]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Enhancements to devtools input processing code
[lugaru.git] / Source / GameTick.cpp
index 0690acd3da0158fe9c327fd74ba61d5017ea1fd9..827f82b34957ea793ec5da6b8f02253087a9c7ce 100644 (file)
@@ -1,6 +1,6 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
-Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
+Copyright (C) 2010-2017 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
@@ -31,6 +31,7 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Level/Dialog.hpp"
 #include "Level/Hotspot.hpp"
 #include "Menu/Menu.hpp"
+#include "Tutorial.hpp"
 #include "User/Settings.hpp"
 #include "Utils/Folders.hpp"
 #include "Utils/Input.hpp"
@@ -59,7 +60,6 @@ using namespace Game;
 #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
 #endif
 
-
 extern float multiplier;
 extern XYZ viewer;
 extern int environment;
@@ -101,7 +101,7 @@ 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;
@@ -112,12 +112,7 @@ 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;
@@ -153,7 +148,7 @@ float musicvolume[4] = {};
 float oldmusicvolume[4] = {};
 int musicselected = 0;
 
-const char *rabbitskin[] = {
+const charrabbitskin[] = {
     "Textures/Fur3.jpg",
     "Textures/Fur.jpg",
     "Textures/Fur2.jpg",
@@ -166,29 +161,30 @@ const char *rabbitskin[] = {
     "Textures/WB2.jpg"
 };
 
-const char *wolfskin[] = {
+const charwolfskin[] = {
     "Textures/Wolf.jpg",
     "Textures/DarkWolf.jpg",
     "Textures/SnowWolf.jpg"
 };
 
-const char **creatureskin[] = {rabbitskin, wolfskin};
+const char** creatureskin[] = { rabbitskin, wolfskin };
 
 #define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+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;
-    if (vec.z < 0)
+    if (vec.z < 0) {
         angle = 180 - angle;
+    }
     return angle;
 }
-inline float roughDirectionTo(XYZ start, XYZ end)
+float roughDirectionTo(XYZ start, XYZ end)
 {
     return roughDirection(end - start);
 }
@@ -197,102 +193,104 @@ 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;
 }
 inline float stepTowardf(float from, float to, float by)
 {
-    if (fabs(from - to) < by)
+    if (fabs(from - to) < by) {
         return to;
-    else if (from > to)
+    } else if (from > to) {
         return from - by;
-    else
+    } else {
         return from + by;
+    }
 }
 
 void Game::playdialoguescenesound()
 {
     XYZ temppos;
-    temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
+    temppos = Person::players.at(Dialog::currentScene().participantfocus)->coords;
     temppos = temppos - viewer;
     Normalise(&temppos);
     temppos += viewer;
 
     int sound = -1;
     switch (Dialog::currentScene().sound) {
-    case -6:
-        sound = alarmsound;
-        break;
-    case -4:
-        sound = consolefailsound;
-        break;
-    case -3:
-        sound = consolesuccesssound;
-        break;
-    case -2:
-        sound = firestartsound;
-        break;
-    case -1:
-        sound = fireendsound;
-        break;
-    case 1:
-        sound = rabbitchitter;
-        break;
-    case 2:
-        sound = rabbitchitter2;
-        break;
-    case 3:
-        sound = rabbitpainsound;
-        break;
-    case 4:
-        sound = rabbitpain1sound;
-        break;
-    case 5:
-        sound = rabbitattacksound;
-        break;
-    case 6:
-        sound = rabbitattack2sound;
-        break;
-    case 7:
-        sound = rabbitattack3sound;
-        break;
-    case 8:
-        sound = rabbitattack4sound;
-        break;
-    case 9:
-        sound = growlsound;
-        break;
-    case 10:
-        sound = growl2sound;
-        break;
-    case 11:
-        sound = snarlsound;
-        break;
-    case 12:
-        sound = snarl2sound;
-        break;
-    case 13:
-        sound = barksound;
-        break;
-    case 14:
-        sound = bark2sound;
-        break;
-    case 15:
-        sound = bark3sound;
-        break;
-    case 16:
-        sound = barkgrowlsound;
-        break;
-    default:
-        break;
+        case -6:
+            sound = alarmsound;
+            break;
+        case -4:
+            sound = consolefailsound;
+            break;
+        case -3:
+            sound = consolesuccesssound;
+            break;
+        case -2:
+            sound = firestartsound;
+            break;
+        case -1:
+            sound = fireendsound;
+            break;
+        case 1:
+            sound = rabbitchitter;
+            break;
+        case 2:
+            sound = rabbitchitter2;
+            break;
+        case 3:
+            sound = rabbitpainsound;
+            break;
+        case 4:
+            sound = rabbitpain1sound;
+            break;
+        case 5:
+            sound = rabbitattacksound;
+            break;
+        case 6:
+            sound = rabbitattack2sound;
+            break;
+        case 7:
+            sound = rabbitattack3sound;
+            break;
+        case 8:
+            sound = rabbitattack4sound;
+            break;
+        case 9:
+            sound = growlsound;
+            break;
+        case 10:
+            sound = growl2sound;
+            break;
+        case 11:
+            sound = snarlsound;
+            break;
+        case 12:
+            sound = snarl2sound;
+            break;
+        case 13:
+            sound = barksound;
+            break;
+        case 14:
+            sound = bark2sound;
+            break;
+        case 15:
+            sound = bark3sound;
+            break;
+        case 16:
+            sound = barkgrowlsound;
+            break;
+        default:
+            break;
     }
-    if (sound != -1)
+    if (sound != -1) {
         emit_sound_at(sound, temppos);
+    }
 }
 
 // ================================================================
@@ -302,11 +300,11 @@ int Game::findClosestPlayer()
     int closest = -1;
     float closestdist = std::numeric_limits<float>::max();
 
-    for (unsigned i = 1; i < Person::players.size(); i++) {
+    for (unsigned int i = 1; i < Person::players.size(); i++) {
         float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
         if (distance < closestdist) {
             closestdist = distance;
-            closest = i;
+            closest = (int)i;
         }
     }
     return closest;
@@ -317,11 +315,12 @@ static int findClosestObject()
     int closest = -1;
     float closestdist = std::numeric_limits<float>::max();
 
-    for (int i = 0; i < Object::objects.size(); i++) {
-        float distance = distsq(&Object::objects[i]->position, &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;
@@ -331,22 +330,23 @@ static void cmd_dispatch(const string cmd)
 {
     int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
-    for (i = 0; i < n_cmds; i++)
+    for (i = 0; i < n_cmds; i++) {
         if (cmd.substr(0, cmd.find(' ')) == string(cmd_names[i])) {
             cout << "|" << cmd.substr(cmd.find(' ') + 1) << "|" << endl;
             cmd_handlers[i](cmd.substr(cmd.find(' ') + 1).c_str());
             break;
         }
+    }
     emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
 }
 
 /********************> Tick() <*****/
-extern bool save_screenshot(const char * fname);
-void Screenshot (void)
+extern bool save_screenshot(const char* fname);
+void Screenshot(void)
 {
     char filename[1024];
     time_t t = time(NULL);
-    struct tm *tme = localtime(&t);
+    struct tmtme = localtime(&t);
     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);
 
@@ -355,14 +355,18 @@ void Screenshot (void)
 
 void Game::SetUpLighting()
 {
-    if (environment == snowyenvironment)
+    if (environment == snowyenvironment) {
         light.setColors(.65, .65, .7, .4, .4, .44);
-    if (environment == desertenvironment)
+    }
+    if (environment == desertenvironment) {
         light.setColors(.95, .95, .95, .4, .35, .3);
-    if (environment == grassyenvironment)
+    }
+    if (environment == grassyenvironment) {
         light.setColors(.95, .95, 1, .4, .4, .44);
-    if (!skyboxtexture)
+    }
+    if (!skyboxtexture) {
         light.setColors(1, 1, 1, .4, .4, .4);
+    }
     float average;
     average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
     light.color[0] *= (skyboxlightr + average) / 2;
@@ -373,51 +377,6 @@ 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;
-}
-
 void Setenvironment(int which)
 {
     LOGFUNC;
@@ -433,12 +392,12 @@ void Setenvironment(int which)
     pause_sound(stream_wind);
     pause_sound(stream_desertambient);
 
-
     if (environment == snowyenvironment) {
         windvector = 0;
         windvector.z = 3;
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_wind);
+        }
 
         Object::treetextureptr.load("Textures/SnowTree.png", 0);
         Object::bushtextureptr.load("Textures/BushSnow.png", 0);
@@ -453,19 +412,16 @@ void Setenvironment(int which)
         terraintexture.load("Textures/Snow.jpg", 1);
         terraintexture2.load("Textures/Rock.jpg", 1);
 
-
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(snow)/Front.jpg",
-                        "Textures/Skybox(snow)/Left.jpg",
-                        "Textures/Skybox(snow)/Back.jpg",
-                        "Textures/Skybox(snow)/Right.jpg",
-                        "Textures/Skybox(snow)/Up.jpg",
-                        "Textures/Skybox(snow)/Down.jpg");
-
-
-
+        }
+        skybox->load("Textures/Skybox(snow)/Front.jpg",
+                     "Textures/Skybox(snow)/Left.jpg",
+                     "Textures/Skybox(snow)/Back.jpg",
+                     "Textures/Skybox(snow)/Right.jpg",
+                     "Textures/Skybox(snow)/Up.jpg",
+                     "Textures/Skybox(snow)/Down.jpg");
 
         texdetail = temptexdetail;
     } else if (environment == desertenvironment) {
@@ -476,9 +432,9 @@ void Setenvironment(int which)
         Object::rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
         Object::boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
-
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_desertambient);
+        }
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
@@ -488,19 +444,16 @@ void Setenvironment(int which)
         terraintexture.load("Textures/Sand.jpg", 1);
         terraintexture2.load("Textures/SandSlope.jpg", 1);
 
-
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(sand)/Front.jpg",
-                        "Textures/Skybox(sand)/Left.jpg",
-                        "Textures/Skybox(sand)/Back.jpg",
-                        "Textures/Skybox(sand)/Right.jpg",
-                        "Textures/Skybox(sand)/Up.jpg",
-                        "Textures/Skybox(sand)/Down.jpg");
-
-
-
+        }
+        skybox->load("Textures/Skybox(sand)/Front.jpg",
+                     "Textures/Skybox(sand)/Left.jpg",
+                     "Textures/Skybox(sand)/Back.jpg",
+                     "Textures/Skybox(sand)/Right.jpg",
+                     "Textures/Skybox(sand)/Up.jpg",
+                     "Textures/Skybox(sand)/Down.jpg");
 
         texdetail = temptexdetail;
     } else if (environment == grassyenvironment) {
@@ -511,8 +464,9 @@ void Setenvironment(int which)
         Object::rocktextureptr.load("Textures/Boulder.jpg", 1);
         Object::boxtextureptr.load("Textures/GrassBox.jpg", 1);
 
-        if (ambientsound)
+        if (ambientsound) {
             emit_stream_np(stream_wind, 100.);
+        }
 
         footstepsound = footstepgr1;
         footstepsound2 = footstepgr2;
@@ -522,18 +476,16 @@ void Setenvironment(int which)
         terraintexture.load("Textures/GrassDirt.jpg", 1);
         terraintexture2.load("Textures/MossRock.jpg", 1);
 
-
         temptexdetail = texdetail;
-        if (texdetail > 1)
+        if (texdetail > 1) {
             texdetail = 4;
-        skybox->load(   "Textures/Skybox(grass)/Front.jpg",
-                        "Textures/Skybox(grass)/Left.jpg",
-                        "Textures/Skybox(grass)/Back.jpg",
-                        "Textures/Skybox(grass)/Right.jpg",
-                        "Textures/Skybox(grass)/Up.jpg",
-                        "Textures/Skybox(grass)/Down.jpg");
-
-
+        }
+        skybox->load("Textures/Skybox(grass)/Front.jpg",
+                     "Textures/Skybox(grass)/Left.jpg",
+                     "Textures/Skybox(grass)/Back.jpg",
+                     "Textures/Skybox(grass)/Right.jpg",
+                     "Textures/Skybox(grass)/Up.jpg",
+                     "Textures/Skybox(grass)/Down.jpg");
 
         texdetail = temptexdetail;
     }
@@ -544,24 +496,30 @@ void Setenvironment(int which)
     texdetail = temptexdetail;
 }
 
-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;
@@ -570,34 +528,35 @@ void Game::Loadlevel(const std::string& name)
 
     LOG(std::string("Loading level...") + name);
 
-    if (!gameon)
-        visibleloading = 1;
-    if (stealthloading)
-        visibleloading = 0;
-    if (!stillloading)
+    if (!gameon) {
+        visibleloading = true;
+    }
+    if (stealthloading) {
+        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);
 
     int mapvers;
-    FILE *tfile;
+    FILEtfile;
     errno = 0;
-    tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
+    tfile = Folders::openMandatoryFile(level_path, "rb");
 
     pause_sound(stream_firesound);
     scoreadded = 0;
@@ -631,8 +590,9 @@ 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;
     numflipfail = 0;
@@ -662,16 +622,15 @@ void Game::Loadlevel(const std::string& name)
     }
 
     if (!stealthloading) {
-        terrain.numdecals = 0;
+        terrain.decals.clear();
         Sprite::deleteSprites();
 
         for (int i = 0; i < subdivision; i++) {
             for (int j = 0; j < subdivision; j++) {
-                terrain.patchobjectnum[i][j] = 0;
+                terrain.patchobjects[i][j].clear();
             }
         }
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
     }
 
     weapons.clear();
@@ -681,35 +640,38 @@ void Game::Loadlevel(const std::string& name)
     if (mapvers < 12) {
         cerr << name << " has obsolete map version " << mapvers << endl;
     }
-    if (mapvers >= 15)
+    if (mapvers >= 15) {
         funpackf(tfile, "Bi", &indemo);
-    else
+    } else {
         indemo = 0;
-    if (mapvers >= 5)
+    }
+    if (mapvers >= 5) {
         funpackf(tfile, "Bi", &maptype);
-    else
+    } else {
         maptype = mapkilleveryone;
-    if (mapvers >= 6)
+    }
+    if (mapvers >= 6) {
         funpackf(tfile, "Bi", &hostile);
-    else
+    } else {
         hostile = 1;
-    if (mapvers >= 4)
+    }
+    if (mapvers >= 4) {
         funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
-    else {
+    else {
         viewdistance = 100;
         fadestart = .6;
     }
-    if (mapvers >= 2)
+    if (mapvers >= 2) {
         funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
-    else {
+    else {
         skyboxtexture = 1;
         skyboxr = 1;
         skyboxg = 1;
         skyboxb = 1;
     }
-    if (mapvers >= 10)
+    if (mapvers >= 10) {
         funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-    else {
+    else {
         skyboxlightr = skyboxr;
         skyboxlightg = skyboxg;
         skyboxlightb = skyboxb;
@@ -720,16 +682,16 @@ void Game::Loadlevel(const std::string& name)
     } else {
         funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &Person::players[0]->coords.x, &Person::players[0]->coords.y, &Person::players[0]->coords.z, &Person::players[0]->yaw, &Person::players[0]->targetyaw, &Person::players[0]->num_weapons);
     }
-    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5)
+    if (Person::players[0]->num_weapons > 0 && Person::players[0]->num_weapons < 5) {
         for (int j = 0; j < Person::players[0]->num_weapons; j++) {
             Person::players[0]->weaponids[j] = weapons.size();
             int type;
             funpackf(tfile, "Bi", &type);
             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);
@@ -738,9 +700,9 @@ void Game::Loadlevel(const std::string& name)
 
     funpackf(tfile, "Bi", &Person::players[0]->numclothes);
 
-    if (mapvers >= 9)
+    if (mapvers >= 9) {
         funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
-    else {
+    else {
         Person::players[0]->whichskin = 0;
         Person::players[0]->creature = rabbittype;
     }
@@ -756,14 +718,20 @@ void Game::Loadlevel(const std::string& name)
 
     for (int k = 0; k < Person::players[0]->numclothes; k++) {
         funpackf(tfile, "Bi", &templength);
-        for (int l = 0; l < templength; l++)
+        for (int l = 0; l < templength; l++) {
             funpackf(tfile, "Bb", &Person::players[0]->clothes[k][l]);
+        }
         Person::players[0]->clothes[k][templength] = '\0';
         funpackf(tfile, "Bf Bf Bf", &Person::players[0]->clothestintr[k], &Person::players[0]->clothestintg[k], &Person::players[0]->clothestintb[k]);
     }
 
     funpackf(tfile, "Bi", &environment);
 
+    if (environment != oldenvironment) {
+        Setenvironment(environment);
+    }
+    oldenvironment = environment;
+
     Object::LoadObjectsFromFile(tfile, stealthloading);
 
     if (mapvers >= 7) {
@@ -777,31 +745,28 @@ void Game::Loadlevel(const std::string& name)
         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++)
+            if (templength) {
+                for (int l = 0; l < templength; l++) {
                     funpackf(tfile, "Bb", &Hotspot::hotspots[i].text[l]);
+                }
+            }
             Hotspot::hotspots[i].text[templength] = '\0';
-            if (Hotspot::hotspots[i].type == -111)
+            if (Hotspot::hotspots[i].type == -111) {
                 indemo = 1;
+            }
         }
     } else {
         Hotspot::hotspots.clear();
     }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     if (!stealthloading) {
         Object::ComputeCenter();
-
-        if (visibleloading)
-            LoadingScreen();
-
         Object::ComputeRadius();
     }
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     int numplayers;
     funpackf(tfile, "Bi", &numplayers);
@@ -817,43 +782,36 @@ void Game::Loadlevel(const std::string& name)
             cerr << "Invalid Person found in " << name << endl;
         }
     }
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     funpackf(tfile, "Bi", &numpathpoints);
-    if (numpathpoints > 30 || numpathpoints < 0)
+    if (numpathpoints > 30 || numpathpoints < 0) {
         numpathpoints = 0;
+    }
     for (int j = 0; j < numpathpoints; j++) {
         funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
         for (int k = 0; k < numpathpointconnect[j]; k++) {
             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) {
         Object::AddObjectsToTerrain();
         terrain.DoShadows();
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
         Object::DoShadows();
-        if (visibleloading)
-            LoadingScreen();
+        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;
@@ -877,10 +835,12 @@ void Game::Loadlevel(const std::string& name)
             Person::players[i]->target = 0;
         }
         Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
-        if (difficulty == 0)
+        if (difficulty == 0) {
             Person::players[i]->speed -= .2;
-        if (difficulty == 1)
+        }
+        if (difficulty == 1) {
             Person::players[i]->speed -= .1;
+        }
 
         if (i == 0) {
             Person::players[i]->velocity = 0;
@@ -907,9 +867,7 @@ void Game::Loadlevel(const std::string& name)
             }
         }
 
-
-        if (visibleloading)
-            LoadingScreen();
+        Game::LoadingScreen();
 
         if (cellophane) {
             Person::players[i]->proportionhead.z = 0;
@@ -975,8 +933,7 @@ void Game::Loadlevel(const std::string& name)
     hawkcoords = Person::players[0]->coords;
     hawkcoords.y += 30;
 
-    if (visibleloading)
-        LoadingScreen();
+    Game::LoadingScreen();
 
     LOG("Starting background music...");
 
@@ -995,552 +952,150 @@ void Game::Loadlevel(const std::string& name)
     oldmusicvolume[2] = 0;
     oldmusicvolume[3] = 0;
 
-    if (!firstload)
-        firstload = 1;
-
     leveltime = 0;
     wonleveltime = 0;
-    visibleloading = 0;
+    visibleloading = false;
+
+    return true;
 }
 
-void doTutorial()
+/* Process input events that impact settings, console, devtools, etc.
+ * Gameplay-related input processing is still done in Game::Tick() for now
+ * as it is tightly coupled to the game logic.
+ */
+void Game::ProcessInput()
 {
-    if (tutorialstagetime > tutorialmaxtime) {
-        tutorialstage++;
-        tutorialsuccess = 0;
-        if (tutorialstage <= 1) {
-            canattack = 0;
-            cananger = 0;
-            reversaltrain = 0;
+    /* Pump SDL input events */
+    Input::Tick();
+
+    /* Menu handling (main menu, leave game) */
+    if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
+        (gameon || mainmenu == 0)) {
+        selected = -1;
+        if (mainmenu == 0 && !winfreeze) {
+            mainmenu = 2; // Pause
+        } else if (mainmenu == 1 || mainmenu == 2) {
+            mainmenu = 0; // Unpause
         }
-        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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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);
-                }
-            }
+        // Play menu theme
+        if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
+            OPENAL_SetFrequency(OPENAL_ALL);
+            emit_stream_np(stream_menutheme);
+            pause_sound(leveltheme);
         }
-        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);
+        // On resume, play level music
+        if (!mainmenu) {
+            pause_sound(stream_menutheme);
+            resume_stream(leveltheme);
         }
-        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);
+    /* Challenge mode */
+    if (!campaign && !mainmenu) {
+        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE))) {
+            if (winfreeze) {
+                winfreeze = 0;
+            }
+        }
 
-            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;
+        if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && gameon) {
+            if (console) {
+                console = false;
+                freeze = 0;
+            } else if (winfreeze) {
+                mainmenu = 9;
+                gameon = 0;
+            }
+        }
+    }
 
+    /* Tutorial mode hotkeys */
+    if (Tutorial::active) {
+        // Skip current tutorial stage
+        if (Input::isKeyPressed(SDL_SCANCODE_TAB)) {
+            if (Tutorial::stage != 51) {
+                Tutorial::stagetime = Tutorial::maxtime;
+            }
+            emit_sound_np(consolefailsound, 128.);
         }
-        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;
+    /* Screenshot */
+    if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
+        Screenshot();
+    }
 
-            weapons[1].position = 1000;
-            weapons[1].tippoint = 1000;
+    /* Stereo video mode hotkeys */
+    if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            stereoreverse = true;
+            printf("Stereo reversed\n");
+        } else {
+            stereoreverse = false;
+            printf("Stereo unreversed\n");
+        }
+    }
 
-            weapons[0].setType(knife);
+    if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            stereoseparation -= 0.001;
+        } else {
+            stereoseparation -= 0.010;
+        }
+        printf("Stereo separation decreased to %f\n", stereoseparation);
+    }
 
-            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;
+    if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            stereoseparation += 0.001;
+        } else {
+            stereoseparation += 0.010;
+        }
+        printf("Stereo separation increased to %f\n", stereoseparation);
+    }
 
-            break;
-        case 50: {
-            tutorialmaxtime = 8;
-
-            XYZ temp, temp2;
-            emit_sound_at(fireendsound, Person::players[1]->coords);
-
-            for (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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);
-                }
-            }
+    /* Devtools */
+    if (devtools && !mainmenu) {
+        ProcessDevInput();
+    }
+}
 
-            Person::players[1]->num_weapons = 0;
-            Person::players[1]->weaponstuck = -1;
-            Person::players[1]->weaponactive = -1;
+void Game::ProcessDevInput()
+{
+    if (!devtools || mainmenu) {
+        return;
+    }
 
-            weapons.clear();
-        }
-        break;
-        case 51:
-            tutorialmaxtime = 80000;
-            break;
-        default:
-            break;
+    float headprop, bodyprop, armprop, legprop;
+
+    /* Console */
+    if (Input::isKeyPressed(consolekey)) {
+        console = !console;
+        if (console) {
+            OPENAL_SetFrequency(OPENAL_ALL);
+        } else {
+            freeze = 0;
+            waiting = false;
         }
-        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;
+    if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
+        /* Enable editor */
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            editorenabled = !editorenabled;
+            if (editorenabled) {
+                Person::players[0]->damagetolerance = 100000;
+            } else {
+                Person::players[0]->damagetolerance = 200;
             }
-            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;
+            Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+            Person::players[0]->permanentdamage = 0;
+            Person::players[0]->superpermanentdamage = 0;
+            Person::players[0]->bloodloss = 0;
+            Person::players[0]->deathbleeding = 0;
         }
-    }
 
-    if (tutorialstage < 14 || tutorialstage >= 50) {
-        Person::players[1]->coords.y = 300;
-        Person::players[1]->velocity = 0;
-    }
-}
-
-void doDevKeys()
-{
-    float headprop, bodyprop, armprop, legprop;
-    if (!devtools) {
-        return;
-    }
-
-    if (Input::isKeyDown(SDL_SCANCODE_LALT)) {
-        /* Invicible */
+        /* Nullify damage and give 200000 health */
         if (Input::isKeyPressed(SDL_SCANCODE_H)) {
             Person::players[0]->damagetolerance = 200000;
             Person::players[0]->damage = 0;
@@ -1552,8 +1107,9 @@ void doDevKeys()
         /* Change environment */
         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
-            if (environment > 2)
+            if (environment > 2) {
                 environment = 0;
+            }
             Setenvironment(environment);
         }
 
@@ -1562,7 +1118,15 @@ void doDevKeys()
             cameramode = !cameramode;
         }
 
-        /* Toggle Slow motion */
+        /* Freeze */
+        if (Input::isKeyPressed(SDL_SCANCODE_V)) {
+            freeze = !freeze;
+            if (freeze) {
+                OPENAL_SetFrequency(OPENAL_ALL);
+            }
+        }
+
+        /* Toggle slow motion */
         if (Input::isKeyPressed(SDL_SCANCODE_B)) {
             slomo = 1 - slomo;
             slomodelay = 1000;
@@ -1571,15 +1135,15 @@ void doDevKeys()
         /* Ragdoll */
         if (Input::isKeyPressed(SDL_SCANCODE_N)) {
             Person::players[0]->RagDoll(0);
-
             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
         }
 
-        /* Grow tree leaves?? */
+        /* Shrink tree leaves?? */
+        // FIXME: Can't see what this does in game.
         if (Input::isKeyPressed(SDL_SCANCODE_Y)) {
-            for (int i = 0; i < Object::objects.size(); i++) {
-                if (Object::objects[i]->type == treeleavestype) {
-                    Object::objects[i]->scale *= .9;
+            for (auto& an_object : Object::objects) {
+                if (an_object->type == treeleavestype) {
+                    an_object->scale *= .9;
                 }
             }
         }
@@ -1593,23 +1157,28 @@ void doDevKeys()
 
             if (closest >= 0) {
                 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);
+                    int weapontype = 0;
+                    switch (weapons[Person::players[closest]->weaponids[0]].getType()) {
+                        case knife:
+                            weapontype = sword;
+                            break;
+                        case sword:
+                            weapontype = staff;
+                            break;
+                        case staff:
+                            weapontype = knife;
+                            break;
+                    }
+                    weapons[Person::players[closest]->weaponids[0]].setType(weapontype);
                 } else {
                     Person::players[closest]->weaponids[0] = weapons.size();
-
                     weapons.push_back(Weapon(knife, closest));
-
                     Person::players[closest]->num_weapons = 1;
                 }
             }
         }
 
-        /* Change yaw? */
+        /* Change yaw (rotate around Z axis) */
         if (Input::isKeyDown(SDL_SCANCODE_U)) {
             int closest = 0;
             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1624,18 +1193,24 @@ void doDevKeys()
 
         /* 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();
+            int closest = 0;
+            if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                closest = findClosestPlayer();
             }
-            if (!Person::players[0]->onfire) {
-                emit_sound_at(fireendsound, Person::players[0]->coords);
-                pause_sound(stream_firesound);
+
+            if (closest >= 0) {
+                Person::players[closest]->onfire = !Person::players[closest]->onfire;
+                if (Person::players[closest]->onfire) {
+                    Person::players[closest]->CatchFire();
+                } else {
+                    emit_sound_at(fireendsound, Person::players[closest]->coords);
+                    pause_sound(stream_firesound);
+                }
             }
         }
 
         /* Change skin */
-        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_T) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = 0;
             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 closest = findClosestPlayer();
@@ -1643,40 +1218,42 @@ void doDevKeys()
 
             if (closest >= 0) {
                 Person::players[closest]->whichskin++;
-                if (Person::players[closest]->whichskin > 9)
+                if (Person::players[closest]->whichskin > 9) {
                     Person::players[closest]->whichskin = 0;
-                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+                }
+                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype) {
                     Person::players[closest]->whichskin = 0;
+                }
 
-                Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
-                        &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                Person::players[closest]->skeleton.drawmodel.textureptr.load(
+                    creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+                    &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
             Person::players[closest]->addClothes();
         }
 
         /* Change creature type */
-        if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+        if (Input::isKeyPressed(SDL_SCANCODE_T) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = 0;
             if (!Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 closest = findClosestPlayer();
             }
 
+            // FIXME: Those proportions are buggy
             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;
-                } else {
-                    // 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;
                     legprop = Person::players[closest]->proportionlegs.x / 1.1;
                 }
 
-
                 if (Person::players[closest]->creature == rabbittype) {
                     Person::players[closest]->creature = wolftype;
                     Person::players[closest]->whichskin = 0;
@@ -1719,56 +1296,53 @@ void doDevKeys()
                     Person::players[closest]->proportionlegs = 1.1 * legprop;
                     Person::players[closest]->proportionlegs.y = 1.05 * legprop;
                 }
-
             }
         }
 
-        /* Decapitate */
-        if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
-            int closest = -1;
-            float closestdist = std::numeric_limits<float>::max();
-
-            for (unsigned i = 1; i < Person::players.size(); i++) {
-                float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
-                if (!Person::players[i]->headless)
-                    if (distance < closestdist) {
-                        closestdist = distance;
-                        closest = i;
-                    }
-            }
-
-            XYZ flatfacing2, flatvelocity2;
-            XYZ blah;
-            if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
-                blah = Person::players[closest]->coords;
+        /* Explose nearby player's head */
+        if (Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestPlayer();
+            if (closest > 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+                XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
                 XYZ headspurtdirection;
-                //int i = Person::players[closest]->skeleton.jointlabels[head];
                 Joint& headjoint = Person::players[closest]->joint(head);
-                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)
-                        flatvelocity2 = headjoint.velocity;
-                    if (!Person::players[closest]->skeleton.free)
-                        flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
-                        flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+
+                if (!Person::players[closest]->skeleton.free) {
+                    flatvelocity2_orig = Person::players[closest]->velocity;
+                    flatfacing2 = DoRotation(
+                                      DoRotation(
+                                          DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt),
+                                          Person::players[closest]->tilt2, 0, 0),
+                                      0, Person::players[closest]->yaw, 0) *
+                                      Person::players[closest]->scale +
+                                  Person::players[closest]->coords;
+                } else {
+                    flatvelocity2_orig = headjoint.velocity;
+                    flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+                }
+
+                headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
+                Normalise(&headspurtdirection);
+
+                for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
+                    flatvelocity2 = flatvelocity2_orig;
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
-                    headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
-                    Normalise(&headspurtdirection);
+                    printf("Test: %f\n", flatvelocity2.x);
+                    printf("Test orig: %f\n", flatvelocity2_orig.x);
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
                     flatvelocity2 += headspurtdirection * 8;
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
                 }
                 Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
 
-                emit_sound_at(splattersound, blah);
-                emit_sound_at(breaksound2, blah, 100.);
+                emit_sound_at(splattersound, Person::players[closest]->coords);
+                emit_sound_at(breaksound2, Person::players[closest]->coords, 100.);
 
-                if (Person::players[closest]->skeleton.free == 2)
+                if (Person::players[closest]->skeleton.free == 2) {
                     Person::players[closest]->skeleton.free = 0;
+                }
                 Person::players[closest]->RagDoll(0);
                 Person::players[closest]->dead = 2;
                 Person::players[closest]->headless = 1;
@@ -1778,74 +1352,59 @@ void doDevKeys()
             }
         }
 
-        /* Explode */
-        if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+        /* Explode nearby player */
+        if (Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestPlayer();
-            XYZ flatfacing2, flatvelocity2;
-            XYZ blah;
             if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
-                blah = Person::players[closest]->coords;
-                emit_sound_at(splattersound, blah);
-                emit_sound_at(breaksound2, blah);
+                XYZ flatfacing2, flatvelocity2, flatvelocity2_orig;
+
+                emit_sound_at(splattersound, Person::players[closest]->coords);
+                emit_sound_at(breaksound2, Person::players[closest]->coords);
 
                 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)
-                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
-                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
-                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (!Person::players[closest]->skeleton.free) {
+                        flatvelocity2_orig = Person::players[closest]->velocity;
+                        flatfacing2 = DoRotation(
+                                          DoRotation(
+                                              DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt),
+                                              Person::players[closest]->tilt2, 0, 0),
+                                          0, Person::players[closest]->yaw, 0) *
+                                          Person::players[closest]->scale +
+                                      Person::players[closest]->coords;
+                    } else {
+                        flatvelocity2_orig = Person::players[closest]->skeleton.joints[i].velocity;
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position *
+                                          Person::players[closest]->scale +
+                                      Person::players[closest]->coords;
+                    }
+
+                    // Animation part 1
+                    flatvelocity2 = flatvelocity2_orig;
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
                     Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
-                }
 
-                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)
-                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
-                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
-                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    // Animation part 2
+                    flatvelocity2 = flatvelocity2_orig;
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
-                }
 
-                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)
-                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
-                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
-                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    // Animation part 3
+                    flatvelocity2 = flatvelocity2_orig;
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
                     Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
                     Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
-                }
 
-                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)
-                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
-                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
-                    if (Person::players[closest]->skeleton.free)
-                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    // Animation part 4
+                    flatvelocity2 = flatvelocity2_orig;
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1855,20 +1414,23 @@ void doDevKeys()
 
                 XYZ temppos;
                 for (unsigned j = 0; j < Person::players.size(); j++) {
-                    if (int(j) != closest) {
-                        if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
-                            Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
-                            if (Person::players[j]->skeleton.free == 2)
-                                Person::players[j]->skeleton.free = 1;
-                            Person::players[j]->skeleton.longdead = 0;
-                            Person::players[j]->RagDoll(0);
-                            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;
-                                    Normalise(&flatvelocity2);
-                                    Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
-                                }
+                    if (int(j) == closest) {
+                        continue;
+                    }
+                    if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+                        Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+                        if (Person::players[j]->skeleton.free == 2) {
+                            Person::players[j]->skeleton.free = 1;
+                        }
+                        Person::players[j]->skeleton.longdead = 0;
+                        Person::players[j]->RagDoll(0);
+                        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;
+                                Normalise(&flatvelocity2);
+                                Person::players[j]->skeleton.joints[i].velocity +=
+                                    flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
                             }
                         }
                     }
@@ -1881,91 +1443,77 @@ void doDevKeys()
                 Person::players[closest]->skeleton.free = 2;
 
                 camerashake += .6;
-
-            }
-        }
-
-        /* Enable editor */
-        if (Input::isKeyPressed(SDL_SCANCODE_M) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            editorenabled = !editorenabled;
-            if (editorenabled) {
-                Person::players[0]->damagetolerance = 100000;
-            } else {
-                Person::players[0]->damagetolerance = 200;
             }
-            Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
-            Person::players[0]->permanentdamage = 0;
-            Person::players[0]->superpermanentdamage = 0;
-            Person::players[0]->bloodloss = 0;
-            Person::players[0]->deathbleeding = 0;
         }
     }
 
-    //skip level
+    /* Skip level (only for challenges) */
+    // FIXME: Allow skipping levels in campaigns too
     if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
         targetlevel++;
-        if (targetlevel > numchallengelevels - 1)
+        if (targetlevel > numchallengelevels - 1) {
             targetlevel = 0;
+        }
         loading = 1;
         leveltime = 5;
     }
 
+    /* Editor mode keys */
     if (editorenabled) {
+        /* Closest player deletion */
         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 (closest > 0) {
+                Person::players.erase(Person::players.begin() + closest);
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+        /* Closest object deletion */
+        if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             int closest = findClosestObject();
             if (closest >= 0) {
-                Object::objects[closest]->position.y -= 500;
+                Object::DeleteObject(closest);
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+        /* Add object */
+        if (Input::isKeyPressed(SDL_SCANCODE_O)) {
             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);
+                XYZ scenecoords = Person::players[0]->coords;
+                scenecoords.y -= 3;
+                if (editortype == bushtype || editortype == firetype) {
+                    scenecoords.y -= 3.5;
+                } else {
+                    scenecoords.y -= 3;
+                }
+
+                float tmpyaw, tmppitch;
+                tmpyaw = editoryaw;
+                tmppitch = editorpitch;
+                if (tmpyaw < 0 || editortype == bushtype) {
+                    tmpyaw = Random() % 360;
+                }
+                if (tmppitch < 0) {
+                    tmppitch = Random() % 360;
+                }
+
+                Object::MakeObject(editortype, scenecoords, (int)tmpyaw - ((int)tmpyaw) % 30, (int)tmppitch, editorsize);
+                if (editortype == treetrunktype) {
+                    Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (tmppitch < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                }
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+        /* Add player */
+        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;
+            Person::players.back()->id = Person::players.size() - 1;
 
             Person::players.back()->scale = Person::players[0]->scale;
             Person::players.back()->creature = rabbittype;
             Person::players.back()->howactive = editoractive;
-
-            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()->whichskin = (int)(abs(Random() % 3));
 
             Person::players.back()->skeletonLoad(true);
 
@@ -2045,33 +1593,38 @@ void doDevKeys()
             Person::players.back()->loaded = true;
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+        /* Add waypoint */
+        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             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++;
+            } else {
+                printf("Add waypoint: Reached max number of waypoints (90), aborting.");
             }
         }
 
-        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+        /* Connect waypoint */
+        if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             if (numpathpoints < 30) {
-                bool connected, alreadyconnected;
-                connected = 0;
-                if (numpathpoints > 1)
+                bool connected = false;
+                if (numpathpoints > 1) {
                     for (int i = 0; i < numpathpoints; i++) {
                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
-                            alreadyconnected = 0;
+                            bool alreadyconnected = false;
                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
-                                if (pathpointconnect[pathpointselected][j] == i)
-                                    alreadyconnected = 1;
+                                if (pathpointconnect[pathpointselected][j] == i) {
+                                    alreadyconnected = true;
+                                }
                             }
                             if (!alreadyconnected) {
                                 numpathpointconnect[pathpointselected]++;
-                                connected = 1;
+                                connected = true;
                                 pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
                             }
                         }
                     }
+                }
                 if (!connected) {
                     numpathpoints++;
                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
@@ -2082,21 +1635,28 @@ void doDevKeys()
                     }
                     pathpointselected = numpathpoints - 1;
                 }
+            } else {
+                printf("Connect waypoint: Reached max number of path points (30), aborting.");
             }
         }
 
+        /* Select next path waypoint */
         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
             pathpointselected++;
-            if (pathpointselected >= numpathpoints)
+            if (pathpointselected >= numpathpoints) {
                 pathpointselected = -1;
+            }
         }
 
+        /* Select previous path waypoint */
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             pathpointselected--;
-            if (pathpointselected <= -2)
+            if (pathpointselected <= -2) {
                 pathpointselected = numpathpoints - 1;
+            }
         }
 
+        /* Delete path waypoint */
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             if (pathpointselected != -1) {
                 numpathpoints--;
@@ -2120,94 +1680,101 @@ void doDevKeys()
             }
         }
 
+        /* Select previous object type */
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editortype--;
-            if (editortype == treeleavestype || editortype == 10)
+            if (editortype == treeleavestype || editortype == 10) {
                 editortype--;
-            if (editortype < 0)
+            }
+            if (editortype < 0) {
                 editortype = firetype;
+            }
         }
 
+        /* Select next object type */
         if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editortype++;
-            if (editortype == treeleavestype || editortype == 10)
+            if (editortype == treeleavestype || editortype == 10) {
                 editortype++;
-            if (editortype > firetype)
+            }
+            if (editortype > firetype) {
                 editortype = 0;
+            }
+        }
+
+        /* Decrease size for next object */
+        if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorsize -= multiplier;
+            if (editorsize < .1) {
+                editorsize = .1;
+            }
+        }
+
+        /* Increase size for next object */
+        if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorsize += multiplier;
         }
 
+        /* Decrease yaw for next object */
         if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editoryaw -= multiplier * 100;
-            if (editoryaw < -.01)
+            if (editoryaw < -.01) {
                 editoryaw = -.01;
+            }
         }
 
+        /* Increase yaw for next object */
         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;
+        /* Decrease pitch for next object */
+        if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorpitch -= multiplier * 100;
+            if (editorpitch < -.01) {
+                editorpitch = -.01;
+            }
         }
 
-        if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-            editorsize -= multiplier;
-            if (editorsize < .1)
-                editorsize = .1;
+        /* Increase pitch for next object */
+        if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            editorpitch += multiplier * 100;
         }
 
-
+        /* Decrease map radius */
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             mapradius -= multiplier * 10;
         }
 
+        /* Increase map radius */
         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::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);
-            }
-        }
     }
 }
 
 void doJumpReversals()
 {
-    for (unsigned k = 0; k < Person::players.size(); k++)
-        for (unsigned i = k; i < Person::players.size(); i++) {
-            if (i == k)
-                continue;
-            if (     Person::players[k]->skeleton.free == 0 &&
-                     Person::players[i]->skeleton.oldfree == 0 &&
-                     (Person::players[i]->animTarget == jumpupanim ||
-                      Person::players[k]->animTarget == jumpupanim) &&
-                     (Person::players[i]->aitype == playercontrolled ||
-                      Person::players[k]->aitype == playercontrolled) &&
-                     ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
-                      (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
-                if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
-                         distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+    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 ||
+                 Person::players[k]->animTarget == jumpupanim) &&
+                (Person::players[i]->aitype == playercontrolled ||
+                 Person::players[k]->aitype == playercontrolled) &&
+                ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+                 (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+                if (distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+                    distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                     //TODO: refactor two huge similar ifs
                     if (Person::players[i]->animTarget == jumpupanim &&
-                            Person::players[k]->animTarget != getupfrombackanim &&
-                            Person::players[k]->animTarget != getupfromfrontanim &&
-                            Animation::animations[Person::players[k]->animTarget].height == middleheight &&
-                            normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
-                            ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
-                             Person::players[k]->aitype != playercontrolled)) {
+                        Person::players[k]->animTarget != getupfrombackanim &&
+                        Person::players[k]->animTarget != getupfromfrontanim &&
+                        Animation::animations[Person::players[k]->animTarget].height == middleheight &&
+                        normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+                        ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+                         Person::players[k]->aitype != playercontrolled)) {
                         Person::players[i]->victim = Person::players[k];
                         Person::players[i]->velocity = 0;
                         Person::players[i]->animCurrent = jumpreversedanim;
@@ -2237,16 +1804,17 @@ void doJumpReversals()
                         Person::players[i]->coords = Person::players[k]->coords;
                         Person::players[k]->targetyaw = Person::players[i]->targetyaw;
                         Person::players[k]->yaw = Person::players[i]->targetyaw;
-                        if (Person::players[k]->aitype == attacktypecutoff)
+                        if (Person::players[k]->aitype == attacktypecutoff) {
                             Person::players[k]->stunned = .5;
+                        }
                     }
                     if (Person::players[k]->animTarget == jumpupanim &&
-                            Person::players[i]->animTarget != getupfrombackanim &&
-                            Person::players[i]->animTarget != getupfromfrontanim &&
-                            Animation::animations[Person::players[i]->animTarget].height == middleheight &&
-                            normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
-                            ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
-                             Person::players[i]->aitype != playercontrolled)) {
+                        Person::players[i]->animTarget != getupfrombackanim &&
+                        Person::players[i]->animTarget != getupfromfrontanim &&
+                        Animation::animations[Person::players[i]->animTarget].height == middleheight &&
+                        normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+                        ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+                         Person::players[i]->aitype != playercontrolled)) {
                         Person::players[k]->victim = Person::players[i];
                         Person::players[k]->velocity = 0;
                         Person::players[k]->animCurrent = jumpreversedanim;
@@ -2276,12 +1844,14 @@ void doJumpReversals()
                         Person::players[k]->coords = Person::players[i]->coords;
                         Person::players[i]->targetyaw = Person::players[k]->targetyaw;
                         Person::players[i]->yaw = Person::players[k]->targetyaw;
-                        if (Person::players[i]->aitype == attacktypecutoff)
+                        if (Person::players[i]->aitype == attacktypecutoff) {
                             Person::players[i]->stunned = .5;
+                        }
                     }
                 }
             }
         }
+    }
 }
 
 void doAerialAcrobatics()
@@ -2291,30 +1861,29 @@ void doAerialAcrobatics()
         Person::players[k]->turnspeed = 500;
 
         if ((Person::players[k]->isRun() &&
-                ((Person::players[k]->targetyaw != rabbitrunninganim &&
-                  Person::players[k]->targetyaw != wolfrunninganim) ||
-                 Person::players[k]->frameTarget == 4)) ||
-                Person::players[k]->animTarget == removeknifeanim ||
-                Person::players[k]->animTarget == crouchremoveknifeanim ||
-                Person::players[k]->animTarget == flipanim ||
-                Person::players[k]->animTarget == fightsidestep ||
-                Person::players[k]->animTarget == walkanim) {
+             ((Person::players[k]->targetyaw != rabbitrunninganim &&
+               Person::players[k]->targetyaw != wolfrunninganim) ||
+              Person::players[k]->frameTarget == 4)) ||
+            Person::players[k]->animTarget == removeknifeanim ||
+            Person::players[k]->animTarget == crouchremoveknifeanim ||
+            Person::players[k]->animTarget == flipanim ||
+            Person::players[k]->animTarget == fightsidestep ||
+            Person::players[k]->animTarget == walkanim) {
             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
         }
 
-
         if (Person::players[k]->isStop() ||
-                Person::players[k]->isLanding() ||
-                Person::players[k]->animTarget == staggerbackhighanim ||
-                (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
-                Person::players[k]->animTarget == staggerbackhardanim ||
-                Person::players[k]->animTarget == backhandspringanim ||
-                Person::players[k]->animTarget == dodgebackanim ||
-                Person::players[k]->animTarget == rollanim ||
-                (Animation::animations[Person::players[k]->animTarget].attack &&
-                 Person::players[k]->animTarget != rabbitkickanim &&
-                 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
-                 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+            Person::players[k]->isLanding() ||
+            Person::players[k]->animTarget == staggerbackhighanim ||
+            (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+            Person::players[k]->animTarget == staggerbackhardanim ||
+            Person::players[k]->animTarget == backhandspringanim ||
+            Person::players[k]->animTarget == dodgebackanim ||
+            Person::players[k]->animTarget == rollanim ||
+            (Animation::animations[Person::players[k]->animTarget].attack &&
+             Person::players[k]->animTarget != rabbitkickanim &&
+             (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+             (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
         }
 
@@ -2323,42 +1892,47 @@ void doAerialAcrobatics()
         }
 
         Person::players[k]->DoStuff();
-        if (Person::players[k]->immobile && k != 0)
+        if (Person::players[k]->immobile && k != 0) {
             Person::players[k]->coords = Person::players[k]->realoldcoords;
+        }
 
         //if player's position has changed (?)
         if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
-                !Person::players[k]->skeleton.free &&
-                Person::players[k]->animTarget != climbanim &&
-                Person::players[k]->animTarget != hanganim) {
+            !Person::players[k]->skeleton.free &&
+            Person::players[k]->animTarget != climbanim &&
+            Person::players[k]->animTarget != hanganim) {
             XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
             int whichhit;
             bool tempcollide = 0;
 
-            if (Person::players[k]->collide < -.3)
+            if (Person::players[k]->collide < -.3) {
                 Person::players[k]->collide = -.3;
-            if (Person::players[k]->collide > 1)
+            }
+            if (Person::players[k]->collide > 1) {
                 Person::players[k]->collide = 1;
+            }
             Person::players[k]->collide -= multiplier * 30;
 
             //clip to terrain
             Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
 
-            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];
+            for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
+                unsigned int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                 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) {
+                    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 &&
-                            !Person::players[k]->isFlip())
+                        Person::players[k]->animTarget != jumpdownanim &&
+                        !Person::players[k]->isFlip()) {
                         lowpoint.y += 1.25;
-                    else
+                    } else {
                         lowpoint.y += 1.3;
-                    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)
+                    }
+                    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, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
                         flatfacing = lowpoint - Person::players[k]->coords;
                         Person::players[k]->coords = lowpoint;
@@ -2368,83 +1942,95 @@ void doAerialAcrobatics()
                         //wall jumps
                         //TODO: refactor four similar blocks
                         if (Person::players[k]->aitype == playercontrolled &&
-                                (Person::players[k]->animTarget == jumpupanim ||
-                                 Person::players[k]->animTarget == jumpdownanim ||
-                                 Person::players[k]->isFlip()) &&
-                                !Person::players[k]->jumptogglekeydown &&
-                                Person::players[k]->jumpkeydown) {
+                            (Person::players[k]->animTarget == jumpupanim ||
+                             Person::players[k]->animTarget == jumpdownanim ||
+                             Person::players[k]->isFlip()) &&
+                            !Person::players[k]->jumptogglekeydown &&
+                            Person::players[k]->jumpkeydown) {
                             lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
                             XYZ tempcoords1 = lowpoint;
                             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.facenormals[whichhit].y) < .3) {
-                                Person::players[k]->setAnimation(walljumpleftanim);
+                            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)
+                                if (k == 0) {
                                     pause_sound(whooshsound);
+                                }
 
-                                lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 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)
+                                if (lowpointtarget.z < 0) {
                                     Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                }
                                 Person::players[k]->targetyaw = Person::players[k]->yaw;
                                 Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                if (k == 0)
+                                if (k == 0) {
                                     numwallflipped++;
+                                }
                             } else {
                                 lowpoint = tempcoords1;
                                 lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
                                 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.facenormals[whichhit].y) < .3) {
-                                    Person::players[k]->setAnimation(walljumprightanim);
+                                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)
+                                    if (k == 0) {
                                         pause_sound(whooshsound);
+                                    }
 
-                                    lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 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)
+                                    if (lowpointtarget.z < 0) {
                                         Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                    }
                                     Person::players[k]->targetyaw = Person::players[k]->yaw;
                                     Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                    if (k == 0)
+                                    if (k == 0) {
                                         numwallflipped++;
+                                    }
                                 } else {
                                     lowpoint = tempcoords1;
                                     lowpointtarget = lowpoint + Person::players[k]->facing * 2;
                                     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.facenormals[whichhit].y) < .3) {
-                                        Person::players[k]->setAnimation(walljumpbackanim);
+                                    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)
+                                        if (k == 0) {
                                             pause_sound(whooshsound);
+                                        }
 
-                                        lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 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)
+                                        if (lowpointtarget.z < 0) {
                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                        }
                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                        if (k == 0)
+                                        if (k == 0) {
                                             numwallflipped++;
+                                        }
                                     } else {
                                         lowpoint = tempcoords1;
                                         lowpointtarget = lowpoint - Person::players[k]->facing * 2;
                                         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.facenormals[whichhit].y) < .3) {
-                                            Person::players[k]->setAnimation(walljumpfrontanim);
+                                        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)
+                                            if (k == 0) {
                                                 pause_sound(whooshsound);
+                                            }
 
-                                            lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 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)
+                                            if (lowpointtarget.z < 0) {
                                                 Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                            }
                                             Person::players[k]->yaw += 180;
                                             Person::players[k]->targetyaw = Person::players[k]->yaw;
                                             Person::players[k]->lowyaw = Person::players[k]->yaw;
-                                            if (k == 0)
+                                            if (k == 0) {
                                                 numwallflipped++;
+                                            }
                                         }
                                     }
                                 }
@@ -2462,8 +2048,9 @@ void doAerialAcrobatics()
 
                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
                             //flipped into a rock
-                            if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7)
+                            if (Person::players[k]->isFlip() && Person::players[k]->targetFrame().label == 7) {
                                 Person::players[k]->RagDoll(0);
+                            }
 
                             if (Person::players[k]->animTarget == jumpupanim) {
                                 Person::players[k]->jumppower = -4;
@@ -2480,8 +2067,9 @@ void doAerialAcrobatics()
 
                             //landing
                             if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
-                                if (Person::players[k]->isFlip())
+                                if (Person::players[k]->isFlip()) {
                                     Person::players[k]->jumppower = -4;
+                                }
                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
                                 if (k == 0) {
@@ -2493,27 +2081,28 @@ void doAerialAcrobatics()
                 }
             }
 
-            if (tempcollide)
-                for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+            if (tempcollide) {
+                for (unsigned int l = 0; l < terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz].size(); l++) {
                     int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                     lowpoint = Person::players[k]->coords;
                     lowpoint.y += 1.35;
-                    if (Object::objects[i]->type != rocktype)
+                    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)
+                                Person::players[k]->animTarget != jumpdownanim &&
+                                Person::players[k]->onterrain) {
                                 Person::players[k]->avoidcollided = 1;
+                            }
                             Person::players[k]->coords = lowpoint;
                             Person::players[k]->coords.y -= 1.35;
                             Person::players[k]->collide = 1;
 
                             if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
-                                    (Person::players[k]->animCurrent != climbanim &&
+                                (Person::players[k]->animCurrent != climbanim &&
                                      Person::players[k]->animCurrent != hanganim &&
                                      !Person::players[k]->isWallJump() ||
-                                     Person::players[k]->animTarget == jumpupanim ||
-                                     Person::players[k]->animTarget == jumpdownanim)) {
+                                 Person::players[k]->animTarget == jumpupanim ||
+                                 Person::players[k]->animTarget == jumpdownanim)) {
                                 lowpoint = Person::players[k]->coords;
                                 Object::objects[i]->model.SphereCheckPossible(&lowpoint, 1.5, &Object::objects[i]->position, &Object::objects[i]->yaw);
                                 lowpoint = Person::players[k]->coords;
@@ -2552,48 +2141,52 @@ void doAerialAcrobatics()
                                     lowpointtarget6 += facing * .6;
                                     lowpointtarget7.y += 90 / 13;
                                     whichhit = Object::objects[i]->model.LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw);
-                                    if (Object::objects[i]->friction > .5)
+                                    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 (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)
+                                            }
+                                            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 (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)
+                                                                                                            &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) {
                                                                     lowpoint = Person::players[k]->coords;
                                                                     lowpoint.y += (float)j / 13;
                                                                     lowpointtarget = lowpoint + facing * 1.3;
                                                                     flatfacing = Person::players[k]->coords;
-                                                                    Person::players[k]->coords = colpoint - DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[k]->yaw, 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;
 
                                                                     if (j > 10 || !Person::players[k]->isRun()) {
                                                                         if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
-                                                                            if (k == 0)
+                                                                            if (k == 0) {
                                                                                 pause_sound(whooshsound);
+                                                                            }
                                                                         }
                                                                         emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
 
-                                                                        lowpointtarget = DoRotation(Object::objects[i]->model.facenormals[whichhit], 0, Object::objects[i]->yaw, 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)
+                                                                        if (lowpointtarget.z < 0) {
                                                                             Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                                                        }
                                                                         Person::players[k]->targetyaw = Person::players[k]->yaw;
                                                                         Person::players[k]->lowyaw = Person::players[k]->yaw;
 
@@ -2611,7 +2204,7 @@ 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;
                                                                         }
                                                                     }
@@ -2619,33 +2212,41 @@ void doAerialAcrobatics()
                                                                 }
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
                                         }
+                                    }
                                 }
                             }
                         }
+                    }
                 }
+            }
             if (Person::players[k]->collide <= 0) {
                 //in the air
                 if (!Person::players[k]->onterrain &&
-                        Person::players[k]->animTarget != jumpupanim &&
-                        Person::players[k]->animTarget != jumpdownanim &&
-                        Person::players[k]->animTarget != climbanim &&
-                        Person::players[k]->animTarget != hanganim &&
-                        !Person::players[k]->isWallJump() &&
-                        !Person::players[k]->isFlip()) {
+                    Person::players[k]->animTarget != jumpupanim &&
+                    Person::players[k]->animTarget != jumpdownanim &&
+                    Person::players[k]->animTarget != climbanim &&
+                    Person::players[k]->animTarget != hanganim &&
+                    !Person::players[k]->isWallJump() &&
+                    !Person::players[k]->isFlip()) {
                     if (Person::players[k]->animCurrent != climbanim &&
-                            Person::players[k]->animCurrent != tempanim &&
-                            Person::players[k]->animTarget != backhandspringanim &&
-                            (Person::players[k]->animTarget != rollanim ||
-                             Person::players[k]->frameTarget < 2 ||
-                             Person::players[k]->frameTarget > 6)) {
+                        Person::players[k]->animCurrent != tempanim &&
+                        Person::players[k]->animTarget != backhandspringanim &&
+                        (Person::players[k]->animTarget != rollanim ||
+                         Person::players[k]->frameTarget < 2 ||
+                         Person::players[k]->frameTarget > 6)) {
                         //stagger off ledge (?)
-                        if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+                        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)
+                        if (!k) {
                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+                        }
                     }
                     //gravity
                     Person::players[k]->velocity.y += gravity;
@@ -2661,79 +2262,93 @@ void doAttacks()
     static int randattack;
     static bool playerrealattackkeydown = 0;
 
-    if (!Input::isKeyDown(attackkey))
+    if (!Input::isKeyDown(attackkey)) {
         oldattackkey = 0;
-    if (oldattackkey)
+    }
+    if (oldattackkey) {
         Person::players[0]->attackkeydown = 0;
-    if (oldattackkey)
+    }
+    if (oldattackkey) {
         playerrealattackkeydown = 0;
-    if (!oldattackkey)
+    }
+    if (!oldattackkey) {
         playerrealattackkeydown = Input::isKeyDown(attackkey);
+    }
     if ((Person::players[0]->parriedrecently <= 0 ||
-            Person::players[0]->weaponactive == -1) &&
-            (!oldattackkey ||
-             (realthreat &&
-              Person::players[0]->lastattack != swordslashanim &&
-              Person::players[0]->lastattack != knifeslashstartanim &&
-              Person::players[0]->lastattack != staffhitanim &&
-              Person::players[0]->lastattack != staffspinhitanim)))
+         Person::players[0]->weaponactive == -1) &&
+        (!oldattackkey ||
+         (realthreat &&
+          Person::players[0]->lastattack != swordslashanim &&
+          Person::players[0]->lastattack != knifeslashstartanim &&
+          Person::players[0]->lastattack != staffhitanim &&
+          Person::players[0]->lastattack != staffspinhitanim))) {
         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+    }
     if (Input::isKeyDown(attackkey) &&
-            !oldattackkey &&
-            !Person::players[0]->backkeydown) {
+        !oldattackkey &&
+        !Person::players[0]->backkeydown) {
         for (unsigned k = 0; k < Person::players.size(); k++) {
             if ((Person::players[k]->animTarget == swordslashanim ||
-                    Person::players[k]->animTarget == staffhitanim ||
-                    Person::players[k]->animTarget == staffspinhitanim) &&
-                    Person::players[0]->animCurrent != dodgebackanim &&
-                    !Person::players[k]->skeleton.free)
+                 Person::players[k]->animTarget == staffhitanim ||
+                 Person::players[k]->animTarget == staffspinhitanim) &&
+                Person::players[0]->animCurrent != dodgebackanim &&
+                !Person::players[k]->skeleton.free) {
                 Person::players[k]->Reverse();
+            }
         }
     }
 
-    if (!hostile || Dialog::inDialog())
+    if (!hostile || Dialog::inDialog()) {
         Person::players[0]->attackkeydown = 0;
+    }
 
     for (unsigned k = 0; k < Person::players.size(); k++) {
-        if (Dialog::inDialog())
+        if (Dialog::inDialog()) {
             Person::players[k]->attackkeydown = 0;
+        }
         if (Person::players[k]->animTarget != rabbitrunninganim && Person::players[k]->animTarget != wolfrunninganim) {
-            if (Person::players[k]->aitype != playercontrolled)
+            if (Person::players[k]->aitype != playercontrolled) {
                 Person::players[k]->victim = Person::players[0];
+            }
             //attack key pressed
             if (Person::players[k]->attackkeydown) {
                 //dodge backward
                 if (Person::players[k]->backkeydown &&
-                        Person::players[k]->animTarget != backhandspringanim &&
-                        (Person::players[k]->isIdle() ||
-                         Person::players[k]->isStop() ||
-                         Person::players[k]->isRun() ||
-                         Person::players[k]->animTarget == walkanim)) {
+                    Person::players[k]->animTarget != backhandspringanim &&
+                    (Person::players[k]->isIdle() ||
+                     Person::players[k]->isStop() ||
+                     Person::players[k]->isRun() ||
+                     Person::players[k]->animTarget == walkanim)) {
                     if (Person::players[k]->jumppower <= 1) {
                         Person::players[k]->jumppower -= 2;
                     } else {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k)
+                            if (i == k) {
                                 continue;
+                            }
                             if (Person::players[i]->animTarget == swordslashanim ||
-                                    Person::players[i]->animTarget == knifeslashstartanim ||
-                                    Person::players[i]->animTarget == staffhitanim ||
-                                    Person::players[i]->animTarget == staffspinhitanim)
+                                Person::players[i]->animTarget == knifeslashstartanim ||
+                                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);
                                 }
+                            }
                         }
                         if (Person::players[k]->animTarget != dodgebackanim) {
-                            if (k == 0)
+                            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)
+                            if (Person::players[k]->leftkeydown) {
                                 Person::players[k]->targetyaw -= 45;
-                            if (Person::players[k]->rightkeydown)
+                            }
+                            if (Person::players[k]->rightkeydown) {
                                 Person::players[k]->targetyaw += 45;
+                            }
                             Person::players[k]->yaw = Person::players[k]->targetyaw;
                             Person::players[k]->jumppower -= 2;
                         }
@@ -2741,194 +2356,199 @@ void doAttacks()
                 }
                 //attack
                 if (!Animation::animations[Person::players[k]->animTarget].attack &&
-                        !Person::players[k]->backkeydown &&
-                        (Person::players[k]->isIdle() ||
-                         Person::players[k]->isRun() ||
-                         Person::players[k]->animTarget == walkanim ||
-                         Person::players[k]->animTarget == sneakanim ||
-                         Person::players[k]->isCrouch())) {
+                    !Person::players[k]->backkeydown &&
+                    (Person::players[k]->isIdle() ||
+                     Person::players[k]->isRun() ||
+                     Person::players[k]->animTarget == walkanim ||
+                     Person::players[k]->animTarget == sneakanim ||
+                     Person::players[k]->isCrouch())) {
                     const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
                     //normal attacks (?)
                     Person::players[k]->hasvictim = 0;
-                    if (Person::players.size() > 1)
+                    if (Person::players.size() > 1) {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k || !(k == 0 || i == 0))
+                            if (i == k || !(k == 0 || i == 0)) {
                                 continue;
-                            if (!Person::players[k]->hasvictim)
+                            }
+                            if (!Person::players[k]->hasvictim) {
                                 if (Animation::animations[Person::players[k]->animTarget].attack != reversal) {
                                     //choose an attack
                                     const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
                                     if (distance < 4.5 &&
-                                            !Person::players[i]->skeleton.free &&
-                                            Person::players[i]->howactive < typedead1 &&
-                                            Person::players[i]->animTarget != jumpreversedanim &&
-                                            Person::players[i]->animTarget != rabbitkickreversedanim &&
-                                            Person::players[i]->animTarget != rabbitkickanim &&
-                                            Person::players[k]->animTarget != rabbitkickanim &&
-                                            Person::players[i]->animTarget != getupfrombackanim &&
-                                            (Person::players[i]->animTarget != staggerbackhighanim &&
-                                             (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
-                                            Person::players[i]->animTarget != jumpdownanim &&
-                                            Person::players[i]->animTarget != jumpupanim &&
-                                            Person::players[i]->animTarget != getupfromfrontanim) {
+                                        !Person::players[i]->skeleton.free &&
+                                        Person::players[i]->howactive < typedead1 &&
+                                        Person::players[i]->animTarget != jumpreversedanim &&
+                                        Person::players[i]->animTarget != rabbitkickreversedanim &&
+                                        Person::players[i]->animTarget != rabbitkickanim &&
+                                        Person::players[k]->animTarget != rabbitkickanim &&
+                                        Person::players[i]->animTarget != getupfrombackanim &&
+                                        (Person::players[i]->animTarget != staggerbackhighanim &&
+                                         (Person::players[i]->animTarget != staggerbackhardanim || Person::players[i]->targetFrame().label == 6)) &&
+                                        Person::players[i]->animTarget != jumpdownanim &&
+                                        Person::players[i]->animTarget != jumpupanim &&
+                                        Person::players[i]->animTarget != getupfromfrontanim) {
                                         Person::players[k]->victim = Person::players[i];
                                         Person::players[k]->hasvictim = 1;
                                         if (Person::players[k]->aitype == playercontrolled) { //human player
                                             //sweep
                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                    Person::players[k]->crouchkeydown &&
-                                                    Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                Person::players[k]->crouchkeydown &&
+                                                Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                 Person::players[k]->animTarget = sweepanim;
-                                            //winduppunch
-                                            else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     !attackweapon &&
-                                                     !reversaltrain)
+                                                //winduppunch
+                                            else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       !attackweapon &&
+                                                       !reversaltrain) {
                                                 Person::players[k]->animTarget = winduppunchanim;
-                                            //upunch
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     !attackweapon)
+                                                //upunch
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       !attackweapon) {
                                                 Person::players[k]->animTarget = upunchanim;
-                                            //knifefollow
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Person::players[i]->staggerdelay > 0 &&
-                                                     attackweapon == knife &&
-                                                     Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2)
+                                                //knifefollow
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Person::players[i]->staggerdelay > 0 &&
+                                                       attackweapon == knife &&
+                                                       Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) {
                                                 Person::players[k]->animTarget = knifefollowanim;
-                                            //knifeslashstart
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->forwardkeydown &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == knife &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //knifeslashstart
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->forwardkeydown &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == knife &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = knifeslashstartanim;
-                                            //swordslash
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == sword &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //swordslash
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == sword &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = swordslashanim;
-                                            //staffhit
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == staff &&
-                                                     Person::players[k]->weaponmissdelay <= 0 &&
-                                                     !Person::players[k]->leftkeydown &&
-                                                     !Person::players[k]->rightkeydown &&
-                                                     !Person::players[k]->forwardkeydown)
+                                                //staffhit
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == staff &&
+                                                       Person::players[k]->weaponmissdelay <= 0 &&
+                                                       !Person::players[k]->leftkeydown &&
+                                                       !Person::players[k]->rightkeydown &&
+                                                       !Person::players[k]->forwardkeydown) {
                                                 Person::players[k]->animTarget = staffhitanim;
-                                            //staffspinhit
-                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                     !Person::players[k]->crouchkeydown &&
-                                                     attackweapon == staff &&
-                                                     Person::players[k]->weaponmissdelay <= 0)
+                                                //staffspinhit
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                       !Person::players[k]->crouchkeydown &&
+                                                       attackweapon == staff &&
+                                                       Person::players[k]->weaponmissdelay <= 0) {
                                                 Person::players[k]->animTarget = staffspinhitanim;
-                                            //spinkick
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                //spinkick
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                 Person::players[k]->animTarget = spinkickanim;
-                                            //lowkick
-                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                     Animation::animations[Person::players[i]->animTarget].height == lowheight &&
-                                                     Animation::animations[Person::players[k]->animTarget].attack != normalattack)
+                                                //lowkick
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                       Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+                                                       Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
                                                 Person::players[k]->animTarget = lowkickanim;
+                                            }
                                         } else { //AI player
                                             if (distance < 4.5 * sq(Person::players[k]->scale * 5)) {
                                                 randattack = abs(Random() % 5);
                                                 if (!attackweapon && distance < 2.5 * sq(Person::players[k]->scale * 5)) {
                                                     //sweep
-                                                    if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                    if (randattack == 0 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = sweepanim;
-                                                    //upunch
-                                                    else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
-                                                             !attackweapon)
+                                                        //upunch
+                                                    else if (randattack == 1 && Animation::animations[Person::players[i]->animTarget].height != lowheight &&
+                                                               !attackweapon) {
                                                         Person::players[k]->animTarget = upunchanim;
-                                                    //spinkick
-                                                    else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        //spinkick
+                                                    } else if (randattack == 2 && Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = spinkickanim;
-                                                    //lowkick
-                                                    else if (Animation::animations[Person::players[i]->animTarget].height == lowheight)
+                                                        //lowkick
+                                                    } else if (Animation::animations[Person::players[i]->animTarget].height == lowheight) {
                                                         Person::players[k]->animTarget = lowkickanim;
+                                                    }
                                                 }
                                                 if (attackweapon) {
                                                     //sweep
-                                                    if ((tutoriallevel != 1 || !attackweapon) &&
-                                                            distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                            randattack == 0 &&
-                                                            Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                    if ((!Tutorial::active || !attackweapon) &&
+                                                        distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                        randattack == 0 &&
+                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = sweepanim;
-                                                    //knifeslashstart
-                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             attackweapon == knife &&
-                                                             Person::players[k]->weaponmissdelay <= 0)
+                                                        //knifeslashstart
+                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               attackweapon == knife &&
+                                                               Person::players[k]->weaponmissdelay <= 0) {
                                                         Person::players[k]->animTarget = knifeslashstartanim;
-                                                    //swordslash
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == sword &&
-                                                             Person::players[k]->weaponmissdelay <= 0)
+                                                        //swordslash
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == sword &&
+                                                               Person::players[k]->weaponmissdelay <= 0) {
                                                         Person::players[k]->animTarget = swordslashanim;
-                                                    //staffhit
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == staff &&
-                                                             Person::players[k]->weaponmissdelay <= 0 &&
-                                                             randattack < 3)
+                                                        //staffhit
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == staff &&
+                                                               Person::players[k]->weaponmissdelay <= 0 &&
+                                                               randattack < 3) {
                                                         Person::players[k]->animTarget = staffhitanim;
-                                                    //staffspinhit
-                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
-                                                               Person::players[0]->hasvictim &&
-                                                               Person::players[0]->animTarget == swordslashanim) &&
-                                                             attackweapon == staff &&
-                                                             Person::players[k]->weaponmissdelay <= 0 &&
-                                                             randattack >= 3)
+                                                        //staffspinhit
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                                 Person::players[0]->hasvictim &&
+                                                                 Person::players[0]->animTarget == swordslashanim) &&
+                                                               attackweapon == staff &&
+                                                               Person::players[k]->weaponmissdelay <= 0 &&
+                                                               randattack >= 3) {
                                                         Person::players[k]->animTarget = staffspinhitanim;
-                                                    //spinkick
-                                                    else if ((tutoriallevel != 1 || !attackweapon) &&
-                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             randattack == 1 &&
-                                                             Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        //spinkick
+                                                    } else if ((!Tutorial::active || !attackweapon) &&
+                                                               distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               randattack == 1 &&
+                                                               Animation::animations[Person::players[i]->animTarget].height != lowheight) {
                                                         Person::players[k]->animTarget = spinkickanim;
-                                                    //lowkick
-                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
-                                                             Animation::animations[Person::players[i]->animTarget].height == lowheight &&
-                                                             Animation::animations[Person::players[k]->animTarget].attack != normalattack)
+                                                        //lowkick
+                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                               Animation::animations[Person::players[i]->animTarget].height == lowheight &&
+                                                               Animation::animations[Person::players[k]->animTarget].attack != normalattack) {
                                                         Person::players[k]->animTarget = lowkickanim;
+                                                    }
                                                 }
                                             }
                                         }
                                         //upunch becomes wolfslap
-                                        if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+                                        if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype) {
                                             Person::players[k]->animTarget = wolfslapanim;
+                                        }
                                     }
                                     //sneak attacks
-                                    if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
-                                            Person::players[i]->howactive < typedead1 &&
-                                            distance < 1.5 * sq(Person::players[k]->scale * 5) &&
-                                            !Person::players[i]->skeleton.free &&
-                                            Person::players[i]->animTarget != getupfrombackanim &&
-                                            Person::players[i]->animTarget != getupfromfrontanim &&
-                                            (Person::players[i]->surprised > 0 ||
-                                             Person::players[i]->aitype == passivetype ||
-                                             attackweapon && Person::players[i]->stunned > 0) &&
-                                            normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
+                                    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 &&
+                                        Person::players[i]->animTarget != getupfrombackanim &&
+                                        Person::players[i]->animTarget != getupfromfrontanim &&
+                                        (Person::players[i]->surprised > 0 ||
+                                         Person::players[i]->aitype == passivetype ||
+                                         attackweapon && Person::players[i]->stunned > 0) &&
+                                        normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
                                         //sneakattack
                                         if (!attackweapon) {
                                             Person::players[k]->animCurrent = sneakattackanim;
@@ -2975,8 +2595,8 @@ void doAttacks()
                                         }
                                     }
                                     if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
-                                            Person::players[k]->victim == Person::players[i] &&
-                                            (!Person::players[i]->skeleton.free)) {
+                                        Person::players[k]->victim == Person::players[i] &&
+                                        (!Person::players[i]->skeleton.free)) {
                                         oldattackkey = 1;
                                         Person::players[k]->frameTarget = 0;
                                         Person::players[k]->target = 0;
@@ -2988,7 +2608,7 @@ void doAttacks()
                                         Person::players[k]->lastattack = Person::players[k]->animTarget;
                                     }
                                     if (Person::players[k]->animTarget == knifefollowanim &&
-                                            Person::players[k]->victim == Person::players[i]) {
+                                        Person::players[k]->victim == Person::players[i]) {
                                         oldattackkey = 1;
                                         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);
@@ -3017,110 +2637,101 @@ void doAttacks()
                                         Person::players[i]->yaw = Person::players[k]->targetyaw;
                                     }
                                 }
+                            }
                         }
+                    }
                     const bool hasstaff = attackweapon == staff;
-                    if (k == 0 && Person::players.size() > 1)
+                    if (k == 0 && Person::players.size() > 1) {
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k)
+                            if (i == k) {
                                 continue;
+                            }
                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
-                                    Animation::animations[Person::players[k]->animTarget].attack == neutral) {
+                                Animation::animations[Person::players[k]->animTarget].attack == neutral) {
                                 const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
-                                if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown))
-                                    if (Person::players[i]->skeleton.free)
+                                if (!Person::players[i]->dead || !realthreat || (!attackweapon && Person::players[k]->crouchkeydown)) {
+                                    if (Person::players[i]->skeleton.free) {
                                         if (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
-                                                (Person::players[i]->dead ||
-                                                 Person::players[i]->skeleton.longdead > 1000 ||
-                                                 Person::players[k]->isRun() ||
-                                                 hasstaff ||
-                                                 (attackweapon &&
-                                                  (Person::players[i]->skeleton.longdead > 2000 ||
-                                                   Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
-                                                   Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
-                                                  distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+                                            (Person::players[i]->dead ||
+                                             Person::players[i]->skeleton.longdead > 1000 ||
+                                             Person::players[k]->isRun() ||
+                                             hasstaff ||
+                                             (attackweapon &&
+                                              (Person::players[i]->skeleton.longdead > 2000 ||
+                                               Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+                                               Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+                                              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))
+                                                if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5)) {
                                                     Person::players[k]->animTarget = crouchstabanim;
+                                                }
                                                 //swordgroundstab
-                                                if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword)
+                                                if (Person::players[k]->crouchkeydown && distance < 1.5 * sq(Person::players[k]->scale * 5) && attackweapon == sword) {
                                                     Person::players[k]->animTarget = swordgroundstabanim;
+                                                }
                                                 //staffgroundsmash
-                                                if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+                                                if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff) {
                                                     Person::players[k]->animTarget = staffgroundsmashanim;
+                                                }
                                             }
                                             if (distance < 2.5 &&
-                                                    Person::players[k]->crouchkeydown &&
-                                                    Person::players[k]->animTarget != crouchstabanim &&
-                                                    !attackweapon &&
-                                                    Person::players[i]->dead &&
-                                                    Person::players[i]->skeleton.free &&
-                                                    Person::players[i]->skeleton.longdead > 1000) {
+                                                Person::players[k]->crouchkeydown &&
+                                                Person::players[k]->animTarget != crouchstabanim &&
+                                                !attackweapon &&
+                                                Person::players[i]->dead &&
+                                                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 < Object::objects.size(); l++) {
-                                                    if (Object::objects[l]->model.type == decalstype)
-                                                        for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
-                                                            if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
-                                                                    Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
-                                                                    Object::objects[l]->model.decalalivetime[j] < 2)
-                                                                Object::objects[l]->model.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)
+                                            if (!Person::players[i]->dead || musictype != 2) {
                                                 if (distance < 3.5 &&
-                                                        (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
-                                                        Person::players[k]->staggerdelay <= 0 &&
-                                                        (Person::players[i]->dead ||
-                                                         Person::players[i]->skeleton.longdead < 300 &&
+                                                    (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+                                                    Person::players[k]->staggerdelay <= 0 &&
+                                                    (Person::players[i]->dead ||
+                                                     Person::players[i]->skeleton.longdead < 300 &&
                                                          Person::players[k]->lastattack != spinkickanim &&
                                                          Person::players[i]->skeleton.free) &&
-                                                        (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+                                                    (!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 < Object::objects.size(); l++) {
-                                                        if (Object::objects[l]->model.type == decalstype)
-                                                            for (int j = 0; j < Object::objects[l]->model.numdecals; j++) {
-                                                                if ((Object::objects[l]->model.decaltype[j] == blooddecal ||
-                                                                        Object::objects[l]->model.decaltype[j] == blooddecalslow) &&
-                                                                        Object::objects[l]->model.decalalivetime[j] < 2) {
-                                                                    Object::objects[l]->model.DeleteDecal(j);
-                                                                }
-                                                            }
-                                                    }
                                                 }
+                                            }
                                         }
+                                    }
+                                }
                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
-                                        Person::players[k]->victim == Person::players[i] &&
-                                        (!Person::players[i]->skeleton.free ||
-                                         Person::players[k]->animTarget == killanim ||
-                                         Person::players[k]->animTarget == crouchstabanim ||
-                                         Person::players[k]->animTarget == swordgroundstabanim ||
-                                         Person::players[k]->animTarget == staffgroundsmashanim ||
-                                         Person::players[k]->animTarget == dropkickanim)) {
+                                    Person::players[k]->victim == Person::players[i] &&
+                                    (!Person::players[i]->skeleton.free ||
+                                     Person::players[k]->animTarget == killanim ||
+                                     Person::players[k]->animTarget == crouchstabanim ||
+                                     Person::players[k]->animTarget == swordgroundstabanim ||
+                                     Person::players[k]->animTarget == staffgroundsmashanim ||
+                                     Person::players[k]->animTarget == dropkickanim)) {
                                     oldattackkey = 1;
                                     Person::players[k]->frameTarget = 0;
                                     Person::players[k]->target = 0;
 
                                     XYZ targetpoint = Person::players[i]->coords;
                                     if (Person::players[k]->animTarget == crouchstabanim ||
-                                            Person::players[k]->animTarget == swordgroundstabanim ||
-                                            Person::players[k]->animTarget == staffgroundsmashanim) {
+                                        Person::players[k]->animTarget == swordgroundstabanim ||
+                                        Person::players[k]->animTarget == staffgroundsmashanim) {
                                         targetpoint += (Person::players[i]->jointPos(abdomen) +
-                                                        Person::players[i]->jointPos(neck)) / 2 *
+                                                        Person::players[i]->jointPos(neck)) /
+                                                       2 *
                                                        Person::players[i]->scale;
                                     }
                                     Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
@@ -3130,8 +2741,9 @@ void doAttacks()
                                         Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
                                     }
 
-                                    if (Person::players[k]->animTarget == staffgroundsmashanim)
+                                    if (Person::players[k]->animTarget == staffgroundsmashanim) {
                                         Person::players[k]->targettilt2 += 10;
+                                    }
 
                                     Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
                                     Person::players[k]->lastattack2 = Person::players[k]->lastattack;
@@ -3143,16 +2755,19 @@ void doAttacks()
                                 }
                             }
                         }
+                    }
                     if (!Person::players[k]->hasvictim) {
                         //find victim
                         for (unsigned i = 0; i < Person::players.size(); i++) {
-                            if (i == k || !(i == 0 || k == 0))
+                            if (i == k || !(i == 0 || k == 0)) {
                                 continue;
+                            }
                             if (!Person::players[i]->skeleton.free) {
                                 if (Person::players[k]->hasvictim) {
                                     if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) <
-                                            distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords))
+                                        distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords)) {
                                         Person::players[k]->victim = Person::players[i];
+                                    }
                                 } else {
                                     Person::players[k]->victim = Person::players[i];
                                     Person::players[k]->hasvictim = 1;
@@ -3160,41 +2775,42 @@ void doAttacks()
                             }
                         }
                     }
-                    if (Person::players[k]->aitype == playercontrolled)
+                    if (Person::players[k]->aitype == playercontrolled) {
                         //rabbit kick
                         if (Person::players[k]->attackkeydown &&
-                                Person::players[k]->isRun() &&
-                                Person::players[k]->wasRun() &&
-                                ((Person::players[k]->hasvictim &&
-                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
-                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
-                                  !Person::players[k]->victim->skeleton.free &&
-                                  Person::players[k]->victim->animTarget != getupfrombackanim &&
-                                  Person::players[k]->victim->animTarget != getupfromfrontanim &&
-                                  Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
-                                  Person::players[k]->aitype != playercontrolled && //wat???
-                                  normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
-                                  Person::players[k]->rabbitkickenabled) ||
-                                 Person::players[k]->jumpkeydown)) {
+                            Person::players[k]->isRun() &&
+                            Person::players[k]->wasRun() &&
+                            ((Person::players[k]->hasvictim &&
+                              distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+                              distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+                              !Person::players[k]->victim->skeleton.free &&
+                              Person::players[k]->victim->animTarget != getupfrombackanim &&
+                              Person::players[k]->victim->animTarget != getupfromfrontanim &&
+                              Animation::animations[Person::players[k]->victim->animTarget].height != lowheight &&
+                              Person::players[k]->aitype != playercontrolled && //wat???
+                              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);
+                            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;
+                            case 0:
+                                numunarmedattack++;
+                                break;
+                            case knife:
+                                numknifeattack++;
+                                break;
+                            case sword:
+                                numswordattack++;
+                                break;
+                            case staff:
+                                numstaffattack++;
+                                break;
                         }
                     }
                 }
@@ -3207,73 +2823,80 @@ void doPlayerCollisions()
 {
     static XYZ rotatetarget;
     static float collisionradius;
-    if (Person::players.size() > 1)
-        for (unsigned k = 0; k < Person::players.size(); k++)
+    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))
+                     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))
+                         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)
+                        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)
+                                    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.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 (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)
+                                                                    if (!Person::players[i]->onfire) {
                                                                         Person::players[i]->CatchFire();
-                                                                    if (!Person::players[k]->onfire)
+                                                                    }
+                                                                    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)
+                                                            if (!Person::players[i]->skeleton.oldfree) {
                                                                 tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
-                                                            if (!Person::players[k]->skeleton.oldfree)
+                                                            }
+                                                            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)
+                                                            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)) {
+                                                                (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]->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;
@@ -3286,29 +2909,29 @@ void doPlayerCollisions()
                                                                     }
                                                                 }
 
-                                                                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)) {
+                                                                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))
+                                                                         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()) &&
+                                                                               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) {
+                                                                            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);
                                                                                 }
 
@@ -3329,50 +2952,54 @@ void doPlayerCollisions()
                                                                                 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;
                                                                                 }
-
                                                                             }
                                                                         }
-                                                                    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 ((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[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]->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)
+                                                                                        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]->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)
+                                                                                        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]->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;
@@ -3382,12 +3009,12 @@ void doPlayerCollisions()
                                                                                     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]->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;
@@ -3404,984 +3031,17 @@ void doPlayerCollisions()
                                                                 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 == Object::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 == Object::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 = Object::checkcollide(test2, test, Person::players[i]->laststanding);
-                    if (j == -1)
-                        j = Object::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 ((Object::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 != Object::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 = Object::checkcollide(test2, test, Person::players[i]->laststanding);
-                    if (j == -1)
-                        j = Object::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 != Object::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 == Object::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);
         }
     }
 }
@@ -4391,42 +3051,8 @@ void Game::Tick()
     static XYZ facing, flatfacing;
     static int target;
 
-    Input::Tick();
-
-    if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
-            stereoreverse = true;
-        else
-            stereoreverse = false;
-
-        if (stereoreverse)
-            printf("Stereo reversed\n");
-        else
-            printf("Stereo unreversed\n");
-    }
-
-    if (Input::isKeyDown(SDL_SCANCODE_F7)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
-            stereoseparation -= 0.001;
-        else
-            stereoseparation -= 0.010;
-        printf("Stereo decreased increased to %f\n", stereoseparation);
-    }
-
-    if (Input::isKeyDown(SDL_SCANCODE_F8)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
-            stereoseparation += 0.001;
-        else
-            stereoseparation += 0.010;
-        printf("Stereo separation increased to %f\n", stereoseparation);
-    }
-
-
-    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
-        if (tutorialstage != 51)
-            tutorialstagetime = tutorialmaxtime;
-        emit_sound_np(consolefailsound, 128.);
-    }
+    /* Pump SDL input events and process non-gameplay related ones */
+    ProcessInput();
 
     /*
     Values of mainmenu :
@@ -4446,8 +3072,9 @@ void Game::Tick()
 
     if (!console) {
         //campaign over?
-        if (mainmenu && endgame == 1)
+        if (mainmenu && endgame == 1) {
             mainmenu = 10;
+        }
         //go to level select after completing a campaign level
         if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
             mainmenu = 5;
@@ -4462,27 +3089,6 @@ void Game::Tick()
             }
             Menu::Load();
         }
-        //escape key pressed
-        if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
-                (gameon || mainmenu == 0)) {
-            selected = -1;
-            if (mainmenu == 0 && !winfreeze)
-                mainmenu = 2; //pause
-            else if (mainmenu == 1 || mainmenu == 2) {
-                mainmenu = 0; //unpause
-            }
-            //play menu theme
-            if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
-                OPENAL_SetFrequency(OPENAL_ALL);
-                emit_stream_np(stream_menutheme);
-                pause_sound(leveltheme);
-            }
-            //on resume, play level music
-            if (!mainmenu) {
-                pause_sound(stream_menutheme);
-                resume_stream(leveltheme);
-            }
-        }
     }
 
     if (mainmenu) {
@@ -4490,34 +3096,18 @@ void Game::Tick()
     }
 
     if (!mainmenu) {
-        if (hostile == 1)
+        if (hostile == 1) {
             hostiletime += multiplier;
-        else
+        } else {
             hostiletime = 0;
-        if (!winfreeze)
-            leveltime += multiplier;
-
-        //keys
-        if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
-            freeze = !freeze;
-            if (freeze) {
-                OPENAL_SetFrequency(OPENAL_ALL);
-            }
         }
-
-        if (Input::isKeyPressed(consolekey) && devtools) {
-            console = !console;
-            if (console) {
-                OPENAL_SetFrequency(OPENAL_ALL);
-            } else {
-                freeze = 0;
-                waiting = false;
-            }
+        if (!winfreeze) {
+            leveltime += multiplier;
         }
 
-        if (console)
+        if (console) {
             freeze = 1;
-        if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+
             inputText(consoletext[0], &consoleselected);
             if (!waiting) {
                 if (!consoletext[0].empty()) {
@@ -4540,35 +3130,22 @@ void Game::Tick()
         static int oldwinfreeze;
         if (winfreeze && !oldwinfreeze) {
             OPENAL_SetFrequency(OPENAL_ALL);
-            emit_sound_np(consolesuccesssound);
-        }
-        if (winfreeze == 0)
-            oldwinfreeze = winfreeze;
-        else
-            oldwinfreeze++;
-
-        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
-            if (winfreeze)
-                winfreeze = 0;
-        if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
-            if (console) {
-                console = false;
-                freeze = 0;
-            } else if (winfreeze) {
-                mainmenu = 9;
-                gameon = 0;
-            }
+            emit_sound_np(consolesuccesssound);
+        }
+        if (winfreeze == 0) {
+            oldwinfreeze = winfreeze;
+        } else {
+            oldwinfreeze++;
         }
-
-
 
         if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
 
             //dialogues
             static float talkdelay = 0;
 
-            if (Dialog::inDialog())
+            if (Dialog::inDialog()) {
                 talkdelay = 1;
+            }
             talkdelay -= multiplier;
 
             if (talkdelay <= 0 && !Dialog::inDialog() && Animation::animations[Person::players[0]->animTarget].height != highheight) {
@@ -4579,7 +3156,7 @@ void Game::Tick()
 
             windvar += multiplier;
             smoketex += multiplier;
-            tutorialstagetime += multiplier;
+            Tutorial::stagetime += multiplier;
 
             //hotspots
             static float hotspotvisual[40];
@@ -4611,18 +3188,18 @@ void Game::Tick()
             }
 
             //Tutorial
-            if (tutoriallevel) {
-                doTutorial();
+            if (Tutorial::active) {
+                Tutorial::Do(multiplier);
             }
 
             //bonuses
-            if (tutoriallevel != 1) {
+            if (!Tutorial::active) {
                 if (bonustime == 0 &&
-                        bonus != solidhit &&
-                        bonus != spinecrusher &&
-                        bonus != tracheotomy &&
-                        bonus != backstab &&
-                        bonusvalue > 10) {
+                    bonus != solidhit &&
+                    bonus != spinecrusher &&
+                    bonus != tracheotomy &&
+                    bonus != backstab &&
+                    bonusvalue > 10) {
                     emit_sound_np(consolesuccesssound);
                 }
             } else if (bonustime == 0) {
@@ -4630,16 +3207,23 @@ void Game::Tick()
             }
             if (bonustime == 0) {
                 if (bonus != solidhit &&
-                        bonus != twoxcombo &&
-                        bonus != threexcombo &&
-                        bonus != fourxcombo &&
-                        bonus != megacombo)
+                    bonus != twoxcombo &&
+                    bonus != threexcombo &&
+                    bonus != fourxcombo &&
+                    bonus != megacombo) {
                     bonusnum[bonus]++;
-                else
+                } else {
                     bonusnum[bonus] += 0.15;
-                if (tutoriallevel)
+                }
+                if (Tutorial::active) {
                     bonusvalue = 0;
-                bonusvalue /= bonusnum[bonus];
+                }
+                if (bonusvalue > 0) {
+                    bonusvalue /= bonusnum[bonus];
+                    if (bonusvalue <= 0) {
+                        bonusvalue = 0;
+                    }
+                }
                 bonustotal += bonusvalue;
             }
             bonustime += multiplier;
@@ -4649,8 +3233,9 @@ void Game::Tick()
                 precipdelay -= multiplier;
                 while (precipdelay < 0) {
                     precipdelay += .04;
-                    if (!detail)
+                    if (!detail) {
                         precipdelay += .04;
+                    }
                     XYZ footvel, footpoint;
 
                     footvel = 0;
@@ -4662,10 +3247,8 @@ void Game::Tick()
                 }
             }
 
-
             doAerialAcrobatics();
 
-
             static XYZ oldviewer;
 
             //control keys
@@ -4689,9 +3272,9 @@ void Game::Tick()
                 Person::players[0]->throwkeydown = 0;
             }
 
-            if (!Person::players[0]->jumpkeydown)
+            if (!Person::players[0]->jumpkeydown) {
                 Person::players[0]->jumpclimb = 0;
-
+            }
 
             if (Dialog::inDialog()) {
                 cameramode = 1;
@@ -4707,42 +3290,69 @@ void Game::Tick()
 
                     flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
 
-                    if (Input::isKeyDown(forwardkey))
+                    if (Input::isKeyDown(forwardkey)) {
                         viewer += facing * multiplier * 4;
-                    if (Input::isKeyDown(backkey))
+                    }
+                    if (Input::isKeyDown(backkey)) {
                         viewer -= facing * multiplier * 4;
-                    if (Input::isKeyDown(leftkey))
+                    }
+                    if (Input::isKeyDown(leftkey)) {
                         viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
-                    if (Input::isKeyDown(rightkey))
+                    }
+                    if (Input::isKeyDown(rightkey)) {
                         viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
-                    if (Input::isKeyDown(jumpkey))
+                    }
+                    if (Input::isKeyDown(jumpkey)) {
                         viewer.y += multiplier * 4;
-                    if (Input::isKeyDown(crouchkey))
+                    }
+                    if (Input::isKeyDown(crouchkey)) {
                         viewer.y -= multiplier * 4;
-                    if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
-                             Input::isKeyPressed(SDL_SCANCODE_2) ||
-                             Input::isKeyPressed(SDL_SCANCODE_3) ||
-                             Input::isKeyPressed(SDL_SCANCODE_4) ||
-                             Input::isKeyPressed(SDL_SCANCODE_5) ||
-                             Input::isKeyPressed(SDL_SCANCODE_6) ||
-                             Input::isKeyPressed(SDL_SCANCODE_7) ||
-                             Input::isKeyPressed(SDL_SCANCODE_8) ||
-                             Input::isKeyPressed(SDL_SCANCODE_9) ||
-                             Input::isKeyPressed(SDL_SCANCODE_0) ||
-                             Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
+                    }
+                    if (Input::isKeyPressed(SDL_SCANCODE_1) ||
+                        Input::isKeyPressed(SDL_SCANCODE_2) ||
+                        Input::isKeyPressed(SDL_SCANCODE_3) ||
+                        Input::isKeyPressed(SDL_SCANCODE_4) ||
+                        Input::isKeyPressed(SDL_SCANCODE_5) ||
+                        Input::isKeyPressed(SDL_SCANCODE_6) ||
+                        Input::isKeyPressed(SDL_SCANCODE_7) ||
+                        Input::isKeyPressed(SDL_SCANCODE_8) ||
+                        Input::isKeyPressed(SDL_SCANCODE_9) ||
+                        Input::isKeyPressed(SDL_SCANCODE_0) ||
+                        Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
-                        if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
-                        if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
-                        if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
-                        if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
-                        if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
-                        if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
-                        if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
-                        if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
-                        if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
-                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+                        if (Input::isKeyPressed(SDL_SCANCODE_1)) {
+                            whichend = 1;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_2)) {
+                            whichend = 2;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_3)) {
+                            whichend = 3;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_4)) {
+                            whichend = 4;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_5)) {
+                            whichend = 5;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_6)) {
+                            whichend = 6;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_7)) {
+                            whichend = 7;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_8)) {
+                            whichend = 8;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_9)) {
+                            whichend = 9;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_0)) {
+                            whichend = 0;
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                             whichend = -1;
+                        }
                         if (whichend != -1) {
                             Dialog::currentScene().participantfocus = whichend;
                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
@@ -4772,27 +3382,47 @@ void Game::Tick()
                         }
                     }
                     //TODO: should these be KeyDown or KeyPressed?
-                    if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_2) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_3) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_4) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_5) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_6) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_7) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_8) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_9) ||
-                             Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+                    if (Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+                        Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
+                            whichend = 1;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
+                            whichend = 2;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
+                            whichend = 3;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
+                            whichend = 4;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
+                            whichend = 5;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
+                            whichend = 6;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
+                            whichend = 7;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
+                            whichend = 8;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
+                            whichend = 9;
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
+                            whichend = 0;
+                        }
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
@@ -4820,7 +3450,7 @@ void Game::Tick()
                                         hostile = 1;
                                     }
 
-                                    if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                                    if (Person::players.at(Dialog::currentScene().participantfocus)->dead) {
                                         Dialog::indialogue = -1;
                                         Dialog::directing = false;
                                         cameramode = 0;
@@ -4853,11 +3483,11 @@ void Game::Tick()
                 Person::players[0]->jumptogglekeydown = 0;
             }
             if (Person::players[0]->jumpkeydown &&
-                    Person::players[0]->animTarget != jumpupanim &&
-                    Person::players[0]->animTarget != jumpdownanim &&
-                    !Person::players[0]->isFlip())
+                Person::players[0]->animTarget != jumpupanim &&
+                Person::players[0]->animTarget != jumpdownanim &&
+                !Person::players[0]->isFlip()) {
                 Person::players[0]->jumptogglekeydown = 1;
-
+            }
 
             Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
@@ -4872,17 +3502,17 @@ void Game::Tick()
                 hawkcalldelay = 16 + abs(Random() % 8);
             }
 
-            doDevKeys();
-
             doAttacks();
 
             doPlayerCollisions();
 
             doJumpReversals();
 
-            for (unsigned k = 0; k < Person::players.size(); k++)
-                if (k != 0 && Person::players[k]->immobile)
+            for (unsigned k = 0; k < Person::players.size(); k++) {
+                if (k != 0 && Person::players[k]->immobile) {
                     Person::players[k]->coords = Person::players[k]->realoldcoords;
+                }
+            }
 
             for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
@@ -4895,21 +3525,20 @@ void Game::Tick()
             //respawn
             static bool respawnkeydown;
             if (!editorenabled &&
-                    (whichlevel != -2 &&
-                     (Input::isKeyDown(SDL_SCANCODE_Z) &&
-                      Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+                (whichlevel != -2 &&
+                     (Input::isKeyDown(SDL_SCANCODE_K) &&
+                      Input::isKeyDown(SDL_SCANCODE_LALT) &&
                       devtools) ||
-                     (Input::isKeyDown(jumpkey) &&
-                      !respawnkeydown &&
-                      !oldattackkey &&
-                      Person::players[0]->dead))) {
+                 (Input::isKeyDown(jumpkey) &&
+                  !respawnkeydown &&
+                  !oldattackkey &&
+                  Person::players[0]->dead))) {
                 targetlevel = whichlevel;
                 loading = 1;
                 leveltime = 5;
             }
             respawnkeydown = Input::isKeyDown(jumpkey);
 
-
             static bool movekey;
 
             //?
@@ -4920,18 +3549,19 @@ void Game::Tick()
                     if (i == 0 && !Dialog::inDialog()) {
                         //TODO: refactor repetitive code
                         if (!Animation::animations[Person::players[0]->animTarget].attack &&
-                                Person::players[0]->animTarget != staggerbackhighanim &&
-                                Person::players[0]->animTarget != staggerbackhardanim &&
-                                Person::players[0]->animTarget != crouchremoveknifeanim &&
-                                Person::players[0]->animTarget != removeknifeanim &&
-                                Person::players[0]->animTarget != backhandspringanim &&
-                                Person::players[0]->animTarget != dodgebackanim &&
-                                Person::players[0]->animTarget != walljumprightkickanim &&
-                                Person::players[0]->animTarget != walljumpleftkickanim) {
-                            if (cameramode)
+                            Person::players[0]->animTarget != staggerbackhighanim &&
+                            Person::players[0]->animTarget != staggerbackhardanim &&
+                            Person::players[0]->animTarget != crouchremoveknifeanim &&
+                            Person::players[0]->animTarget != removeknifeanim &&
+                            Person::players[0]->animTarget != backhandspringanim &&
+                            Person::players[0]->animTarget != dodgebackanim &&
+                            Person::players[0]->animTarget != walljumprightkickanim &&
+                            Person::players[0]->animTarget != walljumpleftkickanim) {
+                            if (cameramode) {
                                 Person::players[0]->targetyaw = 0;
-                            else
+                            } else {
                                 Person::players[0]->targetyaw = -yaw + 180;
+                            }
                         }
 
                         facing = 0;
@@ -4952,14 +3582,14 @@ void Game::Tick()
                     }
                     if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
                         if (!Animation::animations[Person::players[i]->animTarget].attack &&
-                                Person::players[i]->animTarget != staggerbackhighanim &&
-                                Person::players[i]->animTarget != staggerbackhardanim &&
-                                Person::players[i]->animTarget != crouchremoveknifeanim &&
-                                Person::players[i]->animTarget != removeknifeanim &&
-                                Person::players[i]->animTarget != backhandspringanim &&
-                                Person::players[i]->animTarget != dodgebackanim &&
-                                Person::players[i]->animTarget != walljumprightkickanim &&
-                                Person::players[i]->animTarget != walljumpleftkickanim) {
+                            Person::players[i]->animTarget != staggerbackhighanim &&
+                            Person::players[i]->animTarget != staggerbackhardanim &&
+                            Person::players[i]->animTarget != crouchremoveknifeanim &&
+                            Person::players[i]->animTarget != removeknifeanim &&
+                            Person::players[i]->animTarget != backhandspringanim &&
+                            Person::players[i]->animTarget != dodgebackanim &&
+                            Person::players[i]->animTarget != walljumprightkickanim &&
+                            Person::players[i]->animTarget != walljumpleftkickanim) {
                             Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
                         }
 
@@ -4979,47 +3609,55 @@ void Game::Tick()
                         Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
                     }
 
-                    if (leveltime < .5)
+                    if (leveltime < .5) {
                         numenvsounds = 0;
+                    }
 
                     Person::players[i]->avoidsomething = 0;
 
                     //avoid flaming things
-                    for (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)) {
+                    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, &Object::objects[j]->position) <
+                                        distsq(&Person::players[i]->coords, &Object::objects[j]->position) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
                                         Person::players[i]->avoidwhere = Object::objects[j]->position;
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
+                            }
+                        }
+                    }
 
                     //avoid flaming players
-                    for (unsigned j = 0; j < Person::players.size(); j++)
-                        if (Person::players[j]->onfire)
-                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
-                                if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
-                                         distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (Person::players[j]->onfire) {
+                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200) {
+                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+                                    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, &Person::players[j]->coords) <
+                                        distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
                                             distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
                                         Person::players[i]->avoidwhere = Person::players[j]->coords;
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
+                            }
+                        }
+                    }
 
-                    if (Person::players[i]->collided > .8)
+                    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;
@@ -5044,10 +3682,12 @@ void Game::Tick()
                         Person::players[i]->throwkeydown = 0;
                     }
 
-                    if (Person::players[i]->collided < -.3)
+                    if (Person::players[i]->collided < -.3) {
                         Person::players[i]->collided = -.3;
-                    if (Person::players[i]->collided > 1)
+                    }
+                    if (Person::players[i]->collided > 1) {
                         Person::players[i]->collided = 1;
+                    }
                     Person::players[i]->collided -= multiplier * 4;
                     Person::players[i]->whichdirectiondelay -= multiplier;
                     if (Person::players[i]->avoidcollided < -.3 || Person::players[i]->whichdirectiondelay <= 0) {
@@ -5055,48 +3695,51 @@ void Game::Tick()
                         Person::players[i]->whichdirection = abs(Random() % 2);
                         Person::players[i]->whichdirectiondelay = .4;
                     }
-                    if (Person::players[i]->avoidcollided > 1)
+                    if (Person::players[i]->avoidcollided > 1) {
                         Person::players[i]->avoidcollided = 1;
+                    }
                     Person::players[i]->avoidcollided -= multiplier / 4;
                     if (!Person::players[i]->skeleton.free) {
                         Person::players[i]->stunned -= multiplier;
                         Person::players[i]->surprised -= multiplier;
                     }
                     if (i != 0 && Person::players[i]->surprised <= 0 &&
-                            Person::players[i]->aitype == attacktypecutoff &&
-                            !Person::players[i]->dead &&
-                            !Person::players[i]->skeleton.free &&
-                            Animation::animations[Person::players[i]->animTarget].attack == neutral)
+                        Person::players[i]->aitype == attacktypecutoff &&
+                        !Person::players[i]->dead &&
+                        !Person::players[i]->skeleton.free &&
+                        Animation::animations[Person::players[i]->animTarget].attack == neutral) {
                         numresponded = 1;
+                    }
 
-                    if (!Person::players[i]->throwkeydown)
+                    if (!Person::players[i]->throwkeydown) {
                         Person::players[i]->throwtogglekeydown = 0;
+                    }
 
                     //pick up weapon
                     if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
                         if (Person::players[i]->weaponactive == -1 &&
-                                Person::players[i]->num_weapons < 2 &&
-                                (Person::players[i]->isIdle() ||
-                                 Person::players[i]->isCrouch() ||
-                                 Person::players[i]->animTarget == sneakanim ||
-                                 Person::players[i]->animTarget == rollanim ||
-                                 Person::players[i]->animTarget == backhandspringanim ||
-                                 Person::players[i]->isFlip() ||
-                                 Person::players[i]->aitype != playercontrolled)) {
+                            Person::players[i]->num_weapons < 2 &&
+                            (Person::players[i]->isIdle() ||
+                             Person::players[i]->isCrouch() ||
+                             Person::players[i]->animTarget == sneakanim ||
+                             Person::players[i]->animTarget == rollanim ||
+                             Person::players[i]->animTarget == backhandspringanim ||
+                             Person::players[i]->isFlip() ||
+                             Person::players[i]->aitype != playercontrolled)) {
                             for (unsigned j = 0; j < weapons.size(); j++) {
                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
-                                        Person::players[i]->aitype == playercontrolled) &&
-                                        weapons[j].owner == -1 &&
-                                        Person::players[i]->weaponactive == -1)
+                                     Person::players[i]->aitype == playercontrolled) &&
+                                    weapons[j].owner == -1 &&
+                                    Person::players[i]->weaponactive == -1) {
                                     if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
                                             if (Person::players[i]->isCrouch() ||
-                                                    Person::players[i]->animTarget == sneakanim ||
-                                                    Person::players[i]->isRun() ||
-                                                    Person::players[i]->isIdle() ||
-                                                    Person::players[i]->aitype != playercontrolled) {
+                                                Person::players[i]->animTarget == sneakanim ||
+                                                Person::players[i]->isRun() ||
+                                                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;
                                             }
@@ -5105,17 +3748,20 @@ void Game::Tick()
                                                 Person::players[i]->hasvictim = 0;
 
                                                 if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
-                                                        Person::players[i]->aitype == playercontrolled) &&
+                                                     Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
-                                                        Person::players[i]->victim &&
-                                                        weapons[j].owner == int(Person::players[i]->victim->id))
-                                                    if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1)
+                                                    Person::players[i]->victim &&
+                                                        weapons[j].owner == int(Person::players[i]->victim->id)) {
+                                                    if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2 && Person::players[i]->weaponactive == -1) {
                                                         if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
-                                                            if (weapons[j].getType() != staff)
+                                                            if (weapons[j].getType() != staff) {
                                                                 emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                            }
 
                                                             Person::players[i]->takeWeapon(j);
                                                         }
+                                                    }
+                                                }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
                                                     Person::players[i]->isFlip() ||
@@ -5124,7 +3770,7 @@ 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()) {
@@ -5132,47 +3778,51 @@ void Game::Tick()
                                                 Person::players[i]->hasvictim = 0;
 
                                                 for (unsigned k = 0; k < weapons.size(); k++) {
-                                                    if (Person::players[i]->weaponactive == -1)
+                                                    if (Person::players[i]->weaponactive == -1) {
                                                         if ((weapons[k].velocity.x == 0 && weapons[k].velocity.y == 0 && weapons[k].velocity.z == 0 ||
-                                                                Person::players[i]->aitype == playercontrolled) &&
+                                                             Person::players[i]->aitype == playercontrolled) &&
                                                                 weapons[k].owner == -1 ||
-                                                                Person::players[i]->victim &&
-                                                                weapons[k].owner == int(Person::players[i]->victim->id))
+                                                            Person::players[i]->victim &&
+                                                                weapons[k].owner == int(Person::players[i]->victim->id)) {
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
-                                                                    Person::players[i]->weaponactive == -1) {
-                                                                if (weapons[k].getType() != staff)
+                                                                Person::players[i]->weaponactive == -1) {
+                                                                if (weapons[k].getType() != staff) {
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                                }
 
                                                                 Person::players[i]->takeWeapon(k);
                                                             }
+                                                        }
+                                                    }
                                                 }
                                             }
                                         }
                                     }
+                                }
                             }
                             if (Person::players[i]->isCrouch() ||
-                                    Person::players[i]->animTarget == sneakanim ||
-                                    Person::players[i]->isRun() ||
-                                    Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
-                                    Person::players[i]->animTarget == backhandspringanim) {
-                                if (Person::players.size() > 1)
+                                Person::players[i]->animTarget == sneakanim ||
+                                Person::players[i]->isRun() ||
+                                Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
+                                Person::players[i]->animTarget == backhandspringanim) {
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
-                                        if (Person::players[i]->weaponactive == -1)
-                                            if (j != i)
+                                        if (Person::players[i]->weaponactive == -1) {
+                                            if (j != i) {
                                                 if (Person::players[j]->num_weapons &&
-                                                        Person::players[j]->skeleton.free &&
-                                                        distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
-                                                        (((Person::players[j]->skeleton.forward.y < 0 &&
-                                                           Person::players[j]->weaponstuckwhere == 0) ||
-                                                          (Person::players[j]->skeleton.forward.y > 0 &&
-                                                           Person::players[j]->weaponstuckwhere == 1)) ||
-                                                         Person::players[j]->weaponstuck == -1 ||
-                                                         Person::players[j]->num_weapons > 1)) {
+                                                    Person::players[j]->skeleton.free &&
+                                                    distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2 /*&&Person::players[j]->dead*/ &&
+                                                    (((Person::players[j]->skeleton.forward.y < 0 &&
+                                                       Person::players[j]->weaponstuckwhere == 0) ||
+                                                      (Person::players[j]->skeleton.forward.y > 0 &&
+                                                       Person::players[j]->weaponstuckwhere == 1)) ||
+                                                     Person::players[j]->weaponstuck == -1 ||
+                                                     Person::players[j]->num_weapons > 1)) {
                                                     if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
                                                         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) {
@@ -5189,17 +3839,20 @@ void Game::Tick()
                                                                 }
                                                             }
                                                             if (!fleshstuck) {
-                                                                if (weapons[k].getType() != staff)
+                                                                if (weapons[k].getType() != staff) {
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+                                                                }
                                                             }
-                                                            if (fleshstuck)
+                                                            if (fleshstuck) {
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+                                                            }
 
                                                             if (weapons[k].owner != -1) {
-                                                                if (Person::players[i]->victim->num_weapons == 1)
+                                                                if (Person::players[i]->victim->num_weapons == 1) {
                                                                     Person::players[i]->victim->num_weapons = 0;
-                                                                else
+                                                                } else {
                                                                     Person::players[i]->victim->num_weapons = 1;
+                                                                }
 
                                                                 Person::players[i]->victim->skeleton.longdead = 0;
                                                                 Person::players[i]->victim->skeleton.free = 1;
@@ -5219,8 +3872,9 @@ void Game::Tick()
                                                                 footpoint = weapons[k].position;
                                                                 if (Person::players[i]->victim->weaponstuck != -1) {
                                                                     if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
-                                                                        if (bloodtoggle)
+                                                                        if (bloodtoggle) {
                                                                             Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                                                                        }
                                                                         weapons[k].bloody = 2;
                                                                         weapons[k].blooddrip = 5;
                                                                         Person::players[i]->victim->weaponstuck = -1;
@@ -5229,10 +3883,12 @@ void Game::Tick()
                                                                     }
                                                                 }
                                                                 if (Person::players[i]->victim->num_weapons > 0) {
-                                                                    if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1)
+                                                                    if (Person::players[i]->victim->weaponstuck != 0 && Person::players[i]->victim->weaponstuck != -1) {
                                                                         Person::players[i]->victim->weaponstuck = 0;
-                                                                    if (Person::players[i]->victim->weaponids[0] == k)
+                                                                    }
+                                                                    if (Person::players[i]->victim->weaponids[0] == k) {
                                                                         Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
+                                                                    }
                                                                 }
 
                                                                 Person::players[i]->victim->weaponactive = -1;
@@ -5246,30 +3902,33 @@ void Game::Tick()
                                                         }
                                                     }
                                                 }
+                                            }
+                                        }
                                     }
+                                }
                             }
                         }
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
                                 if (Person::players[i]->isIdle() ||
-                                        Person::players[i]->isRun() ||
-                                        Person::players[i]->isCrouch() ||
-                                        Person::players[i]->animTarget == sneakanim ||
-                                        Person::players[i]->isFlip())
-                                    if (Person::players.size() > 1)
+                                    Person::players[i]->isRun() ||
+                                    Person::players[i]->isCrouch() ||
+                                    Person::players[i]->animTarget == sneakanim ||
+                                    Person::players[i]->isFlip()) {
+                                    if (Person::players.size() > 1) {
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
-                                            if (i != j)
-                                                if (tutoriallevel != 1 || tutorialstage == 49)
-                                                    if (hostile)
+                                            if (i != j) {
+                                                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 == 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)) {
+                                                            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 == 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);
                                                             }
@@ -5292,21 +3951,28 @@ void Game::Tick()
                                                                 }
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
                                         }
+                                    }
+                                }
                             }
                         }
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
                                 XYZ tempVelocity = Person::players[i]->velocity * .2;
-                                if (tempVelocity.x == 0)
+                                if (tempVelocity.x == 0) {
                                     tempVelocity.x = .1;
+                                }
                                 weapons[Person::players[i]->weaponids[0]].drop(tempVelocity, tempVelocity, false);
                                 Person::players[i]->num_weapons--;
                                 if (Person::players[i]->num_weapons) {
                                     Person::players[i]->weaponids[0] = Person::players[i]->weaponids[Person::players[i]->num_weapons];
-                                    if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons)
+                                    if (Person::players[i]->weaponstuck == Person::players[i]->num_weapons) {
                                         Person::players[i]->weaponstuck = 0;
+                                    }
                                 }
 
                                 Person::players[i]->weaponactive = -1;
@@ -5315,38 +3981,39 @@ void Game::Tick()
                                 }
                             }
                         }
-
                     }
 
                     //draw weapon
                     if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
                         if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
-                                (Person::players[i]->num_weapons == 2) &&
+                            (Person::players[i]->num_weapons == 2) &&
                                 (Person::players[i]->weaponactive == -1) &&
                                 Person::players[i]->isIdle() ||
-                                Person::players[0]->dead &&
+                            Person::players[0]->dead &&
                                 (Person::players[i]->weaponactive != -1) &&
                                 i != 0) {
                             bool isgood = true;
-                            if (Person::players[i]->weaponactive != -1)
-                                if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
+                            if (Person::players[i]->weaponactive != -1) {
+                                if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff) {
                                     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() ||
-                                        (Person::players[i]->aitype != playercontrolled &&
-                                         Person::players[0]->weaponactive != -1 &&
-                                         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]->aitype != playercontrolled &&
+                                      Person::players[0]->weaponactive != -1 &&
+                                      Person::players[i]->isRun())) &&
+                                    Person::players[i]->num_weapons &&
+                                    weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+                                    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;
                                 }
                             }
@@ -5356,22 +4023,25 @@ void Game::Tick()
                     //clean weapon
                     if (Person::players[i]->weaponactive != -1) {
                         if (Person::players[i]->isCrouch() &&
-                                weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
-                                bloodtoggle &&
-                                Person::players[i]->onterrain &&
-                                Person::players[i]->num_weapons &&
-                                Person::players[i]->attackkeydown &&
-                                musictype != stream_fighttheme) {
-                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
-                                Person::players[i]->setAnimation(crouchstabanim);
-                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
-                                Person::players[i]->setAnimation(swordgroundstabanim);
+                            weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+                            bloodtoggle &&
+                            Person::players[i]->onterrain &&
+                            Person::players[i]->num_weapons &&
+                            Person::players[i]->attackkeydown &&
+                            musictype != stream_fighttheme) {
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife) {
+                                Person::players[i]->setTargetAnimation(crouchstabanim);
+                            }
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword) {
+                                Person::players[i]->setTargetAnimation(swordgroundstabanim);
+                            }
                             Person::players[i]->hasvictim = 0;
                         }
                     }
 
-                    if (!Person::players[i]->drawkeydown)
+                    if (!Person::players[i]->drawkeydown) {
                         Person::players[i]->drawtogglekeydown = 0;
+                    }
 
                     XYZ absflatfacing;
                     if (i == 0) {
@@ -5379,8 +4049,9 @@ void Game::Tick()
                         absflatfacing.z = -1;
 
                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
-                    } else
+                    } else {
                         absflatfacing = flatfacing;
+                    }
 
                     if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
@@ -5395,87 +4066,99 @@ void Game::Tick()
                     movekey = 0;
                     //Do controls
                     if (!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) {
-                        if (!Person::players[i]->forwardkeydown)
+                        Person::players[i]->animTarget != staggerbackhighanim &&
+                        Person::players[i]->animTarget != staggerbackhardanim &&
+                        Person::players[i]->animTarget != backhandspringanim &&
+                        Person::players[i]->animTarget != dodgebackanim) {
+                        if (!Person::players[i]->forwardkeydown) {
                             Person::players[i]->forwardstogglekeydown = 0;
+                        }
                         if (Person::players[i]->crouchkeydown) {
                             //Crouch
                             target = -2;
                             if (i == 0) {
                                 Person::players[i]->superruntoggle = 1;
-                                if (Person::players.size() > 1)
-                                    for (unsigned j = 0; j < Person::players.size(); j++)
-                                        if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
-                                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
+                                if (Person::players.size() > 1) {
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                                        if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype) {
+                                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16) {
                                                 Person::players[i]->superruntoggle = 0;
+                                            }
+                                        }
+                                    }
+                                }
                             }
 
-                            if (Person::players.size() > 1)
+                            if (Person::players.size() > 1) {
                                 for (unsigned j = 0; j < Person::players.size(); j++) {
                                     if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
                                         if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                Person::players[j]->victim == Person::players[i] &&
-                                                (Person::players[j]->animTarget == sweepanim ||
-                                                 Person::players[j]->animTarget == upunchanim ||
-                                                 Person::players[j]->animTarget == wolfslapanim ||
-                                                 ((Person::players[j]->animTarget == swordslashanim ||
-                                                   Person::players[j]->animTarget == knifeslashstartanim ||
-                                                   Person::players[j]->animTarget == staffhitanim ||
-                                                   Person::players[j]->animTarget == staffspinhitanim) &&
-                                                  distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
-                                            if (target >= 0)
+                                            Person::players[j]->victim == Person::players[i] &&
+                                            (Person::players[j]->animTarget == sweepanim ||
+                                             Person::players[j]->animTarget == upunchanim ||
+                                             Person::players[j]->animTarget == wolfslapanim ||
+                                             ((Person::players[j]->animTarget == swordslashanim ||
+                                               Person::players[j]->animTarget == knifeslashstartanim ||
+                                               Person::players[j]->animTarget == staffhitanim ||
+                                               Person::players[j]->animTarget == staffspinhitanim) &&
+                                              distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+                                            if (target >= 0) {
                                                 target = -1;
-                                            else
+                                            } else {
                                                 target = j;
+                                            }
                                         }
                                     }
                                 }
-                            if (target >= 0)
+                            }
+                            if (target >= 0) {
                                 Person::players[target]->Reverse();
+                            }
                             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() ||
-                                    (Person::players[i]->isStop() &&
-                                     (Person::players[i]->leftkeydown ||
-                                      Person::players[i]->rightkeydown ||
-                                      Person::players[i]->forwardkeydown ||
-                                      Person::players[i]->backkeydown))) {
-                                Person::players[i]->setAnimation(rollanim);
+                                (Person::players[i]->isStop() &&
+                                 (Person::players[i]->leftkeydown ||
+                                  Person::players[i]->rightkeydown ||
+                                  Person::players[i]->forwardkeydown ||
+                                  Person::players[i]->backkeydown))) {
+                                Person::players[i]->setTargetAnimation(rollanim);
                                 Person::players[i]->transspeed = 20;
                             }
                         }
                         if (!Person::players[i]->crouchkeydown) {
                             //Uncrouch
-                            if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0)
+                            if (!Person::players[i]->isRun() && Person::players[i]->animTarget != sneakanim && i == 0) {
                                 Person::players[i]->superruntoggle = 0;
+                            }
                             target = -2;
                             if (Person::players[i]->isCrouch()) {
-                                if (Person::players.size() > 1)
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i &&
-                                                !Person::players[j]->skeleton.free &&
-                                                Person::players[j]->victim &&
-                                                Person::players[i]->highreversaldelay <= 0) {
+                                            !Person::players[j]->skeleton.free &&
+                                            Person::players[j]->victim &&
+                                            Person::players[i]->highreversaldelay <= 0) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                    Person::players[j]->victim == Person::players[i] &&
-                                                    (Person::players[j]->animTarget == spinkickanim) &&
-                                                    Person::players[i]->isCrouch()) {
-                                                if (target >= 0)
+                                                Person::players[j]->victim == Person::players[i] &&
+                                                (Person::players[j]->animTarget == spinkickanim) &&
+                                                Person::players[i]->isCrouch()) {
+                                                if (target >= 0) {
                                                     target = -1;
-                                                else
+                                                } else {
                                                     target = j;
+                                                }
                                             }
                                         }
                                     }
-                                if (target >= 0)
+                                }
+                                if (target >= 0) {
                                     Person::players[target]->Reverse();
+                                }
                                 Person::players[i]->highreversaldelay = .5;
 
                                 if (Person::players[i]->isCrouch()) {
@@ -5483,39 +4166,41 @@ 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;
                             }
                         }
                         if (Person::players[i]->forwardkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
-                                if (Person::players[i]->aitype == passivetype)
-                                    Person::players[i]->setAnimation(walkanim);
-                                else
-                                    Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
+                                if (Person::players[i]->aitype == passivetype) {
+                                    Person::players[i]->setTargetAnimation(walkanim);
+                                } else {
+                                    Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
+                                }
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 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);
+                            if (Person::players[i]->animTarget == hanganim /*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+                                Person::players[i]->setTargetAnimation(climbanim);
                                 Person::players[i]->frameTarget = 1;
                                 Person::players[i]->jumpclimb = 1;
                             }
@@ -5527,79 +4212,86 @@ void Game::Tick()
                         }
                         if (Person::players[i]->rightkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
                                 Person::players[i]->velocity += DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
                             }
                             Person::players[i]->targetyaw -= 90;
-                            if (Person::players[i]->forwardkeydown)
+                            if (Person::players[i]->forwardkeydown) {
                                 Person::players[i]->targetyaw += 45;
-                            if (Person::players[i]->backkeydown)
+                            }
+                            if (Person::players[i]->backkeydown) {
                                 Person::players[i]->targetyaw -= 45;
+                            }
                             movekey = 1;
                         }
-                        if ( Person::players[i]->leftkeydown) {
+                        if (Person::players[i]->leftkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
                                 Person::players[i]->velocity -= DoRotation(absflatfacing * 5 * multiplier, 0, -90, 0);
                             }
                             Person::players[i]->targetyaw += 90;
-                            if (Person::players[i]->forwardkeydown)
+                            if (Person::players[i]->forwardkeydown) {
                                 Person::players[i]->targetyaw -= 45;
-                            if (Person::players[i]->backkeydown)
+                            }
+                            if (Person::players[i]->backkeydown) {
                                 Person::players[i]->targetyaw += 45;
+                            }
                             movekey = 1;
                         }
                         if (Person::players[i]->backkeydown) {
                             if (Person::players[i]->isIdle() ||
-                                    (Person::players[i]->isStop() &&
-                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
-                                    (Person::players[i]->isLanding() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown) ||
-                                    (Person::players[i]->isLandhard() &&
-                                     Person::players[i]->frameTarget > 0 &&
-                                     !Person::players[i]->jumpkeydown &&
-                                     Person::players[i]->crouchkeydown)) {
-                                Person::players[i]->setAnimation(Person::players[i]->getRun());
+                                (Person::players[i]->isStop() &&
+                                 Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                (Person::players[i]->isLanding() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown) ||
+                                (Person::players[i]->isLandhard() &&
+                                 Person::players[i]->frameTarget > 0 &&
+                                 !Person::players[i]->jumpkeydown &&
+                                 Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setTargetAnimation(Person::players[i]->getRun());
                             }
                             if (Person::players[i]->isCrouch()) {
                                 Person::players[i]->animTarget = sneakanim;
-                                if (Person::players[i]->wasCrouch())
+                                if (Person::players[i]->wasCrouch()) {
                                     Person::players[i]->target = 0;
+                                }
                                 Person::players[i]->frameTarget = 0;
                             }
                             if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
@@ -5616,21 +4308,23 @@ void Game::Tick()
                                 Person::players[i]->coords.y -= 1.4;
                                 Person::players[i]->grabdelay = 1;
                             }
-                            if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+                            if (!Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown) {
                                 Person::players[i]->targetyaw += 180;
+                            }
                             movekey = 1;
                         }
                         if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
                             if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
-                                    Person::players[i]->isRun() ||
-                                    Person::players[i]->animTarget == walkanim ||
-                                    Person::players[i]->isCrouch() ||
-                                    Person::players[i]->animTarget == sneakanim) &&
-                                    Person::players[i]->jumppower > 1) &&
-                                    ((Person::players[i]->animTarget != rabbitrunninganim &&
-                                      Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+                                  Person::players[i]->isRun() ||
+                                  Person::players[i]->animTarget == walkanim ||
+                                  Person::players[i]->isCrouch() ||
+                                  Person::players[i]->animTarget == sneakanim) &&
+                                 Person::players[i]->jumppower > 1) &&
+                                ((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);
@@ -5640,61 +4334,69 @@ void Game::Tick()
                                 facing.z = -1;
                                 flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
 
-                                if (movekey)
+                                if (movekey) {
                                     Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
-                                if (!movekey)
+                                }
+                                if (!movekey) {
                                     Person::players[i]->velocity = 0;
+                                }
 
                                 //Dodge sweep?
                                 target = -2;
-                                if (Person::players.size() > 1)
+                                if (Person::players.size() > 1) {
                                     for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim) {
                                             if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
-                                                    (Person::players[j]->victim == Person::players[i]) &&
-                                                    (Person::players[j]->animTarget == sweepanim)) {
-                                                if (target >= 0)
+                                                (Person::players[j]->victim == Person::players[i]) &&
+                                                (Person::players[j]->animTarget == sweepanim)) {
+                                                if (target >= 0) {
                                                     target = -1;
-                                                else
+                                                } else {
                                                     target = j;
+                                                }
                                             }
                                         }
                                     }
-                                if (target >= 0)
+                                }
+                                if (target >= 0) {
                                     Person::players[i]->velocity.y = 1;
-                                else
-                                    if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+                                } else if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
                                     Person::players[i]->velocity.y = 7;
                                     Person::players[i]->crouchtogglekeydown = 1;
-                                } else Person::players[i]->velocity.y = 5;
+                                } else {
+                                    Person::players[i]->velocity.y = 5;
+                                }
 
                                 if (mousejump && i == 0 && devtools) {
-                                    if (!Person::players[i]->isLanding())
+                                    if (!Person::players[i]->isLanding()) {
                                         Person::players[i]->tempdeltav = deltav;
-                                    if (Person::players[i]->tempdeltav < 0)
+                                    }
+                                    if (Person::players[i]->tempdeltav < 0) {
                                         Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+                                    }
                                 }
 
                                 Person::players[i]->coords.y += .2;
                                 Person::players[i]->jumppower -= 1;
 
-                                if (!i)
+                                if (!i) {
                                     emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
+                                }
 
                                 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;
                                 Person::players[i]->tempdeltav = deltav;
                             }
                             if (Person::players[i]->animTarget == jumpupanim &&
-                                    (((!floatjump &&
-                                       !editorenabled) ||
-                                      !devtools) ||
-                                     Person::players[i]->aitype != playercontrolled)) {
+                                (((!floatjump &&
+                                   !editorenabled) ||
+                                  !devtools) ||
+                                 Person::players[i]->aitype != playercontrolled)) {
                                 if (Person::players[i]->jumppower > multiplier * 6) {
                                     Person::players[i]->velocity.y += multiplier * 6;
                                     Person::players[i]->jumppower -= multiplier * 6;
@@ -5704,66 +4406,79 @@ void Game::Tick()
                                     Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if (((floatjump || editorenabled) && devtools) && 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;
                             }
                         }
                         if (Person::players[i]->animTarget == walkanim &&
-                                (Person::players[i]->aitype == attacktypecutoff ||
-                                 Person::players[i]->aitype == searchtype ||
-                                 (Person::players[i]->aitype == passivetype &&
-                                  Person::players[i]->numwaypoints <= 1)))
-                            Person::players[i]->setAnimation(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]->aitype == attacktypecutoff ||
+                             Person::players[i]->aitype == searchtype ||
+                             (Person::players[i]->aitype == passivetype &&
+                              Person::players[i]->numwaypoints <= 1))) {
+                            Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+                        }
+                        if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype)) {
+                            Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
+                        }
                     }
                 }
-                if (Person::players[i]->animTarget == rollanim)
+                if (Person::players[i]->animTarget == rollanim) {
                     Person::players[i]->targetyaw = oldtargetyaw;
+                }
             }
 
             //Rotation
             for (unsigned k = 0; k < Person::players.size(); k++) {
                 if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 180) {
-                    if (Person::players[k]->yaw > Person::players[k]->targetyaw)
+                    if (Person::players[k]->yaw > Person::players[k]->targetyaw) {
                         Person::players[k]->yaw -= 360;
-                    else
+                    } else {
                         Person::players[k]->yaw += 360;
+                    }
                 }
 
                 //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());
+                if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim)) {
+                    Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
+                }
 
-                if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim)
+                if (Person::players[k]->animTarget == backhandspringanim || Person::players[k]->animTarget == dodgebackanim) {
                     Person::players[k]->targettilt = 0;
+                }
 
                 if (Person::players[k]->animTarget != jumpupanim &&
-                        Person::players[k]->animTarget != backhandspringanim &&
-                        Person::players[k]->animTarget != jumpdownanim &&
-                        !Person::players[k]->isFlip()) {
+                    Person::players[k]->animTarget != backhandspringanim &&
+                    Person::players[k]->animTarget != jumpdownanim &&
+                    !Person::players[k]->isFlip()) {
                     Person::players[k]->targettilt = 0;
-                    if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown)
+                    if (Person::players[k]->jumppower < 0 && !Person::players[k]->jumpkeydown) {
                         Person::players[k]->jumppower = 0;
+                    }
                     Person::players[k]->jumppower += multiplier * 7;
-                    if (Person::players[k]->isCrouch())
+                    if (Person::players[k]->isCrouch()) {
                         Person::players[k]->jumppower += multiplier * 7;
-                    if (Person::players[k]->jumppower > 5)
+                    }
+                    if (Person::players[k]->jumppower > 5) {
                         Person::players[k]->jumppower = 5;
+                    }
                 }
 
-                if (Person::players[k]->isRun())
+                if (Person::players[k]->isRun()) {
                     Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
+                }
 
                 Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
                 Person::players[k]->grabdelay -= multiplier;
@@ -5789,82 +4504,10 @@ 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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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 (unsigned i = 0; i < Person::players[1]->skeleton.joints.size(); 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);
             }
 
-
             //3d sound
             static float gLoc[3];
             gLoc[0] = viewer.x;
@@ -5889,7 +4532,6 @@ void Game::Tick()
             facing = DoRotation(facing, -pitch, 0, 0);
             facing = DoRotation(facing, 0, 0 - yaw, 0);
 
-
             static float ori[6];
             ori[0] = -facing.x;
             ori[1] = facing.y;
@@ -5904,9 +4546,6 @@ void Game::Tick()
             oldviewer = viewer;
         }
     }
-
-    if (Input::isKeyPressed(SDL_SCANCODE_F1))
-        Screenshot();
 }
 
 void Game::TickOnce()
@@ -5920,10 +4559,12 @@ void Game::TickOnce()
         } else {
             pitch += deltav * .7;
         }
-        if (pitch > 90)
+        if (pitch > 90) {
             pitch = 90;
-        if (pitch < -70)
+        }
+        if (pitch < -70) {
             pitch = -70;
+        }
     }
 }
 
@@ -5942,43 +4583,47 @@ void Game::TickOnceAfter()
     if (!mainmenu) {
         static int oldmusictype = musictype;
 
-        if (environment == snowyenvironment)
+        if (environment == snowyenvironment) {
             leveltheme = stream_snowtheme;
-        if (environment == grassyenvironment)
+        }
+        if (environment == grassyenvironment) {
             leveltheme = stream_grasstheme;
-        if (environment == desertenvironment)
+        }
+        if (environment == desertenvironment) {
             leveltheme = stream_deserttheme;
+        }
 
         realthreat = 0;
 
         musictype = leveltheme;
         for (unsigned i = 0; i < Person::players.size(); i++) {
             if ((Person::players[i]->aitype == attacktypecutoff ||
-                    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]->animTarget != sneakattackedanim &&
-                     Person::players[i]->animTarget != knifesneakattackedanim &&
-                     Person::players[i]->animTarget != swordsneakattackedanim)) {
+                 Person::players[i]->aitype == getweapontype ||
+                 Person::players[i]->aitype == gethelptype ||
+                 Person::players[i]->aitype == searchtype) &&
+                !Person::players[i]->dead &&
+                (Person::players[i]->animTarget != sneakattackedanim &&
+                 Person::players[i]->animTarget != knifesneakattackedanim &&
+                 Person::players[i]->animTarget != swordsneakattackedanim)) {
                 musictype = stream_fighttheme;
                 realthreat = 1;
             }
         }
-        if (Person::players[0]->dead)
+        if (Person::players[0]->dead) {
             musictype = stream_menutheme;
+        }
 
-
-        if (musictype == stream_fighttheme)
+        if (musictype == stream_fighttheme) {
             unseendelay = 1;
+        }
 
         if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
             unseendelay -= multiplier;
-            if (unseendelay > 0)
+            if (unseendelay > 0) {
                 musictype = stream_fighttheme;
+            }
         }
 
-
         if (loading == 2) {
             musictype = stream_menutheme;
             musicvolume[2] = 512;
@@ -5987,57 +4632,75 @@ void Game::TickOnceAfter()
             musicvolume[3] = 0;
         }
 
-        if (musictoggle)
-            if (musictype != oldmusictype && musictype == stream_fighttheme)
+        if (musictoggle) {
+            if (musictype != oldmusictype && musictype == stream_fighttheme) {
                 emit_sound_np(alarmsound);
+            }
+        }
         musicselected = musictype;
 
-        if (musicselected == leveltheme)
+        if (musicselected == leveltheme) {
             musicvolume[0] += multiplier * 450;
-        else
+        } else {
             musicvolume[0] -= multiplier * 450;
-        if (musicselected == stream_fighttheme)
+        }
+        if (musicselected == stream_fighttheme) {
             musicvolume[1] += multiplier * 450;
-        else
+        } else {
             musicvolume[1] -= multiplier * 450;
-        if (musicselected == stream_menutheme)
+        }
+        if (musicselected == stream_menutheme) {
             musicvolume[2] += multiplier * 450;
-        else
+        } else {
             musicvolume[2] -= multiplier * 450;
+        }
 
         for (int i = 0; i < 3; i++) {
-            if (musicvolume[i] < 0)
+            if (musicvolume[i] < 0) {
                 musicvolume[i] = 0;
-            if (musicvolume[i] > 512)
+            }
+            if (musicvolume[i] > 512) {
                 musicvolume[i] = 512;
+            }
         }
 
-        if (musicvolume[2] > 128 && !loading && !mainmenu)
+        if (musicvolume[2] > 128 && !loading && !mainmenu) {
             musicvolume[2] = 128;
+        }
 
         if (musictoggle) {
-            if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
+            if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0) {
                 emit_stream_np(leveltheme, musicvolume[0]);
-            if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
+            }
+            if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0) {
                 emit_stream_np(stream_fighttheme, musicvolume[1]);
-            if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
+            }
+            if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0) {
                 emit_stream_np(stream_menutheme, musicvolume[2]);
-            if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
+            }
+            if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0) {
                 pause_sound(leveltheme);
-            if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
+            }
+            if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0) {
                 pause_sound(stream_fighttheme);
-            if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
+            }
+            if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0) {
                 pause_sound(stream_menutheme);
+            }
 
-            if (musicvolume[0] != oldmusicvolume[0])
+            if (musicvolume[0] != oldmusicvolume[0]) {
                 OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
-            if (musicvolume[1] != oldmusicvolume[1])
+            }
+            if (musicvolume[1] != oldmusicvolume[1]) {
                 OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
-            if (musicvolume[2] != oldmusicvolume[2])
+            }
+            if (musicvolume[2] != oldmusicvolume[2]) {
                 OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+            }
 
-            for (int i = 0; i < 3; i++)
+            for (int i = 0; i < 3; i++) {
                 oldmusicvolume[i] = musicvolume[i];
+            }
         } else {
             pause_sound(leveltheme);
             pause_sound(stream_fighttheme);
@@ -6052,15 +4715,16 @@ void Game::TickOnceAfter()
         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)
+                if (Person::players[Hotspot::hotspots[i].type - 10]->dead == 0) {
                     Hotspot::killhotspot = 0;
-                else if (Hotspot::killhotspot == 2)
+                } else if (Hotspot::killhotspot == 2) {
                     Hotspot::killhotspot = 1;
+                }
             }
         }
-        if (Hotspot::killhotspot == 2)
+        if (Hotspot::killhotspot == 2) {
             Hotspot::killhotspot = 0;
-
+        }
 
         winhotspot = false;
         for (unsigned i = 0; i < Hotspot::hotspots.size(); i++) {
@@ -6081,8 +4745,8 @@ void Game::TickOnceAfter()
             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;
             }
@@ -6094,26 +4758,27 @@ void Game::TickOnceAfter()
                 }
             }
 
-
             if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
             if (winhotspot || windialogue) {
                 changedelay = 0.1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
 
-
             if (Hotspot::killhotspot) {
                 changedelay = 1;
                 targetlevel = whichlevel + 1;
-                if (targetlevel > numchallengelevels - 1)
+                if (targetlevel > numchallengelevels - 1) {
                     targetlevel = 0;
+                }
             }
 
             if (changedelay > 0 && !Person::players[0]->dead && !won) {
@@ -6141,22 +4806,22 @@ void Game::TickOnceAfter()
             }
 
             if (!editorenabled && gameon && !mainmenu) {
-                if (changedelay != -999)
+                if (changedelay != -999) {
                     changedelay -= multiplier / 7;
-                if (Person::players[0]->dead)
+                }
+                if (Person::players[0]->dead) {
                     targetlevel = whichlevel;
+                }
                 if (loading == 2 && !campaign) {
                     flash();
 
                     fireSound(firestartsound);
 
-                    if (!Person::players[0]->dead && targetlevel != whichlevel)
+                    if (!Person::players[0]->dead && targetlevel != whichlevel) {
                         startbonustotal = bonustotal;
-                    if (Person::players[0]->dead)
-                        Loadlevel(whichlevel);
-                    else
-                        Loadlevel(targetlevel);
+                    }
 
+                    LoadLevel(targetlevel);
                     fireSound();
 
                     loading = 3;
@@ -6167,32 +4832,34 @@ void Game::TickOnceAfter()
 
                     fireSound(firestartsound);
 
-                    Loadlevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
+                    LoadLevel(campaignlevels[Account::active().getCampaignChoicesMade()].mapname.c_str());
 
                     fireSound();
 
                     loading = 3;
                 }
                 if (changedelay <= -999 &&
-                        whichlevel != -2 &&
-                        !loading &&
-                        (Person::players[0]->dead ||
-                         (alldead && maptype == mapkilleveryone) ||
-                         (winhotspot) ||
-                         (Hotspot::killhotspot)))
+                    whichlevel != -2 &&
+                    !loading &&
+                    (Person::players[0]->dead ||
+                     (alldead && maptype == mapkilleveryone) ||
+                     (winhotspot) ||
+                     (Hotspot::killhotspot))) {
                     loading = 1;
+                }
                 if ((Person::players[0]->dead ||
-                        (alldead && maptype == mapkilleveryone) ||
-                        (winhotspot) ||
-                        (windialogue) ||
-                        (Hotspot::killhotspot)) &&
-                        changedelay <= 0) {
+                     (alldead && maptype == mapkilleveryone) ||
+                     (winhotspot) ||
+                     (windialogue) ||
+                     (Hotspot::killhotspot)) &&
+                    changedelay <= 0) {
                     if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
                         winfreeze = true;
                         changedelay = -999;
                     }
-                    if (Person::players[0]->dead)
+                    if (Person::players[0]->dead) {
                         loading = 1;
+                    }
                 }
             }
 
@@ -6202,8 +4869,9 @@ void Game::TickOnceAfter()
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
                 if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
-                    if (campaignlevels[actuallevel].nextlevel.empty())
+                    if (campaignlevels[actuallevel].nextlevel.empty()) {
                         endgame = 1;
+                    }
                 } else if (mainmenu == 0 && winfreeze) {
                     stealthloading = (campaignlevels[actuallevel].choosenext == 2);
 
@@ -6220,13 +4888,14 @@ 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;
@@ -6236,9 +4905,9 @@ void Game::TickOnceAfter()
                 }
             }
 
-            if (loading == 3)
+            if (loading == 3) {
                 loading = 0;
-
+            }
         }
 
         oldmusictype = musictype;
@@ -6252,15 +4921,17 @@ void Game::TickOnceAfter()
     viewerfacing = facing;
 
     if (!cameramode) {
-        if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free)
+        if ((Animation::animations[Person::players[0]->animTarget].attack != 3 && Animation::animations[Person::players[0]->animCurrent].attack != 3) || Person::players[0]->skeleton.free) {
             target = Person::players[0]->coords + 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;
-        else
+        } else {
             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 (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)
+                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;
+                }
             }
             target.y += .1;
         }
@@ -6269,62 +4940,70 @@ void Game::TickOnceAfter()
             if (findLengthfast(&Person::players[0]->velocity) > 400) {
                 cameraspeed = 20 + (findLength(&Person::players[0]->velocity) - 20) * .96;
             }
-            if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim)
+            if (Person::players[0]->skeleton.free == 0 && Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim) {
                 target.y += 1.4;
+            }
             coltarget = target - cameraloc;
-            if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+            if (findLengthfast(&coltarget) < multiplier * multiplier * 400) {
                 cameraloc = target;
-            else {
+            else {
                 Normalise(&coltarget);
-                if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0)
+                if (Person::players[0]->animTarget != hanganim && Person::players[0]->animTarget != climbanim && Person::players[0]->animCurrent != climbanim && Person::players[0]->currentoffset.x == 0) {
                     cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
-                else
+                } else {
                     cameraloc = cameraloc + coltarget * multiplier * 8;
+                }
             }
-            if (editorenabled)
+            if (editorenabled) {
                 cameraloc = target;
+            }
             cameradist += multiplier * 5;
-            if (cameradist > 2.3)
+            if (cameradist > 2.3) {
                 cameradist = 2.3;
+            }
             viewer = cameraloc - facing * cameradist;
             colviewer = viewer;
             coltarget = cameraloc;
             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 (Object::objects[i]->model.LineCheckPossible(&colviewer, &coltarget, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1)
-                        viewer = col;
+            for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
+                unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+                colviewer = viewer;
+                coltarget = cameraloc;
+                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 (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
-                        viewer = colviewer;
-                    }
+            }
+            for (unsigned int j = 0; j < terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz].size(); j++) {
+                unsigned int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+                colviewer = viewer;
+                if (Object::objects[i]->model.SphereCheck(&colviewer, .15, &col, &Object::objects[i]->position, &Object::objects[i]->yaw) != -1) {
+                    viewer = colviewer;
                 }
+            }
             cameradist = findDistance(&viewer, &target);
             viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
             if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
             }
         }
-        if (camerashake > .8)
+        if (camerashake > .8) {
             camerashake = .8;
+        }
         woozy += multiplier;
-        if (Person::players[0]->dead)
+        if (Person::players[0]->dead) {
             camerashake = 0;
-        if (Person::players[0]->dead)
+        }
+        if (Person::players[0]->dead) {
             woozy = 0;
+        }
         camerashake -= multiplier * 2;
         blackout -= multiplier * 2;
-        if (camerashake < 0)
+        if (camerashake < 0) {
             camerashake = 0;
-        if (blackout < 0)
+        }
+        if (blackout < 0) {
             blackout = 0;
+        }
         if (camerashake) {
             viewer.x += (float)(Random() % 100) * .0005 * camerashake;
             viewer.y += (float)(Random() % 100) * .0005 * camerashake;
@@ -6332,4 +5011,3 @@ void Game::TickOnceAfter()
         }
     }
 }
-