]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Console: Return gracefully when loading missing level
[lugaru.git] / Source / GameTick.cpp
index 06a59fb96a52a3bd2a6f6a4b96124b59412c2e0d..58fb64aac4fd7a467e01cbb9cf14ce390c7a4ee5 100644 (file)
@@ -21,6 +21,21 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 // Enable full math definitions
 #define _USE_MATH_DEFINES
 
+#include "Game.hpp"
+
+#include "Animation/Animation.hpp"
+#include "Audio/openal_wrapper.hpp"
+#include "Devtools/ConsoleCmds.hpp"
+#include "Level/Awards.hpp"
+#include "Level/Campaign.hpp"
+#include "Level/Dialog.hpp"
+#include "Level/Hotspot.hpp"
+#include "Menu/Menu.hpp"
+#include "User/Settings.hpp"
+#include "Utils/Folders.hpp"
+#include "Utils/Input.hpp"
+#include "Tutorial.hpp"
+
 #if PLATFORM_UNIX
 #include <sys/stat.h>
 #include <sys/types.h>
@@ -29,23 +44,11 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include <direct.h>
 #endif
 
-
-#include <limits>
-#include <ctime>
+#include <algorithm>
 #include <cmath>
+#include <ctime>
 #include <dirent.h>
-#include "Game.h"
-#include "openal_wrapper.h"
-#include "Settings.h"
-#include "Input.h"
-#include "Animation/Animation.h"
-#include "Awards.h"
-#include "Menu.h"
-#include "ConsoleCmds.h"
-#include "Dialog.h"
-#include "Utils/Folders.h"
-
-#include <algorithm>
+#include <limits>
 #include <set>
 
 using namespace std;
@@ -66,7 +69,6 @@ extern float screenwidth, screenheight;
 extern float gravity;
 extern int detail;
 extern float texdetail;
-extern Objects objects;
 extern int slomo;
 extern float slomodelay;
 extern bool floatjump;
@@ -88,8 +90,8 @@ extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
 extern XYZ windvector;
-extern bool debugmode;
-static int leveltheme;
+extern bool devtools;
+int leveltheme;
 extern int mainmenu;
 extern int oldmainmenu;
 extern bool visibleloading;
@@ -100,7 +102,7 @@ extern float envsoundlife[30];
 extern float usermousesensitivity;
 extern bool ismotionblur;
 extern bool showdamagebar; // (des)activate the damage bar
-extern bool decals;
+extern bool decalstoggle;
 extern bool skyboxtexture;
 extern float skyboxr;
 extern float skyboxg;
@@ -111,12 +113,7 @@ extern float skyboxlightb;
 extern float fadestart;
 extern float slomospeed;
 extern float slomofreq;
-extern int tutoriallevel;
 extern float smoketex;
-extern float tutorialstagetime;
-extern int tutorialstage;
-extern float tutorialmaxtime;
-extern float tutorialsuccess;
 extern bool againbonus;
 extern bool reversaltrain;
 extern bool canattack;
@@ -130,14 +127,6 @@ extern float hostiletime;
 
 extern bool gamestarted;
 
-extern int numhotspots;
-extern int killhotspot;
-extern XYZ hotspot[40];
-extern int hotspottype[40];
-extern float hotspotsize[40];
-extern char hotspottext[40][256];
-extern int currenthotspot;
-
 extern int hostile;
 
 extern bool stillloading;
@@ -147,87 +136,8 @@ extern bool campaign;
 
 extern void toggleFullscreen();
 
-class CampaignLevel
-{
-private:
-    int width;
-    struct Position {
-        int x, y;
-    };
-public:
-    std::string mapname;
-    std::string description;
-    int choosenext;
-    /*
-    0 = Immediately load next level at the end of this one.
-    1 = Go back to the world map.
-    2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
-    */
-    //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
-    std::vector<int> nextlevel;
-    Position location;
-    CampaignLevel() : width(10) {
-        choosenext = 1;
-        location.x = 0;
-        location.y = 0;
-    }
-    int getStartX() {
-        return 30 + 120 + location.x * 400 / 512;
-    }
-    int getStartY() {
-        return 30 + 30 + (512 - location.y) * 400 / 512;
-    }
-    int getEndX() {
-        return getStartX() + width;
-    }
-    int getEndY() {
-        return getStartY() + width;
-    }
-    XYZ getCenter() {
-        XYZ center;
-        center.x = getStartX() + width / 2;
-        center.y = getStartY() + width / 2;
-        return center;
-    }
-    int getWidth() {
-        return width;
-    }
-    istream& operator<< (istream& is) {
-        is.ignore(256, ':');
-        is.ignore(256, ':');
-        is.ignore(256, ' ');
-        is >> mapname;
-        is.ignore(256, ':');
-        is >> description;
-        for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
-            description.replace(pos, 1, 1, ' ');
-        }
-        is.ignore(256, ':');
-        is >> choosenext;
-        is.ignore(256, ':');
-        int numnext, next;
-        is >> numnext;
-        for (int j = 0; j < numnext; j++) {
-            is.ignore(256, ':');
-            is >> next;
-            nextlevel.push_back(next - 1);
-        }
-        is.ignore(256, ':');
-        is >> location.x;
-        is.ignore(256, ':');
-        is >> location.y;
-        return is;
-    }
-    friend istream& operator>> (istream& is, CampaignLevel& cl) {
-        return cl << is;
-    }
-};
-
 bool won = false;
-int entername = 0;
-vector<CampaignLevel> campaignlevels;
 int whichchoice = 0;
-int actuallevel = 0;
 bool winhotspot = false;
 bool windialogue = false;
 bool realthreat = 0;
@@ -266,7 +176,7 @@ STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
 // utility functions
 
 // TODO: this is slightly incorrect
-inline float roughDirection(XYZ vec)
+float roughDirection(XYZ vec)
 {
     Normalise(&vec);
     float angle = -asin(-vec.x) * 180 / M_PI;
@@ -274,7 +184,7 @@ inline float roughDirection(XYZ vec)
         angle = 180 - angle;
     return angle;
 }
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
 {
     return roughDirection(end - start);
 }
@@ -283,11 +193,11 @@ inline float pitchOf(XYZ vec)
     Normalise(&vec);
     return -asin(vec.y) * 180 / M_PI;
 }
-inline float pitchTo(XYZ start, XYZ end)
+float pitchTo(XYZ start, XYZ end)
 {
     return pitchOf(end - start);
 }
-inline float sq(float n)
+float sq(float n)
 {
     return n * n;
 }
@@ -403,11 +313,12 @@ static int findClosestObject()
     int closest = -1;
     float closestdist = std::numeric_limits<float>::max();
 
-    for (int i = 0; i < objects.numobjects; i++) {
-        float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+    for (unsigned int i = 0; i < Object::objects.size(); i++) {
+        float distance = distsq(&Object::objects[i]->position,
+                               &Person::players[0]->coords);
         if (distance < closestdist) {
             closestdist = distance;
-            closest = i;
+            closest = (int) i;
         }
     }
     return closest;
@@ -433,13 +344,9 @@ void Screenshot (void)
     char filename[1024];
     time_t t = time(NULL);
     struct tm *tme = localtime(&t);
-    sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+    sprintf(filename, "Screenshot-%04d%02d%02d-%02d%02d%02d.png",
             tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
 
-#if defined(_WIN32)
-    mkdir("Screenshots");
-#endif
-
     save_screenshot(filename);
 }
 
@@ -463,123 +370,6 @@ void Game::SetUpLighting()
     light.ambient[2] *= (skyboxlightb + average) / 2;
 }
 
-int findPathDist(int start, int end)
-{
-    int smallestcount, count, connected;
-    int last, last2, last3, last4;
-    int closest;
-
-    smallestcount = 1000;
-    for (int i = 0; i < 50; i++) {
-        count = 0;
-        last = start;
-        last2 = -1;
-        last3 = -1;
-        last4 = -1;
-        while (last != end && count < 30) {
-            closest = -1;
-            for (int j = 0; j < numpathpoints; j++) {
-                if (j != last && j != last2 && j != last3 && j != last4) {
-                    connected = 0;
-                    if (numpathpointconnect[j])
-                        for (int k = 0; k < numpathpointconnect[j]; k++) {
-                            if (pathpointconnect[j][k] == last)connected = 1;
-                        }
-                    if (!connected)
-                        if (numpathpointconnect[last])
-                            for (int k = 0; k < numpathpointconnect[last]; k++) {
-                                if (pathpointconnect[last][k] == j)connected = 1;
-                            }
-                    if (connected)
-                        if (closest == -1 || Random() % 2 == 0) {
-                            closest = j;
-                        }
-                }
-            }
-            last4 = last3;
-            last3 = last2;
-            last2 = last;
-            last = closest;
-            count++;
-        }
-        if (count < smallestcount)
-            smallestcount = count;
-    }
-    return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint)
-{
-    static XYZ colpoint, colviewer, coltarget;
-    static float minx, minz, maxx, maxz, miny, maxy;
-
-    minx = min(startpoint.x, endpoint.x) - 1;
-    miny = min(startpoint.y, endpoint.y) - 1;
-    minz = min(startpoint.z, endpoint.z) - 1;
-    maxx = max(startpoint.x, endpoint.x) + 1;
-    maxy = max(startpoint.y, endpoint.y) + 1;
-    maxz = max(startpoint.z, endpoint.z) + 1;
-
-    for (int i = 0; i < objects.numobjects; i++) {
-        if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
-                 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
-                 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
-                 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
-                 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
-                 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
-            if (     objects.type[i] != treeleavestype &&
-                     objects.type[i] != bushtype &&
-                     objects.type[i] != firetype) {
-                colviewer = startpoint;
-                coltarget = endpoint;
-                if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
-                    return i;
-            }
-        }
-    }
-
-    return -1;
-}
-
-int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
-{
-    static XYZ colpoint, colviewer, coltarget;
-    static float minx, minz, maxx, maxz, miny, maxy;
-    static int i; //FIXME: see below
-
-    minx = min(startpoint.x, endpoint.x) - 1;
-    miny = min(startpoint.y, endpoint.y) - 1;
-    minz = min(startpoint.z, endpoint.z) - 1;
-    maxx = max(startpoint.x, endpoint.x) + 1;
-    maxy = max(startpoint.y, endpoint.y) + 1;
-    maxz = max(startpoint.z, endpoint.z) + 1;
-
-    if (what != 1000) {
-        if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
-                 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
-                 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
-                 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
-                 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
-                 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
-            if (     objects.type[what] != treeleavestype &&
-                     objects.type[what] != bushtype &&
-                     objects.type[what] != firetype) {
-                colviewer = startpoint;
-                coltarget = endpoint;
-                //FIXME: i/what
-                if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
-                    return i;
-            }
-        }
-    }
-
-    if (what == 1000)
-        if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
-            return 1000;
-
-    return -1;
-}
-
 void Setenvironment(int which)
 {
     LOGFUNC;
@@ -602,10 +392,10 @@ void Setenvironment(int which)
         if (ambientsound)
             emit_stream_np(stream_wind);
 
-        objects.treetextureptr.load("Textures/SnowTree.png", 0);
-        objects.bushtextureptr.load("Textures/BushSnow.png", 0);
-        objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
-        objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
+        Object::treetextureptr.load("Textures/SnowTree.png", 0);
+        Object::bushtextureptr.load("Textures/BushSnow.png", 0);
+        Object::rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+        Object::boxtextureptr.load("Textures/SnowBox.jpg", 1);
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
@@ -627,16 +417,14 @@ void Setenvironment(int which)
                         "Textures/Skybox(snow)/Down.jpg");
 
 
-
-
         texdetail = temptexdetail;
     } else if (environment == desertenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load("Textures/DesertTree.png", 0);
-        objects.bushtextureptr.load("Textures/BushDesert.png", 0);
-        objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
-        objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
+        Object::treetextureptr.load("Textures/DesertTree.png", 0);
+        Object::bushtextureptr.load("Textures/BushDesert.png", 0);
+        Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+        Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
 
         if (ambientsound)
@@ -662,16 +450,14 @@ void Setenvironment(int which)
                         "Textures/Skybox(sand)/Down.jpg");
 
 
-
-
         texdetail = temptexdetail;
     } else if (environment == grassyenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load("Textures/Tree.png", 0);
-        objects.bushtextureptr.load("Textures/Bush.png", 0);
-        objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
-        objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
+        Object::treetextureptr.load("Textures/Tree.png", 0);
+        Object::bushtextureptr.load("Textures/Bush.png", 0);
+        Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
+        Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
 
         if (ambientsound)
             emit_stream_np(stream_wind, 100.);
@@ -696,7 +482,6 @@ void Setenvironment(int which)
                         "Textures/Skybox(grass)/Down.jpg");
 
 
-
         texdetail = temptexdetail;
     }
     temptexdetail = texdetail;
@@ -706,84 +491,30 @@ void Setenvironment(int which)
     texdetail = temptexdetail;
 }
 
-void LoadCampaign()
-{
-    if (!accountactive)
-        return;
-    ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
-    if (!ipstream.good()) {
-        if (accountactive->getCurrentCampaign() == "main") {
-            cerr << "Could not found main campaign!" << endl;
-            return;
-        }
-        cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
-        accountactive->setCurrentCampaign("main");
-        return LoadCampaign();
-    }
-    ipstream.ignore(256, ':');
-    int numlevels;
-    ipstream >> numlevels;
-    campaignlevels.clear();
-    for (int i = 0; i < numlevels; i++) {
-        CampaignLevel cl;
-        ipstream >> cl;
-        campaignlevels.push_back(cl);
-    }
-    ipstream.close();
-
-    ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
-    if (test.good()) {
-        Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
-    } else {
-        Mainmenuitems[7].load("Textures/World.png", 0);
-    }
-
-    if (accountactive->getCampaignChoicesMade() == 0) {
-        accountactive->setCampaignScore(0);
-        accountactive->resetFasttime();
-    }
-}
-
-vector<string> ListCampaigns()
-{
-    errno = 0;
-    DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
-    struct dirent *campaign = NULL;
-    if (!campaigns) {
-        perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
-        exit(EXIT_FAILURE);
-    }
-    vector<string> campaignNames;
-    while ((campaign = readdir(campaigns)) != NULL) {
-        string name(campaign->d_name);
-        if (name.length() < 5)
-            continue;
-        if (!name.compare(name.length() - 4, 4, ".txt")) {
-            campaignNames.push_back(name.substr(0, name.length() - 4));
-        }
-    }
-    closedir(campaigns);
-    return campaignNames;
-}
-
-void Game::Loadlevel(int which)
+bool Game::LoadLevel(int which)
 {
     stealthloading = 0;
     whichlevel = which;
 
     if (which == -1) {
-        tutoriallevel = -1;
-        Loadlevel("tutorial");
+        return LoadLevel("tutorial", true);
     } else if (which >= 0 && which <= 15) {
         char buf[32];
         snprintf(buf, 32, "map%d", which + 1); // challenges
-        Loadlevel(buf);
-    } else
-        Loadlevel("mapsave");
+        return LoadLevel(buf);
+    } else {
+        return LoadLevel("mapsave");
+    }
 }
 
-void Game::Loadlevel(const std::string& name)
+bool Game::LoadLevel(const std::string& name, bool tutorial)
 {
+    const std::string level_path = Folders::getResourcePath("Maps/" + name);
+    if (!Folders::file_exists(level_path)) {
+        perror(std::string("LoadLevel: Could not open file '" + level_path).c_str());
+        return false;
+    }
+
     int indemo; // FIXME this should be removed
     int templength;
     float lamefloat;
@@ -793,25 +524,23 @@ void Game::Loadlevel(const std::string& name)
     LOG(std::string("Loading level...") + name);
 
     if (!gameon)
-        visibleloading = 1;
+        visibleloading = true;
     if (stealthloading)
-        visibleloading = 0;
+        visibleloading = false;
     if (!stillloading)
         loadtime = 0;
     gamestarted = 1;
 
     numenvsounds = 0;
 
-    if (tutoriallevel != -1)
-        tutoriallevel = 0;
-    else
-        tutoriallevel = 1;
+    Tutorial::active = tutorial;
 
-    if (tutoriallevel == 1)
-        tutorialstage = 0;
-    if (tutorialstage == 0) {
-        tutorialstagetime = 0;
-        tutorialmaxtime = 1;
+    if (Tutorial::active) {
+        Tutorial::stage = 0;
+    }
+    if (Tutorial::stage == 0) {
+        Tutorial::stagetime = 0;
+        Tutorial::maxtime = 1;
     }
     pause_sound(whooshsound);
     pause_sound(stream_firesound);
@@ -819,7 +548,7 @@ void Game::Loadlevel(const std::string& name)
     int mapvers;
     FILE *tfile;
     errno = 0;
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
+    tfile = Folders::openMandatoryFile(level_path, "rb");
 
     pause_sound(stream_firesound);
     scoreadded = 0;
@@ -837,11 +566,12 @@ void Game::Loadlevel(const std::string& name)
     damagedealt = 0;
     damagetaken = 0;
 
-    if (accountactive)
-        difficulty = accountactive->getDifficulty();
+    if (Account::hasActive()) {
+        difficulty = Account::active().getDifficulty();
+    }
 
-    numhotspots = 0;
-    currenthotspot = -1;
+    Hotspot::hotspots.clear();
+    Hotspot::current = -1;
     bonustime = 1;
 
     skyboxtexture = 1;
@@ -852,7 +582,7 @@ void Game::Loadlevel(const std::string& name)
     freeze = 0;
     winfreeze = 0;
 
-    for (int i = 0; i < 100; i++)
+    for (unsigned char i = 0; i < 100; i++)
         bonusnum[i] = 0;
 
     numfalls = 0;
@@ -883,29 +613,24 @@ void Game::Loadlevel(const std::string& name)
     }
 
     if (!stealthloading) {
-        terrain.numdecals = 0;
+        terrain.decals.clear();
         Sprite::deleteSprites();
-        for (int i = 0; i < objects.numobjects; i++)
-            objects.model[i].numdecals = 0;
-
-        int j = objects.numobjects;
-        for (int i = 0; i < j; i++) {
-            objects.DeleteObject(0);
-            if (visibleloading)
-                LoadingScreen();
-        }
 
-        for (int i = 0; i < subdivision; i++)
-            for (int j = 0; j < subdivision; j++)
+        for (int i = 0; i < subdivision; i++) {
+            for (int j = 0; j < subdivision; j++) {
                 terrain.patchobjectnum[i][j] = 0;
-        if (visibleloading)
-            LoadingScreen();
+            }
+        }
+        Game::LoadingScreen();
     }
 
     weapons.clear();
     Person::players.resize(1);
 
     funpackf(tfile, "Bi", &mapvers);
+    if (mapvers < 12) {
+        cerr << name << " has obsolete map version " << mapvers << endl;
+    }
     if (mapvers >= 15)
         funpackf(tfile, "Bi", &indemo);
     else
@@ -953,8 +678,7 @@ void Game::Loadlevel(const std::string& name)
             weapons.push_back(Weapon(type, 0));
         }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
     funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
@@ -989,70 +713,58 @@ void Game::Loadlevel(const std::string& name)
 
     funpackf(tfile, "Bi", &environment);
 
-    funpackf(tfile, "Bi", &objects.numobjects);
-    for (int i = 0; i < objects.numobjects; i++) {
-        funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
-        if (objects.type[i] == treeleavestype)
-            objects.scale[i] = objects.scale[i - 1];
-    }
+    if (environment != oldenvironment)
+        Setenvironment(environment);
+    oldenvironment = environment;
+
+    Object::LoadObjectsFromFile(tfile, stealthloading);
 
     if (mapvers >= 7) {
+        int numhotspots;
         funpackf(tfile, "Bi", &numhotspots);
-        for (int i = 0; i < numhotspots; i++) {
-            funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
+        if (numhotspots < 0) {
+            cerr << "Map " << name << " have an invalid number of hotspots" << endl;
+            numhotspots = 0;
+        }
+        Hotspot::hotspots.resize(numhotspots);
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+            funpackf(tfile, "Bi Bf Bf Bf Bf", &Hotspot::hotspots[i].type, &Hotspot::hotspots[i].size, &Hotspot::hotspots[i].position.x, &Hotspot::hotspots[i].position.y, &Hotspot::hotspots[i].position.z);
             funpackf(tfile, "Bi", &templength);
             if (templength)
                 for (int l = 0; l < templength; l++)
-                    funpackf(tfile, "Bb", &hotspottext[i][l]);
-            hotspottext[i][templength] = '\0';
-            if (hotspottype[i] == -111)
+                    funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
+            Hotspot::hotspots[i].text[templength] = '\0';
+            if (Hotspot::hotspots[i].type == -111)
                 indemo = 1;
         }
-    } else
-        numhotspots = 0;
+    } else {
+        Hotspot::hotspots.clear();
+    }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     if (!stealthloading) {
-        objects.center = 0;
-        for (int i = 0; i < objects.numobjects; i++)
-            objects.center += objects.position[i];
-        objects.center /= objects.numobjects;
-
-
-        if (visibleloading)
-            LoadingScreen();
-
-        float maxdistance = 0;
-        float tempdist;
-        for (int i = 0; i < objects.numobjects; i++) {
-            tempdist = distsq(&objects.center, &objects.position[i]);
-            if (tempdist > maxdistance) {
-                maxdistance = tempdist;
-            }
-        }
-        objects.radius = fast_sqrt(maxdistance);
+        Object::ComputeCenter();
+        Object::ComputeRadius();
     }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     int numplayers;
     funpackf(tfile, "Bi", &numplayers);
     if (numplayers > maxplayers) {
         cout << "Warning: this level contains more players than allowed" << endl;
     }
+    unsigned j = 1;
     for (int i = 1; i < numplayers; i++) {
-        unsigned j = 1;
         try {
             Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
             j++;
         } catch (InvalidPersonException e) {
+            cerr << "Invalid Person found in " << name << endl;
         }
     }
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bi", &numpathpoints);
     if (numpathpoints > 30 || numpathpoints < 0)
@@ -1063,38 +775,24 @@ void Game::Loadlevel(const std::string& name)
             funpackf(tfile, "Bi", &pathpointconnect[j][k]);
         }
     }
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
 
     SetUpLighting();
-    if (environment != oldenvironment)
-        Setenvironment(environment);
-    oldenvironment = environment;
 
     if (!stealthloading) {
-        int j = objects.numobjects;
-        objects.numobjects = 0;
-        for (int i = 0; i < j; i++) {
-            objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
-            if (visibleloading)
-                LoadingScreen();
-        }
-
+        Object::AddObjectsToTerrain();
         terrain.DoShadows();
-        if (visibleloading)
-            LoadingScreen();
-        objects.DoShadows();
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
+        Object::DoShadows();
+        Game::LoadingScreen();
     }
 
     fclose(tfile);
 
     for (unsigned i = 0; i < Person::players.size(); i++) {
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
         if (i == 0) {
             Person::players[i]->burnt = 0;
             Person::players[i]->bled = 0;
@@ -1149,8 +847,7 @@ void Game::Loadlevel(const std::string& name)
         }
 
 
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
 
         if (cellophane) {
             Person::players[i]->proportionhead.z = 0;
@@ -1159,7 +856,7 @@ void Game::Loadlevel(const std::string& name)
             Person::players[i]->proportionlegs.z = 0;
         }
 
-        Person::players[i]->tempanimation = Animation("Tempanim", 0, 0);
+        Person::players[i]->tempanimation = Animation("Tempanim", lowheight, neutral);
 
         if (i == 0) {
             Person::players[i]->headmorphness = 0;
@@ -1216,8 +913,7 @@ void Game::Loadlevel(const std::string& name)
     hawkcoords = Person::players[0]->coords;
     hawkcoords.y += 30;
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     LOG("Starting background music...");
 
@@ -1236,546 +932,22 @@ void Game::Loadlevel(const std::string& name)
     oldmusicvolume[2] = 0;
     oldmusicvolume[3] = 0;
 
-    if (!firstload)
-        firstload = 1;
-
     leveltime = 0;
-    visibleloading = 0;
-}
-
-void doTutorial()
-{
-    if (tutorialstagetime > tutorialmaxtime) {
-        tutorialstage++;
-        tutorialsuccess = 0;
-        if (tutorialstage <= 1) {
-            canattack = 0;
-            cananger = 0;
-            reversaltrain = 0;
-        }
-        switch (tutorialstage) {
-        case 1:
-            tutorialmaxtime = 5;
-            break;
-        case 2:
-            tutorialmaxtime = 2;
-            break;
-        case 3:
-            tutorialmaxtime = 600;
-            break;
-        case 4:
-            tutorialmaxtime = 1000;
-            break;
-        case 5:
-            tutorialmaxtime = 600;
-            break;
-        case 6:
-            tutorialmaxtime = 600;
-            break;
-        case 7:
-            tutorialmaxtime = 600;
-            break;
-        case 8:
-            tutorialmaxtime = 600;
-            break;
-        case 9:
-            tutorialmaxtime = 600;
-            break;
-        case 10:
-            tutorialmaxtime = 2;
-            break;
-        case 11:
-            tutorialmaxtime = 1000;
-            break;
-        case 12:
-            tutorialmaxtime = 1000;
-            break;
-        case 13:
-            tutorialmaxtime = 2;
-            break;
-        case 14: {
-            tutorialmaxtime = 3;
-
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Person::players[1]->coords = (temp + temp2) / 2;
-
-            emit_sound_at(fireendsound, Person::players[1]->coords);
-
-            for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
-                if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
-                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
-                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
-                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
-                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                }
-            }
-        }
-        break;
-        case 15:
-            tutorialmaxtime = 500;
-            break;
-        case 16:
-            tutorialmaxtime = 500;
-            break;
-        case 17:
-            tutorialmaxtime = 500;
-            break;
-        case 18:
-            tutorialmaxtime = 500;
-            break;
-        case 19:
-            tutorialstage = 20;
-            break;
-        case 20:
-            tutorialmaxtime = 500;
-            break;
-        case 21:
-            tutorialmaxtime = 500;
-            if (bonus == cannon) {
-                bonus = Slicebonus;
-                againbonus = 1;
-            } else
-                againbonus = 0;
-            break;
-        case 22:
-            tutorialmaxtime = 500;
-            break;
-        case 23:
-            tutorialmaxtime = 500;
-            break;
-        case 24:
-            tutorialmaxtime = 500;
-            break;
-        case 25:
-            tutorialmaxtime = 500;
-            break;
-        case 26:
-            tutorialmaxtime = 2;
-            break;
-        case 27:
-            tutorialmaxtime = 4;
-            reversaltrain = 1;
-            cananger = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 28:
-            tutorialmaxtime = 400;
-            break;
-        case 29:
-            tutorialmaxtime = 400;
-            Person::players[0]->escapednum = 0;
-            break;
-        case 30:
-            tutorialmaxtime = 4;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 31:
-            tutorialmaxtime = 13;
-            break;
-        case 32:
-            tutorialmaxtime = 8;
-            break;
-        case 33:
-            tutorialmaxtime = 400;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 34:
-            tutorialmaxtime = 400;
-            break;
-        case 35:
-            tutorialmaxtime = 400;
-            break;
-        case 36:
-            tutorialmaxtime = 2;
-            reversaltrain = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 37:
-            damagedealt = 0;
-            damagetaken = 0;
-            tutorialmaxtime = 50;
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-            break;
-        case 38:
-            tutorialmaxtime = 4;
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-            break;
-        case 39: {
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Weapon w(knife, -1);
-            w.position = (temp + temp2) / 2;
-            w.tippoint = (temp + temp2) / 2;
-
-            w.velocity = 0.1;
-            w.tipvelocity = 0.1;
-            w.missed = 1;
-            w.hitsomething = 0;
-            w.freetime = 0;
-            w.firstfree = 1;
-            w.physics = 1;
-
-            weapons.push_back(w);
-        }
-        break;
-        case 40:
-            tutorialmaxtime = 300;
-            break;
-        case 41:
-            tutorialmaxtime = 300;
-            break;
-        case 42:
-            tutorialmaxtime = 8;
-            break;
-        case 43:
-            tutorialmaxtime = 300;
-            break;
-        case 44:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            cananger = 1;
-            canattack = 1;
-            Person::players[1]->aitype = attacktypecutoff;
-
-            tutorialmaxtime = 300;
-            break;
-        case 45:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            tutorialmaxtime = 300;
-            break;
-        case 46:
-            weapons[0].owner = 1;
-            Person::players[0]->weaponactive = -1;
-            Person::players[0]->num_weapons = 0;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            weapons[0].setType(sword);
-
-            tutorialmaxtime = 300;
-            break;
-        case 47: {
-            tutorialmaxtime = 10;
-
-            XYZ temp, temp2;
-
-            temp.x = 1011;
-            temp.y = 84;
-            temp.z = 491;
-            temp2.x = 1025;
-            temp2.y = 75;
-            temp2.z = 447;
-
-            Weapon w(sword, -1);
-            w.position = (temp + temp2) / 2;
-            w.tippoint = (temp + temp2) / 2;
-
-            w.velocity = 0.1;
-            w.tipvelocity = 0.1;
-            w.missed = 1;
-            w.hitsomething = 0;
-            w.freetime = 0;
-            w.firstfree = 1;
-            w.physics = 1;
-
-            weapons.push_back(w);
-
-            weapons[0].owner = 1;
-            weapons[1].owner = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 1;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-        }
-        break;
-        case 48:
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-
-            tutorialmaxtime = 15;
-
-            weapons[0].owner = 1;
-            weapons[1].owner = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 1;
-            Person::players[1]->weaponactive = 0;
-            Person::players[1]->num_weapons = 1;
-            Person::players[1]->weaponids[0] = 0;
-
-            if (Person::players[0]->weaponactive != -1)
-                weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
-            else
-                weapons[0].setType(staff);
-            break;
-        case 49:
-            canattack = 0;
-            cananger = 0;
-            Person::players[1]->aitype = passivetype;
-
-            tutorialmaxtime = 200;
-
-            weapons[1].position = 1000;
-            weapons[1].tippoint = 1000;
-
-            weapons[0].setType(knife);
-
-            weapons[0].owner = 0;
-            Person::players[1]->weaponactive = -1;
-            Person::players[1]->num_weapons = 0;
-            Person::players[0]->weaponactive = 0;
-            Person::players[0]->num_weapons = 1;
-            Person::players[0]->weaponids[0] = 0;
-
-            break;
-        case 50: {
-            tutorialmaxtime = 8;
-
-            XYZ temp, temp2;
-            emit_sound_at(fireendsound, Person::players[1]->coords);
-
-            for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
-                if (Random() % 2 == 0) {
-                    if (!Person::players[1]->skeleton.free)
-                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                    if (Person::players[1]->skeleton.free)
-                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                    if (!Person::players[1]->skeleton.free)
-                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                    if (Person::players[1]->skeleton.free)
-                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                }
-            }
-
-            Person::players[1]->num_weapons = 0;
-            Person::players[1]->weaponstuck = -1;
-            Person::players[1]->weaponactive = -1;
-
-            weapons.clear();
-        }
-        break;
-        case 51:
-            tutorialmaxtime = 80000;
-            break;
-        default:
-            break;
-        }
-        if (tutorialstage <= 51)
-            tutorialstagetime = 0;
-    }
-
-    //Tutorial success
-    if (tutorialstagetime < tutorialmaxtime - 3) {
-        switch (tutorialstage) {
-        case 3:
-            if (deltah || deltav)
-                tutorialsuccess += multiplier;
-            break;
-        case 4:
-            if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
-                tutorialsuccess += multiplier;
-            break;
-        case 5:
-            if (Person::players[0]->jumpkeydown)
-                tutorialsuccess = 1;
-            break;
-        case 6:
-            if (Person::players[0]->isCrouch())
-                tutorialsuccess = 1;
-            break;
-        case 7:
-            if (Person::players[0]->animTarget == rollanim)
-                tutorialsuccess = 1;
-            break;
-        case 8:
-            if (Person::players[0]->animTarget == sneakanim)
-                tutorialsuccess += multiplier;
-            break;
-        case 9:
-            if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
-                tutorialsuccess += multiplier;
-            break;
-        case 11:
-            if (Person::players[0]->isWallJump())
-                tutorialsuccess = 1;
-            break;
-        case 12:
-            if (Person::players[0]->animTarget == flipanim)
-                tutorialsuccess = 1;
-            break;
-        case 15:
-            if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 16:
-            if (Person::players[0]->animTarget == winduppunchanim)
-                tutorialsuccess = 1;
-            break;
-        case 17:
-            if (Person::players[0]->animTarget == spinkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 18:
-            if (Person::players[0]->animTarget == sweepanim)
-                tutorialsuccess = 1;
-            break;
-        case 19:
-            if (Person::players[0]->animTarget == dropkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 20:
-            if (Person::players[0]->animTarget == rabbitkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 21:
-            if (bonus == cannon)
-                tutorialsuccess = 1;
-            break;
-        case 22:
-            if (bonus == spinecrusher)
-                tutorialsuccess = 1;
-            break;
-        case 23:
-            if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
-                tutorialsuccess = 1;
-            break;
-        case 24:
-            if (Person::players[0]->animTarget == rabbittacklinganim)
-                tutorialsuccess = 1;
-            break;
-        case 25:
-            if (Person::players[0]->animTarget == backhandspringanim)
-                tutorialsuccess = 1;
-            break;
-        case 28:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
-                tutorialsuccess = 1;
-            break;
-        case 29:
-            if (Person::players[0]->escapednum == 2) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 33:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 34:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 35:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal) {
-                tutorialsuccess = 1;
-                reversaltrain = 0;
-                cananger = 0;
-                Person::players[1]->aitype = passivetype;
-            }
-            break;
-        case 40:
-            if (Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 41:
-            if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
-                tutorialsuccess = 1;
-            break;
-        case 43:
-            if (Person::players[0]->animTarget == knifeslashstartanim)
-                tutorialsuccess = 1;
-            break;
-        case 44:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 45:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 46:
-            if (Animation::animations[Person::players[0]->animTarget].attack == reversal)
-                tutorialsuccess = 1;
-            break;
-        case 49:
-            if (Person::players[1]->weaponstuck != -1)
-                tutorialsuccess = 1;
-            break;
-        default:
-            break;
-        }
-        if (tutorialsuccess >= 1)
-            tutorialstagetime = tutorialmaxtime - 3;
-
-
-        if (tutorialstagetime == tutorialmaxtime - 3) {
-            emit_sound_np(consolesuccesssound);
-        }
-
-        if (tutorialsuccess >= 1) {
-            if (tutorialstage == 34 || tutorialstage == 35)
-                tutorialstagetime = tutorialmaxtime - 1;
-        }
-    }
+    wonleveltime = 0;
+    visibleloading = false;
 
-    if (tutorialstage < 14 || tutorialstage >= 50) {
-        Person::players[1]->coords.y = 300;
-        Person::players[1]->velocity = 0;
-    }
+    return true;
 }
 
-void doDebugKeys()
+void doDevKeys()
 {
     float headprop, bodyprop, armprop, legprop;
-    if (debugmode) {
+    if (!devtools) {
+        return;
+    }
+
+    if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
+        /* Invicible */
         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
             Person::players[0]->damagetolerance = 200000;
             Person::players[0]->damage = 0;
@@ -1784,6 +956,7 @@ void doDebugKeys()
             Person::players[0]->superpermanentdamage = 0;
         }
 
+        /* Change environment */
         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
             if (environment > 2)
@@ -1791,33 +964,49 @@ void doDebugKeys()
             Setenvironment(environment);
         }
 
+        /* Camera mode */
         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
             cameramode = !cameramode;
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            if (Person::players[0]->num_weapons > 0) {
-                if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
-                    weapons[Person::players[0]->weaponids[0]].setType(staff);
-                else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
-                    weapons[Person::players[0]->weaponids[0]].setType(knife);
-                else
-                    weapons[Person::players[0]->weaponids[0]].setType(sword);
+        /* Toggle Slow motion */
+        if (Input::isKeyPressed(SDL_SCANCODE_B)) {
+            slomo = 1 - slomo;
+            slomodelay = 1000;
+        }
+
+        /* Ragdoll */
+        if (Input::isKeyPressed(SDL_SCANCODE_N)) {
+            Person::players[0]->RagDoll(0);
+
+            emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
+        }
+
+        /* Grow tree leaves?? */
+        if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
+           for (auto& an_object : Object::objects) {
+                if (an_object->type == treeleavestype) {
+                    an_object->scale *= .9;
+                }
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            int closest = findClosestPlayer();
+        /* Change (or add) weapon */
+        if (Input::isKeyPressed(SDL_SCANCODE_X)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
+
             if (closest >= 0) {
-                if (Person::players[closest]->num_weapons) {
+                if (Person::players[closest]->num_weapons > 0) {
                     if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
                         weapons[Person::players[closest]->weaponids[0]].setType(staff);
                     else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
                     else
                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
-                }
-                if (!Person::players[closest]->num_weapons) {
+                } else {
                     Person::players[closest]->weaponids[0] = weapons.size();
 
                     weapons.push_back(Weapon(knife, closest));
@@ -1827,21 +1016,39 @@ void doDebugKeys()
             }
         }
 
+        /* Change yaw? */
         if (Input::isKeyDown(SDL_SCANCODE_U)) {
-            int closest = findClosestPlayer();
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
+
             if (closest >= 0) {
                 Person::players[closest]->yaw += multiplier * 50;
                 Person::players[closest]->targetyaw = Person::players[closest]->yaw;
             }
         }
 
-
-        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            int closest = findClosestPlayer();
-            if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
-                closest = 0;
-
-            if (closest >= 0) {
+        /* Toggle fire */
+        if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+            Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+            if (Person::players[0]->onfire) {
+                Person::players[0]->CatchFire();
+            }
+            if (!Person::players[0]->onfire) {
+                emit_sound_at(fireendsound, Person::players[0]->coords);
+                pause_sound(stream_firesound);
+            }
+        }
+
+        /* Change skin */
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
+
+            if (closest >= 0) {
                 Person::players[closest]->whichskin++;
                 if (Person::players[closest]->whichskin > 9)
                     Person::players[closest]->whichskin = 0;
@@ -1855,17 +1062,21 @@ void doDebugKeys()
             Person::players[closest]->addClothes();
         }
 
+        /* Change creature type */
         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            int closest = findClosestPlayer();
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
+            }
+
             if (closest >= 0) {
                 if (Person::players[closest]->creature == wolftype) {
                     headprop = Person::players[closest]->proportionhead.x / 1.1;
                     bodyprop = Person::players[closest]->proportionbody.x / 1.1;
                     armprop = Person::players[closest]->proportionarms.x / 1.1;
                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
-                }
-
-                if (Person::players[closest]->creature == rabbittype) {
+                } else {
+                    // rabbittype
                     headprop = Person::players[closest]->proportionhead.x / 1.2;
                     bodyprop = Person::players[closest]->proportionbody.x / 1.05;
                     armprop = Person::players[closest]->proportionarms.x / 1.00;
@@ -1919,12 +1130,7 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            slomo = 1 - slomo;
-            slomodelay = 1000;
-        }
-
-
+        /* Decapitate */
         if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
             int closest = -1;
             float closestdist = std::numeric_limits<float>::max();
@@ -1945,7 +1151,7 @@ void doDebugKeys()
                 XYZ headspurtdirection;
                 //int i = Person::players[closest]->skeleton.jointlabels[head];
                 Joint& headjoint = Person::players[closest]->joint(head);
-                for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
+                for (unsigned k = 0; k < Person::players[closest]->skeleton.joints.size(); k++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -1979,6 +1185,7 @@ void doDebugKeys()
             }
         }
 
+        /* Explode */
         if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
             int closest = findClosestPlayer();
             XYZ flatfacing2, flatvelocity2;
@@ -1988,7 +1195,7 @@ void doDebugKeys()
                 emit_sound_at(splattersound, blah);
                 emit_sound_at(breaksound2, blah);
 
-                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -2005,7 +1212,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -2021,7 +1228,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -2037,7 +1244,7 @@ void doDebugKeys()
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
                 }
 
-                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
                     if (!Person::players[closest]->skeleton.free)
                         flatvelocity2 = Person::players[closest]->velocity;
                     if (Person::players[closest]->skeleton.free)
@@ -2062,7 +1269,7 @@ void doDebugKeys()
                                 Person::players[j]->skeleton.free = 1;
                             Person::players[j]->skeleton.longdead = 0;
                             Person::players[j]->RagDoll(0);
-                            for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
+                            for (unsigned i = 0; i < Person::players[j]->skeleton.joints.size(); i++) {
                                 temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
                                 if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
                                     flatvelocity2 = temppos - Person::players[closest]->coords;
@@ -2085,32 +1292,8 @@ void doDebugKeys()
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_F)) {
-            Person::players[0]->onfire = 1 - Person::players[0]->onfire;
-            if (Person::players[0]->onfire) {
-                Person::players[0]->CatchFire();
-            }
-            if (!Person::players[0]->onfire) {
-                emit_sound_at(fireendsound, Person::players[0]->coords);
-                pause_sound(stream_firesound);
-            }
-        }
-
-        if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-            Person::players[0]->RagDoll(0);
-
-            emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
-        }
-
-        if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-            for (int i = 0; i < objects.numobjects; i++) {
-                if (objects.type[i] == treeleavestype) {
-                    objects.scale[i] *= .9;
-                }
-            }
-        }
-
-        if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+        /* Enable editor */
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             editorenabled = !editorenabled;
             if (editorenabled) {
                 Person::players[0]->damagetolerance = 100000;
@@ -2123,282 +1306,286 @@ void doDebugKeys()
             Person::players[0]->bloodloss = 0;
             Person::players[0]->deathbleeding = 0;
         }
+    }
 
-        //skip level
-        if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
-            targetlevel++;
-            if (targetlevel > numchallengelevels - 1)
-                targetlevel = 0;
-            loading = 1;
-            leveltime = 5;
-        }
+    //skip level
+    if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
+        targetlevel++;
+        if (targetlevel > numchallengelevels - 1)
+            targetlevel = 0;
+        loading = 1;
+        leveltime = 5;
+    }
 
-        if (editorenabled) {
-            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                int closest = findClosestPlayer();
-                if (closest >= 0) {
-                    Person::players.erase(Person::players.begin()+closest);
-                }
+    if (editorenabled) {
+        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestPlayer();
+            if (closest >= 0) {
+                Person::players.erase(Person::players.begin()+closest);
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                int closest = findClosestObject();
-                if (closest >= 0)
-                    objects.position[closest].y -= 500;
+        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            int closest = findClosestObject();
+            if (closest >= 0) {
+                Object::objects[closest]->position.y -= 500;
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                if (objects.numobjects < max_objects - 1) {
-                    XYZ scenecoords;
-                    scenecoords.x = Person::players[0]->coords.x;
-                    scenecoords.z = Person::players[0]->coords.z;
-                    scenecoords.y = Person::players[0]->coords.y - 3;
-                    if (editortype == bushtype)
-                        scenecoords.y = Person::players[0]->coords.y - .5;
-                    if (editortype == firetype)
-                        scenecoords.y = Person::players[0]->coords.y - .5;
-                    //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
-                    float temprotat, temprotat2;
-                    temprotat = editoryaw;
-                    temprotat2 = editorpitch;
-                    if (temprotat < 0 || editortype == bushtype)
-                        temprotat = Random() % 360;
-                    if (temprotat2 < 0)
-                        temprotat2 = Random() % 360;
-
-                    objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
-                    if (editortype == treetrunktype)
-                        objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
-                }
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            if (Object::objects.size() < max_objects - 1) {
+                XYZ scenecoords;
+                scenecoords.x = Person::players[0]->coords.x;
+                scenecoords.z = Person::players[0]->coords.z;
+                scenecoords.y = Person::players[0]->coords.y - 3;
+                if (editortype == bushtype)
+                    scenecoords.y = Person::players[0]->coords.y - .5;
+                if (editortype == firetype)
+                    scenecoords.y = Person::players[0]->coords.y - .5;
+                float temprotat, temprotat2;
+                temprotat = editoryaw;
+                temprotat2 = editorpitch;
+                if (temprotat < 0 || editortype == bushtype)
+                    temprotat = Random() % 360;
+                if (temprotat2 < 0)
+                    temprotat2 = Random() % 360;
+
+                Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+                if (editortype == treetrunktype)
+                    Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                Person::players.push_back(shared_ptr<Person>(new Person()));
-
-                Person::players.back()->id = Person::players.size()-1;
+        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            Person::players.push_back(shared_ptr<Person>(new Person()));
 
-                Person::players.back()->scale = Person::players[0]->scale;
-                Person::players.back()->creature = rabbittype;
-                Person::players.back()->howactive = editoractive;
+            Person::players.back()->id = Person::players.size()-1;
 
-                int k = abs(Random() % 2) + 1;
-                if (k == 0) {
-                    Person::players.back()->whichskin = 0;
-                } else if (k == 1) {
-                    Person::players.back()->whichskin = 1;
-                } else {
-                    Person::players.back()->whichskin = 2;
-                }
+            Person::players.back()->scale = Person::players[0]->scale;
+            Person::players.back()->creature = rabbittype;
+            Person::players.back()->howactive = editoractive;
 
-                Person::players.back()->skeletonLoad(true);
+            int k = abs(Random() % 2) + 1;
+            if (k == 0) {
+                Person::players.back()->whichskin = 0;
+            } else if (k == 1) {
+                Person::players.back()->whichskin = 1;
+            } else {
+                Person::players.back()->whichskin = 2;
+            }
 
-                Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
-                Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+            Person::players.back()->skeletonLoad(true);
 
-                Person::players.back()->targetyaw = Person::players[0]->targetyaw;
-                Person::players.back()->yaw = Person::players[0]->yaw;
+            Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+            Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
 
-                Person::players.back()->coords = Person::players[0]->coords;
-                Person::players.back()->oldcoords = Person::players.back()->coords;
-                Person::players.back()->realoldcoords = Person::players.back()->coords;
+            Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+            Person::players.back()->yaw = Person::players[0]->yaw;
 
-                if (Person::players[0]->creature == wolftype) {
-                    headprop = Person::players[0]->proportionhead.x / 1.1;
-                    bodyprop = Person::players[0]->proportionbody.x / 1.1;
-                    armprop = Person::players[0]->proportionarms.x / 1.1;
-                    legprop = Person::players[0]->proportionlegs.x / 1.1;
-                }
+            Person::players.back()->coords = Person::players[0]->coords;
+            Person::players.back()->oldcoords = Person::players.back()->coords;
+            Person::players.back()->realoldcoords = Person::players.back()->coords;
 
-                if (Person::players[0]->creature == rabbittype) {
-                    headprop = Person::players[0]->proportionhead.x / 1.2;
-                    bodyprop = Person::players[0]->proportionbody.x / 1.05;
-                    armprop = Person::players[0]->proportionarms.x / 1.00;
-                    legprop = Person::players[0]->proportionlegs.x / 1.1;
-                }
+            if (Person::players[0]->creature == wolftype) {
+                headprop = Person::players[0]->proportionhead.x / 1.1;
+                bodyprop = Person::players[0]->proportionbody.x / 1.1;
+                armprop = Person::players[0]->proportionarms.x / 1.1;
+                legprop = Person::players[0]->proportionlegs.x / 1.1;
+            } else {
+                // rabbittype
+                headprop = Person::players[0]->proportionhead.x / 1.2;
+                bodyprop = Person::players[0]->proportionbody.x / 1.05;
+                armprop = Person::players[0]->proportionarms.x / 1.00;
+                legprop = Person::players[0]->proportionlegs.x / 1.1;
+            }
 
-                if (Person::players.back()->creature == wolftype) {
-                    Person::players.back()->proportionhead = 1.1 * headprop;
-                    Person::players.back()->proportionbody = 1.1 * bodyprop;
-                    Person::players.back()->proportionarms = 1.1 * armprop;
-                    Person::players.back()->proportionlegs = 1.1 * legprop;
-                }
+            if (Person::players.back()->creature == wolftype) {
+                Person::players.back()->proportionhead = 1.1 * headprop;
+                Person::players.back()->proportionbody = 1.1 * bodyprop;
+                Person::players.back()->proportionarms = 1.1 * armprop;
+                Person::players.back()->proportionlegs = 1.1 * legprop;
+            }
 
-                if (Person::players.back()->creature == rabbittype) {
-                    Person::players.back()->proportionhead = 1.2 * headprop;
-                    Person::players.back()->proportionbody = 1.05 * bodyprop;
-                    Person::players.back()->proportionarms = 1.00 * armprop;
-                    Person::players.back()->proportionlegs = 1.1 * legprop;
-                    Person::players.back()->proportionlegs.y = 1.05 * legprop;
-                }
+            if (Person::players.back()->creature == rabbittype) {
+                Person::players.back()->proportionhead = 1.2 * headprop;
+                Person::players.back()->proportionbody = 1.05 * bodyprop;
+                Person::players.back()->proportionarms = 1.00 * armprop;
+                Person::players.back()->proportionlegs = 1.1 * legprop;
+                Person::players.back()->proportionlegs.y = 1.05 * legprop;
+            }
 
-                if (cellophane) {
-                    Person::players.back()->proportionhead.z = 0;
-                    Person::players.back()->proportionbody.z = 0;
-                    Person::players.back()->proportionarms.z = 0;
-                    Person::players.back()->proportionlegs.z = 0;
-                }
+            if (cellophane) {
+                Person::players.back()->proportionhead.z = 0;
+                Person::players.back()->proportionbody.z = 0;
+                Person::players.back()->proportionarms.z = 0;
+                Person::players.back()->proportionlegs.z = 0;
+            }
 
-                Person::players.back()->tempanimation = Animation("Tempanim", 0, 0);
+            Person::players.back()->tempanimation = Animation("Tempanim", lowheight, neutral);
 
-                Person::players.back()->damagetolerance = 200;
+            Person::players.back()->damagetolerance = 200;
 
-                Person::players.back()->protectionhead = Person::players[0]->protectionhead;
-                Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
-                Person::players.back()->protectionlow = Person::players[0]->protectionlow;
-                Person::players.back()->armorhead = Person::players[0]->armorhead;
-                Person::players.back()->armorhigh = Person::players[0]->armorhigh;
-                Person::players.back()->armorlow = Person::players[0]->armorlow;
-                Person::players.back()->metalhead = Person::players[0]->metalhead;
-                Person::players.back()->metalhigh = Person::players[0]->metalhigh;
-                Person::players.back()->metallow = Person::players[0]->metallow;
+            Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+            Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+            Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+            Person::players.back()->armorhead = Person::players[0]->armorhead;
+            Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+            Person::players.back()->armorlow = Person::players[0]->armorlow;
+            Person::players.back()->metalhead = Person::players[0]->metalhead;
+            Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+            Person::players.back()->metallow = Person::players[0]->metallow;
 
-                Person::players.back()->immobile = Person::players[0]->immobile;
+            Person::players.back()->immobile = Person::players[0]->immobile;
 
-                Person::players.back()->numclothes = Person::players[0]->numclothes;
-                for (int i = 0; i < Person::players.back()->numclothes; i++) {
-                    strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
-                    Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
-                    Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
-                    Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
-                }
-                Person::players.back()->addClothes();
+            Person::players.back()->numclothes = Person::players[0]->numclothes;
+            for (int i = 0; i < Person::players.back()->numclothes; i++) {
+                strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+                Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+                Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+                Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
+            }
+            Person::players.back()->addClothes();
 
-                Person::players.back()->power = Person::players[0]->power;
-                Person::players.back()->speedmult = Person::players[0]->speedmult;
+            Person::players.back()->power = Person::players[0]->power;
+            Person::players.back()->speedmult = Person::players[0]->speedmult;
 
-                Person::players.back()->loaded = true;
-            }
+            Person::players.back()->loaded = true;
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                if (Person::players.back()->numwaypoints < 90) {
-                    Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
-                    Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
-                    Person::players.back()->numwaypoints++;
-                }
+        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            if (Person::players.back()->numwaypoints < 90) {
+                Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+                Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+                Person::players.back()->numwaypoints++;
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                if (numpathpoints < 30) {
-                    bool connected, alreadyconnected;
-                    connected = 0;
-                    if (numpathpoints > 1)
-                        for (int i = 0; i < numpathpoints; i++) {
-                            if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
-                                alreadyconnected = 0;
-                                for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
-                                    if (pathpointconnect[pathpointselected][j] == i)
-                                        alreadyconnected = 1;
-                                }
-                                if (!alreadyconnected) {
-                                    numpathpointconnect[pathpointselected]++;
-                                    connected = 1;
-                                    pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
-                                }
+        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            if (numpathpoints < 30) {
+                bool connected, alreadyconnected;
+                connected = 0;
+                if (numpathpoints > 1)
+                    for (int i = 0; i < numpathpoints; i++) {
+                        if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+                            alreadyconnected = 0;
+                            for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+                                if (pathpointconnect[pathpointselected][j] == i)
+                                    alreadyconnected = 1;
+                            }
+                            if (!alreadyconnected) {
+                                numpathpointconnect[pathpointselected]++;
+                                connected = 1;
+                                pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
                             }
                         }
-                    if (!connected) {
-                        numpathpoints++;
-                        pathpoint[numpathpoints - 1] = Person::players[0]->coords;
-                        numpathpointconnect[numpathpoints - 1] = 0;
-                        if (numpathpoints > 1 && pathpointselected != -1) {
-                            numpathpointconnect[pathpointselected]++;
-                            pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
-                        }
-                        pathpointselected = numpathpoints - 1;
                     }
+                if (!connected) {
+                    numpathpoints++;
+                    pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+                    numpathpointconnect[numpathpoints - 1] = 0;
+                    if (numpathpoints > 1 && pathpointselected != -1) {
+                        numpathpointconnect[pathpointselected]++;
+                        pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
+                    }
+                    pathpointselected = numpathpoints - 1;
                 }
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
-                pathpointselected++;
-                if (pathpointselected >= numpathpoints)
-                    pathpointselected = -1;
-            }
-            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                pathpointselected--;
-                if (pathpointselected <= -2)
-                    pathpointselected = numpathpoints - 1;
-            }
-            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                if (pathpointselected != -1) {
-                    numpathpoints--;
-                    pathpoint[pathpointselected] = pathpoint[numpathpoints];
-                    numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
-                    for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
-                        pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
-                    }
-                    for (int i = 0; i < numpathpoints; i++) {
-                        for (int j = 0; j < numpathpointconnect[i]; j++) {
-                            if (pathpointconnect[i][j] == pathpointselected) {
-                                pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
-                                numpathpointconnect[i]--;
-                            }
-                            if (pathpointconnect[i][j] == numpathpoints) {
-                                pathpointconnect[i][j] = pathpointselected;
-                            }
+        if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
+            pathpointselected++;
+            if (pathpointselected >= numpathpoints)
+                pathpointselected = -1;
+        }
+
+        if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            pathpointselected--;
+            if (pathpointselected <= -2)
+                pathpointselected = numpathpoints - 1;
+        }
+
+        if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            if (pathpointselected != -1) {
+                numpathpoints--;
+                pathpoint[pathpointselected] = pathpoint[numpathpoints];
+                numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+                for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+                    pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
+                }
+                for (int i = 0; i < numpathpoints; i++) {
+                    for (int j = 0; j < numpathpointconnect[i]; j++) {
+                        if (pathpointconnect[i][j] == pathpointselected) {
+                            pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
+                            numpathpointconnect[i]--;
+                        }
+                        if (pathpointconnect[i][j] == numpathpoints) {
+                            pathpointconnect[i][j] = pathpointselected;
                         }
                     }
-                    pathpointselected = numpathpoints - 1;
                 }
+                pathpointselected = numpathpoints - 1;
             }
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editortype--;
+            if (editortype == treeleavestype || editortype == 10)
                 editortype--;
-                if (editortype == treeleavestype || editortype == 10)
-                    editortype--;
-                if (editortype < 0)
-                    editortype = firetype;
-            }
+            if (editortype < 0)
+                editortype = firetype;
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editortype++;
+            if (editortype == treeleavestype || editortype == 10)
                 editortype++;
-                if (editortype == treeleavestype || editortype == 10)
-                    editortype++;
-                if (editortype > firetype)
-                    editortype = 0;
-            }
+            if (editortype > firetype)
+                editortype = 0;
+        }
 
-            if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editoryaw -= multiplier * 100;
-                if (editoryaw < -.01)
-                    editoryaw = -.01;
-            }
+        if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editoryaw -= multiplier * 100;
+            if (editoryaw < -.01)
+                editoryaw = -.01;
+        }
 
-            if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editoryaw += multiplier * 100;
-            }
+        if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editoryaw += multiplier * 100;
+        }
 
-            if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editorsize += multiplier;
-            }
+        if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorsize += multiplier;
+        }
 
-            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editorsize -= multiplier;
-                if (editorsize < .1)
-                    editorsize = .1;
-            }
+        if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorsize -= multiplier;
+            if (editorsize < .1)
+                editorsize = .1;
+        }
 
 
-            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                mapradius -= multiplier * 10;
-            }
+        if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            mapradius -= multiplier * 10;
+        }
 
-            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                mapradius += multiplier * 10;
-            }
-            if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editorpitch += multiplier * 100;
-            }
+        if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            mapradius += multiplier * 10;
+        }
 
-            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-                editorpitch -= multiplier * 100;
-                if (editorpitch < -.01)
-                    editorpitch = -.01;
-            }
-            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                int closest = findClosestObject();
-                if (closest >= 0)
-                    objects.DeleteObject(closest);
+        if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorpitch += multiplier * 100;
+        }
+
+        if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorpitch -= multiplier * 100;
+            if (editorpitch < -.01)
+                editorpitch = -.01;
+        }
+
+        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestObject();
+            if (closest >= 0) {
+                Object::DeleteObject(closest);
             }
         }
     }
@@ -2406,10 +1593,8 @@ void doDebugKeys()
 
 void doJumpReversals()
 {
-    for (unsigned k = 0; k < Person::players.size(); k++)
-        for (unsigned i = k; i < Person::players.size(); i++) {
-            if (i == k)
-                continue;
+    for (unsigned k = 0; k < Person::players.size(); k++) {
+        for (unsigned i = k + 1; i < Person::players.size(); i++) {
             if (     Person::players[k]->skeleton.free == 0 &&
                      Person::players[i]->skeleton.oldfree == 0 &&
                      (Person::players[i]->animTarget == jumpupanim ||
@@ -2502,6 +1687,7 @@ void doJumpReversals()
                 }
             }
         }
+    }
 }
 
 void doAerialAcrobatics()
@@ -2566,9 +1752,9 @@ void doAerialAcrobatics()
 
             for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                 int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
-                if (objects.type[i] != rocktype ||
-                        objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
-                        objects.position[i].y > Person::players[k]->coords.y) {
+                if (Object::objects[i]->type != rocktype ||
+                        Object::objects[i]->scale > .5 && Person::players[k]->aitype == playercontrolled ||
+                        Object::objects[i]->position.y > Person::players[k]->coords.y) {
                     lowpoint = Person::players[k]->coords;
                     if (Person::players[k]->animTarget != jumpupanim &&
                             Person::players[k]->animTarget != jumpdownanim &&
@@ -2579,7 +1765,7 @@ void doAerialAcrobatics()
                     if (     Person::players[k]->coords.y < terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) &&
                              Person::players[k]->coords.y > terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z) - .1)
                         Person::players[k]->coords.y = terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z);
-                    if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                    if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                         flatfacing = lowpoint - Person::players[k]->coords;
                         Person::players[k]->coords = lowpoint;
                         Person::players[k]->coords.y -= 1.3;
@@ -2595,14 +1781,14 @@ void doAerialAcrobatics()
                                 Person::players[k]->jumpkeydown) {
                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
                             XYZ tempcoords1 = lowpoint;
-                            whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                            if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
-                                Person::players[k]->setAnimation(walljumpleftanim);
+                            whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                            if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+                                Person::players[k]->setTargetAnimation(walljumpleftanim);
                                 emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                 if (k == 0)
                                     pause_sound(whooshsound);
 
-                                lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                 Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                 if (lowpointtarget.z < 0)
                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2613,14 +1799,14 @@ void doAerialAcrobatics()
                             } else {
                                 lowpoint = tempcoords1;
                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
-                                whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                                if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
-                                    Person::players[k]->setAnimation(walljumprightanim);
+                                whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+                                    Person::players[k]->setTargetAnimation(walljumprightanim);
                                     emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                     if (k == 0)
                                         pause_sound(whooshsound);
 
-                                    lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                    lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                     Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                     if (lowpointtarget.z < 0)
                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2631,14 +1817,14 @@ void doAerialAcrobatics()
                                 } else {
                                     lowpoint = tempcoords1;
                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
-                                    whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                                    if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
-                                        Person::players[k]->setAnimation(walljumpbackanim);
+                                    whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                    if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+                                        Person::players[k]->setTargetAnimation(walljumpbackanim);
                                         emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                         if (k == 0)
                                             pause_sound(whooshsound);
 
-                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                        lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                         if (lowpointtarget.z < 0)
                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2649,14 +1835,14 @@ void doAerialAcrobatics()
                                     } else {
                                         lowpoint = tempcoords1;
                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
-                                        whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                                        if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
-                                            Person::players[k]->setAnimation(walljumpfrontanim);
+                                        whichhit = Object::objects[i]->model.LineCheck(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                        if (whichhit != -1 && fabs(Object::objects[i]->model.Triangles[whichhit].facenormal.y) < .3) {
+                                            Person::players[k]->setTargetAnimation(walljumpfrontanim);
                                             emit_sound_at(movewhooshsound, Person::players[k]->coords);
                                             if (k == 0)
                                                 pause_sound(whooshsound);
 
-                                            lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                            lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                             Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                             if (lowpointtarget.z < 0)
                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2671,11 +1857,11 @@ void doAerialAcrobatics()
                             }
                         }
                     }
-                } else if (objects.type[i] == rocktype) {
+                } else if (Object::objects[i]->type == rocktype) {
                     lowpoint2 = Person::players[k]->coords;
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 2;
-                    if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+                    if (Object::objects[i]->model.LineCheck(&lowpoint, &lowpoint2, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                         Person::players[k]->coords = colpoint;
                         Person::players[k]->collide = 1;
                         tempcollide = 1;
@@ -2718,8 +1904,8 @@ void doAerialAcrobatics()
                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 1.35;
-                    if (objects.type[i] != rocktype)
-                        if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                    if (Object::objects[i]->type != rocktype)
+                        if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                             if (Person::players[k]->animTarget != jumpupanim &&
                                     Person::players[k]->animTarget != jumpdownanim &&
                                     Person::players[k]->onterrain)
@@ -2735,14 +1921,14 @@ void doAerialAcrobatics()
                                      Person::players[k]->animTarget == jumpupanim ||
                                      Person::players[k]->animTarget == jumpdownanim)) {
                                 lowpoint = Person::players[k]->coords;
-                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+                                Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 lowpoint = Person::players[k]->coords;
                                 lowpoint.y += .05;
                                 facing = 0;
                                 facing.z = -1;
                                 facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
                                 lowpointtarget = lowpoint + facing * 1.4;
-                                whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 if (whichhit != -1) {
                                     lowpoint = Person::players[k]->coords;
                                     lowpoint.y += .1;
@@ -2771,27 +1957,27 @@ void doAerialAcrobatics()
                                     lowpointtarget6.y += 45 / 13;
                                     lowpointtarget6 += facing * .6;
                                     lowpointtarget7.y += 90 / 13;
-                                    whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
-                                    if (objects.friction[i] > .5)
+                                    whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
+                                    if (Object::objects[i]->friction > .5)
                                         if (whichhit != -1) {
-                                            if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+                                            if (Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
                                                 Person::players[k]->collided = 1;
-                                            if (checkcollide(lowpoint7, lowpointtarget7) == -1)
-                                                if (checkcollide(lowpoint6, lowpointtarget6) == -1)
-                                                    if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
-                                                             &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
-                                                             objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
-                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+                                            if (Object::checkcollide(lowpoint7, lowpointtarget7) == -1)
+                                                if (Object::checkcollide(lowpoint6, lowpointtarget6) == -1)
+                                                    if (     Object::objects[i]->model.LineCheckPossible(&lowpoint2, &lowpointtarget2,
+                                                             &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint3, &lowpointtarget3,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint4, &lowpointtarget4,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1 &&
+                                                             Object::objects[i]->model.LineCheckPossible(&lowpoint5, &lowpointtarget5,
+                                                                     &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
                                                         for (int j = 0; j < 45; j++) {
                                                             lowpoint = Person::players[k]->coords;
                                                             lowpoint.y += (float)j / 13;
                                                             lowpointtarget = lowpoint + facing * 1.4;
-                                                            if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
-                                                                                                   &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
+                                                            if (Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget,
+                                                                                                   &colpoint2, &Object::objects[i]->position, &Object::objects[i]->yaw) == -1) {
                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
                                                                     break;
                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
@@ -2799,7 +1985,7 @@ void doAerialAcrobatics()
                                                                     lowpoint.y += (float)j / 13;
                                                                     lowpointtarget = lowpoint + facing * 1.3;
                                                                     flatfacing = Person::players[k]->coords;
-                                                                    Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+                                                                    Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[k]->yaw, 0) * .01;
                                                                     Person::players[k]->coords.y = lowpointtarget.y - .07;
                                                                     Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
 
@@ -2810,7 +1996,7 @@ void doAerialAcrobatics()
                                                                         }
                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
 
-                                                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                                                        lowpointtarget = DoRotation(Object::objects[i]->model.Triangles[whichhit].facenormal, 0, Object::objects[i]->yaw, 0);
                                                                         Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
                                                                         if (lowpointtarget.z < 0)
                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
@@ -2831,7 +2017,7 @@ void doAerialAcrobatics()
                                                                         Person::players[k]->frameTarget = 1;
                                                                         //hang ledge (?)
                                                                         if (j > 25) {
-                                                                            Person::players[k]->setAnimation(hanganim);
+                                                                            Person::players[k]->setTargetAnimation(hanganim);
                                                                             Person::players[k]->jumppower = 0;
                                                                         }
                                                                     }
@@ -2862,7 +2048,7 @@ void doAerialAcrobatics()
                         //stagger off ledge (?)
                         if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
                             Person::players[k]->RagDoll(0);
-                        Person::players[k]->setAnimation(jumpdownanim);
+                        Person::players[k]->setTargetAnimation(jumpdownanim);
 
                         if (!k)
                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
@@ -2940,7 +2126,7 @@ void doAttacks()
                                     Person::players[i]->animTarget == staffhitanim ||
                                     Person::players[i]->animTarget == staffspinhitanim)
                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
-                                    Person::players[k]->setAnimation(dodgebackanim);
+                                    Person::players[k]->setTargetAnimation(dodgebackanim);
                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
                                     Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
                                 }
@@ -2948,7 +2134,7 @@ void doAttacks()
                         if (Person::players[k]->animTarget != dodgebackanim) {
                             if (k == 0)
                                 numflipped++;
-                            Person::players[k]->setAnimation(backhandspringanim);
+                            Person::players[k]->setTargetAnimation(backhandspringanim);
                             Person::players[k]->targetyaw = -yaw + 180;
                             if (Person::players[k]->leftkeydown)
                                 Person::players[k]->targetyaw -= 45;
@@ -3087,7 +2273,7 @@ void doAttacks()
                                                 }
                                                 if (attackweapon) {
                                                     //sweep
-                                                    if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    if ((!Tutorial::active || !attackweapon) &&
                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                             randattack == 0 &&
                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -3121,7 +2307,7 @@ void doAttacks()
                                                              randattack >= 3)
                                                         Person::players[k]->animTarget = staffspinhitanim;
                                                     //spinkick
-                                                    else if ((tutoriallevel != 1 || !attackweapon) &&
+                                                    else if ((!Tutorial::active || !attackweapon) &&
                                                              distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                              randattack == 1 &&
                                                              Animation::animations[Person::players[i]->animTarget].height != lowheight)
@@ -3139,7 +2325,7 @@ void doAttacks()
                                             Person::players[k]->animTarget = wolfslapanim;
                                     }
                                     //sneak attacks
-                                    if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+                                    if ((k == 0) && (!Tutorial::active || Tutorial::stage == 22) &&
                                             Person::players[i]->howactive < typedead1 &&
                                             distance < 1.5 * sq(Person::players[k]->scale * 5) &&
                                             !Person::players[i]->skeleton.free &&
@@ -3260,7 +2446,7 @@ void doAttacks()
                                                   distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
                                             Person::players[k]->victim = Person::players[i];
                                             Person::players[k]->hasvictim = 1;
-                                            if (attackweapon && tutoriallevel != 1) {
+                                            if (attackweapon && !Tutorial::active) {
                                                 //crouchstab
                                                 if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
                                                     Person::players[k]->animTarget = crouchstabanim;
@@ -3279,20 +2465,11 @@ void doAttacks()
                                                     Person::players[i]->skeleton.free &&
                                                     Person::players[i]->skeleton.longdead > 1000) {
                                                 Person::players[k]->animTarget = killanim;
-                                                //TODO: refactor this out, what does it do?
-                                                for (int j = 0; j < terrain.numdecals; j++) {
-                                                    if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
-                                                            terrain.decalalivetime[j] < 2)
-                                                        terrain.DeleteDecal(j);
-                                                }
-                                                for (int l = 0; l < objects.numobjects; l++) {
-                                                    if (objects.model[l].type == decalstype)
-                                                        for (int j = 0; j < objects.model[l].numdecals; j++) {
-                                                            if ((objects.model[l].decaltype[j] == blooddecal ||
-                                                                    objects.model[l].decaltype[j] == blooddecalslow) &&
-                                                                    objects.model[l].decalalivetime[j] < 2)
-                                                                objects.model[l].DeleteDecal(j);
-                                                        }
+                                                terrain.deleteDeadDecals();
+                                                for (unsigned int l = 0; l < Object::objects.size(); l++) {
+                                                    if (Object::objects[l]->model.type == decalstype) {
+                                                        Object::objects[l]->model.deleteDeadDecals();
+                                                    }
                                                 }
                                             }
                                             if (!Person::players[i]->dead || musictype != 2)
@@ -3305,22 +2482,12 @@ void doAttacks()
                                                          Person::players[i]->skeleton.free) &&
                                                         (!Person::players[i]->dead || musictype != stream_fighttheme)) {
                                                     Person::players[k]->animTarget = dropkickanim;
-                                                    for (int j = 0; j < terrain.numdecals; j++) {
-                                                        if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
-                                                                terrain.decalalivetime[j] < 2) {
-                                                            terrain.DeleteDecal(j);
+                                                    terrain.deleteDeadDecals();
+                                                    for (unsigned int l = 0; l < Object::objects.size(); l++) {
+                                                        if (Object::objects[l]->model.type == decalstype) {
+                                                            Object::objects[l]->model.deleteDeadDecals();
                                                         }
                                                     }
-                                                    for (int l = 0; l < objects.numobjects; l++) {
-                                                        if (objects.model[l].type == decalstype)
-                                                            for (int j = 0; j < objects.model[l].numdecals; j++) {
-                                                                if ((objects.model[l].decaltype[j] == blooddecal ||
-                                                                        objects.model[l].decaltype[j] == blooddecalslow) &&
-                                                                        objects.model[l].decalalivetime[j] < 2) {
-                                                                    objects.model[l].DeleteDecal(j);
-                                                                }
-                                                            }
-                                                    }
                                                 }
                                         }
                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
@@ -3396,1819 +2563,235 @@ void doAttacks()
                                   normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
                                   Person::players[k]->rabbitkickenabled) ||
                                  Person::players[k]->jumpkeydown)) {
-                            oldattackkey = 1;
-                            Person::players[k]->setAnimation(rabbitkickanim);
-                        }
-                    //update counts
-                    if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
-                        numattacks++;
-                        switch (attackweapon) {
-                        case 0:
-                            numunarmedattack++;
-                            break;
-                        case knife:
-                            numknifeattack++;
-                            break;
-                        case sword:
-                            numswordattack++;
-                            break;
-                        case staff:
-                            numstaffattack++;
-                            break;
-                        }
-                    }
-                }
-            }
-        }
-    }
-}
-
-void doPlayerCollisions()
-{
-    static XYZ rotatetarget;
-    static float collisionradius;
-    if (Person::players.size() > 1)
-        for (unsigned k = 0; k < Person::players.size(); k++)
-            for (unsigned i = k + 1; i < Person::players.size(); i++) {
-                //neither player is part of a reversal
-                if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
-                        Animation::animations[Person::players[i]->animTarget].attack != reversal &&
-                        Animation::animations[Person::players[k]->animTarget].attack != reversed &&
-                        Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
-                    if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
-                            Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
-                            Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
-                            Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
-                        //neither is sleeping
-                        if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
-                            if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
-                                //in same patch, neither is climbing
-                                if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
-                                        Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
-                                        Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
-                                        Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
-                                        Person::players[i]->animTarget != climbanim &&
-                                        Person::players[i]->animTarget != hanganim &&
-                                        Person::players[k]->animTarget != climbanim &&
-                                        Person::players[k]->animTarget != hanganim)
-                                    //players are close (bounding box test)
-                                    if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
-                                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
-                                            if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
-                                                if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
-                                                    if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
-                                                        if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
-                                                            //spread fire from player to player
-                                                            if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
-                                                                    < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
-                                                                if (Person::players[i]->onfire || Person::players[k]->onfire) {
-                                                                    if (!Person::players[i]->onfire)
-                                                                        Person::players[i]->CatchFire();
-                                                                    if (!Person::players[k]->onfire)
-                                                                        Person::players[k]->CatchFire();
-                                                                }
-                                                            }
-
-                                                            XYZ tempcoords1 = Person::players[i]->coords;
-                                                            XYZ tempcoords2 = Person::players[k]->coords;
-                                                            if (!Person::players[i]->skeleton.oldfree)
-                                                                tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
-                                                            if (!Person::players[k]->skeleton.oldfree)
-                                                                tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
-                                                            collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                            if (Person::players[0]->hasvictim)
-                                                                if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
-                                                                    collisionradius = 3;
-                                                            if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
-                                                                    (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
-                                                                     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
-                                                                //jump down on a dead body
-                                                                if (k == 0 || i == 0) {
-                                                                    int l = i ? i : k;
-                                                                    if (Person::players[0]->animTarget == jumpdownanim &&
-                                                                            !Person::players[0]->skeleton.oldfree &&
-                                                                            !Person::players[0]->skeleton.free &&
-                                                                            Person::players[l]->skeleton.oldfree &&
-                                                                            Person::players[l]->skeleton.free &&
-                                                                            Person::players[l]->dead &&
-                                                                            Person::players[0]->lastcollide <= 0 &&
-                                                                            fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
-                                                                            distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
-                                                                        Person::players[0]->coords.y = Person::players[l]->coords.y;
-                                                                        Person::players[l]->velocity = Person::players[0]->velocity;
-                                                                        Person::players[l]->skeleton.free = 0;
-                                                                        Person::players[l]->yaw = 0;
-                                                                        Person::players[l]->RagDoll(0);
-                                                                        Person::players[l]->DoDamage(20);
-                                                                        camerashake += .3;
-                                                                        Person::players[l]->skeleton.longdead = 0;
-                                                                        Person::players[0]->lastcollide = 1;
-                                                                    }
-                                                                }
-
-                                                                if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
-                                                                         (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
-                                                                         (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
-                                                                    rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
-                                                                    if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
-                                                                            Person::players[i]->skeleton.free) &&
-                                                                            (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
-                                                                             Person::players[k]->skeleton.free))
-                                                                        if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
-                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
-                                                                                normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
-                                                                                (k == 0 ||
-                                                                                 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
-                                                                                 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
-                                                                                (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
-                                                                                (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
-                                                                                k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
-                                                                            //If hit by body
-                                                                            if (     (i != 0 || Person::players[i]->skeleton.free) &&
-                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
-                                                                                     (Animation::animations[Person::players[i]->animTarget].height == highheight &&
-                                                                                      Animation::animations[Person::players[k]->animTarget].height == highheight)) {
-                                                                                if (tutoriallevel != 1) {
-                                                                                    emit_sound_at(heavyimpactsound, Person::players[i]->coords);
-                                                                                }
-
-                                                                                Person::players[i]->RagDoll(0);
-                                                                                if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
-                                                                                    award_bonus(0, aimbonus);
-                                                                                }
-                                                                                Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
-                                                                                Person::players[k]->RagDoll(0);
-                                                                                if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
-                                                                                    award_bonus(0, aimbonus); // Huh, again?
-                                                                                }
-                                                                                Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
-
-                                                                                for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
-                                                                                    Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
-                                                                                }
-                                                                                for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
-                                                                                    Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
-                                                                                }
-
-                                                                            }
-                                                                        }
-                                                                    if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
-                                                                              Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
-                                                                             (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
-                                                                              Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
-                                                                        //If bumped
-                                                                        if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
-                                                                            if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
-                                                                                rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
-                                                                                Normalise(&rotatetarget);
-                                                                                Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
-                                                                                Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
-                                                                                                   * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                                                Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                                                if (Person::players[k]->howactive == typeactive || hostile)
-                                                                                    if (Person::players[k]->isIdle()) {
-                                                                                        if (Person::players[k]->howactive < typesleeping)
-                                                                                            Person::players[k]->setAnimation(Person::players[k]->getStop());
-                                                                                        else if (Person::players[k]->howactive == typesleeping)
-                                                                                            Person::players[k]->setAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
-                                                                                            Person::players[k]->howactive = typeactive;
-                                                                                    }
-                                                                                if (Person::players[i]->howactive == typeactive || hostile)
-                                                                                    if (Person::players[i]->isIdle()) {
-                                                                                        if (Person::players[i]->howactive < typesleeping)
-                                                                                            Person::players[i]->setAnimation(Person::players[k]->getStop());
-                                                                                        else
-                                                                                            Person::players[i]->setAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
-                                                                                            Person::players[i]->howactive = typeactive;
-                                                                                    }
-                                                                            }
-                                                                            //jump down on player
-                                                                            if (hostile) {
-                                                                                if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
-                                                                                        !Person::players[i]->isCrouch() &&
-                                                                                        Person::players[i]->animTarget != rollanim &&
-                                                                                        !Person::players[k]->skeleton.oldfree && !
-                                                                                        Person::players[k]->skeleton.free &&
-                                                                                        Person::players[k]->lastcollide <= 0 &&
-                                                                                        Person::players[k]->velocity.y < -10) {
-                                                                                    Person::players[i]->velocity = Person::players[k]->velocity;
-                                                                                    Person::players[k]->velocity = Person::players[k]->velocity * -.5;
-                                                                                    Person::players[k]->velocity.y = Person::players[i]->velocity.y;
-                                                                                    Person::players[i]->DoDamage(20);
-                                                                                    Person::players[i]->RagDoll(0);
-                                                                                    Person::players[k]->lastcollide = 1;
-                                                                                    award_bonus(k, AboveBonus);
-                                                                                }
-                                                                                if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
-                                                                                        !Person::players[k]->isCrouch() &&
-                                                                                        Person::players[k]->animTarget != rollanim &&
-                                                                                        !Person::players[i]->skeleton.oldfree &&
-                                                                                        !Person::players[i]->skeleton.free &&
-                                                                                        Person::players[i]->lastcollide <= 0 &&
-                                                                                        Person::players[i]->velocity.y < -10) {
-                                                                                    Person::players[k]->velocity = Person::players[i]->velocity;
-                                                                                    Person::players[i]->velocity = Person::players[i]->velocity * -.3;
-                                                                                    Person::players[i]->velocity.y = Person::players[k]->velocity.y;
-                                                                                    Person::players[k]->DoDamage(20);
-                                                                                    Person::players[k]->RagDoll(0);
-                                                                                    Person::players[i]->lastcollide = 1;
-                                                                                    award_bonus(i, AboveBonus);
-                                                                                }
-                                                                            }
-                                                                        }
-                                                                    }
-                                                                }
-                                                                Person::players[i]->CheckKick();
-                                                                Person::players[k]->CheckKick();
-                                                            }
-                                                        }
-            }
-}
-
-void doAI(unsigned i)
-{
-    static bool connected;
-    if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
-        Person::players[i]->jumpclimb = 0;
-        //disable movement in editor
-        if (editorenabled)
-            Person::players[i]->stunned = 1;
-
-        Person::players[i]->pause = 0;
-        if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
-                Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
-                !Person::players[0]->onterrain)
-            Person::players[i]->pause = 1;
-
-        //pathfinding
-        if (Person::players[i]->aitype == pathfindtype) {
-            if (Person::players[i]->finalpathfindpoint == -1) {
-                float closestdistance;
-                float tempdist;
-                int closest;
-                XYZ colpoint;
-                closest = -1;
-                closestdistance = -1;
-                for (int j = 0; j < numpathpoints; j++)
-                    if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
-                        closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
-                        closest = j;
-                        Person::players[i]->finaltarget = pathpoint[j];
-                    }
-                Person::players[i]->finalpathfindpoint = closest;
-                for (int j = 0; j < numpathpoints; j++)
-                    for (int k = 0; k < numpathpointconnect[j]; k++) {
-                        DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
-                        if (sq(tempdist) < closestdistance)
-                            if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
-                                    findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
-                                closestdistance = sq(tempdist);
-                                closest = j;
-                                Person::players[i]->finaltarget = colpoint;
-                            }
-                    }
-                Person::players[i]->finalpathfindpoint = closest;
-
-            }
-            if (Person::players[i]->targetpathfindpoint == -1) {
-                float closestdistance;
-                float tempdist;
-                int closest;
-                XYZ colpoint;
-                closest = -1;
-                closestdistance = -1;
-                if (Person::players[i]->lastpathfindpoint == -1) {
-                    for (int j = 0; j < numpathpoints; j++) {
-                        if (j != Person::players[i]->lastpathfindpoint)
-                            if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
-                                closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
-                                closest = j;
-                            }
-                    }
-                    Person::players[i]->targetpathfindpoint = closest;
-                    for (int j = 0; j < numpathpoints; j++)
-                        if (j != Person::players[i]->lastpathfindpoint)
-                            for (int k = 0; k < numpathpointconnect[j]; k++) {
-                                DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
-                                if (sq(tempdist) < closestdistance) {
-                                    if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
-                                            findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
-                                        closestdistance = sq(tempdist);
-                                        closest = j;
-                                    }
-                                }
-                            }
-                    Person::players[i]->targetpathfindpoint = closest;
-                } else {
-                    for (int j = 0; j < numpathpoints; j++)
-                        if (j != Person::players[i]->lastpathfindpoint &&
-                                j != Person::players[i]->lastpathfindpoint2 &&
-                                j != Person::players[i]->lastpathfindpoint3 &&
-                                j != Person::players[i]->lastpathfindpoint4) {
-                            connected = 0;
-                            if (numpathpointconnect[j])
-                                for (int k = 0; k < numpathpointconnect[j]; k++)
-                                    if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
-                                        connected = 1;
-                            if (!connected)
-                                if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
-                                    for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
-                                        if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
-                                            connected = 1;
-                            if (connected) {
-                                tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
-                                if (closest == -1 || tempdist < closestdistance) {
-                                    closestdistance = tempdist;
-                                    closest = j;
-                                }
-                            }
-                        }
-                    Person::players[i]->targetpathfindpoint = closest;
-                }
-            }
-            Person::players[i]->losupdatedelay -= multiplier;
-
-            Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
-            Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-
-            //reached target point
-            if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
-                Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
-                Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
-                Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
-                Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
-                if (Person::players[i]->lastpathfindpoint2 == -1)
-                    Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
-                if (Person::players[i]->lastpathfindpoint3 == -1)
-                    Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
-                if (Person::players[i]->lastpathfindpoint4 == -1)
-                    Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
-                Person::players[i]->targetpathfindpoint = -1;
-            }
-            if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
-                     distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
-                     distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
-                     Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
-                Person::players[i]->aitype = passivetype;
-            }
-
-            Person::players[i]->forwardkeydown = 1;
-            Person::players[i]->leftkeydown = 0;
-            Person::players[i]->backkeydown = 0;
-            Person::players[i]->rightkeydown = 0;
-            Person::players[i]->crouchkeydown = 0;
-            Person::players[i]->attackkeydown = 0;
-            Person::players[i]->throwkeydown = 0;
-
-            if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
-                Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-
-            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
-                Person::players[i]->jumpkeydown = 0;
-            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
-                Person::players[i]->jumpkeydown = 1;
-
-            if ((tutoriallevel != 1 || cananger) &&
-                    hostile &&
-                    !Person::players[0]->dead &&
-                    distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
-                    Person::players[i]->occluded < 25) {
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
-                        Animation::animations[Person::players[0]->animTarget].height != lowheight &&
-                        !editorenabled &&
-                        (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
-                    Person::players[i]->aitype = attacktypecutoff;
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
-                        Animation::animations[Person::players[0]->animTarget].height == highheight &&
-                        !editorenabled)
-                    Person::players[i]->aitype = attacktypecutoff;
-
-                if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
-                    Person::players[i]->losupdatedelay = .2;
-                    for (unsigned j = 0; j < Person::players.size(); j++)
-                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
-                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
-                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
-                                    if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
-                                        if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
-                                            if (!Person::players[j]->isWallJump() && -1 == checkcollide(
-                                                        DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
-                                                        *Person::players[i]->scale + Person::players[i]->coords,
-                                                        DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
-                                                        *Person::players[j]->scale + Person::players[j]->coords) ||
-                                                    (Person::players[j]->animTarget == hanganim &&
-                                                     normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
-                                                Person::players[i]->aitype = searchtype;
-                                                Person::players[i]->lastchecktime = 12;
-                                                Person::players[i]->lastseen = Person::players[j]->coords;
-                                                Person::players[i]->lastseentime = 12;
-                                            }
-                }
-            }
-            if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
-                if (Person::players[i]->creature != wolftype) {
-                    Person::players[i]->stunned = .6;
-                    Person::players[i]->surprised = .6;
-                }
-        }
-
-        if (Person::players[i]->aitype != passivetype && leveltime > .5)
-            Person::players[i]->howactive = typeactive;
-
-        if (Person::players[i]->aitype == passivetype) {
-            Person::players[i]->aiupdatedelay -= multiplier;
-            Person::players[i]->losupdatedelay -= multiplier;
-            Person::players[i]->lastseentime += multiplier;
-            Person::players[i]->pausetime -= multiplier;
-            if (Person::players[i]->lastseentime > 1)
-                Person::players[i]->lastseentime = 1;
-
-            if (Person::players[i]->aiupdatedelay < 0) {
-                if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
-                    Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
-                    Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-                    Person::players[i]->aiupdatedelay = .05;
-
-                    if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
-                        if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
-                            Person::players[i]->pausetime = 4;
-                        Person::players[i]->waypoint++;
-                        if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
-                            Person::players[i]->waypoint = 0;
-
-                    }
-                }
-
-                if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
-                    Person::players[i]->forwardkeydown = 1;
-                else
-                    Person::players[i]->forwardkeydown = 0;
-                Person::players[i]->leftkeydown = 0;
-                Person::players[i]->backkeydown = 0;
-                Person::players[i]->rightkeydown = 0;
-                Person::players[i]->crouchkeydown = 0;
-                Person::players[i]->attackkeydown = 0;
-                Person::players[i]->throwkeydown = 0;
-
-                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
-                    if (!Person::players[i]->avoidsomething)
-                        Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-                    else {
-                        XYZ leftpos, rightpos;
-                        float leftdist, rightdist;
-                        leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
-                        rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
-                        leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
-                        rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
-                        if (leftdist < rightdist)
-                            Person::players[i]->targetyaw += 90;
-                        else
-                            Person::players[i]->targetyaw -= 90;
-                    }
-                }
-            }
-            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
-                Person::players[i]->jumpkeydown = 0;
-            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
-                Person::players[i]->jumpkeydown = 1;
-
-
-            //hearing sounds
-            if (!editorenabled) {
-                if (Person::players[i]->howactive <= typesleeping)
-                    if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
-                        for (int j = 0; j < numenvsounds; j++) {
-                            float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
-                            if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
-                                    2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
-                                Person::players[i]->aitype = attacktypecutoff;
-                        }
-
-                if (Person::players[i]->aitype != passivetype) {
-                    if (Person::players[i]->howactive == typesleeping)
-                        Person::players[i]->setAnimation(getupfromfrontanim);
-                    Person::players[i]->howactive = typeactive;
-                }
-            }
-
-            if (Person::players[i]->howactive < typesleeping &&
-                    ((tutoriallevel != 1 || cananger) && hostile) &&
-                    !Person::players[0]->dead &&
-                    distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
-                    Person::players[i]->occluded < 25) {
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
-                        Animation::animations[Person::players[0]->animTarget].height != lowheight && !editorenabled)
-                    Person::players[i]->aitype = attacktypecutoff;
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
-                        Animation::animations[Person::players[0]->animTarget].height == highheight && !editorenabled)
-                    Person::players[i]->aitype = attacktypecutoff;
-
-                //wolf smell
-                if (Person::players[i]->creature == wolftype) {
-                    XYZ windsmell;
-                    for (unsigned j = 0; j < Person::players.size(); j++) {
-                        if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
-                            float smelldistance = 50;
-                            if (j == 0 && Person::players[j]->num_weapons > 0) {
-                                if (weapons[Person::players[j]->weaponids[0]].bloody)
-                                    smelldistance = 100;
-                                if (Person::players[j]->num_weapons == 2)
-                                    if (weapons[Person::players[j]->weaponids[1]].bloody)
-                                        smelldistance = 100;
-                            }
-                            if (j != 0)
-                                smelldistance = 100;
-                            windsmell = windvector;
-                            Normalise(&windsmell);
-                            windsmell = windsmell * 2 + Person::players[j]->coords;
-                            if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
-                                Person::players[i]->aitype = attacktypecutoff;
-                        }
-                    }
-                }
-
-                if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
-                    Person::players[i]->losupdatedelay = .2;
-                    for (unsigned j = 0; j < Person::players.size(); j++) {
-                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
-                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
-                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
-                                    if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
-                                        if ((-1 == checkcollide(
-                                                    DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
-                                                    Person::players[i]->scale + Person::players[i]->coords,
-                                                    DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
-                                                    Person::players[j]->scale + Person::players[j]->coords) &&
-                                                !Person::players[j]->isWallJump()) ||
-                                                (Person::players[j]->animTarget == hanganim &&
-                                                 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
-                                            Person::players[i]->lastseentime -= .2;
-                                            if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
-                                                Person::players[i]->lastseentime -= .4;
-                                            else
-                                                Person::players[i]->lastseentime -= .6;
-                                        }
-                            if (Person::players[i]->lastseentime <= 0) {
-                                Person::players[i]->aitype = searchtype;
-                                Person::players[i]->lastchecktime = 12;
-                                Person::players[i]->lastseen = Person::players[j]->coords;
-                                Person::players[i]->lastseentime = 12;
-                            }
-                        }
-                    }
-                }
-            }
-            //alerted surprise
-            if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
-                if (Person::players[i]->creature != wolftype) {
-                    Person::players[i]->stunned = .6;
-                    Person::players[i]->surprised = .6;
-                }
-                if (Person::players[i]->creature == wolftype) {
-                    Person::players[i]->stunned = .47;
-                    Person::players[i]->surprised = .47;
-                }
-                numseen++;
-            }
-        }
-
-        //search for player
-        int j;
-        if (Person::players[i]->aitype == searchtype) {
-            Person::players[i]->aiupdatedelay -= multiplier;
-            Person::players[i]->losupdatedelay -= multiplier;
-            if (!Person::players[i]->pause)
-                Person::players[i]->lastseentime -= multiplier;
-            Person::players[i]->lastchecktime -= multiplier;
-
-            if (Person::players[i]->isRun() && !Person::players[i]->onground) {
-                if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
-                    XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
-                    test2.y += 5;
-                    XYZ test = Person::players[i]->coords + Person::players[i]->facing;
-                    test.y -= 10;
-                    j = checkcollide(test2, test, Person::players[i]->laststanding);
-                    if (j == -1)
-                        j = checkcollide(test2, test);
-                    if (j == -1) {
-                        Person::players[i]->velocity = 0;
-                        Person::players[i]->setAnimation(Person::players[i]->getStop());
-                        Person::players[i]->targetyaw += 180;
-                        Person::players[i]->stunned = .5;
-                        //Person::players[i]->aitype=passivetype;
-                        Person::players[i]->aitype = pathfindtype;
-                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
-                        Person::players[i]->finalpathfindpoint = -1;
-                        Person::players[i]->targetpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint2 = -1;
-                        Person::players[i]->lastpathfindpoint3 = -1;
-                        Person::players[i]->lastpathfindpoint4 = -1;
-                    } else
-                        Person::players[i]->laststanding = j;
-                }
-            }
-            //check out last seen location
-            if (Person::players[i]->aiupdatedelay < 0) {
-                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
-                Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-                Person::players[i]->aiupdatedelay = .05;
-                Person::players[i]->forwardkeydown = 1;
-
-                if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
-                    Person::players[i]->forwardkeydown = 0;
-                    Person::players[i]->aiupdatedelay = 1;
-                    Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
-                    Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
-                    Person::players[i]->lastchecktime = 3;
-                }
-
-                Person::players[i]->leftkeydown = 0;
-                Person::players[i]->backkeydown = 0;
-                Person::players[i]->rightkeydown = 0;
-                Person::players[i]->crouchkeydown = 0;
-                Person::players[i]->attackkeydown = 0;
-                Person::players[i]->throwkeydown = 0;
-
-                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
-                    if (!Person::players[i]->avoidsomething)
-                        Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-                    else {
-                        XYZ leftpos, rightpos;
-                        float leftdist, rightdist;
-                        leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
-                        rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
-                        leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
-                        rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
-                        if (leftdist < rightdist)
-                            Person::players[i]->targetyaw += 90;
-                        else
-                            Person::players[i]->targetyaw -= 90;
-                    }
-                }
-            }
-            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
-                Person::players[i]->jumpkeydown = 0;
-            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
-                Person::players[i]->jumpkeydown = 1;
-
-            if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
-                for (int k = 0; k < numenvsounds; k++) {
-                    if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
-                        Person::players[i]->aitype = attacktypecutoff;
-                    }
-                }
-
-            if (!Person::players[0]->dead &&
-                    Person::players[i]->losupdatedelay < 0 &&
-                    !editorenabled &&
-                    Person::players[i]->occluded < 2 &&
-                    ((tutoriallevel != 1 || cananger) && hostile)) {
-                Person::players[i]->losupdatedelay = .2;
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
-                    Person::players[i]->aitype = attacktypecutoff;
-                    Person::players[i]->lastseentime = 1;
-                }
-                if (abs(Random() % 2) || Animation::animations[Person::players[i]->animTarget].height != lowheight)
-                    //TODO: factor out canSeePlayer()
-                    if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
-                        if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
-                            if ((checkcollide(
-                                        DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
-                                        Person::players[i]->scale + Person::players[i]->coords,
-                                        DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
-                                        Person::players[0]->scale + Person::players[0]->coords) == -1) ||
-                                    (Person::players[0]->animTarget == hanganim && normaldotproduct(
-                                         Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
-                                /* //TODO: changed j to 0 on a whim, make sure this is correct
-                                (Person::players[j]->animTarget==hanganim&&normaldotproduct(
-                                    Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
-                                */
-                                Person::players[i]->aitype = attacktypecutoff;
-                                Person::players[i]->lastseentime = 1;
-                            }
-            }
-            //player escaped
-            if (Person::players[i]->lastseentime < 0) {
-                //Person::players[i]->aitype=passivetype;
-                numescaped++;
-                Person::players[i]->aitype = pathfindtype;
-                Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
-                Person::players[i]->finalpathfindpoint = -1;
-                Person::players[i]->targetpathfindpoint = -1;
-                Person::players[i]->lastpathfindpoint = -1;
-                Person::players[i]->lastpathfindpoint2 = -1;
-                Person::players[i]->lastpathfindpoint3 = -1;
-                Person::players[i]->lastpathfindpoint4 = -1;
-            }
-        }
-
-        if (Person::players[i]->aitype != gethelptype)
-            Person::players[i]->runninghowlong = 0;
-
-        //get help from buddies
-        if (Person::players[i]->aitype == gethelptype) {
-            Person::players[i]->runninghowlong += multiplier;
-            Person::players[i]->aiupdatedelay -= multiplier;
-
-            if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
-                Person::players[i]->aiupdatedelay = .2;
-
-                //find closest ally
-                //TODO: factor out closest search somehow
-                if (!Person::players[i]->ally) {
-                    int closest = -1;
-                    float closestdist = -1;
-                    for (unsigned k = 0; k < Person::players.size(); k++) {
-                        if (k != i && k != 0 && !Person::players[k]->dead &&
-                                Person::players[k]->howactive < typedead1 &&
-                                !Person::players[k]->skeleton.free &&
-                                Person::players[k]->aitype == passivetype) {
-                            float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
-                            if (closestdist == -1 || distance < closestdist) {
-                                closestdist = distance;
-                                closest = k;
-                            }
-                            closest = k;
-                        }
-                    }
-                    if (closest != -1)
-                        Person::players[i]->ally = closest;
-                    else
-                        Person::players[i]->ally = 0;
-                    Person::players[i]->lastseen = Person::players[0]->coords;
-                    Person::players[i]->lastseentime = 12;
-                }
-
-
-                Person::players[i]->lastchecktime = 12;
-
-                XYZ facing = Person::players[i]->coords;
-                XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
-                facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
-                flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
-                if (-1 != checkcollide(facing, flatfacing))
-                    Person::players[i]->lastseentime -= .1;
-
-                //no available ally, run back to player
-                if (Person::players[i]->ally <= 0 ||
-                        Person::players[Person::players[i]->ally]->skeleton.free ||
-                        Person::players[Person::players[i]->ally]->aitype != passivetype ||
-                        Person::players[i]->lastseentime <= 0) {
-                    Person::players[i]->aitype = searchtype;
-                    Person::players[i]->lastseentime = 12;
-                }
-
-                //seek out ally
-                if (Person::players[i]->ally > 0) {
-                    Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
-                    Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-                    Person::players[i]->aiupdatedelay = .05;
-                    Person::players[i]->forwardkeydown = 1;
-
-                    if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
-                        Person::players[i]->aitype = searchtype;
-                        Person::players[i]->lastseentime = 12;
-                        Person::players[Person::players[i]->ally]->aitype = searchtype;
-                        if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
-                            Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
-                            Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
-                            Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
-                        }
-                    }
-
-                    if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
-                        if (!Person::players[i]->avoidsomething)
-                            Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-                        else {
-                            XYZ leftpos, rightpos;
-                            float leftdist, rightdist;
-                            leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
-                            rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
-                            leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
-                            rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
-                            if (leftdist < rightdist)
-                                Person::players[i]->targetyaw += 90;
-                            else
-                                Person::players[i]->targetyaw -= 90;
-                        }
-                    }
-                }
-
-                Person::players[i]->leftkeydown = 0;
-                Person::players[i]->backkeydown = 0;
-                Person::players[i]->rightkeydown = 0;
-                Person::players[i]->crouchkeydown = 0;
-                Person::players[i]->attackkeydown = 0;
-            }
-            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
-                Person::players[i]->jumpkeydown = 0;
-            if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
-                Person::players[i]->jumpkeydown = 1;
-        }
-
-        //retreiving a weapon on the ground
-        if (Person::players[i]->aitype == getweapontype) {
-            Person::players[i]->aiupdatedelay -= multiplier;
-            Person::players[i]->lastchecktime -= multiplier;
-
-            if (Person::players[i]->aiupdatedelay < 0) {
-                Person::players[i]->aiupdatedelay = .2;
-
-                //ALLY IS WEPON
-                if (Person::players[i]->ally < 0) {
-                    int closest = -1;
-                    float closestdist = -1;
-                    for (unsigned k = 0; k < weapons.size(); k++)
-                        if (weapons[k].owner == -1) {
-                            float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
-                            if (closestdist == -1 || distance < closestdist) {
-                                closestdist = distance;
-                                closest = k;
-                            }
-                            closest = k;
-                        }
-                    if (closest != -1)
-                        Person::players[i]->ally = closest;
-                    else
-                        Person::players[i]->ally = -1;
-                }
-
-                Person::players[i]->lastseentime = 12;
-
-                if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
-                    if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
-                        Person::players[i]->aitype = attacktypecutoff;
-                        Person::players[i]->lastseentime = 1;
-                    }
-                if (!Person::players[0]->dead)
-                    if (Person::players[i]->ally >= 0) {
-                        if (weapons[Person::players[i]->ally].owner != -1 ||
-                                distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
-                            Person::players[i]->aitype = attacktypecutoff;
-                            Person::players[i]->lastseentime = 1;
-                        }
-                        //TODO: factor these out as moveToward()
-                        Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
-                        Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-                        Person::players[i]->aiupdatedelay = .05;
-                        Person::players[i]->forwardkeydown = 1;
-
-
-                        if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
-                            if (!Person::players[i]->avoidsomething)
-                                Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-                            else {
-                                XYZ leftpos, rightpos;
-                                float leftdist, rightdist;
-                                leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
-                                rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
-                                leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
-                                rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
-                                if (leftdist < rightdist)
-                                    Person::players[i]->targetyaw += 90;
-                                else
-                                    Person::players[i]->targetyaw -= 90;
-                            }
-                        }
-                    }
-
-                Person::players[i]->leftkeydown = 0;
-                Person::players[i]->backkeydown = 0;
-                Person::players[i]->rightkeydown = 0;
-                Person::players[i]->attackkeydown = 0;
-                Person::players[i]->throwkeydown = 1;
-                Person::players[i]->crouchkeydown = 0;
-                if (Person::players[i]->animTarget != crouchremoveknifeanim &&
-                        Person::players[i]->animTarget != removeknifeanim)
-                    Person::players[i]->throwtogglekeydown = 0;
-                Person::players[i]->drawkeydown = 0;
-            }
-            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
-                Person::players[i]->jumpkeydown = 0;
-            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
-                Person::players[i]->jumpkeydown = 1;
-        }
-
-        if (Person::players[i]->aitype == attacktypecutoff) {
-            Person::players[i]->aiupdatedelay -= multiplier;
-            //dodge or reverse rabbit kicks, knife throws, flips
-            if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
-                if ((Person::players[0]->animTarget == rabbitkickanim ||
-                        Person::players[0]->animTarget == knifethrowanim ||
-                        (Person::players[0]->isFlip() &&
-                         normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
-                        !Person::players[0]->skeleton.free &&
-                        (Person::players[i]->aiupdatedelay < .1)) {
-                    Person::players[i]->attackkeydown = 0;
-                    if (Person::players[i]->isIdle())
-                        Person::players[i]->crouchkeydown = 1;
-                    if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
-                        if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
-                            if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
-                                if (abs(Random() % 2) == 0)
-                                    Person::players[i]->setAnimation(backhandspringanim);
-                                else
-                                    Person::players[i]->setAnimation(rollanim);
-                                Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
-                                Person::players[i]->wentforweapon = 0;
-                            }
-                            if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
-                                Person::players[i]->setAnimation(flipanim);
-                        }
-                    }
-                    Person::players[i]->forwardkeydown = 0;
-                    Person::players[i]->aiupdatedelay = .02;
-                }
-            //get confused by flips
-            if (Person::players[0]->isFlip() &&
-                    !Person::players[0]->skeleton.free &&
-                    Person::players[0]->animTarget != walljumprightkickanim &&
-                    Person::players[0]->animTarget != walljumpleftkickanim) {
-                if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
-                    if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
-                        Person::players[i]->stunned = 1;
-            }
-            //go for weapon on the ground
-            if (Person::players[i]->wentforweapon < 3)
-                for (unsigned k = 0; k < weapons.size(); k++)
-                    if (Person::players[i]->creature != wolftype)
-                        if (Person::players[i]->num_weapons == 0 &&
-                                weapons[k].owner == -1 &&
-                                weapons[i].velocity.x == 0 &&
-                                weapons[i].velocity.z == 0 &&
-                                weapons[i].velocity.y == 0) {
-                            if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
-                                Person::players[i]->wentforweapon++;
-                                Person::players[i]->lastchecktime = 6;
-                                Person::players[i]->aitype = getweapontype;
-                                Person::players[i]->ally = -1;
-                            }
-                        }
-            //dodge/reverse walljump kicks
-            if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
-                if (Animation::animations[Person::players[i]->animTarget].height != highheight)
-                    if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
-                            ((Person::players[0]->animTarget == walljumprightkickanim ||
-                              Person::players[0]->animTarget == walljumpleftkickanim) &&
-                             ((Person::players[i]->aiupdatedelay < .15 &&
-                               difficulty == 2) ||
-                              (Person::players[i]->aiupdatedelay < .08 &&
-                               difficulty != 2)))) {
-                        Person::players[i]->crouchkeydown = 1;
-                    }
-            //walked off a ledge (?)
-            if (Person::players[i]->isRun() && !Person::players[i]->onground)
-                if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
-                    XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
-                    test2.y += 5;
-                    XYZ test = Person::players[i]->coords + Person::players[i]->facing;
-                    test.y -= 10;
-                    j = checkcollide(test2, test, Person::players[i]->laststanding);
-                    if (j == -1)
-                        j = checkcollide(test2, test);
-                    if (j == -1) {
-                        Person::players[i]->velocity = 0;
-                        Person::players[i]->setAnimation(Person::players[i]->getStop());
-                        Person::players[i]->targetyaw += 180;
-                        Person::players[i]->stunned = .5;
-                        Person::players[i]->aitype = pathfindtype;
-                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
-                        Person::players[i]->finalpathfindpoint = -1;
-                        Person::players[i]->targetpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint2 = -1;
-                        Person::players[i]->lastpathfindpoint3 = -1;
-                        Person::players[i]->lastpathfindpoint4 = -1;
-                    } else
-                        Person::players[i]->laststanding = j;
-                }
-            //lose sight of player in the air (?)
-            if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
-                    Animation::animations[Person::players[0]->animTarget].height != highheight &&
-                    !Person::players[0]->onterrain) {
-                Person::players[i]->aitype = pathfindtype;
-                Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
-                Person::players[i]->finalpathfindpoint = -1;
-                Person::players[i]->targetpathfindpoint = -1;
-                Person::players[i]->lastpathfindpoint = -1;
-                Person::players[i]->lastpathfindpoint2 = -1;
-                Person::players[i]->lastpathfindpoint3 = -1;
-                Person::players[i]->lastpathfindpoint4 = -1;
-            }
-            //it's time to think (?)
-            if (Person::players[i]->aiupdatedelay < 0 &&
-                    !Animation::animations[Person::players[i]->animTarget].attack &&
-                    Person::players[i]->animTarget != staggerbackhighanim &&
-                    Person::players[i]->animTarget != staggerbackhardanim &&
-                    Person::players[i]->animTarget != backhandspringanim &&
-                    Person::players[i]->animTarget != dodgebackanim) {
-                //draw weapon
-                if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
-                    Person::players[i]->drawkeydown = Random() % 2;
-                else
-                    Person::players[i]->drawkeydown = 0;
-                Person::players[i]->rabbitkickenabled = Random() % 2;
-                //chase player
-                XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
-                XYZ targetpoint = Person::players[0]->coords;
-                if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
-                        distsq(&rotatetarget, &Person::players[i]->coords))
-                    targetpoint += Person::players[0]->velocity *
-                                   findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
-                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
-                Person::players[i]->lookyaw = Person::players[i]->targetyaw;
-                Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
-
-                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
-                    Person::players[i]->forwardkeydown = 1;
-                else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
-                          distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
-                         Person::players[0]->weaponactive != -1)
-                    Person::players[i]->forwardkeydown = 1;
-                else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
-                    Person::players[i]->forwardkeydown = 1;
-                else
-                    Person::players[i]->forwardkeydown = 0;
-                //chill out around the corpse
-                if (Person::players[0]->dead) {
-                    Person::players[i]->forwardkeydown = 0;
-                    if (Random() % 10 == 0)
-                        Person::players[i]->forwardkeydown = 1;
-                    if (Random() % 100 == 0) {
-                        Person::players[i]->aitype = pathfindtype;
-                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
-                        Person::players[i]->finalpathfindpoint = -1;
-                        Person::players[i]->targetpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint = -1;
-                        Person::players[i]->lastpathfindpoint2 = -1;
-                        Person::players[i]->lastpathfindpoint3 = -1;
-                        Person::players[i]->lastpathfindpoint4 = -1;
-                    }
-                }
-                Person::players[i]->leftkeydown = 0;
-                Person::players[i]->backkeydown = 0;
-                Person::players[i]->rightkeydown = 0;
-                Person::players[i]->crouchkeydown = 0;
-                Person::players[i]->throwkeydown = 0;
-
-                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
-                    Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
-                //attack!!!
-                if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
-                    Person::players[i]->attackkeydown = 1;
-                else
-                    Person::players[i]->attackkeydown = 0;
-                if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
-                    Person::players[i]->attackkeydown = 0;
-
-                //TODO: wat
-                if (Person::players[i]->aitype != playercontrolled &&
-                        (Person::players[i]->isIdle() ||
-                         Person::players[i]->isCrouch() ||
-                         Person::players[i]->isRun())) {
-                    int target = -2;
-                    for (unsigned j = 0; j < Person::players.size(); j++)
-                        if (j != i && !Person::players[j]->skeleton.free &&
-                                Person::players[j]->hasvictim &&
-                                (tutoriallevel == 1 && reversaltrain ||
-                                 Random() % 2 == 0 && difficulty == 2 ||
-                                 Random() % 4 == 0 && difficulty == 1 ||
-                                 Random() % 8 == 0 && difficulty == 0 ||
-                                 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
-                                 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
-                                 (Random() % 2 == 0 || difficulty == 2) ||
-                                 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
-                                 Person::players[j]->weaponactive != -1 ||
-                                 Person::players[j]->animTarget == swordslashanim &&
-                                 Person::players[i]->weaponactive != -1 ||
-                                 Person::players[j]->animTarget == staffhitanim ||
-                                 Person::players[j]->animTarget == staffspinhitanim))
-                            if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
-                                    Person::players[j]->victim == Person::players[i] &&
-                                    (Person::players[j]->animTarget == sweepanim ||
-                                     Person::players[j]->animTarget == spinkickanim ||
-                                     Person::players[j]->animTarget == staffhitanim ||
-                                     Person::players[j]->animTarget == staffspinhitanim ||
-                                     Person::players[j]->animTarget == winduppunchanim ||
-                                     Person::players[j]->animTarget == upunchanim ||
-                                     Person::players[j]->animTarget == wolfslapanim ||
-                                     Person::players[j]->animTarget == knifeslashstartanim ||
-                                     Person::players[j]->animTarget == swordslashanim &&
-                                     (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
-                                      Person::players[i]->weaponactive != -1))) {
-                                if (target >= 0)
-                                    target = -1;
-                                else
-                                    target = j;
-                            }
-                    if (target >= 0)
-                        Person::players[target]->Reverse();
-                }
-
-                if (Person::players[i]->collided < 1)
-                    Person::players[i]->jumpkeydown = 0;
-                if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
-                        distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
-                        Person::players[i]->onterrain &&
-                        Person::players[i]->creature == rabbittype)
-                    Person::players[i]->jumpkeydown = 1;
-                //TODO: why are we controlling the human?
-                if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
-                    Person::players[0]->jumpkeydown = 0;
-                if (Person::players[0]->animTarget == jumpdownanim &&
-                        distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
-                    Person::players[i]->crouchkeydown = 1;
-                if (Person::players[i]->jumpkeydown)
-                    Person::players[i]->attackkeydown = 0;
-
-                if (tutoriallevel == 1)
-                    if (!canattack)
-                        Person::players[i]->attackkeydown = 0;
-
-
-                XYZ facing = Person::players[i]->coords;
-                XYZ flatfacing = Person::players[0]->coords;
-                facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
-                flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
-                if (Person::players[i]->occluded >= 2)
-                    if (-1 != checkcollide(facing, flatfacing)) {
-                        if (!Person::players[i]->pause)
-                            Person::players[i]->lastseentime -= .2;
-                        if (Person::players[i]->lastseentime <= 0 &&
-                                (Person::players[i]->creature != wolftype ||
-                                 Person::players[i]->weaponstuck == -1)) {
-                            Person::players[i]->aitype = searchtype;
-                            Person::players[i]->lastchecktime = 12;
-                            Person::players[i]->lastseen = Person::players[0]->coords;
-                            Person::players[i]->lastseentime = 12;
-                        }
-                    } else
-                        Person::players[i]->lastseentime = 1;
-            }
-        }
-        if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
-                (Person::players[i]->aitype == attacktypecutoff ||
-                 Person::players[i]->aitype == searchtype))
-            if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
-                XYZ test = Person::players[0]->coords;
-                test.y -= 40;
-                if (-1 == checkcollide(Person::players[0]->coords, test))
-                    Person::players[i]->stunned = 1;
-            }
-        //stunned
-        if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
-                Person::players[i]->stunned > 0 ||
-                Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
-            if (Person::players[i]->pause)
-                Person::players[i]->lastseentime = 1;
-            Person::players[i]->targetyaw = Person::players[i]->yaw;
-            Person::players[i]->forwardkeydown = 0;
-            Person::players[i]->leftkeydown = 0;
-            Person::players[i]->backkeydown = 0;
-            Person::players[i]->rightkeydown = 0;
-            Person::players[i]->jumpkeydown = 0;
-            Person::players[i]->attackkeydown = 0;
-            Person::players[i]->crouchkeydown = 0;
-            Person::players[i]->throwkeydown = 0;
-        }
-
-
-        XYZ facing;
-        facing = 0;
-        facing.z = -1;
-
-        XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
-        facing = flatfacing;
-
-        if (Person::players[i]->aitype == attacktypecutoff) {
-            Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
-            Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
-        } else if (Person::players[i]->howactive >= typesleeping) {
-            Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
-            Person::players[i]->targetheadpitch = 0;
-        } else {
-            if (Person::players[i]->interestdelay <= 0) {
-                Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
-                Person::players[i]->headtarget = Person::players[i]->coords;
-                Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
-                Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
-                Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
-                Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
-            }
-            Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
-            Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
-        }
-    }
-}
-
-
-
-void updateSettingsMenu()
-{
-    char sbuf[256];
-    if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
-        sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
-    else
-        sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
-    Menu::setText(0, sbuf);
-    Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
-    if (newdetail == 0) Menu::setText(1, "Detail: Low");
-    if (newdetail == 1) Menu::setText(1, "Detail: Medium");
-    if (newdetail == 2) Menu::setText(1, "Detail: High");
-    if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
-    if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
-    if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
-    if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
-    if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
-    if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
-    Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
-    Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
-    Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
-    Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
-    sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
-    Menu::setText(10, sbuf);
-    sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
-    Menu::setText(11, sbuf);
-    Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
-    if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
-        sprintf (sbuf, "Back");
-    else
-        sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
-    Menu::setText(8, sbuf);
-}
-
-void updateStereoConfigMenu()
-{
-    char sbuf[256];
-    sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode).c_str());
-    Menu::setText(0, sbuf);
-    sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
-    Menu::setText(1, sbuf);
-    sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
-    Menu::setText(2, sbuf);
-}
-
-void updateControlsMenu()
-{
-    Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
-    Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
-    Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
-    Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
-    Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
-    Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
-    Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
-    Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
-    Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
-    if (debugmode)
-        Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
-}
-
-/*
-Values of mainmenu :
-1 Main menu
-2 Menu pause (resume/end game)
-3 Option menu
-4 Controls configuration menu
-5 Main game menu (choose level or challenge)
-6 Deleting user menu
-7 User managment menu (select/add)
-8 Choose difficulty menu
-9 Challenge level selection menu
-10 End of the campaign congratulation (is that really a menu?)
-11 Same that 9 ??? => unused
-18 stereo configuration
-*/
-
-void Game::LoadMenu()
-{
-    Menu::clearMenu();
-    switch (mainmenu) {
-    case 1:
-    case 2:
-        Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
-        Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
-        Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
-        Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
-        break;
-    case 3:
-        Menu::addButton( 0, "", 10 + 20, 440);
-        Menu::addButton(14, "", 10 + 400, 440);
-        Menu::addButton( 1, "", 10 + 60, 405);
-        Menu::addButton( 2, "", 10 + 70, 370);
-        Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
-        Menu::addButton( 4, "", 10   , 335);
-        Menu::addButton( 5, "", 10 + 60, 300);
-        Menu::addButton( 6, "", 10 + 70, 265);
-        Menu::addButton( 9, "", 10   , 230);
-        Menu::addButton(10, "", 20   , 195);
-        Menu::addButton(11, "", 10 + 60, 160);
-        Menu::addButton(13, "", 30   , 125);
-        Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
-        Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
-        Menu::addButton(8, "Back", 10, 10);
-        updateSettingsMenu();
-        break;
-    case 4:
-        Menu::addButton(0, "", 10   , 400);
-        Menu::addButton(1, "", 10 + 40, 360);
-        Menu::addButton(2, "", 10 + 40, 320);
-        Menu::addButton(3, "", 10 + 30, 280);
-        Menu::addButton(4, "", 10 + 20, 240);
-        Menu::addButton(5, "", 10 + 40, 200);
-        Menu::addButton(6, "", 10 + 40, 160);
-        Menu::addButton(7, "", 10 + 30, 120);
-        Menu::addButton(8, "", 10 + 20, 80);
-        if (debugmode)
-            Menu::addButton(9, "", 10 + 10, 40);
-        Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
-        updateControlsMenu();
-        break;
-    case 5: {
-        LoadCampaign();
-        Menu::addLabel(-1, accountactive->getName(), 5, 400);
-        Menu::addButton(1, "Tutorial", 5, 300);
-        Menu::addButton(2, "Challenge", 5, 240);
-        Menu::addButton(3, "Delete User", 400, 10);
-        Menu::addButton(4, "Main Menu", 5, 10);
-        Menu::addButton(5, "Change User", 5, 180);
-        Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
-
-        //show campaign map
-        //with (2,-5) offset from old code
-        Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
-        //show levels
-        int numlevels = accountactive->getCampaignChoicesMade();
-        numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
-        for (int i = 0; i < numlevels; i++) {
-            XYZ midpoint = campaignlevels[i].getCenter();
-            float itemsize = campaignlevels[i].getWidth();
-            const bool active = i >= accountactive->getCampaignChoicesMade();
-            if (!active)
-                itemsize /= 2;
-
-            if (i >= 1) {
-                XYZ start = campaignlevels[i - 1].getCenter();
-                Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
-            }
-            Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
-                               midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
-
-            if (active) {
-                Menu::addMapLabel(-2, campaignlevels[i].description,
-                                  campaignlevels[i].getStartX() + 10,
-                                  campaignlevels[i].getStartY() - 4);
-            }
-        }
-    }
-    break;
-    case 6:
-        Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
-        Menu::addButton(1, "Yes", 10, 360);
-        Menu::addButton(2, "No", 10, 320);
-        break;
-    case 7:
-        if (Account::getNbAccounts() < 8)
-            Menu::addButton(0, "New User", 10, 400);
-        else
-            Menu::addLabel(0, "No More Users", 10, 400);
-        Menu::addLabel(-2, "", 20, 400);
-        Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
-        for (int i = 0; i < Account::getNbAccounts(); i++)
-            Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
-        break;
-    case 8:
-        Menu::addButton(0, "Easier", 10, 400);
-        Menu::addButton(1, "Difficult", 10, 360);
-        Menu::addButton(2, "Insane", 10, 320);
-        break;
-    case 9:
-        for (int i = 0; i < numchallengelevels; i++) {
-            char temp[255];
-            string name = "";
-            sprintf (temp, "Level %d", i + 1);
-            for (int j = strlen(temp); j < 17; j++)
-                strcat(temp, " ");
-            name += temp;
-            sprintf (temp, "%d", (int)accountactive->getHighScore(i));
-            for (int j = strlen(temp); j < (32 - 17); j++)
-                strcat(temp, " ");
-            name += temp;
-            sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
-            if ((int)(accountactive->getFastTime(i)) % 60 < 10)
-                strcat(temp, "0");
-            name += temp;
-            sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
-            name += temp;
-
-            Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
-        }
-
-        Menu::addButton(-1, "             High Score      Best Time", 10, 440);
-        Menu::addButton(numchallengelevels, "Back", 10, 10);
-        break;
-    case 10: {
-        Menu::addLabel(0, "Congratulations!", 220, 330);
-        Menu::addLabel(1, "You have avenged your family and", 140, 300);
-        Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
-        Menu::addButton(3, "Back", 10, 10);
-        char sbuf[256];
-        sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
-        Menu::addLabel(4, sbuf, 190, 200);
-        sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
-        Menu::addLabel(5, sbuf, 190, 180);
-    }
-    break;
-    case 18:
-        Menu::addButton(0, "", 70, 400);
-        Menu::addButton(1, "", 10, 360);
-        Menu::addButton(2, "", 40, 320);
-        Menu::addButton(3, "Back", 10, 10);
-        updateStereoConfigMenu();
-        break;
-    }
-}
-
-extern set<pair<int,int>> resolutions;
-
-void MenuTick()
-{
-    //menu buttons
-    selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
-
-    // some specific case where we do something even if the left mouse button is not pressed.
-    if ((mainmenu == 5) && (endgame == 2)) {
-        accountactive->endGame();
-        endgame = 0;
-    }
-    if (mainmenu == 10)
-        endgame = 2;
-    if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
-        stereoseparation -= 0.001;
-        updateStereoConfigMenu();
-    }
-
-    static int oldmainmenu = mainmenu;
-
-    if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
-        set<pair<int,int>>::iterator newscreenresolution;
-        switch (mainmenu) {
-        case 1:
-        case 2:
-            switch (selected) {
-            case 1:
-                if (gameon) { //resume
-                    mainmenu = 0;
-                    pause_sound(stream_menutheme);
-                    resume_stream(leveltheme);
-                } else { //new game
-                    fireSound(firestartsound);
-                    flash();
-                    mainmenu = (accountactive ? 5 : 7);
-                    selected = -1;
-                }
-                break;
-            case 2: //options
-                fireSound();
-                flash();
-                mainmenu = 3;
-                if (newdetail > 2)
-                    newdetail = detail;
-                if (newdetail < 0)
-                    newdetail = detail;
-                if (newscreenwidth > 3000)
-                    newscreenwidth = screenwidth;
-                if (newscreenwidth < 0)
-                    newscreenwidth = screenwidth;
-                if (newscreenheight > 3000)
-                    newscreenheight = screenheight;
-                if (newscreenheight < 0)
-                    newscreenheight = screenheight;
-                break;
-            case 3:
-                fireSound();
-                flash();
-                if (gameon) { //end game
-                    gameon = 0;
-                    mainmenu = 1;
-                } else { //quit
-                    tryquit = 1;
-                    pause_sound(stream_menutheme);
-                }
-                break;
-            }
-            break;
-        case 3:
-            fireSound();
-            switch (selected) {
-            case 0:
-                newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
-                /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
-                newscreenresolution++;
-                if (newscreenresolution == resolutions.end()) {
-                    /* It was the last one (or not found), go back to the beginning */
-                    newscreenresolution = resolutions.begin();
-                }
-                newscreenwidth  = newscreenresolution->first;
-                newscreenheight = newscreenresolution->second;
-                break;
-            case 1:
-                newdetail++;
-                if (newdetail > 2)
-                    newdetail = 0;
-                break;
-            case 2:
-                bloodtoggle++;
-                if (bloodtoggle > 2)
-                    bloodtoggle = 0;
-                break;
-            case 3:
-                difficulty++;
-                if (difficulty > 2)
-                    difficulty = 0;
-                break;
-            case 4:
-                ismotionblur = !ismotionblur;
-                break;
-            case 5:
-                decals = !decals;
-                break;
-            case 6:
-                musictoggle = !musictoggle;
-                if (musictoggle) {
-                    emit_stream_np(stream_menutheme);
-                } else {
-                    pause_sound(leveltheme);
-                    pause_sound(stream_fighttheme);
-                    pause_sound(stream_menutheme);
-
-                    for (int i = 0; i < 4; i++) {
-                        oldmusicvolume[i] = 0;
-                        musicvolume[i] = 0;
-                    }
-                }
-                break;
-            case 7: // controls
-                flash();
-                mainmenu = 4;
-                selected = -1;
-                keyselect = -1;
-                break;
-            case 8:
-                flash();
-                SaveSettings();
-                mainmenu = gameon ? 2 : 1;
-                break;
-            case 9:
-                invertmouse = !invertmouse;
-                break;
-            case 10:
-                usermousesensitivity += .2;
-                if (usermousesensitivity > 2)
-                    usermousesensitivity = .2;
-                break;
-            case 11:
-                volume += .1f;
-                if (volume > 1.0001f)
-                    volume = 0;
-                OPENAL_SetSFXMasterVolume((int)(volume * 255));
-                break;
-            case 12:
-                flash();
-                newstereomode = stereomode;
-                mainmenu = 18;
-                keyselect = -1;
-                break;
-            case 13:
-                showdamagebar = !showdamagebar;
-                break;
-            case 14:
-                toggleFullscreen();
-                break;
-            }
-            updateSettingsMenu();
-            break;
-        case 4:
-            if (!waiting) {
-                fireSound();
-                if (selected < (debugmode ? 10 : 9) && keyselect == -1)
-                    keyselect = selected;
-                if (keyselect != -1)
-                    setKeySelected();
-                if (selected == (debugmode ? 10 : 9)) {
-                    flash();
-                    mainmenu = 3;
-                }
-            }
-            updateControlsMenu();
-            break;
-        case 5:
-            fireSound();
-            flash();
-            if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = 7;
-                if (firstload)
-                    TickOnceAfter();
-                else
-                    LoadStuff();
-                whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
-                actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
-                visibleloading = 1;
-                stillloading = 1;
-                Loadlevel(campaignlevels[actuallevel].mapname.c_str());
-                campaign = 1;
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            switch (selected) {
-            case 1:
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = -1;
-                if (firstload) {
-                    TickOnceAfter();
-                } else
-                    LoadStuff();
-                Loadlevel(-1);
-
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-                break;
-            case 2:
-                mainmenu = 9;
-                break;
-            case 3:
-                mainmenu = 6;
-                break;
-            case 4:
-                mainmenu = (gameon ? 2 : 1);
-                break;
-            case 5:
-                mainmenu = 7;
-                break;
-            case 6:
-                vector<string> campaigns = ListCampaigns();
-                vector<string>::iterator c;
-                if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
-                    if (!campaigns.empty())
-                        accountactive->setCurrentCampaign(campaigns.front());
-                } else {
-                    c++;
-                    if (c == campaigns.end())
-                        c = campaigns.begin();
-                    accountactive->setCurrentCampaign(*c);
-                }
-                LoadMenu();
-                break;
-            }
-            break;
-        case 6:
-            fireSound();
-            if (selected == 1) {
-                flash();
-                accountactive = Account::destroy(accountactive);
-                mainmenu = 7;
-            } else if (selected == 2) {
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 7:
-            fireSound();
-            if (selected == 0 && Account::getNbAccounts() < 8) {
-                entername = 1;
-            } else if (selected < Account::getNbAccounts() + 1) {
-                flash();
-                mainmenu = 5;
-                accountactive = Account::get(selected - 1);
-            } else if (selected == Account::getNbAccounts() + 1) {
-                flash();
-                if (accountactive)
-                    mainmenu = 5;
-                else
-                    mainmenu = 1;
-                displaytext[0].clear();
-                displayselected = 0;
-                entername = 0;
-            }
-            break;
-        case 8:
-            fireSound();
-            flash();
-            if (selected <= 2)
-                accountactive->setDifficulty(selected);
-            mainmenu = 5;
-            break;
-        case 9:
-            if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
-                fireSound();
-                flash();
-
-                startbonustotal = 0;
-
-                loading = 2;
-                loadtime = 0;
-                targetlevel = selected;
-                if (firstload)
-                    TickOnceAfter();
-                else
-                    LoadStuff();
-                Loadlevel(selected);
-                campaign = 0;
-
-                mainmenu = 0;
-                gameon = 1;
-                pause_sound(stream_menutheme);
-            }
-            if (selected == numchallengelevels) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 10:
-            if (selected == 3) {
-                fireSound();
-                flash();
-                mainmenu = 5;
-            }
-            break;
-        case 18:
-            if (selected == 1)
-                stereoseparation += 0.001;
-            else {
-                fireSound();
-                if (selected == 0) {
-                    newstereomode = (StereoMode)(newstereomode + 1);
-                    while (!CanInitStereo(newstereomode)) {
-                        printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode).c_str(), newstereomode);
-                        newstereomode = (StereoMode)(newstereomode + 1);
-                        if (newstereomode >= stereoCount)
-                            newstereomode = stereoNone;
+                            oldattackkey = 1;
+                            Person::players[k]->setTargetAnimation(rabbitkickanim);
+                        }
+                    //update counts
+                    if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
+                        numattacks++;
+                        switch (attackweapon) {
+                        case 0:
+                            numunarmedattack++;
+                            break;
+                        case knife:
+                            numknifeattack++;
+                            break;
+                        case sword:
+                            numswordattack++;
+                            break;
+                        case staff:
+                            numstaffattack++;
+                            break;
+                        }
                     }
-                } else if (selected == 2) {
-                    stereoreverse = !stereoreverse;
-                } else if (selected == 3) {
-                    flash();
-                    mainmenu = 3;
-
-                    stereomode = newstereomode;
-                    InitStereo(stereomode);
                 }
             }
-            updateStereoConfigMenu();
-            break;
         }
     }
+}
 
-    OPENAL_SetFrequency(channels[stream_menutheme]);
-
-    if (entername) {
-        inputText(displaytext[0], &displayselected);
-        if (!waiting) { // the input as finished
-            if (!displaytext[0].empty()) { // with enter
-                accountactive = Account::add(string(displaytext[0]));
+void doPlayerCollisions()
+{
+    static XYZ rotatetarget;
+    static float collisionradius;
+    if (Person::players.size() > 1)
+        for (unsigned k = 0; k < Person::players.size(); k++)
+            for (unsigned i = k + 1; i < Person::players.size(); i++) {
+                //neither player is part of a reversal
+                if ((Animation::animations[Person::players[i]->animTarget].attack != reversed &&
+                        Animation::animations[Person::players[i]->animTarget].attack != reversal &&
+                        Animation::animations[Person::players[k]->animTarget].attack != reversed &&
+                        Animation::animations[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+                    if ((Animation::animations[Person::players[i]->animCurrent].attack != reversed &&
+                            Animation::animations[Person::players[i]->animCurrent].attack != reversal &&
+                            Animation::animations[Person::players[k]->animCurrent].attack != reversed &&
+                            Animation::animations[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+                        //neither is sleeping
+                        if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
+                            if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
+                                //in same patch, neither is climbing
+                                if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
+                                        Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+                                        Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+                                        Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+                                        Person::players[i]->animTarget != climbanim &&
+                                        Person::players[i]->animTarget != hanganim &&
+                                        Person::players[k]->animTarget != climbanim &&
+                                        Person::players[k]->animTarget != hanganim)
+                                    //players are close (bounding box test)
+                                    if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
+                                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
+                                            if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
+                                                if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
+                                                    if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+                                                        if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
+                                                            //spread fire from player to player
+                                                            if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
+                                                                    < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+                                                                if (Person::players[i]->onfire || Person::players[k]->onfire) {
+                                                                    if (!Person::players[i]->onfire)
+                                                                        Person::players[i]->CatchFire();
+                                                                    if (!Person::players[k]->onfire)
+                                                                        Person::players[k]->CatchFire();
+                                                                }
+                                                            }
 
-                mainmenu = 8;
+                                                            XYZ tempcoords1 = Person::players[i]->coords;
+                                                            XYZ tempcoords2 = Person::players[k]->coords;
+                                                            if (!Person::players[i]->skeleton.oldfree)
+                                                                tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+                                                            if (!Person::players[k]->skeleton.oldfree)
+                                                                tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+                                                            collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                            if (Person::players[0]->hasvictim)
+                                                                if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
+                                                                    collisionradius = 3;
+                                                            if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
+                                                                    (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+                                                                     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+                                                                //jump down on a dead body
+                                                                if (k == 0 || i == 0) {
+                                                                    int l = i ? i : k;
+                                                                    if (Person::players[0]->animTarget == jumpdownanim &&
+                                                                            !Person::players[0]->skeleton.oldfree &&
+                                                                            !Person::players[0]->skeleton.free &&
+                                                                            Person::players[l]->skeleton.oldfree &&
+                                                                            Person::players[l]->skeleton.free &&
+                                                                            Person::players[l]->dead &&
+                                                                            Person::players[0]->lastcollide <= 0 &&
+                                                                            fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+                                                                            distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+                                                                        Person::players[0]->coords.y = Person::players[l]->coords.y;
+                                                                        Person::players[l]->velocity = Person::players[0]->velocity;
+                                                                        Person::players[l]->skeleton.free = 0;
+                                                                        Person::players[l]->yaw = 0;
+                                                                        Person::players[l]->RagDoll(0);
+                                                                        Person::players[l]->DoDamage(20);
+                                                                        camerashake += .3;
+                                                                        Person::players[l]->skeleton.longdead = 0;
+                                                                        Person::players[0]->lastcollide = 1;
+                                                                    }
+                                                                }
 
-                flash();
+                                                                if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+                                                                         (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+                                                                         (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+                                                                    rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
+                                                                    if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
+                                                                            Person::players[i]->skeleton.free) &&
+                                                                            (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+                                                                             Person::players[k]->skeleton.free))
+                                                                        if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
+                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+                                                                                normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+                                                                                (k == 0 ||
+                                                                                 k != 0 && Person::players[i]->skeleton.oldfree == 1 && Animation::animations[Person::players[k]->animCurrent].attack == neutral ||
+                                                                                 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && Animation::animations[Person::players[i]->animCurrent].attack == neutral)) ||
+                                                                                (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+                                                                                (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
+                                                                                k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
+                                                                            //If hit by body
+                                                                            if (     (i != 0 || Person::players[i]->skeleton.free) &&
+                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
+                                                                                     (Animation::animations[Person::players[i]->animTarget].height == highheight &&
+                                                                                      Animation::animations[Person::players[k]->animTarget].height == highheight)) {
+                                                                                if (!Tutorial::active) {
+                                                                                    emit_sound_at(heavyimpactsound, Person::players[i]->coords);
+                                                                                }
 
-                fireSound(firestartsound);
+                                                                                Person::players[i]->RagDoll(0);
+                                                                                if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
+                                                                                    award_bonus(0, aimbonus);
+                                                                                }
+                                                                                Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+                                                                                Person::players[k]->RagDoll(0);
+                                                                                if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
+                                                                                    award_bonus(0, aimbonus); // Huh, again?
+                                                                                }
+                                                                                Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
 
-                displaytext[0].clear();
+                                                                                for (unsigned j = 0; j < Person::players[i]->skeleton.joints.size(); j++) {
+                                                                                    Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
+                                                                                }
+                                                                                for (unsigned j = 0; j < Person::players[k]->skeleton.joints.size(); j++) {
+                                                                                    Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
+                                                                                }
 
-                displayselected = 0;
+                                                                            }
+                                                                        }
+                                                                    if (     (Animation::animations[Person::players[i]->animTarget].attack == neutral ||
+                                                                              Animation::animations[Person::players[i]->animTarget].attack == normalattack) &&
+                                                                             (Animation::animations[Person::players[k]->animTarget].attack == neutral ||
+                                                                              Animation::animations[Person::players[k]->animTarget].attack == normalattack)) {
+                                                                        //If bumped
+                                                                        if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
+                                                                            if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+                                                                                rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
+                                                                                Normalise(&rotatetarget);
+                                                                                Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
+                                                                                Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
+                                                                                                   * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                                                Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                                                if (Person::players[k]->howactive == typeactive || hostile)
+                                                                                    if (Person::players[k]->isIdle()) {
+                                                                                        if (Person::players[k]->howactive < typesleeping)
+                                                                                            Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
+                                                                                        else if (Person::players[k]->howactive == typesleeping)
+                                                                                            Person::players[k]->setTargetAnimation(getupfromfrontanim);
+                                                                                        if (!editorenabled)
+                                                                                            Person::players[k]->howactive = typeactive;
+                                                                                    }
+                                                                                if (Person::players[i]->howactive == typeactive || hostile)
+                                                                                    if (Person::players[i]->isIdle()) {
+                                                                                        if (Person::players[i]->howactive < typesleeping)
+                                                                                            Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
+                                                                                        else
+                                                                                            Person::players[i]->setTargetAnimation(getupfromfrontanim);
+                                                                                        if (!editorenabled)
+                                                                                            Person::players[i]->howactive = typeactive;
+                                                                                    }
+                                                                            }
+                                                                            //jump down on player
+                                                                            if (hostile) {
+                                                                                if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
+                                                                                        !Person::players[i]->isCrouch() &&
+                                                                                        Person::players[i]->animTarget != rollanim &&
+                                                                                        !Person::players[k]->skeleton.oldfree && !
+                                                                                        Person::players[k]->skeleton.free &&
+                                                                                        Person::players[k]->lastcollide <= 0 &&
+                                                                                        Person::players[k]->velocity.y < -10) {
+                                                                                    Person::players[i]->velocity = Person::players[k]->velocity;
+                                                                                    Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+                                                                                    Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+                                                                                    Person::players[i]->DoDamage(20);
+                                                                                    Person::players[i]->RagDoll(0);
+                                                                                    Person::players[k]->lastcollide = 1;
+                                                                                    award_bonus(k, AboveBonus);
+                                                                                }
+                                                                                if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
+                                                                                        !Person::players[k]->isCrouch() &&
+                                                                                        Person::players[k]->animTarget != rollanim &&
+                                                                                        !Person::players[i]->skeleton.oldfree &&
+                                                                                        !Person::players[i]->skeleton.free &&
+                                                                                        Person::players[i]->lastcollide <= 0 &&
+                                                                                        Person::players[i]->velocity.y < -10) {
+                                                                                    Person::players[k]->velocity = Person::players[i]->velocity;
+                                                                                    Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+                                                                                    Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+                                                                                    Person::players[k]->DoDamage(20);
+                                                                                    Person::players[k]->RagDoll(0);
+                                                                                    Person::players[i]->lastcollide = 1;
+                                                                                    award_bonus(i, AboveBonus);
+                                                                                }
+                                                                            }
+                                                                        }
+                                                                    }
+                                                                }
+                                                                Person::players[i]->CheckKick();
+                                                                Person::players[k]->CheckKick();
+                                                            }
+                                                        }
             }
-            entername = 0;
-            LoadMenu();
-        }
-
-        displayblinkdelay -= multiplier;
-        if (displayblinkdelay <= 0) {
-            displayblinkdelay = .3;
-            displayblink = !displayblink;
-        }
-    }
-
-    if (entername) {
-        Menu::setText(0, displaytext[0], 20, 400, -1, -1);
-        Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
-    }
-
-    if (oldmainmenu != mainmenu)
-        LoadMenu();
-    oldmainmenu = mainmenu;
-
 }
 
 void Game::Tick()
@@ -5216,10 +2799,6 @@ void Game::Tick()
     static XYZ facing, flatfacing;
     static int target;
 
-    for (int i = 0; i < 15; i++) {
-        displaytime[i] += multiplier;
-    }
-
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
@@ -5251,9 +2830,10 @@ void Game::Tick()
     }
 
 
-    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
-        if (tutorialstage != 51)
-            tutorialstagetime = tutorialmaxtime;
+    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && Tutorial::active) {
+        if (Tutorial::stage != 51) {
+            Tutorial::stagetime = Tutorial::maxtime;
+        }
         emit_sound_np(consolefailsound, 128.);
     }
 
@@ -5289,11 +2869,11 @@ void Game::Tick()
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
-            LoadMenu();
+            Menu::Load();
         }
         //escape key pressed
         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
-                (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
+                (gameon || mainmenu == 0)) {
             selected = -1;
             if (mainmenu == 0 && !winfreeze)
                 mainmenu = 2; //pause
@@ -5311,37 +2891,11 @@ void Game::Tick()
                 pause_sound(stream_menutheme);
                 resume_stream(leveltheme);
             }
-            //finished with settings menu
-            if (mainmenu == 3) {
-                SaveSettings();
-            }
-            //effects
-            if (mainmenu >= 3 && mainmenu != 8) {
-                fireSound();
-                flash();
-            }
-            //go back
-            switch (mainmenu) {
-            case 3:
-            case 5:
-                mainmenu = gameon ? 2 : 1;
-                break;
-            case 4:
-            case 18:
-                mainmenu = 3;
-                break;
-            case 6:
-            case 7:
-            case 9:
-            case 10:
-                mainmenu = 5;
-                break;
-            }
         }
     }
 
     if (mainmenu) {
-        MenuTick();
+        Menu::Tick();
     }
 
     if (!mainmenu) {
@@ -5353,14 +2907,14 @@ void Game::Tick()
             leveltime += multiplier;
 
         //keys
-        if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+        if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
             freeze = !freeze;
             if (freeze) {
                 OPENAL_SetFrequency(OPENAL_ALL);
             }
         }
 
-        if (Input::isKeyPressed(consolekey) && debugmode) {
+        if (Input::isKeyPressed(consolekey) && devtools) {
             console = !console;
             if (console) {
                 OPENAL_SetFrequency(OPENAL_ALL);
@@ -5427,49 +2981,51 @@ void Game::Tick()
             talkdelay -= multiplier;
 
             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
-                for (int i = 0; i < Dialog::dialogs.size(); i++) {
+                for (unsigned i = 0; i < Dialog::dialogs.size(); i++) {
                     Dialog::dialogs[i].tick(i);
                 }
             }
 
             windvar += multiplier;
             smoketex += multiplier;
-            tutorialstagetime += multiplier;
+            Tutorial::stagetime += multiplier;
 
             //hotspots
             static float hotspotvisual[40];
-            if (numhotspots) {
+            if (Hotspot::hotspots.size()) {
                 XYZ hotspotsprite;
-                if (editorenabled)
-                    for (int i = 0; i < numhotspots; i++)
+                if (editorenabled) {
+                    for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                         hotspotvisual[i] -= multiplier / 320;
+                    }
+                }
 
-                for (int i = 0; i < numhotspots; i++) {
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
                     while (hotspotvisual[i] < 0) {
                         hotspotsprite = 0;
-                        hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
+                        hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * Hotspot::hotspots[i].size;
                         hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
                         hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
-                        hotspotsprite += hotspot[i];
+                        hotspotsprite += Hotspot::hotspots[i].position;
                         Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
-                        hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
+                        hotspotvisual[i] += 0.1 / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size / Hotspot::hotspots[i].size;
                     }
                 }
 
-                for (int i = 0; i < numhotspots; i++) {
-                    if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
-                        hotspot[i] = Person::players[hotspottype[i]]->coords;
+                for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+                    if (Hotspot::hotspots[i].type <= 10 && Hotspot::hotspots[i].type > 0) {
+                        Hotspot::hotspots[i].position = Person::players[Hotspot::hotspots[i].type]->coords;
                     }
                 }
             }
 
             //Tutorial
-            if (tutoriallevel) {
-                doTutorial();
+            if (Tutorial::active) {
+                Tutorial::Do(multiplier);
             }
 
             //bonuses
-            if (tutoriallevel != 1) {
+            if (!Tutorial::active) {
                 if (bonustime == 0 &&
                         bonus != solidhit &&
                         bonus != spinecrusher &&
@@ -5490,7 +3046,7 @@ void Game::Tick()
                     bonusnum[bonus]++;
                 else
                     bonusnum[bonus] += 0.15;
-                if (tutoriallevel)
+                if (Tutorial::active)
                     bonusvalue = 0;
                 bonusvalue /= bonusnum[bonus];
                 bonustotal += bonusvalue;
@@ -5614,7 +3170,7 @@ void Game::Tick()
                         Dialog::currentScene().camerayaw = yaw;
                         Dialog::currentScene().camerapitch = pitch;
                         Dialog::indialogue++;
-                        if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                        if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
                             if (Dialog::currentScene().sound != 0) {
                                 playdialoguescenesound();
                             }
@@ -5648,7 +3204,7 @@ void Game::Tick()
                         if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
-                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                    if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
                         Dialog::indialogue = -1;
                         Dialog::directing = false;
                         cameramode = 0;
@@ -5663,15 +3219,11 @@ void Game::Tick()
                     if (Dialog::dialoguetime > 0.5) {
                         if (Input::isKeyPressed(attackkey)) {
                             Dialog::indialogue++;
-                            if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                            if (Dialog::indialogue < int(Dialog::currentDialog().scenes.size())) {
                                 if (Dialog::currentScene().sound != 0) {
                                     playdialoguescenesound();
                                     if (Dialog::currentScene().sound == -5) {
-                                        hotspot[numhotspots] = Person::players[0]->coords;
-                                        hotspotsize[numhotspots] = 10;
-                                        hotspottype[numhotspots] = -1;
-
-                                        numhotspots++;
+                                        Hotspot::hotspots.emplace_back(Person::players[0]->coords, -1, 10);
                                     }
                                     if (Dialog::currentScene().sound == -6) {
                                         hostile = 1;
@@ -5686,7 +3238,7 @@ void Game::Tick()
                             }
                         }
                     }
-                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                    if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
                         Dialog::indialogue = -1;
                         Dialog::directing = false;
                         cameramode = 0;
@@ -5729,7 +3281,7 @@ void Game::Tick()
                 hawkcalldelay = 16 + abs(Random() % 8);
             }
 
-            doDebugKeys();
+            doDevKeys();
 
             doAttacks();
 
@@ -5755,7 +3307,7 @@ void Game::Tick()
                     (whichlevel != -2 &&
                      (Input::isKeyDown(SDL_SCANCODE_Z) &&
                       Input::isKeyDown(SDL_SCANCODE_LGUI) &&
-                      debugmode) ||
+                      devtools) ||
                      (Input::isKeyDown(jumpkey) &&
                       !respawnkeydown &&
                       !oldattackkey &&
@@ -5764,12 +3316,7 @@ void Game::Tick()
                 loading = 1;
                 leveltime = 5;
             }
-            if (!Input::isKeyDown(jumpkey))
-                respawnkeydown = 0;
-            if (Input::isKeyDown(jumpkey))
-                respawnkeydown = 1;
-
-
+            respawnkeydown = Input::isKeyDown(jumpkey);
 
 
             static bool movekey;
@@ -5847,17 +3394,17 @@ void Game::Tick()
                     Person::players[i]->avoidsomething = 0;
 
                     //avoid flaming things
-                    for (int j = 0; j < objects.numobjects; j++)
-                        if (objects.onfire[j])
-                            if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
-                                if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
+                    for (unsigned int j = 0; j < Object::objects.size(); j++)
+                        if (Object::objects[j]->onfire)
+                            if (distsq(&Person::players[i]->coords, &Object::objects[j]->position) < sq(Object::objects[j]->scale) * 200)
+                                if (     distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                          distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
                                     Person::players[i]->collided = 0;
                                     Person::players[i]->avoidcollided = 1;
                                     if (Person::players[i]->avoidsomething == 0 ||
-                                            distsq(&Person::players[i]->coords, &objects.position[j]) <
+                                            distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
-                                        Person::players[i]->avoidwhere = objects.position[j];
+                                        Person::players[i]->avoidwhere = Object::objects[j]->position;
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
@@ -5881,7 +3428,7 @@ void Game::Tick()
                     if (Person::players[i]->collided > .8)
                         Person::players[i]->avoidcollided = 0;
 
-                    doAI(i);
+                    Person::players[i]->doAI();
 
                     if (Animation::animations[Person::players[i]->animTarget].attack == reversed) {
                         //Person::players[i]->targetyaw=Person::players[i]->yaw;
@@ -5958,7 +3505,7 @@ void Game::Tick()
                                                     Person::players[i]->isIdle() ||
                                                     Person::players[i]->aitype != playercontrolled) {
                                                 Person::players[i]->throwtogglekeydown = 1;
-                                                Person::players[i]->setAnimation(crouchremoveknifeanim);
+                                                Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
                                                 Person::players[i]->hasvictim = 0;
                                             }
@@ -5986,7 +3533,7 @@ void Game::Tick()
                                                    Person::players[i]->coords.y < weapons[j].position.y) {
                                             if (!Person::players[i]->isFlip()) {
                                                 Person::players[i]->throwtogglekeydown = 1;
-                                                Person::players[i]->setAnimation(removeknifeanim);
+                                                Person::players[i]->setTargetAnimation(removeknifeanim);
                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
                                             }
                                             if (Person::players[i]->isFlip()) {
@@ -6034,7 +3581,7 @@ void Game::Tick()
                                                         Person::players[i]->throwtogglekeydown = 1;
                                                         Person::players[i]->victim = Person::players[j];
                                                         Person::players[i]->hasvictim = 1;
-                                                        Person::players[i]->setAnimation(crouchremoveknifeanim);
+                                                        Person::players[i]->setTargetAnimation(crouchremoveknifeanim);
                                                         Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
                                                     }
                                                     if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
@@ -6067,7 +3614,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->skeleton.free = 1;
                                                                 Person::players[i]->victim->skeleton.broken = 0;
 
-                                                                for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
+                                                                for (unsigned l = 0; l < Person::players[i]->victim->skeleton.joints.size(); l++) {
                                                                     Person::players[i]->victim->skeleton.joints[l].velchange = 0;
                                                                     Person::players[i]->victim->skeleton.joints[l].locked = 0;
                                                                 }
@@ -6121,17 +3668,17 @@ void Game::Tick()
                                     if (Person::players.size() > 1)
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
-                                                if (tutoriallevel != 1 || tutorialstage == 49)
+                                                if (!Tutorial::active || Tutorial::stage == 49)
                                                     if (hostile)
                                                         if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
                                                                 distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
                                                                 !Person::players[j]->skeleton.free &&
-                                                                -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+                                                                -1 == Object::checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
                                                             if (!Person::players[i]->isFlip()) {
                                                                 Person::players[i]->throwtogglekeydown = 1;
                                                                 Person::players[i]->victim = Person::players[j];
-                                                                Person::players[i]->setAnimation(knifethrowanim);
+                                                                Person::players[i]->setTargetAnimation(knifethrowanim);
                                                                 Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
                                                                 Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
                                                             }
@@ -6195,7 +3742,7 @@ void Game::Tick()
                                     isgood = false;
                             if (isgood && Person::players[i]->creature != wolftype) {
                                 if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
-                                    Person::players[i]->setAnimation(drawrightanim);
+                                    Person::players[i]->setTargetAnimation(drawrightanim);
                                     Person::players[i]->drawtogglekeydown = 1;
                                 }
                                 if ((Person::players[i]->isIdle() ||
@@ -6204,11 +3751,11 @@ void Game::Tick()
                                          Person::players[i]->isRun())) &&
                                         Person::players[i]->num_weapons &&
                                         weapons[Person::players[i]->weaponids[0]].getType() == sword) {
-                                    Person::players[i]->setAnimation(drawleftanim);
+                                    Person::players[i]->setTargetAnimation(drawleftanim);
                                     Person::players[i]->drawtogglekeydown = 1;
                                 }
                                 if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
-                                    Person::players[i]->setAnimation(crouchdrawrightanim);
+                                    Person::players[i]->setTargetAnimation(crouchdrawrightanim);
                                     Person::players[i]->drawtogglekeydown = 1;
                                 }
                             }
@@ -6225,9 +3772,9 @@ void Game::Tick()
                                 Person::players[i]->attackkeydown &&
                                 musictype != stream_fighttheme) {
                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
-                                Person::players[i]->setAnimation(crouchstabanim);
+                                Person::players[i]->setTargetAnimation(crouchstabanim);
                             if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
-                                Person::players[i]->setAnimation(swordgroundstabanim);
+                                Person::players[i]->setTargetAnimation(swordgroundstabanim);
                             Person::players[i]->hasvictim = 0;
                         }
                     }
@@ -6300,7 +3847,7 @@ void Game::Tick()
                             Person::players[i]->lowreversaldelay = .5;
 
                             if (Person::players[i]->isIdle()) {
-                                Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getCrouch());
                                 Person::players[i]->transspeed = 10;
                             }
                             if (Person::players[i]->isRun() ||
@@ -6309,7 +3856,7 @@ void Game::Tick()
                                       Person::players[i]->rightkeydown ||
                                       Person::players[i]->forwardkeydown ||
                                       Person::players[i]->backkeydown))) {
-                                Person::players[i]->setAnimation(rollanim);
+                                Person::players[i]->setTargetAnimation(rollanim);
                                 Person::players[i]->transspeed = 20;
                             }
                         }
@@ -6345,12 +3892,12 @@ void Game::Tick()
                                         Person::players[i]->animCurrent = Person::players[i]->getCrouch();
                                         Person::players[i]->frameCurrent = 0;
                                     }
-                                    Person::players[i]->setAnimation(Person::players[i]->getIdle());
+                                    Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
                                     Person::players[i]->transspeed = 10;
                                 }
                             }
                             if (Person::players[i]->animTarget == sneakanim) {
-                                Person::players[i]->setAnimation(Person::players[i]->getIdle());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getIdle());
                                 Person::players[i]->transspeed = 10;
                             }
                         }
@@ -6366,9 +3913,9 @@ void Game::Tick()
                                      !Person::players[i]->jumpkeydown &&
                                      Person::players[i]->crouchkeydown)) {
                                 if (Person::players[i]->aitype == passivetype)
-                                    Person::players[i]->setAnimation(walkanim);
+                                    Person::players[i]->setTargetAnimation(walkanim);
                                 else
-                                    Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                    Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
@@ -6377,7 +3924,7 @@ void Game::Tick()
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
-                                Person::players[i]->setAnimation(climbanim);
+                                Person::players[i]->setTargetAnimation(climbanim);
                                 Person::players[i]->frameTarget = 1;
                                 Person::players[i]->jumpclimb = 1;
                             }
@@ -6398,7 +3945,7 @@ void Game::Tick()
                                      Person::players[i]->frameTarget > 0 &&
                                      !Person::players[i]->jumpkeydown &&
                                      Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
@@ -6427,7 +3974,7 @@ void Game::Tick()
                                      Person::players[i]->frameTarget > 0 &&
                                      !Person::players[i]->jumpkeydown &&
                                      Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
@@ -6456,7 +4003,7 @@ void Game::Tick()
                                      Person::players[i]->frameTarget > 0 &&
                                      !Person::players[i]->jumpkeydown &&
                                      Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
@@ -6492,7 +4039,7 @@ void Game::Tick()
                                     ((Person::players[i]->animTarget != rabbitrunninganim &&
                                       Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
                                 Person::players[i]->jumpstart = 0;
-                                Person::players[i]->setAnimation(jumpupanim);
+                                Person::players[i]->setTargetAnimation(jumpupanim);
                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
                                 Person::players[i]->transspeed = 20;
                                 Person::players[i]->FootLand(leftfoot, 1);
@@ -6530,7 +4077,7 @@ void Game::Tick()
                                     Person::players[i]->crouchtogglekeydown = 1;
                                 } else Person::players[i]->velocity.y = 5;
 
-                                if (mousejump && i == 0 && debugmode) {
+                                if (mousejump && i == 0 && devtools) {
                                     if (!Person::players[i]->isLanding())
                                         Person::players[i]->tempdeltav = deltav;
                                     if (Person::players[i]->tempdeltav < 0)
@@ -6546,7 +4093,7 @@ void Game::Tick()
                                 emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
                             }
                             if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
-                                Person::players[i]->setAnimation(Person::players[i]->getLanding());
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getLanding());
                                 Person::players[i]->frameTarget = 2;
                                 Person::players[i]->landhard = 0;
                                 Person::players[i]->jumpstart = 1;
@@ -6555,7 +4102,7 @@ void Game::Tick()
                             if (Person::players[i]->animTarget == jumpupanim &&
                                     (((!floatjump &&
                                        !editorenabled) ||
-                                      !debugmode) ||
+                                      !devtools) ||
                                      Person::players[i]->aitype != playercontrolled)) {
                                 if (Person::players[i]->jumppower > multiplier * 6) {
                                     Person::players[i]->velocity.y += multiplier * 6;
@@ -6566,17 +4113,19 @@ void Game::Tick()
                                     Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if (((floatjump || editorenabled) && debugmode) && i == 0)
+                            if (((floatjump || editorenabled) && devtools) && i == 0)
                                 Person::players[i]->velocity.y += multiplier * 30;
                         }
 
                         if (!movekey) {
-                            if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
-                                Person::players[i]->setAnimation(Person::players[i]->getStop());
+                            if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim) {
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+                            }
                             if (Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->animTarget = Person::players[i]->getCrouch();
-                                if (Person::players[i]->animCurrent == sneakanim)
+                                if (Person::players[i]->animCurrent == sneakanim) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                         }
@@ -6585,9 +4134,9 @@ void Game::Tick()
                                  Person::players[i]->aitype == searchtype ||
                                  (Person::players[i]->aitype == passivetype &&
                                   Person::players[i]->numwaypoints <= 1)))
-                            Person::players[i]->setAnimation(Person::players[i]->getStop());
+                            Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
                         if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
-                            Person::players[i]->setAnimation(Person::players[i]->getStop());
+                            Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
                     }
                 }
                 if (Person::players[i]->animTarget == rollanim)
@@ -6605,7 +4154,7 @@ void Game::Tick()
 
                 //stop to turn in right direction
                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
-                    Person::players[k]->setAnimation(Person::players[k]->getStop());
+                    Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
 
                 if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
                     Person::players[k]->targettilt = 0;
@@ -6639,7 +4188,7 @@ void Game::Tick()
             }
 
             //do stuff
-            objects.DoStuff();
+            Object::DoStuff();
 
             for (int j = numenvsounds - 1; j >= 0; j--) {
                 envsoundlife[j] -= multiplier;
@@ -6651,79 +4200,8 @@ void Game::Tick()
             }
             OPENAL_SetFrequency(OPENAL_ALL, slomo);
 
-            if (tutoriallevel == 1) {
-                XYZ temp;
-                XYZ temp2;
-                XYZ temp3;
-                XYZ oldtemp;
-                XYZ oldtemp2;
-                temp.x = 1011;
-                temp.y = 84;
-                temp.z = 491;
-                temp2.x = 1025;
-                temp2.y = 75;
-                temp2.z = 447;
-                temp3.x = 1038;
-                temp3.y = 76;
-                temp3.z = 453;
-                oldtemp = temp;
-                oldtemp2 = temp2;
-                if (tutorialstage >= 51)
-                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
-                        OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
-                        OPENAL_SetFrequency(OPENAL_ALL);
-
-                        emit_stream_np(stream_menutheme);
-
-                        gameon = 0;
-                        mainmenu = 5;
-
-                        fireSound();
-
-                        flash();
-                    }
-                if (tutorialstage < 51)
-                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
-                        emit_sound_at(fireendsound, Person::players[0]->coords);
-
-                        Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
-
-                        flash();
-                    }
-                if (tutorialstage >= 14 && tutorialstage < 50)
-                    if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
-                        emit_sound_at(fireendsound, Person::players[1]->coords);
-
-                        for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
-                            if (Random() % 2 == 0) {
-                                if (!Person::players[1]->skeleton.free)
-                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                                if (Person::players[1]->skeleton.free)
-                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                                if (!Person::players[1]->skeleton.free)
-                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                                if (Person::players[1]->skeleton.free)
-                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                            }
-                        }
-
-                        Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
-                        for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
-                            Person::players[1]->skeleton.joints[i].velocity = 0;
-                            if (Random() % 2 == 0) {
-                                if (!Person::players[1]->skeleton.free)
-                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
-                                if (Person::players[1]->skeleton.free)
-                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
-                                if (!Person::players[1]->skeleton.free)
-                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
-                                if (Person::players[1]->skeleton.free)
-                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
-                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
-                            }
-                        }
-                    }
+            if (Tutorial::active) {
+                Tutorial::DoStuff(multiplier);
             }
 
 
@@ -6819,7 +4297,7 @@ void Game::TickOnceAfter()
                     Person::players[i]->aitype == getweapontype ||
                     Person::players[i]->aitype == gethelptype ||
                     Person::players[i]->aitype == searchtype) &&
-                    !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+                    !Person::players[i]->dead &&
                     (Person::players[i]->animTarget != sneakattackedanim &&
                      Person::players[i]->animTarget != knifesneakattackedanim &&
                      Person::players[i]->animTarget != swordsneakattackedanim)) {
@@ -6911,34 +4389,40 @@ void Game::TickOnceAfter()
             }
         }
 
-        killhotspot = 2;
-        for (int i = 0; i < numhotspots; i++) {
-            if (hotspottype[i] > 10 && hotspottype[i] < 20) {
-                if (Person::players[hotspottype[i] - 10]->dead == 0)
-                    killhotspot = 0;
-                else if (killhotspot == 2)
-                    killhotspot = 1;
+        Hotspot::killhotspot = 2;
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+            if (Hotspot::hotspots[i].type > 10 && Hotspot::hotspots[i].type < 20) {
+                if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0)
+                    Hotspot::killhotspot = 0;
+                else if (Hotspot::killhotspot == 2)
+                    Hotspot::killhotspot = 1;
             }
         }
-        if (killhotspot == 2)
-            killhotspot = 0;
+        if (Hotspot::killhotspot == 2)
+            Hotspot::killhotspot = 0;
 
 
         winhotspot = false;
-        for (int i = 0; i < numhotspots; i++)
-            if (hotspottype[i] == -1)
-                if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
+        for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
+            if (Hotspot::hotspots[i].type == -1) {
+                if (distsq(&Person::players[0]->coords, &Hotspot::hotspots[i].position) < Hotspot::hotspots[i].size) {
                     winhotspot = true;
+                }
+            }
+        }
 
         int numalarmed = 0;
-        for (unsigned i = 1; i < Person::players.size(); i++)
-            if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
+        for (unsigned i = 1; i < Person::players.size(); i++) {
+            if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0) {
                 numalarmed++;
-        if (numalarmed > maxalarmed)
+            }
+        }
+        if (numalarmed > maxalarmed) {
             maxalarmed = numalarmed;
+        }
 
-        if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
-            if (Person::players[0]->dead && changedelay <= 0) {
+        if (changedelay <= 0 && !loading && !editorenabled && gameon && !Tutorial::active && changedelay != -999 && !won) {
+            if (Person::players[0]->dead) {
                 changedelay = 1;
                 targetlevel = whichlevel;
             }
@@ -6965,7 +4449,7 @@ void Game::TickOnceAfter()
             }
 
 
-            if (killhotspot) {
+            if (Hotspot::killhotspot) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
                 if (targetlevel > numchallengelevels - 1)
@@ -6975,12 +4459,14 @@ void Game::TickOnceAfter()
             if (changedelay > 0 && !Person::players[0]->dead && !won) {
                 //high scores, awards, win
                 if (campaign) {
-                    accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+                    Account::active().winCampaignLevel(whichchoice, bonustotal, leveltime);
                     scoreadded = 1;
                 } else {
-                    accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+                    wonleveltime = leveltime;
+                    Account::active().winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
                 }
                 won = 1;
+                Account::saveFile(Folders::getUserSavePath());
             }
         }
 
@@ -6991,7 +4477,7 @@ void Game::TickOnceAfter()
                 changedelay = .1;
                 alldead = false;
                 winhotspot = false;
-                killhotspot = 0;
+                Hotspot::killhotspot = 0;
             }
 
             if (!editorenabled && gameon && !mainmenu) {
@@ -7006,11 +4492,8 @@ void Game::TickOnceAfter()
 
                     if (!Person::players[0]->dead && targetlevel != whichlevel)
                         startbonustotal = bonustotal;
-                    if (Person::players[0]->dead)
-                        Loadlevel(whichlevel);
-                    else
-                        Loadlevel(targetlevel);
 
+                    LoadLevel(targetlevel);
                     fireSound();
 
                     loading = 3;
@@ -7021,7 +4504,7 @@ void Game::TickOnceAfter()
 
                     fireSound(firestartsound);
 
-                    Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+                    LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
 
                     fireSound();
 
@@ -7033,13 +4516,13 @@ void Game::TickOnceAfter()
                         (Person::players[0]->dead ||
                          (alldead && maptype == mapkilleveryone) ||
                          (winhotspot) ||
-                         (killhotspot)))
+                         (Hotspot::killhotspot)))
                     loading = 1;
                 if ((Person::players[0]->dead ||
                         (alldead && maptype == mapkilleveryone) ||
                         (winhotspot) ||
                         (windialogue) ||
-                        (killhotspot)) &&
+                        (Hotspot::killhotspot)) &&
                         changedelay <= 0) {
                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
                         winfreeze = true;
@@ -7074,13 +4557,14 @@ void Game::TickOnceAfter()
                     loading = 2;
                     loadtime = 0;
                     targetlevel = 7;
-                    if (!firstload)
+                    if (!firstLoadDone) {
                         LoadStuff();
+                    }
                     whichchoice = 0;
                     actuallevel = campaignlevels[actuallevel].nextlevel.front();
-                    visibleloading = 1;
+                    visibleloading = true;
                     stillloading = 1;
-                    Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+                    LoadLevel(campaignlevels[actuallevel].mapname.c_str());
                     campaign = 1;
                     mainmenu = 0;
                     gameon = 1;
@@ -7112,7 +4596,7 @@ void Game::TickOnceAfter()
             target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
         target.y += .1;
         if (Person::players[0]->skeleton.free) {
-            for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+            for (unsigned i = 0; i < Person::players[0]->skeleton.joints.size(); i++) {
                 if (Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y > target.y)
                     target.y = Person::players[0]->skeleton.joints[i].position.y * Person::players[0]->scale + Person::players[0]->coords.y;
             }
@@ -7143,20 +4627,20 @@ void Game::TickOnceAfter()
             viewer = cameraloc - facing * cameradist;
             colviewer = viewer;
             coltarget = cameraloc;
-            objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
+            Object::SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
                     colviewer = viewer;
                     coltarget = cameraloc;
-                    if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
+                    if (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
                         viewer = col;
                 }
             if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
                 for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
                     int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
                     colviewer = viewer;
-                    if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
+                    if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
                         viewer = colviewer;
                     }
                 }