]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Added braces to all statements with clang-tidy and ran clang-format again
[lugaru.git] / Source / GameTick.cpp
index 7e50cc0d41792850e3ea42b2fdf85ef3b2dd9fa0..9844ff0e9c89e8a446c00d6ef4e50fd241603eeb 100644 (file)
@@ -179,8 +179,9 @@ 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;
 }
 float roughDirectionTo(XYZ start, XYZ end)
@@ -202,12 +203,13 @@ float sq(float 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()
@@ -286,8 +288,9 @@ void Game::playdialoguescenesound()
         default:
             break;
     }
-    if (sound != -1)
+    if (sound != -1) {
         emit_sound_at(sound, temppos);
+    }
 }
 
 // ================================================================
@@ -327,12 +330,13 @@ 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);
 }
 
@@ -351,14 +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;
@@ -387,8 +395,9 @@ void Setenvironment(int which)
     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);
@@ -404,8 +413,9 @@ void Setenvironment(int which)
         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",
@@ -422,8 +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;
@@ -434,8 +445,9 @@ void Setenvironment(int which)
         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",
@@ -452,8 +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;
@@ -464,8 +477,9 @@ void Setenvironment(int which)
         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",
@@ -514,12 +528,15 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     LOG(std::string("Loading level...") + name);
 
-    if (!gameon)
+    if (!gameon) {
         visibleloading = true;
-    if (stealthloading)
+    }
+    if (stealthloading) {
         visibleloading = false;
-    if (!stillloading)
+    }
+    if (!stillloading) {
         loadtime = 0;
+    }
     gamestarted = 1;
 
     numenvsounds = 0;
@@ -573,8 +590,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     freeze = 0;
     winfreeze = 0;
 
-    for (unsigned char i = 0; i < 100; i++)
+    for (unsigned char i = 0; i < 100; i++) {
         bonusnum[i] = 0;
+    }
 
     numfalls = 0;
     numflipfail = 0;
@@ -622,35 +640,38 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     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;
@@ -661,13 +682,14 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     } 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));
         }
+    }
 
     Game::LoadingScreen();
 
@@ -678,9 +700,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     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;
     }
@@ -696,16 +718,18 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
 
     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)
+    if (environment != oldenvironment) {
         Setenvironment(environment);
+    }
     oldenvironment = environment;
 
     Object::LoadObjectsFromFile(tfile, stealthloading);
@@ -721,12 +745,15 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
         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();
@@ -758,8 +785,9 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
     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++) {
@@ -807,10 +835,12 @@ bool Game::LoadLevel(const std::string& name, bool tutorial)
             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;
@@ -949,8 +979,9 @@ void doDevKeys()
         /* Change environment */
         if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
-            if (environment > 2)
+            if (environment > 2) {
                 environment = 0;
+            }
             Setenvironment(environment);
         }
 
@@ -990,12 +1021,13 @@ void doDevKeys()
 
             if (closest >= 0) {
                 if (Person::players[closest]->num_weapons > 0) {
-                    if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+                    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)
+                    } else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff) {
                         weapons[Person::players[closest]->weaponids[0]].setType(knife);
-                    else
+                    } else {
                         weapons[Person::players[closest]->weaponids[0]].setType(sword);
+                    }
                 } else {
                     Person::players[closest]->weaponids[0] = weapons.size();
 
@@ -1040,10 +1072,12 @@ 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);
@@ -1125,11 +1159,12 @@ void doDevKeys()
 
             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 (!Person::players[i]->headless) {
                     if (distance < closestdist) {
                         closestdist = distance;
                         closest = i;
                     }
+                }
             }
 
             XYZ flatfacing2, flatvelocity2;
@@ -1140,14 +1175,18 @@ void doDevKeys()
                 //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)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = headjoint.velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    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)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    }
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1162,8 +1201,9 @@ void doDevKeys()
                 emit_sound_at(splattersound, blah);
                 emit_sound_at(breaksound2, blah, 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;
@@ -1184,14 +1224,18 @@ void doDevKeys()
                 emit_sound_at(breaksound2, blah);
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    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)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    }
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1201,14 +1245,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    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)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    }
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1217,14 +1265,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    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)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    }
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1233,14 +1285,18 @@ void doDevKeys()
                 }
 
                 for (unsigned i = 0; i < Person::players[closest]->skeleton.joints.size(); i++) {
-                    if (!Person::players[closest]->skeleton.free)
+                    if (!Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->velocity;
-                    if (Person::players[closest]->skeleton.free)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
-                    if (!Person::players[closest]->skeleton.free)
+                    }
+                    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)
+                    }
+                    if (Person::players[closest]->skeleton.free) {
                         flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    }
                     flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
                     flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
@@ -1253,8 +1309,9 @@ void doDevKeys()
                     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)
+                            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++) {
@@ -1298,8 +1355,9 @@ void doDevKeys()
     //skip level
     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;
     }
@@ -1325,21 +1383,26 @@ void doDevKeys()
                 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)
+                if (editortype == bushtype) {
                     scenecoords.y = Person::players[0]->coords.y - .5;
-                if (editortype == firetype)
+                }
+                if (editortype == firetype) {
                     scenecoords.y = Person::players[0]->coords.y - .5;
+                }
                 float temprotat, temprotat2;
                 temprotat = editoryaw;
                 temprotat2 = editorpitch;
-                if (temprotat < 0 || editortype == bushtype)
+                if (temprotat < 0 || editortype == bushtype) {
                     temprotat = Random() % 360;
-                if (temprotat2 < 0)
+                }
+                if (temprotat2 < 0) {
                     temprotat2 = Random() % 360;
+                }
 
                 Object::MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
-                if (editortype == treetrunktype)
+                if (editortype == treetrunktype) {
                     Object::MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                }
             }
         }
 
@@ -1451,13 +1514,14 @@ void doDevKeys()
             if (numpathpoints < 30) {
                 bool connected, alreadyconnected;
                 connected = 0;
-                if (numpathpoints > 1)
+                if (numpathpoints > 1) {
                     for (int i = 0; i < numpathpoints; i++) {
                         if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
                             alreadyconnected = 0;
                             for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
-                                if (pathpointconnect[pathpointselected][j] == i)
+                                if (pathpointconnect[pathpointselected][j] == i) {
                                     alreadyconnected = 1;
+                                }
                             }
                             if (!alreadyconnected) {
                                 numpathpointconnect[pathpointselected]++;
@@ -1466,6 +1530,7 @@ void doDevKeys()
                             }
                         }
                     }
+                }
                 if (!connected) {
                     numpathpoints++;
                     pathpoint[numpathpoints - 1] = Person::players[0]->coords;
@@ -1481,14 +1546,16 @@ void doDevKeys()
 
         if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
             pathpointselected++;
-            if (pathpointselected >= numpathpoints)
+            if (pathpointselected >= numpathpoints) {
                 pathpointselected = -1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             pathpointselected--;
-            if (pathpointselected <= -2)
+            if (pathpointselected <= -2) {
                 pathpointselected = numpathpoints - 1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -1516,24 +1583,29 @@ void doDevKeys()
 
         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;
+            }
         }
 
         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;
+            }
         }
 
         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;
+            }
         }
 
         if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1546,8 +1618,9 @@ void doDevKeys()
 
         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editorsize -= multiplier;
-            if (editorsize < .1)
+            if (editorsize < .1) {
                 editorsize = .1;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
@@ -1564,8 +1637,9 @@ void doDevKeys()
 
         if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
             editorpitch -= multiplier * 100;
-            if (editorpitch < -.01)
+            if (editorpitch < -.01) {
                 editorpitch = -.01;
+            }
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Object::objects.size() && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -1628,8 +1702,9 @@ 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 &&
@@ -1667,8 +1742,9 @@ 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;
+                        }
                     }
                 }
             }
@@ -1714,8 +1790,9 @@ 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 &&
@@ -1726,10 +1803,12 @@ void doAerialAcrobatics()
             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
@@ -1743,13 +1822,15 @@ void doAerialAcrobatics()
                     lowpoint = Person::players[k]->coords;
                     if (Person::players[k]->animTarget != jumpupanim &&
                         Person::players[k]->animTarget != jumpdownanim &&
-                        !Person::players[k]->isFlip())
+                        !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)
+                        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;
@@ -1770,17 +1851,20 @@ void doAerialAcrobatics()
                             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.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;
@@ -1788,17 +1872,20 @@ void doAerialAcrobatics()
                                 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.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;
@@ -1806,17 +1893,20 @@ void doAerialAcrobatics()
                                     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.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;
@@ -1824,18 +1914,21 @@ void doAerialAcrobatics()
                                         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.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++;
+                                            }
                                         }
                                     }
                                 }
@@ -1853,8 +1946,9 @@ 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;
@@ -1871,8 +1965,9 @@ 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) {
@@ -1884,17 +1979,18 @@ void doAerialAcrobatics()
                 }
             }
 
-            if (tempcollide)
+            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]->onterrain) {
                                 Person::players[k]->avoidcollided = 1;
+                            }
                             Person::players[k]->coords = lowpoint;
                             Person::players[k]->coords.y -= 1.35;
                             Person::players[k]->collide = 1;
@@ -1943,12 +2039,13 @@ 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 (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::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,
@@ -1956,15 +2053,16 @@ void doAerialAcrobatics()
                                                         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)
+                                                                                                    &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)
+                                                                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;
@@ -1976,15 +2074,17 @@ void doAerialAcrobatics()
 
                                                                     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.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;
 
@@ -2010,11 +2110,17 @@ void doAerialAcrobatics()
                                                                 }
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
                                         }
+                                    }
                                 }
                             }
                         }
+                    }
                 }
+            }
             if (Person::players[k]->collide <= 0) {
                 //in the air
                 if (!Person::players[k]->onterrain &&
@@ -2031,12 +2137,14 @@ void doAerialAcrobatics()
                          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]->setTargetAnimation(jumpdownanim);
 
-                        if (!k)
+                        if (!k) {
                             emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
+                        }
                     }
                     //gravity
                     Person::players[k]->velocity.y += gravity;
@@ -2052,14 +2160,18 @@ 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 ||
@@ -2067,8 +2179,9 @@ void doAttacks()
           Person::players[0]->lastattack != swordslashanim &&
           Person::players[0]->lastattack != knifeslashstartanim &&
           Person::players[0]->lastattack != staffhitanim &&
-          Person::players[0]->lastattack != staffspinhitanim)))
+          Person::players[0]->lastattack != staffspinhitanim))) {
         Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+    }
     if (Input::isKeyDown(attackkey) &&
         !oldattackkey &&
         !Person::players[0]->backkeydown) {
@@ -2077,20 +2190,24 @@ void doAttacks()
                  Person::players[k]->animTarget == staffhitanim ||
                  Person::players[k]->animTarget == staffspinhitanim) &&
                 Person::players[0]->animCurrent != dodgebackanim &&
-                !Person::players[k]->skeleton.free)
+                !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
@@ -2104,27 +2221,32 @@ void doAttacks()
                         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 == staffspinhitanim) {
                                 if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
                                     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]->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;
                         }
@@ -2141,11 +2263,12 @@ void doAttacks()
                     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);
@@ -2168,146 +2291,150 @@ void doAttacks()
                                             //sweep
                                             if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                 Person::players[k]->crouchkeydown &&
-                                                Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                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 ((!Tutorial::active || !attackweapon) &&
                                                         distance < 2.5 * sq(Person::players[k]->scale * 5) &&
                                                         randattack == 0 &&
-                                                        Animation::animations[Person::players[i]->animTarget].height != lowheight)
+                                                        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 ((!Tutorial::active || !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) && (!Tutorial::active || Tutorial::stage == 22) &&
@@ -2408,17 +2535,20 @@ 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) {
                                 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 ||
@@ -2433,14 +2563,17 @@ void doAttacks()
                                             Person::players[k]->hasvictim = 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 &&
@@ -2457,7 +2590,7 @@ void doAttacks()
                                                     }
                                                 }
                                             }
-                                            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 &&
@@ -2474,7 +2607,10 @@ void doAttacks()
                                                         }
                                                     }
                                                 }
+                                            }
                                         }
+                                    }
+                                }
                                 if (Animation::animations[Person::players[k]->animTarget].attack == normalattack &&
                                     Person::players[k]->victim == Person::players[i] &&
                                     (!Person::players[i]->skeleton.free ||
@@ -2503,8 +2639,9 @@ 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;
@@ -2516,16 +2653,19 @@ 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;
@@ -2533,7 +2673,7 @@ 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() &&
@@ -2552,6 +2692,7 @@ void doAttacks()
                             oldattackkey = 1;
                             Person::players[k]->setTargetAnimation(rabbitkickanim);
                         }
+                    }
                     //update counts
                     if (Animation::animations[Person::players[k]->animTarget].attack && k == 0) {
                         numattacks++;
@@ -2580,23 +2721,23 @@ 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))
+                    (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))
+                        (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 &&
@@ -2605,34 +2746,40 @@ void doPlayerCollisions()
                                     Person::players[i]->animTarget != climbanim &&
                                     Person::players[i]->animTarget != hanganim &&
                                     Person::players[k]->animTarget != climbanim &&
-                                    Person::players[k]->animTarget != hanganim)
+                                    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 (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)) {
@@ -2667,7 +2814,7 @@ void doPlayerCollisions()
                                                                     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[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) &&
@@ -2705,6 +2852,7 @@ void doPlayerCollisions()
                                                                                 }
                                                                             }
                                                                         }
+                                                                    }
                                                                     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 ||
@@ -2717,24 +2865,30 @@ void doPlayerCollisions()
                                                                                 Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
                                                                                 Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
                                                                                 Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
-                                                                                if (Person::players[k]->howactive == typeactive || hostile)
+                                                                                if (Person::players[k]->howactive == typeactive || hostile) {
                                                                                     if (Person::players[k]->isIdle()) {
-                                                                                        if (Person::players[k]->howactive < typesleeping)
+                                                                                        if (Person::players[k]->howactive < typesleeping) {
                                                                                             Person::players[k]->setTargetAnimation(Person::players[k]->getStop());
-                                                                                        else if (Person::players[k]->howactive == typesleeping)
+                                                                                        } else if (Person::players[k]->howactive == typesleeping) {
                                                                                             Person::players[k]->setTargetAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
+                                                                                        }
+                                                                                        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)
+                                                                                        if (Person::players[i]->howactive < typesleeping) {
                                                                                             Person::players[i]->setTargetAnimation(Person::players[k]->getStop());
-                                                                                        else
+                                                                                        } else {
                                                                                             Person::players[i]->setTargetAnimation(getupfromfrontanim);
-                                                                                        if (!editorenabled)
+                                                                                        }
+                                                                                        if (!editorenabled) {
                                                                                             Person::players[i]->howactive = typeactive;
+                                                                                        }
                                                                                     }
+                                                                                }
                                                                             }
                                                                             //jump down on player
                                                                             if (hostile) {
@@ -2775,7 +2929,19 @@ void doPlayerCollisions()
                                                                 Person::players[k]->CheckKick();
                                                             }
                                                         }
+                                                    }
+                                                }
+                                            }
+                                        }
+                                    }
+                                }
+                            }
+                        }
+                    }
+                }
             }
+        }
+    }
 }
 
 void Game::Tick()
@@ -2786,30 +2952,34 @@ void Game::Tick()
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoreverse = true;
-        else
+        } else {
             stereoreverse = false;
+        }
 
-        if (stereoreverse)
+        if (stereoreverse) {
             printf("Stereo reversed\n");
-        else
+        } else {
             printf("Stereo unreversed\n");
+        }
     }
 
     if (Input::isKeyDown(SDL_SCANCODE_F7)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoseparation -= 0.001;
-        else
+        } else {
             stereoseparation -= 0.010;
+        }
         printf("Stereo decreased increased to %f\n", stereoseparation);
     }
 
     if (Input::isKeyDown(SDL_SCANCODE_F8)) {
-        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
             stereoseparation += 0.001;
-        else
+        } else {
             stereoseparation += 0.010;
+        }
         printf("Stereo separation increased to %f\n", stereoseparation);
     }
 
@@ -2838,8 +3008,9 @@ 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;
@@ -2858,9 +3029,9 @@ void Game::Tick()
         if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
             (gameon || mainmenu == 0)) {
             selected = -1;
-            if (mainmenu == 0 && !winfreeze)
+            if (mainmenu == 0 && !winfreeze) {
                 mainmenu = 2; //pause
-            else if (mainmenu == 1 || mainmenu == 2) {
+            else if (mainmenu == 1 || mainmenu == 2) {
                 mainmenu = 0; //unpause
             }
             //play menu theme
@@ -2882,12 +3053,14 @@ void Game::Tick()
     }
 
     if (!mainmenu) {
-        if (hostile == 1)
+        if (hostile == 1) {
             hostiletime += multiplier;
-        else
+        } else {
             hostiletime = 0;
-        if (!winfreeze)
+        }
+        if (!winfreeze) {
             leveltime += multiplier;
+        }
 
         //keys
         if (Input::isKeyDown(SDL_SCANCODE_LALT) && Input::isKeyPressed(SDL_SCANCODE_V) && devtools) {
@@ -2907,8 +3080,9 @@ void Game::Tick()
             }
         }
 
-        if (console)
+        if (console) {
             freeze = 1;
+        }
         if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
             inputText(consoletext[0], &consoleselected);
             if (!waiting) {
@@ -2934,14 +3108,17 @@ void Game::Tick()
             OPENAL_SetFrequency(OPENAL_ALL);
             emit_sound_np(consolesuccesssound);
         }
-        if (winfreeze == 0)
+        if (winfreeze == 0) {
             oldwinfreeze = winfreeze;
-        else
+        } else {
             oldwinfreeze++;
+        }
 
-        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
-            if (winfreeze)
+        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;
@@ -2957,8 +3134,9 @@ void Game::Tick()
             //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) {
@@ -3023,12 +3201,14 @@ void Game::Tick()
                     bonus != twoxcombo &&
                     bonus != threexcombo &&
                     bonus != fourxcombo &&
-                    bonus != megacombo)
+                    bonus != megacombo) {
                     bonusnum[bonus]++;
-                else
+                } else {
                     bonusnum[bonus] += 0.15;
-                if (Tutorial::active)
+                }
+                if (Tutorial::active) {
                     bonusvalue = 0;
+                }
                 bonusvalue /= bonusnum[bonus];
                 bonustotal += bonusvalue;
             }
@@ -3039,8 +3219,9 @@ void Game::Tick()
                 precipdelay -= multiplier;
                 while (precipdelay < 0) {
                     precipdelay += .04;
-                    if (!detail)
+                    if (!detail) {
                         precipdelay += .04;
+                    }
                     XYZ footvel, footpoint;
 
                     footvel = 0;
@@ -3077,8 +3258,9 @@ 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;
@@ -3094,18 +3276,24 @@ 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) ||
@@ -3118,28 +3306,39 @@ void Game::Tick()
                         Input::isKeyPressed(SDL_SCANCODE_0) ||
                         Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if (Input::isKeyPressed(SDL_SCANCODE_1))
+                        if (Input::isKeyPressed(SDL_SCANCODE_1)) {
                             whichend = 1;
-                        if (Input::isKeyPressed(SDL_SCANCODE_2))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_2)) {
                             whichend = 2;
-                        if (Input::isKeyPressed(SDL_SCANCODE_3))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_3)) {
                             whichend = 3;
-                        if (Input::isKeyPressed(SDL_SCANCODE_4))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_4)) {
                             whichend = 4;
-                        if (Input::isKeyPressed(SDL_SCANCODE_5))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_5)) {
                             whichend = 5;
-                        if (Input::isKeyPressed(SDL_SCANCODE_6))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_6)) {
                             whichend = 6;
-                        if (Input::isKeyPressed(SDL_SCANCODE_7))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_7)) {
                             whichend = 7;
-                        if (Input::isKeyPressed(SDL_SCANCODE_8))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_8)) {
                             whichend = 8;
-                        if (Input::isKeyPressed(SDL_SCANCODE_9))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_9)) {
                             whichend = 9;
-                        if (Input::isKeyPressed(SDL_SCANCODE_0))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_0)) {
                             whichend = 0;
-                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+                        }
+                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                             whichend = -1;
+                        }
                         if (whichend != -1) {
                             Dialog::currentScene().participantfocus = whichend;
                             Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
@@ -3180,26 +3379,36 @@ void Game::Tick()
                         Input::isKeyDown(SDL_SCANCODE_KP_9) ||
                         Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_1))
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) {
                             whichend = 1;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_2))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) {
                             whichend = 2;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_3))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) {
                             whichend = 3;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_4))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) {
                             whichend = 4;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_5))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) {
                             whichend = 5;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_6))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) {
                             whichend = 6;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_7))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) {
                             whichend = 7;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_8))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) {
                             whichend = 8;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_9))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) {
                             whichend = 9;
-                        if (Input::isKeyDown(SDL_SCANCODE_KP_0))
+                        }
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                             whichend = 0;
+                        }
                         Dialog::currentScene().participantfacing[whichend] = facing;
                     }
                     if (Dialog::indialogue >= int(Dialog::currentDialog().scenes.size())) {
@@ -3262,8 +3471,9 @@ void Game::Tick()
             if (Person::players[0]->jumpkeydown &&
                 Person::players[0]->animTarget != jumpupanim &&
                 Person::players[0]->animTarget != jumpdownanim &&
-                !Person::players[0]->isFlip())
+                !Person::players[0]->isFlip()) {
                 Person::players[0]->jumptogglekeydown = 1;
+            }
 
             Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
@@ -3286,9 +3496,11 @@ void Game::Tick()
 
             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)) {
@@ -3333,10 +3545,11 @@ void Game::Tick()
                             Person::players[0]->animTarget != dodgebackanim &&
                             Person::players[0]->animTarget != walljumprightkickanim &&
                             Person::players[0]->animTarget != walljumpleftkickanim) {
-                            if (cameramode)
+                            if (cameramode) {
                                 Person::players[0]->targetyaw = 0;
-                            else
+                            } else {
                                 Person::players[0]->targetyaw = -yaw + 180;
+                            }
                         }
 
                         facing = 0;
@@ -3384,15 +3597,16 @@ 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 (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)
+                    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;
@@ -3404,11 +3618,14 @@ void Game::Tick()
                                         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)
+                    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;
@@ -3420,9 +3637,13 @@ void Game::Tick()
                                         Person::players[i]->avoidsomething = 1;
                                     }
                                 }
+                            }
+                        }
+                    }
 
-                    if (Person::players[i]->collided > .8)
+                    if (Person::players[i]->collided > .8) {
                         Person::players[i]->avoidcollided = 0;
+                    }
 
                     Person::players[i]->doAI();
 
@@ -3449,10 +3670,12 @@ 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) {
@@ -3460,8 +3683,9 @@ 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;
@@ -3471,11 +3695,13 @@ void Game::Tick()
                         Person::players[i]->aitype == attacktypecutoff &&
                         !Person::players[i]->dead &&
                         !Person::players[i]->skeleton.free &&
-                        Animation::animations[Person::players[i]->animTarget].attack == neutral)
+                        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) {
@@ -3492,7 +3718,7 @@ void Game::Tick()
                                 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]->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() ||
@@ -3513,14 +3739,17 @@ void Game::Tick()
                                                      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)
+                                                        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() ||
@@ -3537,33 +3766,37 @@ 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) &&
                                                                 weapons[k].owner == -1 ||
                                                             Person::players[i]->victim &&
-                                                                weapons[k].owner == int(Person::players[i]->victim->id))
+                                                                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)
+                                                                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)
+                                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*/ &&
@@ -3594,17 +3827,20 @@ 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;
@@ -3624,8 +3860,9 @@ 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;
@@ -3634,10 +3871,12 @@ 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;
@@ -3651,7 +3890,10 @@ void Game::Tick()
                                                         }
                                                     }
                                                 }
+                                            }
+                                        }
                                     }
+                                }
                             }
                         }
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
@@ -3660,12 +3902,12 @@ void Game::Tick()
                                     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]->isFlip()) {
+                                    if (Person::players.size() > 1) {
                                         for (unsigned j = 0; j < Person::players.size(); j++) {
-                                            if (i != j)
-                                                if (!Tutorial::active || Tutorial::stage == 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 &&
@@ -3697,21 +3939,28 @@ 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;
@@ -3732,9 +3981,11 @@ void Game::Tick()
                                 (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]->setTargetAnimation(drawrightanim);
@@ -3766,16 +4017,19 @@ void Game::Tick()
                             Person::players[i]->num_weapons &&
                             Person::players[i]->attackkeydown &&
                             musictype != stream_fighttheme) {
-                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+                            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)
+                            }
+                            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) {
@@ -3783,8 +4037,9 @@ void Game::Tick()
                         absflatfacing.z = -1;
 
                         absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
-                    } else
+                    } else {
                         absflatfacing = flatfacing;
+                    }
 
                     if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
@@ -3803,21 +4058,26 @@ void Game::Tick()
                         Person::players[i]->animTarget != staggerbackhardanim &&
                         Person::players[i]->animTarget != backhandspringanim &&
                         Person::players[i]->animTarget != dodgebackanim) {
-                        if (!Person::players[i]->forwardkeydown)
+                        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 &&
@@ -3830,15 +4090,18 @@ void Game::Tick()
                                                Person::players[j]->animTarget == staffhitanim ||
                                                Person::players[j]->animTarget == staffspinhitanim) &&
                                               distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
-                                            if (target >= 0)
+                                            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()) {
@@ -3857,11 +4120,12 @@ void Game::Tick()
                         }
                         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 &&
@@ -3871,15 +4135,18 @@ void Game::Tick()
                                                 Person::players[j]->victim == Person::players[i] &&
                                                 (Person::players[j]->animTarget == spinkickanim) &&
                                                 Person::players[i]->isCrouch()) {
-                                                if (target >= 0)
+                                                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()) {
@@ -3907,15 +4174,17 @@ void Game::Tick()
                                  Person::players[i]->frameTarget > 0 &&
                                  !Person::players[i]->jumpkeydown &&
                                  Person::players[i]->crouchkeydown)) {
-                                if (Person::players[i]->aitype == passivetype)
+                                if (Person::players[i]->aitype == passivetype) {
                                     Person::players[i]->setTargetAnimation(walkanim);
-                                else
+                                } 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)*/) {
@@ -3944,18 +4213,21 @@ void Game::Tick()
                             }
                             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) {
@@ -3973,18 +4245,21 @@ void Game::Tick()
                             }
                             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) {
@@ -4002,8 +4277,9 @@ void Game::Tick()
                             }
                             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()) {
@@ -4020,8 +4296,9 @@ 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) {
@@ -4045,46 +4322,54 @@ 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)
+                                                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
+                                } 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.);
                             }
@@ -4109,8 +4394,9 @@ 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) {
@@ -4129,48 +4415,58 @@ void Game::Tick()
                             (Person::players[i]->aitype == attacktypecutoff ||
                              Person::players[i]->aitype == searchtype ||
                              (Person::players[i]->aitype == passivetype &&
-                              Person::players[i]->numwaypoints <= 1)))
+                              Person::players[i]->numwaypoints <= 1))) {
                             Person::players[i]->setTargetAnimation(Person::players[i]->getStop());
-                        if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+                        }
+                        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))
+                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]->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;
@@ -4239,8 +4535,9 @@ void Game::Tick()
         }
     }
 
-    if (Input::isKeyPressed(SDL_SCANCODE_F1))
+    if (Input::isKeyPressed(SDL_SCANCODE_F1)) {
         Screenshot();
+    }
 }
 
 void Game::TickOnce()
@@ -4254,10 +4551,12 @@ void Game::TickOnce()
         } else {
             pitch += deltav * .7;
         }
-        if (pitch > 90)
+        if (pitch > 90) {
             pitch = 90;
-        if (pitch < -70)
+        }
+        if (pitch < -70) {
             pitch = -70;
+        }
     }
 }
 
@@ -4276,12 +4575,15 @@ 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;
 
@@ -4299,16 +4601,19 @@ void Game::TickOnceAfter()
                 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) {
@@ -4319,57 +4624,75 @@ 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);
@@ -4384,14 +4707,16 @@ 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++) {
@@ -4428,21 +4753,24 @@ 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) {
@@ -4470,17 +4798,20 @@ 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;
+                    }
 
                     LoadLevel(targetlevel);
                     fireSound();
@@ -4505,8 +4836,9 @@ void Game::TickOnceAfter()
                     (Person::players[0]->dead ||
                      (alldead && maptype == mapkilleveryone) ||
                      (winhotspot) ||
-                     (Hotspot::killhotspot)))
+                     (Hotspot::killhotspot))) {
                     loading = 1;
+                }
                 if ((Person::players[0]->dead ||
                      (alldead && maptype == mapkilleveryone) ||
                      (winhotspot) ||
@@ -4517,8 +4849,9 @@ void Game::TickOnceAfter()
                         winfreeze = true;
                         changedelay = -999;
                     }
-                    if (Person::players[0]->dead)
+                    if (Person::players[0]->dead) {
                         loading = 1;
+                    }
                 }
             }
 
@@ -4528,8 +4861,9 @@ 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);
 
@@ -4563,8 +4897,9 @@ void Game::TickOnceAfter()
                 }
             }
 
-            if (loading == 3)
+            if (loading == 3) {
                 loading = 0;
+            }
         }
 
         oldmusictype = musictype;
@@ -4578,15 +4913,17 @@ 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;
         }
@@ -4595,23 +4932,27 @@ 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;
@@ -4637,19 +4978,24 @@ void Game::TickOnceAfter()
                 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;