599         if (coords.y < terrain.getHeight(coords.x, coords.z) && (animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
5600             if (isFlip() && animation[animTarget].label[frameTarget] == 7)
5601                 RagDoll(0);
5602
5603             if (animTarget == jumpupanim) {
5604                 jumppower = -4;
5605                 animTarget = getIdle();
5606             }
5607             target = 0;
5608             frameTarget = 0;
5609             onterrain = 1;
5610
5611             if (id == 0) {
5612                 pause_sound(whooshsound);
5613                 OPENAL_SetVolume(channels[whooshsound], 0);
5614             }
5615
5616             if (animTarget == jumpdownanim || isFlip()) {
5617                 if (isFlip())jumppower = -4;
5618                 animTarget = getLanding();
5619                 emit_sound_at(landsound, coords, 128.);
5620
5621                 if (id == 0) {
5622                     envsound[numenvsounds] = coords;
5623                     envsoundvol[numenvsounds] = 16;
5624                     envsoundlife[numenvsounds] = .4;
5625                     numenvsounds++;
5626                 }
5627             }
5628         }
5629
5630         if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && animTarget != climbanim && animTarget != hanganim && !isWallJump())
5631             coords.y += gravity * multiplier * 2;
5632         if (animTarget != jumpupanim && animTarget != jumpdownanim && !isFlip() && coords.y < terrain.getHeight(coords.x, coords.z)) {
5633             coords.y = terrain.getHeight(coords.x, coords.z);
5634             onterrain = 1;
5635         }
5636
5637
5638         if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || animation[animTarget].attack || (animTarget == rollanim && animation[animTarget].label[frameTarget] == 6)) {
5639             velspeed = findLength(&velocity);
5640             velocity.y = 0;
5641             if (velspeed < multiplier * 300 * scale) {
5642                 velocity = 0;
5643             } else
5644                 velocity -= velocity / velspeed * multiplier * 300 * scale;
5645             if (velspeed > 5 && (isLanding() || isLandhard())) {
5646                 skiddingdelay += multiplier;
5647                 if (skiddelay <= 0) {
5648                     FootLand(0, .5);
5649                     FootLand(1, .5);
5650                     skiddelay = .02;
5651                 }
5652             } else
5653                 skiddingdelay = 0;
5654         }
5655
5656         if (isLandhard()) {
5657             velspeed = findLength(&velocity);
5658             velocity.y = 0;
5659             if (velspeed < multiplier * 600 * scale) {
5660                 velocity = 0;
5661             } else
5662                 velocity -= velocity / velspeed * multiplier * 600 * scale;
5663             velocity = 0;
5664             if (velspeed > 5 && (isLanding() || isLandhard())) {
5665                 skiddingdelay += multiplier;
5666                 if (skiddelay <= 0) {
5667                     FootLand(0, .5);
5668                     FootLand(1, .5);
5669                     skiddelay = .02;
5670                 }
5671             } else
5672                 skiddingdelay = 0;
5673         }
5674
5675         if (skiddingdelay < 0)
5676             skiddingdelay += multiplier;
5677         if (skiddingdelay > .02 && !forwardkeydown && !backkeydown && !leftkeydown && !rightkeydown && !jumpkeydown && isLanding() && !landhard) {
5678             skiddingdelay = -1;
5679             if (!onterrain || environment == grassyenvironment) {
5680                 emit_sound_at(skidsound, coords, 128 * velspeed / 10);
5681             } else {
5682                 emit_sound_at(snowskidsound, coords, 128 * velspeed / 10);
5683             }
5684         }
5685
5686         if (animation[animTarget].attack == normalattack && animTarget != rabbitkickanim && !victim->skeleton.free) {
5687             terrainnormal = victim->coords - coords;
5688             Normalise(&terrainnormal);
5689             targetyaw = -asin(0 - terrainnormal.x);
5690             targetyaw *= 360 / 6.28;
5691             if (terrainnormal.z < 0)
5692                 targetyaw = 180 - targetyaw;
5693             targettilt2 = -asin(terrainnormal.y) * 360 / 6.28; //*-70;
5694         }
5695
5696         if (animation[animTarget].attack == reversal && animTarget != rabbittacklinganim) {
5697             targetyaw = victim->targetyaw;
5698         }
5699         if (animTarget == rabbittacklinganim) {
5700             coords = victim->coords;
5701         }
5702     }
5703     skeleton.oldfree = skeleton.free;
5704
5705     XYZ midterrain;
5706     midterrain = 0;
5707     midterrain.x = terrain.size * terrain.scale / 2;
5708     midterrain.z = terrain.size * terrain.scale / 2;
5709     if (distsqflat(&coords, &midterrain) > (terrain.size * terrain.scale / 2 - viewdistance) * (terrain.size * terrain.scale / 2 - viewdistance)) {
5710         XYZ tempposit;
5711         tempposit = coords - midterrain;
5712         tempposit.y = 0;
5713         Normalise(&tempposit);
5714         tempposit *= (terrain.size * terrain.scale / 2 - viewdistance);
5715         coords.x = tempposit.x + midterrain.x;
5716         coords.z = tempposit.z + midterrain.z;
5717     }
5718 }
5719
5720
5721 /* EFFECT
5722  * inverse kinematics helper function
5723  */
5724 void IKHelper(Person *p, float interp)
5725 {
5726     XYZ point, newpoint, change, change2;
5727     float heightleft, heightright;
5728
5729     // TODO: implement localToWorld and worldToLocal
5730     //       but keep in mind it won't be the same math if player is ragdolled or something
5731     //       - localToWorldStanding / worldToLocalStanding (or crouching or...?)
5732     //       then comb through code for places where to use it
5733
5734     // point = localToWorld(jointPos(leftfoot))
5735     point = DoRotation(p->jointPos(leftfoot), 0, p->yaw, 0) * p->scale + p->coords;
5736     // adjust height of foot
5737     heightleft = terrain.getHeight(point.x, point.z) + .04;
5738     point.y = heightleft;
5739     change = p->jointPos(leftankle) - p->jointPos(leftfoot);
5740     change2 = p->jointPos(leftknee) - p->jointPos(leftfoot);
5741     // jointPos(leftfoot) = interpolate(worldToLocal(point), jointPos(leftfoot), interp)
5742     p->jointPos(leftfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(leftfoot) * (1 - interp);
5743     // move ankle along with foot
5744     p->jointPos(leftankle) = p->jointPos(leftfoot) + change;
5745     // average knee pos between old and new pos
5746     p->jointPos(leftknee) = (p->jointPos(leftfoot) + change2) / 2 + (p->jointPos(leftknee)) / 2;
5747
5748     // do same as above for right leg
5749     point = DoRotation(p->jointPos(rightfoot), 0, p->yaw, 0) * p->scale + p->coords;
5750     heightright = terrain.getHeight(point.x, point.z) + .04;
5751     point.y = heightright;
5752     change = p->jointPos(rightankle) - p->jointPos(rightfoot);
5753     change2 = p->jointPos(rightknee) - p->jointPos(rightfoot);
5754     p->jointPos(rightfoot) = DoRotation((point - p->coords) / p->scale, 0, -p->yaw, 0) * interp + p->jointPos(rightfoot) * (1 - interp);
5755     p->jointPos(rightankle) = p->jointPos(rightfoot) + change;
5756     p->jointPos(rightknee) = (p->jointPos(rightfoot) + change2) / 2 + (p->jointPos(rightknee)) / 2;
5757
5758     // fix up skeleton now that we've moved body parts?
5759     p->skeleton.DoConstraints(&p->coords, &p->scale);
5760 }
5761
5762 /* EFFECT
5763  * MONSTER
5764  * TODO: ???
5765  */
5766 int Person::DrawSkeleton()
5767 {
5768     int oldplayerdetail;
5769     if ((frustum.SphereInFrustum(coords.x, coords.y + scale * 3, coords.z, scale * 8) && distsq(&viewer, &coords) < viewdistance * viewdistance) || skeleton.free == 3) {
5770         if (onterrain && (isIdle() || isCrouch() || wasIdle() || wasCrouch()) && !skeleton.free) {
5771             calcrot = 1;
5772         }
5773
5774         if (headless) {
5775             headmorphness = 0;
5776             headmorphstart = 6;
5777             headmorphend = 6;
5778         }
5779
5780         glAlphaFunc(GL_GREATER, 0.0001);
5781         XYZ terrainlight;
5782         float terrainheight;
5783         float distance;
5784         if (!isnormal(yaw))
5785             yaw = 0;
5786         if (!isnormal(tilt))
5787             tilt = 0;
5788         if (!isnormal(tilt2))
5789             tilt2 = 0;
5790         oldplayerdetail = playerdetail;
5791         playerdetail = 0;
5792         if (distsq(&viewer, &coords) < viewdistance * viewdistance / 32 && detail == 2) {
5793             playerdetail = 1;
5794         }
5795         if (distsq(&viewer, &coords) < viewdistance * viewdistance / 128 && detail == 1) {
5796             playerdetail = 1;
5797         }
5798         if (distsq(&viewer, &coords) < viewdistance * viewdistance / 256 && (detail != 1 && detail != 2)) {
5799             playerdetail = 1;
5800         }
5801         if (id == 0)
5802             playerdetail = 1;
5803         if (playerdetail != oldplayerdetail) {
5804             updatedelay = 0;
5805             normalsupdatedelay = 0;
5806         }
5807         static float updatedelaychange;
5808         static float morphness;
5809         static float framemult;
5810         if (calcrot) {
5811             skeleton.FindForwards();
5812             if (howactive == typesittingwall) {
5813                 skeleton.specialforward[1] = 0;
5814                 skeleton.specialforward[1].z = 1;
5815             }
5816         }
5817         static XYZ mid;
5818         static float M[16];
5819         static int i, j, k;
5820         static int weaponattachmuscle;
5821         static int weaponrotatemuscle;
5822         static XYZ weaponpoint;
5823         static int start, endthing;
5824         if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
5825             if (!isSleeping() && !isSitting()) {
5826                 // TODO: give these meaningful names
5827                 const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
5828                                     || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
5829                 const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
5830                                     || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
5831
5832                 if (onterrain && (cond1 && cond2) && !skeleton.free) {
5833                     IKHelper(this, 1);
5834                     if (creature == wolftype)
5835                         IKHelper(this, 1);
5836                 }
5837
5838                 if (onterrain && (cond1 && !cond2) && !skeleton.free) {
5839                     IKHelper(this, target);
5840                     if (creature == wolftype)
5841                         IKHelper(this, target);
5842                 }
5843
5844                 if (onterrain && (!cond1 && cond2) && !skeleton.free) {
5845                     IKHelper(this, 1 - target);
5846                     if (creature == wolftype)
5847                         IKHelper(this, 1 - target);
5848                 }
5849             }
5850
5851             if (!skeleton.free && (!animation[animTarget].attack && animTarget != getupfrombackanim && ((animTarget != rollanim && !isFlip()) || animation[animTarget].label[frameTarget] == 6) && animTarget != getupfromfrontanim && animTarget != wolfrunninganim && animTarget != rabbitrunninganim && animTarget != backhandspringanim && animTarget != walljumpfrontanim && animTarget != hurtidleanim && !isLandhard() && !isSleeping()))
5852                 DoHead();
5853             else {
5854                 targetheadyaw = -targetyaw;
5855                 targetheadpitch = 0;
5856                 if (animation[animTarget].attack == 3)
5857                     targetheadyaw += 180;
5858             }
5859             for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
5860                 skeleton.drawmodel.vertex[i] = 0;
5861                 skeleton.drawmodel.vertex[i].y = 999;
5862             }
5863             for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
5864                 skeleton.drawmodellow.vertex[i] = 0;
5865                 skeleton.drawmodellow.vertex[i].y = 999;
5866             }
5867             for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
5868                 skeleton.drawmodelclothes.vertex[i] = 0;
5869                 skeleton.drawmodelclothes.vertex[i].y = 999;
5870             }
5871             for (int i = 0; i < skeleton.num_muscles; i++) {
5872                 // convenience renames
5873                 const int p1 = skeleton.muscles[i].parent1->label;
5874                 const int p2 = skeleton.muscles[i].parent2->label;
5875
5876                 if ((skeleton.muscles[i].numvertices > 0 && playerdetail) || (skeleton.muscles[i].numverticeslow > 0 && !playerdetail)) {
5877                     morphness = 0;
5878                     start = 0;
5879                     endthing = 0;
5880
5881                     if (p1 == righthand || p2 == righthand) {
5882                         morphness = righthandmorphness;
5883                         start = righthandmorphstart;
5884                         endthing = righthandmorphend;
5885                     }
5886                     if (p1 == lefthand || p2 == lefthand) {
5887                         morphness = lefthandmorphness;
5888                         start = lefthandmorphstart;
5889                         endthing = lefthandmorphend;
5890                     }
5891                     if (p1 == head || p2 == head) {
5892                         morphness = headmorphness;
5893                         start = headmorphstart;
5894                         endthing = headmorphend;
5895                     }
5896                     if ((p1 == neck && p2 == abdomen) || (p2 == neck && p1 == abdomen)) {
5897                         morphness = chestmorphness;
5898                         start = chestmorphstart;
5899                         endthing = chestmorphend;
5900                     }
5901                     if ((p1 == groin && p2 == abdomen) || (p2 == groin && p1 == abdomen)) {
5902                         morphness = tailmorphness;
5903                         start = tailmorphstart;
5904                         endthing = tailmorphend;
5905                     }
5906                     if (calcrot)
5907                         skeleton.FindRotationMuscle(i, animTarget);
5908                     mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
5909                     glMatrixMode(GL_MODELVIEW);
5910                     glPushMatrix();
5911                     glLoadIdentity();
5912                     if (!skeleton.free)
5913                         glRotatef(tilt2, 1, 0, 0);
5914                     if (!skeleton.free)
5915                         glRotatef(tilt, 0, 0, 1);
5916
5917
5918                     glTranslatef(mid.x, mid.y, mid.z);
5919
5920                     skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
5921                     glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0);
5922
5923                     skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2;
5924                     glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1);
5925
5926                     skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
5927                     glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
5928
5929                     if (playerdetail || skeleton.free == 3) {
5930                         for (j = 0; j < skeleton.muscles[i].numvertices; j++) {
5931                             XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
5932                             XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
5933                             glMatrixMode(GL_MODELVIEW);
5934                             glPushMatrix();
5935                             if (p1 == abdomen || p2 == abdomen)
5936                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionbody.x,
5937                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionbody.y,
5938                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionbody.z);
5939                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
5940                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionarms.x,
5941                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionarms.y,
5942                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionarms.z);
5943                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
5944                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionlegs.x,
5945                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionlegs.y,
5946                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionlegs.z);
5947                             if (p1 == head || p2 == head)
5948                                 glTranslatef((v0.x * (1 - morphness) + v1.x * morphness) * proportionhead.x,
5949                                              (v0.y * (1 - morphness) + v1.y * morphness) * proportionhead.y,
5950                                              (v0.z * (1 - morphness) + v1.z * morphness) * proportionhead.z);
5951                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
5952                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].x = M[12] * scale;
5953                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].y = M[13] * scale;
5954                             skeleton.drawmodel.vertex[skeleton.muscles[i].vertices[j]].z = M[14] * scale;
5955                             glPopMatrix();
5956                         }
5957                     }
5958                     if (!playerdetail || skeleton.free == 3) {
5959                         for (j = 0; j < skeleton.muscles[i].numverticeslow; j++) {
5960                             XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
5961                             glMatrixMode(GL_MODELVIEW);
5962                             glPushMatrix();
5963                             if (p1 == abdomen || p2 == abdomen)
5964                                 glTranslatef(v0.x * proportionbody.x,
5965                                              v0.y * proportionbody.y,
5966                                              v0.z * proportionbody.z);
5967                             if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
5968                                 glTranslatef(v0.x * proportionarms.x,
5969                                              v0.y * proportionarms.y,
5970                                              v0.z * proportionarms.z);
5971                             if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
5972                                 glTranslatef(v0.x * proportionlegs.x,
5973                                              v0.y * proportionlegs.y,
5974                                              v0.z * proportionlegs.z);
5975                             if (p1 == head || p2 == head)
5976                                 glTranslatef(v0.x * proportionhead.x,
5977                                              v0.y * proportionhead.y,
5978                                              v0.z * proportionhead.z);
5979
5980                             glGetFloatv(GL_MODELVIEW_MATRIX, M);
5981                             skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].x = M[12] * scale;
5982                             skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].y = M[13] * scale;
5983                             skeleton.drawmodellow.vertex[skeleton.muscles[i].verticeslow[j]].z = M[14] * scale;
5984                             glPopMatrix();
5985                         }
5986                     }
5987                     glPopMatrix();
5988                 }
5989                 if (skeleton.clothes && skeleton.muscles[i].numverticesclothes > 0) {
5990                     mid = (skeleton.muscles[i].parent1->position + skeleton.muscles[i].parent2->position) / 2;
5991
5992                     glMatrixMode(GL_MODELVIEW);
5993                     glPushMatrix();
5994                     glLoadIdentity();
5995                     if (!skeleton.free)
5996                         glRotatef(tilt2, 1, 0, 0);
5997                     if (!skeleton.free)
5998                         glRotatef(tilt, 0, 0, 1);
5999                     glTranslatef(mid.x, mid.y, mid.z);
6000                     skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
6001                     glRotatef(-skeleton.muscles[i].lastrotate1 + 90, 0, 1, 0);
6002
6003                     skeleton.muscles[i].lastrotate2 = skeleton.muscles[i].rotate2;
6004                     glRotatef(-skeleton.muscles[i].lastrotate2 + 90, 0, 0, 1);
6005
6006                     skeleton.muscles[i].lastrotate3 = skeleton.muscles[i].rotate3;
6007                     glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
6008
6009                     for (j = 0; j < skeleton.muscles[i].numverticesclothes; j++) {
6010                         XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
6011                         glMatrixMode(GL_MODELVIEW);
6012                         glPushMatrix();
6013                         if (p1 == abdomen || p2 == abdomen)
6014                             glTranslatef(v0.x * proportionbody.x,
6015                                          v0.y * proportionbody.y,
6016                                          v0.z * proportionbody.z);
6017                         if (p1 == lefthand || p1 == righthand || p1 == leftwrist || p1 == rightwrist || p1 == leftelbow || p1 == rightelbow || p2 == leftelbow || p2 == rightelbow)
6018                             glTranslatef(v0.x * proportionarms.x,
6019                                          v0.y * proportionarms.y,
6020                                          v0.z * proportionarms.z);
6021                         if (p1 == leftfoot || p1 == rightfoot || p1 == leftankle || p1 == rightankle || p1 == leftknee || p1 == rightknee || p2 == leftknee || p2 == rightknee)
6022                             glTranslatef(v0.x * proportionlegs.x,
6023                                          v0.y * proportionlegs.y,
6024                                          v0.z * proportionlegs.z);
6025                         if (p1 == head || p2 == head)
6026                             glTranslatef(v0.x * proportionhead.x,
6027                                          v0.y * proportionhead.y,
6028                                          v0.z * proportionhead.z);
6029                         glGetFloatv(GL_MODELVIEW_MATRIX, M);
6030                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].x = M[12] * scale;
6031                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].y = M[13] * scale;
6032                         skeleton.drawmodelclothes.vertex[skeleton.muscles[i].verticesclothes[j]].z = M[14] * scale;
6033                         glPopMatrix();
6034                     }
6035                     glPopMatrix();
6036                 }
6037                 updatedelay = 1 + (float)(Random() % 100) / 1000;
6038             }
6039             if (skeleton.free != 2 && (skeleton.free == 1 || skeleton.free == 3 || id == 0 || (normalsupdatedelay <= 0) || animTarget == getupfromfrontanim || animTarget == getupfrombackanim || animCurrent == getupfromfrontanim || animCurrent == getupfrombackanim)) {
6040                 normalsupdatedelay = 1;
6041                 if (playerdetail || skeleton.free == 3)
6042                     skeleton.drawmodel.CalculateNormals(0);
6043                 if (!playerdetail || skeleton.free == 3)
6044                     skeleton.drawmodellow.CalculateNormals(0);
6045                 if (skeleton.clothes)
6046                     skeleton.drawmodelclothes.CalculateNormals(0);
6047             } else {
6048                 if (playerdetail || skeleton.free == 3)
6049                     skeleton.drawmodel.UpdateVertexArrayNoTexNoNorm();
6050                 if (!playerdetail || skeleton.free == 3)
6051                     skeleton.drawmodellow.UpdateVertexArrayNoTexNoNorm();
6052                 if (skeleton.clothes) {
6053                     skeleton.drawmodelclothes.UpdateVertexArrayNoTexNoNorm();
6054                 }
6055             }
6056         }
6057         framemult = .01;
6058         updatedelaychange = -framemult * 4 * (45 - findDistance(&viewer, &coords) * 1);
6059         if (updatedelaychange > -realmultiplier * 30)
6060             updatedelaychange = -realmultiplier * 30;
6061         if (updatedelaychange > -framemult * 4)
6062             updatedelaychange = -framemult * 4;
6063         if (skeleton.free == 1)
6064             updatedelaychange *= 6;
6065         if (id == 0)
6066             updatedelaychange *= 8;
6067         updatedelay += updatedelaychange;
6068
6069         glMatrixMode(GL_MODELVIEW);
6070         glPushMatrix();
6071         if (!skeleton.free)
6072             glTranslatef(coords.x, coords.y - .02, coords.z);
6073         if (skeleton.free)
6074             glTranslatef(coords.x, coords.y - .02, coords.z);
6075         if (!skeleton.free)
6076             glTranslatef(offset.x * scale, offset.y * scale, offset.z * scale);
6077         if (!skeleton.free)
6078             glRotatef(yaw, 0, 1, 0);
6079         if (showpoints) {
6080             glPointSize(5);
6081             glColor4f(.4, 1, .4, 1);
6082             glDisable(GL_LIGHTING);
6083             glDisable(GL_TEXTURE_2D);
6084             glBegin(GL_POINTS);
6085             if (playerdetail)
6086                 for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
6087                     XYZ &v0 = skeleton.drawmodel.vertex[i];
6088                     glVertex3f(v0.x, v0.y, v0.z);
6089                 }
6090             glEnd();
6091             glBegin(GL_LINES);
6092
6093             if (playerdetail)
6094                 for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
6095                     XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
6096                     XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
6097                     XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
6098                     glVertex3f(v0.x, v0.y, v0.z);
6099                     glVertex3f(v1.x, v1.y, v1.z);
6100                     glVertex3f(v1.x, v1.y, v1.z);
6101                     glVertex3f(v2.x, v2.y, v2.z);
6102                     glVertex3f(v2.x, v2.y, v2.z);
6103                     glVertex3f(v0.x, v0.y, v0.z);
6104                 }
6105
6106             glEnd();
6107         }
6108
6109         terrainlight = terrain.getLighting(coords.x, coords.z);
6110         distance = distsq(&viewer, &coords);
6111         distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
6112         if (distance > 1)
6113             distance = 1;
6114         if (distance > 0) {
6115             terrainheight = (coords.y - terrain.getHeight(coords.x, coords.z)) / 3 + 1;
6116             if (terrainheight < 1)
6117                 terrainheight = 1;
6118             if (terrainheight > 1.7)
6119                 terrainheight = 1.7;
6120
6121             //burnt=0;
6122             glColor4f((1 - (1 - terrainlight.x) / terrainheight) - burnt, (1 - (1 - terrainlight.y) / terrainheight) - burnt, (1 - (1 - terrainlight.z) / terrainheight) - burnt, distance);
6123             glDisable(GL_BLEND);
6124             glAlphaFunc(GL_GREATER, 0.0001);
6125             glEnable(GL_TEXTURE_2D);
6126             if (cellophane) {
6127                 glDisable(GL_TEXTURE_2D);
6128                 glColor4f(.7, .35, 0, .5);
6129                 glDepthMask(0);
6130                 glEnable(GL_LIGHTING);
6131                 glEnable(GL_BLEND);
6132             }
6133             if (tutoriallevel && id != 0) {
6134                 glColor4f(.7, .7, .7, 0.6);
6135                 glDepthMask(0);
6136                 glEnable(GL_LIGHTING);
6137                 glEnable(GL_BLEND);
6138                 if (canattack && cananger)
6139                     if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
6140                         glDisable(GL_TEXTURE_2D);
6141                         glColor4f(1, 0, 0, 0.8);
6142                     }
6143                 glMatrixMode(GL_TEXTURE);
6144                 glPushMatrix();
6145                 glTranslatef(0, -smoketex, 0);
6146                 glTranslatef(-smoketex, 0, 0);
6147             }
6148             if (playerdetail) {
6149                 if (!showpoints) {
6150                     if ((tutoriallevel && id != 0))
6151                         skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
6152                     else
6153                         skeleton.drawmodel.draw();
6154                 }
6155             }
6156             if (!playerdetail) {
6157                 if ((tutoriallevel && id != 0))
6158                     skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
6159                 else
6160                     skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
6161             }
6162
6163             if (!(animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed))
6164                 if (tutoriallevel && id != 0) {
6165                     glPopMatrix();
6166                     glMatrixMode(GL_MODELVIEW);
6167                     glEnable(GL_TEXTURE_2D);
6168                     glColor4f(.7, .7, .7, 0.6);
6169                     glDepthMask(0);
6170                     glEnable(GL_LIGHTING);
6171                     glEnable(GL_BLEND);
6172                     if (canattack && cananger)
6173                         if (animation[animTarget].attack == normalattack || animation[animTarget].attack == reversed) {
6174                             glDisable(GL_TEXTURE_2D);
6175                             glColor4f(1, 0, 0, 0.8);
6176                         }
6177                     glMatrixMode(GL_TEXTURE);
6178                     glPushMatrix();
6179                     glTranslatef(0, -smoketex * .6, 0);
6180                     glTranslatef(smoketex * .6, 0, 0);
6181                     if (playerdetail) {
6182                         if (!showpoints) {
6183                             if ((tutoriallevel && id != 0))
6184                                 skeleton.drawmodel.drawdifftex(Sprite::cloudimpacttexture);
6185                             else
6186                                 skeleton.drawmodel.draw();
6187                         }
6188                     }
6189                     if (!playerdetail) {
6190                         if ((tutoriallevel && id != 0))
6191                             skeleton.drawmodellow.drawdifftex(Sprite::cloudimpacttexture);
6192                         else
6193                             skeleton.drawmodellow.drawdifftex(skeleton.drawmodel.textureptr);
6194                     }
6195                 }
6196
6197
6198             if (tutoriallevel && id != 0) {
6199                 glPopMatrix();
6200                 glMatrixMode(GL_MODELVIEW);
6201                 glEnable(GL_TEXTURE_2D);
6202             }
6203             if (skeleton.clothes) {
6204                 glDepthMask(0);
6205                 glEnable(GL_BLEND);
6206                 if (!immediate)
6207                     skeleton.drawmodelclothes.draw();
6208                 if (immediate)
6209                     skeleton.drawmodelclothes.drawimmediate();
6210                 glDepthMask(1);
6211             }
6212         }
6213         glPopMatrix();
6214
6215         if (num_weapons > 0) {
6216             for (k = 0; k < num_weapons; k++) {
6217                 i = weaponids[k];
6218                 if (weaponactive == k) {
6219                     if (weapons[i].getType() != staff) {
6220                         for (j = 0; j < skeleton.num_muscles; j++) {
6221                             if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
6222                                 weaponattachmuscle = j;
6223                             }
6224                         }
6225                         for (j = 0; j < skeleton.num_muscles; j++) {
6226                             if ((skeleton.muscles[j].parent1->label == rightwrist || skeleton.muscles[j].parent2->label == rightwrist) && (skeleton.muscles[j].parent1->label != righthand && skeleton.muscles[j].parent2->label != righthand) && skeleton.muscles[j].numvertices > 0) {
6227                                 weaponrotatemuscle = j;
6228                             }
6229                         }
6230                         weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
6231                         if (creature == wolftype)
6232                             weaponpoint = (jointPos(rightwrist) * .7 + jointPos(righthand) * .3);
6233                     }
6234                     if (weapons[i].getType() == staff) {
6235                         for (j = 0; j < skeleton.num_muscles; j++) {
6236                             if ((skeleton.muscles[j].parent1->label == righthand || skeleton.muscles[j].parent2->label == righthand) && skeleton.muscles[j].numvertices > 0) {
6237                                 weaponattachmuscle = j;
6238                             }
6239                         }
6240                         for (j = 0; j < skeleton.num_muscles; j++) {
6241                             if ((skeleton.muscles[j].parent1->label == rightelbow || skeleton.muscles[j].parent2->label == rightelbow) && (skeleton.muscles[j].parent1->label != rightshoulder && skeleton.muscles[j].parent2->label != rightshoulder) && skeleton.muscles[j].numvertices > 0) {
6242                                 weaponrotatemuscle = j;
6243                             }
6244                         }
6245                         //weaponpoint=jointPos(rightwrist);
6246                         weaponpoint = (skeleton.muscles[weaponattachmuscle].parent1->position + skeleton.muscles[weaponattachmuscle].parent2->position) / 2;
6247                         //weaponpoint+=skeleton.specialforward[1]*.1+(jointPos(rightwrist)-jointPos(rightelbow));
6248                         XYZ tempnormthing, vec1, vec2;
6249                         vec1 = (jointPos(rightwrist) - jointPos(rightelbow));
6250                         vec2 = (jointPos(rightwrist) - jointPos(rightshoulder));
6251                         CrossProduct(&vec1, &vec2, &tempnormthing);
6252                         Normalise(&tempnormthing);
6253                         if (animTarget != staffhitanim && animCurrent != staffhitanim && animTarget != staffgroundsmashanim && animCurrent != staffgroundsmashanim && animTarget != staffspinhitanim && animCurrent != staffspinhitanim)
6254                             weaponpoint += tempnormthing * .1 - skeleton.specialforward[1] * .3 + (jointPos(rightwrist) - jointPos(rightelbow));
6255                     }
6256                 }
6257                 if (weaponactive != k && weaponstuck != k) {
6258                     if (weapons[i].getType() == knife)
6259                         weaponpoint = jointPos(abdomen) + (jointPos(righthip) - jointPos(lefthip)) * .1 + (jointPos(rightshoulder) - jointPos(leftshoulder)) * .35;
6260                     if (weapons[i].getType() == sword)
6261                         weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
6262                     if (weapons[i].getType() == staff)
6263                         weaponpoint = jointPos(abdomen) + (jointPos(lefthip) - jointPos(righthip)) * .09 + (jointPos(leftshoulder) - jointPos(rightshoulder)) * .33;
6264                     for (j = 0; j < skeleton.num_muscles; j++) {
6265                         if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
6266                             weaponrotatemuscle = j;
6267                         }
6268                     }
6269                 }
6270                 if (weaponstuck == k) {
6271                     if (weaponstuckwhere == 0)
6272                         weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 - skeleton.forward * .8;
6273                     else
6274                         weaponpoint = jointPos(abdomen) * .5 + jointPos(neck) * .5 + skeleton.forward * .8;
6275                     for (j = 0; j < skeleton.num_muscles; j++) {
6276                         if ((skeleton.muscles[j].parent1->label == abdomen || skeleton.muscles[j].parent2->label == abdomen) && (skeleton.muscles[j].parent1->label == neck || skeleton.muscles[j].parent2->label == neck) && skeleton.muscles[j].numvertices > 0) {
6277                             weaponrotatemuscle = j;
6278                         }
6279                     }
6280                 }
6281                 if (skeleton.free) {
6282                     weapons[i].position = weaponpoint * scale + coords;
6283                     weapons[i].bigrotation = 0;
6284                     weapons[i].bigtilt = 0;
6285                     weapons[i].bigtilt2 = 0;
6286                 } else {
6287                     weapons[i].position = DoRotation(DoRotation(DoRotation(weaponpoint, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0) * scale + coords + currentoffset * (1 - target) * scale + targetoffset * target * scale;
6288                     weapons[i].bigrotation = yaw;
6289                     weapons[i].bigtilt = tilt;
6290                     weapons[i].bigtilt2 = tilt2;
6291                 }
6292                 weapons[i].rotation1 = skeleton.muscles[weaponrotatemuscle].lastrotate1;
6293                 weapons[i].rotation2 = skeleton.muscles[weaponrotatemuscle].lastrotate2;
6294                 weapons[i].rotation3 = skeleton.muscles[weaponrotatemuscle].lastrotate3;
6295                 if (weaponactive == k) {
6296                     if (weapons[i].getType() == knife) {
6297                         weapons[i].smallrotation = 180;
6298                         weapons[i].smallrotation2 = 0;
6299                         if (isCrouch() || wasCrouch()) {
6300                             weapons[i].smallrotation2 = 20;
6301                         }
6302                         if (animTarget == hurtidleanim) {
6303                             weapons[i].smallrotation2 = 50;
6304                         }
6305                         if ((animCurrent == crouchstabanim && animTarget == crouchstabanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
6306                             XYZ temppoint1, temppoint2, tempforward;
6307                             float distance;
6308
6309                             temppoint1 = jointPos(righthand);
6310                             temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6311                             distance = findDistance(&temppoint1, &temppoint2);
6312                             weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6313                             weapons[i].rotation2 *= 360 / 6.28;
6314                             temppoint1.y = 0;
6315                             temppoint2.y = 0;
6316                             weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6317                             weapons[i].rotation1 *= 360 / 6.28;
6318                             weapons[i].rotation3 = 0;
6319                             weapons[i].smallrotation = -90;
6320                             weapons[i].smallrotation2 = 0;
6321                             if (temppoint1.x > temppoint2.x)
6322                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6323                         }
6324                         if ((animCurrent == knifeslashreversalanim && animTarget == knifeslashreversalanim) || (animCurrent == knifeslashreversedanim && animTarget == knifeslashreversedanim)) {
6325                             XYZ temppoint1, temppoint2, tempforward;
6326                             float distance;
6327
6328                             temppoint1 = jointPos(righthand);
6329                             temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6330                             distance = findDistance(&temppoint1, &temppoint2);
6331                             weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6332                             weapons[i].rotation2 *= 360 / 6.28;
6333                             temppoint1.y = 0;
6334                             temppoint2.y = 0;
6335                             weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6336                             weapons[i].rotation1 *= 360 / 6.28;
6337                             weapons[i].rotation3 = 0;
6338                             weapons[i].smallrotation = 90;
6339                             weapons[i].smallrotation2 = 0;
6340                             if (temppoint1.x > temppoint2.x)
6341                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6342                         }
6343                         if (animTarget == knifethrowanim) {
6344                             weapons[i].smallrotation = 90;
6345                             //weapons[i].smallrotation2=-90;
6346                             weapons[i].smallrotation2 = 0;
6347                             weapons[i].rotation1 = 0;
6348                             weapons[i].rotation2 = 0;
6349                             weapons[i].rotation3 = 0;
6350                         }
6351                         if (animTarget == knifesneakattackanim && frameTarget < 5) {
6352                             weapons[i].smallrotation = -90;
6353                             weapons[i].rotation1 = 0;
6354                             weapons[i].rotation2 = 0;
6355                             weapons[i].rotation3 = 0;
6356                         }
6357                     }
6358                     if (weapons[i].getType() == sword) {
6359                         weapons[i].smallrotation = 0;
6360                         weapons[i].smallrotation2 = 0;
6361                         if (animTarget == knifethrowanim) {
6362                             weapons[i].smallrotation = -90;
6363                             weapons[i].smallrotation2 = 0;
6364                             weapons[i].rotation1 = 0;
6365                             weapons[i].rotation2 = 0;
6366                             weapons[i].rotation3 = 0;
6367                         }
6368                         if ((animTarget == swordgroundstabanim && animCurrent == swordgroundstabanim) || (animTarget == swordsneakattackanim && animCurrent == swordsneakattackanim) || (animTarget == swordslashparryanim && animCurrent == swordslashparryanim) || (animTarget == swordslashparriedanim && animCurrent == swordslashparriedanim) || (animTarget == swordslashreversalanim && animCurrent == swordslashreversalanim) || (animTarget == swordslashreversedanim && animCurrent == swordslashreversedanim) || (animTarget == knifeslashreversalanim && animCurrent == knifeslashreversalanim) || (animTarget == knifeslashreversedanim && animCurrent == knifeslashreversedanim) || (animTarget == swordslashanim && animCurrent == swordslashanim) || (animTarget == drawleftanim && animCurrent == drawleftanim) || (animCurrent == backhandspringanim && animTarget == backhandspringanim)) {
6369                             XYZ temppoint1, temppoint2, tempforward;
6370                             float distance;
6371
6372                             temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
6373                             temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6374                             distance = findDistance(&temppoint1, &temppoint2);
6375                             weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6376                             weapons[i].rotation2 *= 360 / 6.28;
6377                             temppoint1.y = 0;
6378                             temppoint2.y = 0;
6379                             weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6380                             weapons[i].rotation1 *= 360 / 6.28;
6381                             weapons[i].rotation3 = 0;
6382                             weapons[i].smallrotation = 90;
6383                             weapons[i].smallrotation2 = 0;
6384                             if (temppoint1.x > temppoint2.x)
6385                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6386                         }
6387                     }
6388                     if (weapons[i].getType() == staff) {
6389                         weapons[i].smallrotation = 100;
6390                         weapons[i].smallrotation2 = 0;
6391                         if ((animTarget == staffhitanim && animCurrent == staffhitanim) || (animTarget == staffhitreversedanim && animCurrent == staffhitreversedanim) || (animTarget == staffspinhitreversedanim && animCurrent == staffspinhitreversedanim) || (animTarget == staffgroundsmashanim && animCurrent == staffgroundsmashanim) || (animTarget == staffspinhitanim && animCurrent == staffspinhitanim)) {
6392                             XYZ temppoint1, temppoint2, tempforward;
6393                             float distance;
6394
6395                             temppoint1 = animation[animCurrent].position[skeleton.jointlabels[righthand]][frameCurrent] * (1 - target) + animation[animTarget].position[skeleton.jointlabels[righthand]][frameTarget] * (target); //jointPos(righthand);
6396                             temppoint2 = animation[animCurrent].weapontarget[frameCurrent] * (1 - target) + animation[animTarget].weapontarget[frameTarget] * (target);
6397                             distance = findDistance(&temppoint1, &temppoint2);
6398                             weapons[i].rotation2 = asin((temppoint1.y - temppoint2.y) / distance);
6399                             weapons[i].rotation2 *= 360 / 6.28;
6400                             temppoint1.y = 0;
6401                             temppoint2.y = 0;
6402                             weapons[i].rotation1 = acos((temppoint1.z - temppoint2.z) / findDistance(&temppoint1, &temppoint2));
6403                             weapons[i].rotation1 *= 360 / 6.28;
6404                             weapons[i].rotation3 = 0;
6405                             weapons[i].smallrotation = 90;
6406                             weapons[i].smallrotation2 = 0;
6407                             if (temppoint1.x > temppoint2.x)
6408                                 weapons[i].rotation1 = 360 - weapons[i].rotation1;
6409                         }
6410                     }
6411                 }
6412                 if (weaponactive != k && weaponstuck != k) {
6413                     if (weapons[i].getType() == knife) {
6414                         weapons[i].smallrotation = -70;
6415                         weapons[i].smallrotation2 = 10;
6416                     }
6417                     if (weapons[i].getType() == sword) {
6418                         weapons[i].smallrotation = -100;
6419                         weapons[i].smallrotation2 = -8;
6420                     }
6421                     if (weapons[i].getType() == staff) {
6422                         weapons[i].smallrotation = -100;
6423                         weapons[i].smallrotation2 = -8;
6424                     }
6425                 }
6426                 if (weaponstuck == k) {
6427                     if (weaponstuckwhere == 0)
6428                         weapons[i].smallrotation = 180;
6429                     else
6430                         weapons[i].smallrotation = 0;
6431                     weapons[i].smallrotation2 = 10;
6432                 }
6433             }
6434         }
6435     }
6436
6437     calcrot = 0;
6438     if (skeleton.free)
6439         calcrot = 1;
6440     if (animation[animTarget].attack || isRun() || animTarget == staggerbackhardanim || isFlip() || animTarget == climbanim || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim || animTarget == backhandspringanim || isFlip() || isWallJump())
6441         calcrot = 1;
6442     if (animCurrent != animTarget)
6443         calcrot = 1;
6444     if (skeleton.free == 2)
6445         calcrot = 0;
6446
6447     return 0;
6448 }
6449
6450
6451 /* FUNCTION?
6452  */
6453 int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model)
6454 {
6455     static int i, j;
6456     static float distance;
6457     static float olddistance;
6458     static int intersecting;
6459     static int firstintersecting;
6460     static XYZ point;
6461     static XYZ oldp1;
6462     static XYZ start, end;
6463     static float slopethreshold = -.4;
6464
6465     firstintersecting = -1;
6466
6467     oldp1 = *p1;
6468     *p1 = *p1 - *move;
6469     if (distsq(p1, &model->boundingspherecenter) > radius * radius + model->boundingsphereradius * model->boundingsphereradius)
6470         return -1;
6471     if (*rotate)
6472         *p1 = DoRotation(*p1, 0, -*rotate, 0);
6473     for (i = 0; i < 4; i++) {
6474         for (j = 0; j < model->TriangleNum; j++) {
6475             if (model->facenormals[j].y <= slopethreshold) {
6476                 intersecting = 0;
6477                 distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z)));
6478                 if (distance < radius) {
6479                     point = *p1 - model->facenormals[j] * distance;
6480                     if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
6481                         intersecting = 1;
6482                     if (!intersecting)
6483                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
6484                                                                 &model->vertex[model->Triangles[j].vertex[1]],
6485                                                                 p1, &radius);
6486                     if (!intersecting)
6487                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[1]],
6488                                                                 &model->vertex[model->Triangles[j].vertex[2]],
6489                                                                 p1, &radius);
6490                     if (!intersecting)
6491                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
6492                                                                 &model->vertex[model->Triangles[j].vertex[2]],
6493                                                                 p1, &radius);
6494                     end = *p1 - point;
6495                     if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
6496                         start = *p1;
6497                         end = *p1;
6498                         end.y -= radius;
6499                         if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
6500                             p1->y = point.y + radius;
6501                             if ((animTarget == jumpdownanim || isFlip())) {
6502                                 if (isFlip() && (frameTarget < 5 || animation[animTarget].label[frameTarget] == 7 || animation[animTarget].label[frameTarget] == 4))
6503                                     RagDoll(0);
6504
6505                                 if (animTarget == jumpupanim) {
6506                                     jumppower = -4;
6507                                     animTarget = getIdle();
6508                                 }
6509                                 target = 0;
6510                                 frameTarget = 0;
6511                                 onterrain = 1;
6512
6513                                 if (id == 0) {
6514                                     pause_sound(whooshsound);
6515                                     OPENAL_SetVolume(channels[whooshsound], 0);
6516                                 }
6517
6518                                 if ((animTarget == jumpdownanim || isFlip()) && !wasLanding() && !wasLandhard()) {
6519                                     if (isFlip())
6520                                         jumppower = -4;
6521                                     animTarget = getLanding();
6522                                     emit_sound_at(landsound, coords, 128.);
6523
6524                                     if (id == 0) {
6525                                         envsound[numenvsounds] = coords;
6526                                         envsoundvol[numenvsounds] = 16;
6527                                         envsoundlife[numenvsounds] = .4;
6528                                         numenvsounds++;
6529                                     }
6530                                 }
6531                             }
6532                         }
6533                     }
6534                 }
6535                 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
6536                     olddistance = distance;
6537                     firstintersecting = j;
6538                     *p = point;
6539                 }
6540             }
6541         }
6542         for (j = 0; j < model->TriangleNum; j++) {
6543             if (model->facenormals[j].y > slopethreshold) {
6544                 intersecting = 0;
6545                 start = *p1;
6546                 start.y -= radius / 4;
6547                 XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
6548                 XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
6549                 XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
6550                 distance = abs((model->facenormals[j].x * start.x)
6551                                + (model->facenormals[j].y * start.y)
6552                                + (model->facenormals[j].z * start.z)
6553                                - ((model->facenormals[j].x * v0.x)
6554                                   + (model->facenormals[j].y * v0.y)
6555                                   + (model->facenormals[j].z * v0.z)));
6556                 if (distance < radius * .5) {
6557                     point = start - model->facenormals[j] * distance;
6558                     if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
6559                         intersecting = 1;
6560                     if (!intersecting)
6561                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
6562                     if (!intersecting)
6563                         intersecting = sphere_line_intersection(v1.x, v1.y, v1.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
6564                     if (!intersecting)
6565                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
6566                     end = *p1 - point;
6567                     if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
6568                         if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
6569                             start = velocity;
6570                             velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
6571                             if (findLengthfast(&start) < findLengthfast(&velocity))
6572                                 velocity = start;
6573                         }
6574                         *p1 += model->facenormals[j] * (distance - radius * .5);
6575                     }
6576                 }
6577                 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
6578                     olddistance = distance;
6579                     firstintersecting = j;
6580                     *p = point;
6581                 }
6582             }
6583         }
6584     }
6585     if (*rotate)
6586         *p = DoRotation(*p, 0, *rotate, 0);
6587     *p = *p + *move;
6588     if (*rotate)
6589         *p1 = DoRotation(*p1, 0, *rotate, 0);
6590     *p1 += *move;
6591     return firstintersecting;
6592 }
6593