]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameTick.cpp
Moved as much as possible init in Person constructor
[lugaru.git] / Source / GameTick.cpp
index 8b519880e7da4f483bddcfe830334cc7db30cd72..9afacced235878340de42e6afb33737a163ae2db 100644 (file)
@@ -1,24 +1,26 @@
 /*
 Copyright (C) 2003, 2010 - Wolfire Games
+Copyright (C) 2010-2016 - Lugaru contributors (see AUTHORS file)
 
 This file is part of Lugaru.
 
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
 
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+GNU General Public License for more details.
 
 You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 */
 
+// Enable full math definitions
+#define _USE_MATH_DEFINES
+
 #if PLATFORM_UNIX
 #include <sys/stat.h>
 #include <sys/types.h>
@@ -27,23 +29,32 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include <direct.h>
 #endif
 
+
 #include <limits>
 #include <ctime>
+#include <cmath>
+#include <dirent.h>
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Settings.h"
 #include "Input.h"
 #include "Animation.h"
 #include "Awards.h"
+#include "Menu.h"
+#include "ConsoleCmds.h"
+#include "Dialog.h"
+#include "Utils/Folders.h"
 
 #include <algorithm>
+#include <set>
 
 using namespace std;
+using namespace Game;
 
 // Added more evilness needed for MSVC
 #ifdef _MSC_VER
-       #define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
-       #define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
+#define strncasecmp(s1, s2, n) _strnicmp(s1, s2, n)
+#define snprintf(buf, size, format, ...) _sprintf_p(buf, size, format)
 #endif
 
 
@@ -51,7 +62,7 @@ extern float multiplier;
 extern XYZ viewer;
 extern int environment;
 extern Terrain terrain;
-extern float screenwidth,screenheight;
+extern float screenwidth, screenheight;
 extern float gravity;
 extern int detail;
 extern float texdetail;
@@ -76,12 +87,11 @@ extern bool ambientsound;
 extern bool mousejump;
 extern float viewdistance;
 extern bool freeze;
-extern bool keyboardfrozen;
-extern bool loadingstuff;
 extern XYZ windvector;
 extern bool debugmode;
 static int leveltheme;
 extern int mainmenu;
+extern int oldmainmenu;
 extern bool visibleloading;
 extern XYZ envsound[30];
 extern float envsoundvol[30];
@@ -91,7 +101,6 @@ extern float usermousesensitivity;
 extern bool ismotionblur;
 extern bool showdamagebar; // (des)activate the damage bar
 extern bool decals;
-extern float tintr,tintg,tintb;
 extern bool skyboxtexture;
 extern float skyboxr;
 extern float skyboxg;
@@ -136,3509 +145,2760 @@ extern bool winfreeze;
 
 extern bool campaign;
 
-static const char *rabbitskin[] = {
-":Data:Textures:Fur3.jpg",
-":Data:Textures:Fur.jpg",
-":Data:Textures:Fur2.jpg",
-":Data:Textures:Lynx.jpg",
-":Data:Textures:Otter.jpg",
-":Data:Textures:Opal.jpg",
-":Data:Textures:Sable.jpg",
-":Data:Textures:Chocolate.jpg",
-":Data:Textures:BW2.jpg",
-":Data:Textures:WB2.jpg"
-};
-
-static const char *wolfskin[] = {
-":Data:Textures:Wolf.jpg",
-":Data:Textures:Darkwolf.jpg",
-":Data:Textures:Snowwolf.jpg"
-};
-
-#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
-STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
+extern void toggleFullscreen();
 
-static const char **creatureskin[] = {rabbitskin, wolfskin};
-
-/* Return true if PFX is a prefix of STR (case-insensitive).  */
-static bool stripfx(const char *str, const char *pfx)
+class CampaignLevel
 {
-  return !strncasecmp(str, pfx, strlen(pfx));
-}
-
-static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd,
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
+private:
+    int width;
+    struct Position {
+        int x, y;
+    };
+public:
+    std::string mapname;
+    std::string description;
+    int choosenext;
+    /*
+    0 = Immediately load next level at the end of this one.
+    1 = Go back to the world map.
+    2 = Don't bring up the Fiery loading screen. Maybe other things, I've not investigated.
+    */
+    //int numnext; // 0 on final level. As David said: he meant to add story branching, but he eventually hadn't.
+    std::vector<int> nextlevel;
+    Position location;
+    CampaignLevel() : width(10) {
+        choosenext = 1;
+        location.x = 0;
+        location.y = 0;
+    }
+    int getStartX() {
+        return 30 + 120 + location.x * 400 / 512;
+    }
+    int getStartY() {
+        return 30 + 30 + (512 - location.y) * 400 / 512;
+    }
+    int getEndX() {
+        return getStartX() + width;
+    }
+    int getEndY() {
+        return getStartY() + width;
+    }
+    XYZ getCenter() {
+        XYZ center;
+        center.x = getStartX() + width / 2;
+        center.y = getStartY() + width / 2;
+        return center;
+    }
+    int getWidth() {
+        return width;
+    }
+    istream& operator<< (istream& is) {
+        is.ignore(256, ':');
+        is.ignore(256, ':');
+        is.ignore(256, ' ');
+        is >> mapname;
+        is.ignore(256, ':');
+        is >> description;
+        for (size_t pos = description.find('_'); pos != string::npos; pos = description.find('_', pos)) {
+            description.replace(pos, 1, 1, ' ');
+        }
+        is.ignore(256, ':');
+        is >> choosenext;
+        is.ignore(256, ':');
+        int numnext, next;
+        is >> numnext;
+        for (int j = 0; j < numnext; j++) {
+            is.ignore(256, ':');
+            is >> next;
+            nextlevel.push_back(next - 1);
+        }
+        is.ignore(256, ':');
+        is >> location.x;
+        is.ignore(256, ':');
+        is >> location.y;
+        return is;
+    }
+    friend istream& operator>> (istream& is, CampaignLevel& cl) {
+        return cl << is;
+    }
 };
 
-typedef void (*console_handler)(Game *game, const char *args);
-
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(Game *game, const char *args);
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
+bool won = false;
+int entername = 0;
+vector<CampaignLevel> campaignlevels;
+int whichchoice = 0;
+int actuallevel = 0;
+bool winhotspot = false;
+bool windialogue = false;
+bool realthreat = 0;
+XYZ cameraloc;
+float cameradist = 0;
+bool oldattackkey = 0;
+int whichlevel = 0;
+float musicvolume[4] = {};
+float oldmusicvolume[4] = {};
+int musicselected = 0;
+
+const char *rabbitskin[] = {
+    "Textures/Fur3.jpg",
+    "Textures/Fur.jpg",
+    "Textures/Fur2.jpg",
+    "Textures/Lynx.jpg",
+    "Textures/Otter.jpg",
+    "Textures/Opal.jpg",
+    "Textures/Sable.jpg",
+    "Textures/Chocolate.jpg",
+    "Textures/BW2.jpg",
+    "Textures/WB2.jpg"
+};
 
-static console_handler cmd_handlers[] = {
-#define DECLARE_COMMAND(cmd) ch_##cmd,
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
+const char *wolfskin[] = {
+    "Textures/Wolf.jpg",
+    "Textures/DarkWolf.jpg",
+    "Textures/SnowWolf.jpg"
 };
 
+const char **creatureskin[] = {rabbitskin, wolfskin};
 
+#define STATIC_ASSERT(x) extern int s_a_dummy[2 * (!!(x)) - 1];
+STATIC_ASSERT (rabbittype == 0 && wolftype == 1)
 
-// added utility functions -sf17k =============================================================
+// utility functions
 
-//TODO: this is incorrect but I'm afraid to change it and break something,
-//probably causes quirky behavior that I might want to preserve
-inline float roughDirection(XYZ vec){
+// TODO: this is slightly incorrect
+inline float roughDirection(XYZ vec)
+{
     Normalise(&vec);
-    float angle=-asin(-vec.x)*180/M_PI;
-    if(vec.z<0)
-        angle=180-angle;
+    float angle = -asin(-vec.x) * 180 / M_PI;
+    if (vec.z < 0)
+        angle = 180 - angle;
     return angle;
 }
-inline float roughDirectionTo(XYZ start, XYZ end){
-    return roughDirection(end-start);
-}
-
-//TODO: gotta be a better way
-inline float pitch(XYZ vec){
-    Normalise(&vec);
-    return -asin(vec.y)*180/M_PI;
-}
-inline float pitchTo(XYZ start, XYZ end){
-    return pitch(end-start);
-}
-
-inline float sq(float n) { return n*n; }
-
-inline float stepTowardf(float from, float to, float by){
-    if(fabs(from-to)<by) return to;
-    else if(from>to) return from-by;
-    else return from+by;
-}
-
-void playdialogueboxsound(){
-    XYZ temppos;
-    temppos=player[participantfocus[whichdialogue][indialogue]].coords;
-    temppos=temppos-viewer;
-    Normalise(&temppos);
-    temppos+=viewer;
-
-    int sound=-1;
-    switch(dialogueboxsound[whichdialogue][indialogue]){
-        case -6: sound=alarmsound; break;
-        case -4: sound=consolefailsound; break;
-        case -3: sound=consolesuccesssound; break;
-        case -2: sound=firestartsound; break;
-        case -1: sound=fireendsound; break;
-        case 1: sound=rabbitchitter; break;
-        case 2: sound=rabbitchitter2; break;
-        case 3: sound=rabbitpainsound; break;
-        case 4: sound=rabbitpain1sound; break;
-        case 5: sound=rabbitattacksound; break;
-        case 6: sound=rabbitattack2sound; break;
-        case 7: sound=rabbitattack3sound; break;
-        case 8: sound=rabbitattack4sound; break;
-        case 9: sound=growlsound; break;
-        case 10: sound=growl2sound; break;
-        case 11: sound=snarlsound; break;
-        case 12: sound=snarl2sound; break;
-        case 13: sound=barksound; break;
-        case 14: sound=bark2sound; break;
-        case 15: sound=bark3sound; break;
-        case 16: sound=barkgrowlsound; break;
-        default: break;
-    }
-    if(sound!=-1)
-        emit_sound_at(sound, temppos);
-}
-
-// end added utility functions ================================================================
-
-
-
-static void ch_quit(Game *game, const char *args)
+inline float roughDirectionTo(XYZ start, XYZ end)
 {
-  game->tryquit = 1;
+    return roughDirection(end - start);
 }
-
-static void ch_map(Game *game, const char *args)
+inline float pitchOf(XYZ vec)
 {
-  game->Loadlevel(args);
-  game->whichlevel = -2;
-  campaign = 0;
-}
-
-static void ch_save(Game *game, const char *args){
-    char buf[64];
-    snprintf(buf, 63, ":Data:Maps:%s", args);
-
-    int mapvers = 12;
-
-    FILE *tfile;
-    tfile=fopen( ConvertFileName(buf), "wb" );
-    fpackf(tfile, "Bi", mapvers);
-    fpackf(tfile, "Bi", maptype);
-    fpackf(tfile, "Bi", hostile);
-    fpackf(tfile, "Bf Bf", viewdistance, fadestart);
-    fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
-    fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
-    fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
-            player[0].rotation, player[0].targetrotation, player[0].num_weapons);
-    if(player[0].num_weapons>0&&player[0].num_weapons<5)
-        for(int j=0;j<player[0].num_weapons;j++)
-          fpackf(tfile, "Bi", weapons[player[0].weaponids[j]].getType());
-
-    fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
-    fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
-    fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
-    fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
-
-    fpackf(tfile, "Bi", player[0].numclothes);
-
-    fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
-
-    fpackf(tfile, "Bi", numdialogues);
-
-       for(int k=0;k<numdialogues;k++){
-               fpackf(tfile, "Bi", numdialogueboxes[k]);
-               fpackf(tfile, "Bi", dialoguetype[k]);
-               for(int l=0;l<10;l++){
-                       fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
-                       fpackf(tfile, "Bf", participantrotation[k][l]);
-               }
-               for(int l=0;l<numdialogueboxes[k];l++){
-                       fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
-                       fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
-                       fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
-                       fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
-                       fpackf(tfile, "Bi", dialogueboxsound[k][l]);
-
-                       int templength=strlen(dialoguetext[k][l]);
-                       fpackf(tfile, "Bi",(templength));
-                       for(int m=0;m<templength;m++){
-                               fpackf(tfile, "Bb", dialoguetext[k][l][m]);
-                               if(dialoguetext[k][l][m]=='\0')
-                    break;
-                       }
-
-                       templength=strlen(dialoguename[k][l]);
-                       fpackf(tfile, "Bi",templength);
-                       for(int m=0;m<templength;m++){
-                               fpackf(tfile, "Bb", dialoguename[k][l][m]);
-                               if(dialoguename[k][l][m]=='\0')
-                    break;
-                       }
-
-                       fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
-                       fpackf(tfile, "Bi", participantfocus[k][l]);
-                       fpackf(tfile, "Bi", participantaction[k][l]);
-
-                       for(int m=0;m<10;m++)
-                               fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
-
-                       fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
-               }
-       }
-
-       for(int k=0;k<player[0].numclothes;k++){
-               int templength=strlen(player[0].clothes[k]);
-               fpackf(tfile, "Bi", templength);
-               for(int l=0;l<templength;l++)
-                       fpackf(tfile, "Bb", player[0].clothes[k][l]);
-               fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
-       }
-
-    fpackf(tfile, "Bi", environment);
-
-    fpackf(tfile, "Bi", objects.numobjects);
-
-    for(int k=0;k<objects.numobjects;k++)
-        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
-            objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
-
-    fpackf(tfile, "Bi", numhotspots);
-       for(int i=0;i<numhotspots;i++){
-               fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
-               int templength=strlen(hotspottext[i]);
-               fpackf(tfile, "Bi",templength);
-               for(int l=0;l<templength;l++)
-                       fpackf(tfile, "Bb", hotspottext[i][l]);
-       }
-
-    fpackf(tfile, "Bi", numplayers);
-    if(numplayers<maxplayers)
-        for(int j=1;j<numplayers;j++){
-            fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
-                    player[j].coords.x, player[j].coords.y, player[j].coords.z,
-                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
-            if(player[j].num_weapons<5)
-                for(int k=0;k<player[j].num_weapons;k++)
-                    fpackf(tfile, "Bi", weapons[player[j].weaponids[k]].getType());
-            if(player[j].numwaypoints<30){
-                fpackf(tfile, "Bi", player[j].numwaypoints);
-                for(int k=0;k<player[j].numwaypoints;k++){
-                    fpackf(tfile, "Bf", player[j].waypoints[k].x);
-                    fpackf(tfile, "Bf", player[j].waypoints[k].y);
-                    fpackf(tfile, "Bf", player[j].waypoints[k].z);
-                    fpackf(tfile, "Bi", player[j].waypointtype[k]);
-                }
-                fpackf(tfile, "Bi", player[j].waypoint);
-            }else{
-                player[j].numwaypoints=0;
-                player[j].waypoint=0;
-                fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
-            }
-
-            fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
-            fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
-            fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
-            fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
-
-            float headprop, bodyprop, armprop, legprop;
-            if(player[j].creature==wolftype){
-                headprop=player[j].proportionhead.x/1.1;
-                bodyprop=player[j].proportionbody.x/1.1;
-                armprop=player[j].proportionarms.x/1.1;
-                legprop=player[j].proportionlegs.x/1.1;
-            }else if(player[j].creature==rabbittype){
-                headprop=player[j].proportionhead.x/1.2;
-                bodyprop=player[j].proportionbody.x/1.05;
-                armprop=player[j].proportionarms.x/1.00;
-                legprop=player[j].proportionlegs.x/1.1;
-            }
-
-            fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
-            fpackf(tfile, "Bi", player[j].numclothes);
-            if(player[j].numclothes)
-                for(int k=0;k<player[j].numclothes;k++){
-                    int templength;
-                    templength=strlen(player[j].clothes[k]);
-                    fpackf(tfile, "Bi", templength);
-                    for(int l=0;l<templength;l++)
-                        fpackf(tfile, "Bb", player[j].clothes[k][l]);
-                    fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
-                }
-        }
-
-    fpackf(tfile, "Bi", game->numpathpoints);
-       for(int j=0;j<game->numpathpoints;j++){
-               fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
-               for(int k=0;k<game->numpathpointconnect[j];k++)
-                       fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
-       }
-
-    fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
-
-    fclose(tfile);
-}
-
-static void ch_cellar(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:Furdarko.jpg",&player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
-
-static void ch_tint(Game *game, const char *args)
-{
-  sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
+    Normalise(&vec);
+    return -asin(vec.y) * 180 / M_PI;
 }
-
-static void ch_tintr(Game *game, const char *args)
+inline float pitchTo(XYZ start, XYZ end)
 {
-  tintr = atof(args);
+    return pitchOf(end - start);
 }
-
-static void ch_tintg(Game *game, const char *args)
+inline float sq(float n)
 {
-  tintg = atof(args);
+    return n * n;
 }
-
-static void ch_tintb(Game *game, const char *args)
+inline float stepTowardf(float from, float to, float by)
 {
-  tintb = atof(args);
+    if (fabs(from - to) < by)
+        return to;
+    else if (from > to)
+        return from - by;
+    else
+        return from + by;
 }
 
-static void ch_speed(Game *game, const char *args)
+void Game::playdialoguescenesound()
 {
-  player[0].speedmult = atof(args);
-}
-
-static void ch_strength(Game *game, const char *args)
-{
-  player[0].power = atof(args);
+    XYZ temppos;
+    temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
+    temppos = temppos - viewer;
+    Normalise(&temppos);
+    temppos += viewer;
+
+    int sound = -1;
+    switch (Dialog::currentScene().sound) {
+    case -6:
+        sound = alarmsound;
+        break;
+    case -4:
+        sound = consolefailsound;
+        break;
+    case -3:
+        sound = consolesuccesssound;
+        break;
+    case -2:
+        sound = firestartsound;
+        break;
+    case -1:
+        sound = fireendsound;
+        break;
+    case 1:
+        sound = rabbitchitter;
+        break;
+    case 2:
+        sound = rabbitchitter2;
+        break;
+    case 3:
+        sound = rabbitpainsound;
+        break;
+    case 4:
+        sound = rabbitpain1sound;
+        break;
+    case 5:
+        sound = rabbitattacksound;
+        break;
+    case 6:
+        sound = rabbitattack2sound;
+        break;
+    case 7:
+        sound = rabbitattack3sound;
+        break;
+    case 8:
+        sound = rabbitattack4sound;
+        break;
+    case 9:
+        sound = growlsound;
+        break;
+    case 10:
+        sound = growl2sound;
+        break;
+    case 11:
+        sound = snarlsound;
+        break;
+    case 12:
+        sound = snarl2sound;
+        break;
+    case 13:
+        sound = barksound;
+        break;
+    case 14:
+        sound = bark2sound;
+        break;
+    case 15:
+        sound = bark3sound;
+        break;
+    case 16:
+        sound = barkgrowlsound;
+        break;
+    default:
+        break;
+    }
+    if (sound != -1)
+        emit_sound_at(sound, temppos);
 }
 
-static void ch_power(Game *game, const char *args)
-{
-  player[0].power = atof(args);
-}
+// ================================================================
 
-static void ch_size(Game *game, const char *args)
+int Game::findClosestPlayer()
 {
-  player[0].scale = atof(args) * .2;
+    int closest = -1;
+    float closestdist = std::numeric_limits<float>::max();
+
+    for (unsigned i = 1; i < Person::players.size(); i++) {
+        float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+        if (distance < closestdist) {
+            closestdist = distance;
+            closest = i;
+        }
+    }
+    return closest;
 }
 
-static int find_closest()
+static int findClosestObject()
 {
-  int closest = 0;
-  float closestdist = std::numeric_limits<float>::max();
-
-  for (int i = 1; i < numplayers; i++) {
-    float distance;
-    distance = findDistancefast(&player[i].coords,&player[0].coords);
-    if (distance < closestdist) {
-      closestdist = distance;
-      closest = i;
+    int closest = -1;
+    float closestdist = std::numeric_limits<float>::max();
+
+    for (int i = 0; i < objects.numobjects; i++) {
+        float distance = distsq(&objects.position[i], &Person::players[0]->coords);
+        if (distance < closestdist) {
+            closestdist = distance;
+            closest = i;
+        }
     }
-  }
-  return closest;
+    return closest;
 }
 
-static void ch_sizenear(Game *game, const char *args)
+static void cmd_dispatch(const string cmd)
 {
-  int closest = find_closest();
+    int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
 
-  if (closest)
-    player[closest].scale = atof(args) * .2;
+    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);
 }
 
-static void set_proportion(int pnum, const char *args)
+/********************> Tick() <*****/
+extern bool save_screenshot(const char * fname);
+void Screenshot (void)
 {
-  float headprop,bodyprop,armprop,legprop;
-
-  sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
-
-  if(player[pnum].creature==wolftype){
-    player[pnum].proportionhead=1.1*headprop;
-    player[pnum].proportionbody=1.1*bodyprop;
-    player[pnum].proportionarms=1.1*armprop;
-    player[pnum].proportionlegs=1.1*legprop;
-  } else if(player[pnum].creature==rabbittype){
-    player[pnum].proportionhead=1.2*headprop;
-    player[pnum].proportionbody=1.05*bodyprop;
-    player[pnum].proportionarms=1.00*armprop;
-    player[pnum].proportionlegs=1.1*legprop;
-    player[pnum].proportionlegs.y=1.05*legprop;
-  }
-}
+    char filename[1024];
+    time_t t = time(NULL);
+    struct tm *tme = localtime(&t);
+    sprintf(filename, "Screenshots/Screenshot-%04d%02d%02d-%02d%02d%02d.png",
+            tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
+
+#if defined(_WIN32)
+    mkdir("Screenshots");
+#endif
 
-static void ch_proportion(Game *game, const char *args)
-{
-  set_proportion(0, args);
+    save_screenshot(filename);
 }
 
-static void ch_proportionnear(Game *game, const char *args)
+void Game::SetUpLighting()
 {
-  int closest = find_closest();
-  if (closest)
-    set_proportion(closest, args);
+    if (environment == snowyenvironment)
+        light.setColors(.65, .65, .7, .4, .4, .44);
+    if (environment == desertenvironment)
+        light.setColors(.95, .95, .95, .4, .35, .3);
+    if (environment == grassyenvironment)
+        light.setColors(.95, .95, 1, .4, .4, .44);
+    if (!skyboxtexture)
+        light.setColors(1, 1, 1, .4, .4, .4);
+    float average;
+    average = (skyboxlightr + skyboxlightg + skyboxlightb) / 3;
+    light.color[0] *= (skyboxlightr + average) / 2;
+    light.color[1] *= (skyboxlightg + average) / 2;
+    light.color[2] *= (skyboxlightb + average) / 2;
+    light.ambient[0] *= (skyboxlightr + average) / 2;
+    light.ambient[1] *= (skyboxlightg + average) / 2;
+    light.ambient[2] *= (skyboxlightb + average) / 2;
 }
 
-static void set_protection(int pnum, const char *args)
+int findPathDist(int start, int end)
 {
-  float head, high, low;
-  sscanf(args, "%f%f%f", &head, &high, &low);
-
-  player[pnum].protectionhead = head;
-  player[pnum].protectionhigh = high;
-  player[pnum].protectionlow  = low;
+    int smallestcount, count, connected;
+    int last, last2, last3, last4;
+    int closest;
+
+    smallestcount = 1000;
+    for (int i = 0; i < 50; i++) {
+        count = 0;
+        last = start;
+        last2 = -1;
+        last3 = -1;
+        last4 = -1;
+        while (last != end && count < 30) {
+            closest = -1;
+            for (int j = 0; j < numpathpoints; j++) {
+                if (j != last && j != last2 && j != last3 && j != last4) {
+                    connected = 0;
+                    if (numpathpointconnect[j])
+                        for (int k = 0; k < numpathpointconnect[j]; k++) {
+                            if (pathpointconnect[j][k] == last)connected = 1;
+                        }
+                    if (!connected)
+                        if (numpathpointconnect[last])
+                            for (int k = 0; k < numpathpointconnect[last]; k++) {
+                                if (pathpointconnect[last][k] == j)connected = 1;
+                            }
+                    if (connected)
+                        if (closest == -1 || Random() % 2 == 0) {
+                            closest = j;
+                        }
+                }
+            }
+            last4 = last3;
+            last3 = last2;
+            last2 = last;
+            last = closest;
+            count++;
+        }
+        if (count < smallestcount)
+            smallestcount = count;
+    }
+    return smallestcount;
 }
 
-static void ch_protection(Game *game, const char *args)
+int Game::checkcollide(XYZ startpoint, XYZ endpoint)
 {
-  set_protection(0, args);
-}
+    static XYZ colpoint, colviewer, coltarget;
+    static float minx, minz, maxx, maxz, miny, maxy;
+
+    minx = min(startpoint.x, endpoint.x) - 1;
+    miny = min(startpoint.y, endpoint.y) - 1;
+    minz = min(startpoint.z, endpoint.z) - 1;
+    maxx = max(startpoint.x, endpoint.x) + 1;
+    maxy = max(startpoint.y, endpoint.y) + 1;
+    maxz = max(startpoint.z, endpoint.z) + 1;
+
+    for (int i = 0; i < objects.numobjects; i++) {
+        if (     objects.position[i].x > minx - objects.model[i].boundingsphereradius &&
+                 objects.position[i].x < maxx + objects.model[i].boundingsphereradius &&
+                 objects.position[i].y > miny - objects.model[i].boundingsphereradius &&
+                 objects.position[i].y < maxy + objects.model[i].boundingsphereradius &&
+                 objects.position[i].z > minz - objects.model[i].boundingsphereradius &&
+                 objects.position[i].z < maxz + objects.model[i].boundingsphereradius) {
+            if (     objects.type[i] != treeleavestype &&
+                     objects.type[i] != bushtype &&
+                     objects.type[i] != firetype) {
+                colviewer = startpoint;
+                coltarget = endpoint;
+                if (objects.model[i].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+                    return i;
+            }
+        }
+    }
 
-static void ch_protectionnear(Game *game, const char *args)
-{
-  int closest = find_closest();
-  if (closest)
-    set_protection(closest, args);
+    return -1;
 }
 
-static void set_armor(int pnum, const char *args)
+int Game::checkcollide(XYZ startpoint, XYZ endpoint, int what)
 {
-  float head, high, low;
-  sscanf(args, "%f%f%f", &head, &high, &low);
+    static XYZ colpoint, colviewer, coltarget;
+    static float minx, minz, maxx, maxz, miny, maxy;
+    static int i; //FIXME: see below
+
+    minx = min(startpoint.x, endpoint.x) - 1;
+    miny = min(startpoint.y, endpoint.y) - 1;
+    minz = min(startpoint.z, endpoint.z) - 1;
+    maxx = max(startpoint.x, endpoint.x) + 1;
+    maxy = max(startpoint.y, endpoint.y) + 1;
+    maxz = max(startpoint.z, endpoint.z) + 1;
+
+    if (what != 1000) {
+        if (     objects.position[what].x > minx - objects.model[what].boundingsphereradius &&
+                 objects.position[what].x < maxx + objects.model[what].boundingsphereradius &&
+                 objects.position[what].y > miny - objects.model[what].boundingsphereradius &&
+                 objects.position[what].y < maxy + objects.model[what].boundingsphereradius &&
+                 objects.position[what].z > minz - objects.model[what].boundingsphereradius &&
+                 objects.position[what].z < maxz + objects.model[what].boundingsphereradius) {
+            if (     objects.type[what] != treeleavestype &&
+                     objects.type[what] != bushtype &&
+                     objects.type[what] != firetype) {
+                colviewer = startpoint;
+                coltarget = endpoint;
+                //FIXME: i/what
+                if (objects.model[what].LineCheck(&colviewer, &coltarget, &colpoint, &objects.position[what], &objects.yaw[what]) != -1)
+                    return i;
+            }
+        }
+    }
 
-  player[pnum].armorhead = head;
-  player[pnum].armorhigh = high;
-  player[pnum].armorlow  = low;
-}
+    if (what == 1000)
+        if (terrain.lineTerrain(startpoint, endpoint, &colpoint) != -1)
+            return 1000;
 
-static void ch_armor(Game *game, const char *args)
-{
-  set_armor(0, args);
+    return -1;
 }
 
-static void ch_armornear(Game *game, const char *args)
+void Setenvironment(int which)
 {
-  int closest = find_closest();
-  if (closest)
-    set_armor(closest, args);
-}
+    LOGFUNC;
 
-static void ch_protectionreset(Game *game, const char *args)
-{
-  set_protection(0, "1 1 1");
-  set_armor(0, "1 1 1");
-}
+    LOG(" Setting environment...");
 
-static void set_metal(int pnum, const char *args)
-{
-  float head, high, low;
-  sscanf(args, "%f%f%f", &head, &high, &low);
+    float temptexdetail;
+    environment = which;
 
-  player[pnum].metalhead = head;
-  player[pnum].metalhigh = high;
-  player[pnum].metallow  = low;
-}
+    pause_sound(stream_snowtheme);
+    pause_sound(stream_grasstheme);
+    pause_sound(stream_deserttheme);
+    pause_sound(stream_wind);
+    pause_sound(stream_desertambient);
 
-static void ch_metal(Game *game, const char *args)
-{
-  set_metal(0, args);
-}
 
-static void set_noclothes(int pnum, Game *game, const char *args)
-{
-  player[pnum].numclothes = 0;
-  game->LoadTextureSave(creatureskin[player[pnum].creature][player[pnum].whichskin],
-                       &player[pnum].skeleton.drawmodel.textureptr,1,
-                       &player[pnum].skeleton.skinText[0],&player[pnum].skeleton.skinsize);
-}
+    if (environment == snowyenvironment) {
+        windvector = 0;
+        windvector.z = 3;
+        if (ambientsound)
+            emit_stream_np(stream_wind);
 
-static void ch_noclothes(Game *game, const char *args)
-{
-  set_noclothes(0, game, args);
-}
-
-static void ch_noclothesnear(Game *game, const char *args)
-{
-  int closest = find_closest();
-  if (closest)
-    set_noclothes(closest, game, args);
-}
-
-
-static void set_clothes(int pnum, Game *game, const char *args)
-{
-  char buf[64];
-  snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
-  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
-    return;
-
-  player[pnum].DoMipmaps();
-  strcpy(player[pnum].clothes[player[pnum].numclothes],buf);
-  player[pnum].clothestintr[player[pnum].numclothes]=tintr;
-  player[pnum].clothestintg[player[pnum].numclothes]=tintg;
-  player[pnum].clothestintb[player[pnum].numclothes]=tintb;
-  player[pnum].numclothes++;
-}
+        objects.treetextureptr.load("Textures/SnowTree.png", 0);
+        objects.bushtextureptr.load("Textures/BushSnow.png", 0);
+        objects.rocktextureptr.load("Textures/BoulderSnow.jpg", 1);
+        objects.boxtextureptr.load("Textures/SnowBox.jpg", 1);
 
-static void ch_clothes(Game *game, const char *args)
-{
-  set_clothes(0, game, args);
-}
+        footstepsound = footstepsn1;
+        footstepsound2 = footstepsn2;
+        footstepsound3 = footstepst1;
+        footstepsound4 = footstepst2;
 
-static void ch_clothesnear(Game *game, const char *args)
-{
-  int closest = find_closest();
-  if (closest)
-    set_clothes(closest, game, args);
-}
+        terraintexture.load("Textures/Snow.jpg", 1);
+        terraintexture2.load("Textures/Rock.jpg", 1);
 
-static void ch_belt(Game *game, const char *args)
-{
-  player[0].skeleton.clothes = !player[0].skeleton.clothes;
-}
 
+        temptexdetail = texdetail;
+        if (texdetail > 1)
+            texdetail = 4;
+        skybox->load(   "Textures/Skybox(snow)/Front.jpg",
+                        "Textures/Skybox(snow)/Left.jpg",
+                        "Textures/Skybox(snow)/Back.jpg",
+                        "Textures/Skybox(snow)/Right.jpg",
+                        "Textures/Skybox(snow)/Up.jpg",
+                        "Textures/Skybox(snow)/Down.jpg");
 
-static void ch_cellophane(Game *game, const char *args)
-{
-  cellophane = !cellophane;
-  float mul = cellophane ? 0 : 1;
-
-  for (int i = 0; i < numplayers; i++) {
-    player[i].proportionhead.z = player[i].proportionhead.x * mul;
-    player[i].proportionbody.z = player[i].proportionbody.x * mul;
-    player[i].proportionarms.z = player[i].proportionarms.x * mul;
-    player[i].proportionlegs.z = player[i].proportionlegs.x * mul;
-  }
-}
 
-static void ch_funnybunny(Game *game, const char *args)
-{
-  player[0].skeleton.id=0;
-  player[0].skeleton.Load(":Data:Skeleton:Basic Figure",":Data:Skeleton:Basic Figurelow",
-                         ":Data:Skeleton:Rabbitbelt",":Data:Models:Body.solid",
-                         ":Data:Models:Body2.solid",":Data:Models:Body3.solid",
-                         ":Data:Models:Body4.solid",":Data:Models:Body5.solid",
-                         ":Data:Models:Body6.solid",":Data:Models:Body7.solid",
-                         ":Data:Models:Bodylow.solid",":Data:Models:Belt.solid",1);
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-  player[0].creature=rabbittype;
-  player[0].scale=.2;
-  player[0].headless=0;
-  player[0].damagetolerance=200;
-  set_proportion(0, "1 1 1 1");
-}
 
-static void ch_wolfie(Game *game, const char *args)
-{
-  player[0].skeleton.id=0;
-  player[0].skeleton.Load(":Data:Skeleton:Basic Figure Wolf",":Data:Skeleton:Basic Figure Wolf Low",
-                         ":Data:Skeleton:Rabbitbelt",":Data:Models:Wolf.solid",
-                         ":Data:Models:Wolf2.solid",":Data:Models:Wolf3.solid",
-                         ":Data:Models:Wolf4.solid",":Data:Models:Wolf5.solid",
-                         ":Data:Models:Wolf6.solid",":Data:Models:Wolf7.solid",
-                         ":Data:Models:Wolflow.solid",":Data:Models:Belt.solid",0);
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-  player[0].creature=wolftype;
-  player[0].damagetolerance=300;
-  set_proportion(0, "1 1 1 1");
-}
 
-static void ch_wolfieisgod(Game *game, const char *args)
-{
-  ch_wolfie(game, args);
-}
+        texdetail = temptexdetail;
+    } else if (environment == desertenvironment) {
+        windvector = 0;
+        windvector.z = 2;
+        objects.treetextureptr.load("Textures/DesertTree.png", 0);
+        objects.bushtextureptr.load("Textures/BushDesert.png", 0);
+        objects.rocktextureptr.load("Textures/BoulderDesert.jpg", 1);
+        objects.boxtextureptr.load("Textures/DesertBox.jpg", 1);
 
-static void ch_wolf(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:Wolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
 
-static void ch_snowwolf(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:SnowWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+        if (ambientsound)
+            emit_stream_np(stream_desertambient);
 
-static void ch_darkwolf(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:DarkWolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+        footstepsound = footstepsn1;
+        footstepsound2 = footstepsn2;
+        footstepsound3 = footstepsn1;
+        footstepsound4 = footstepsn2;
 
-static void ch_lizardwolf(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:Lizardwolf.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+        terraintexture.load("Textures/Sand.jpg", 1);
+        terraintexture2.load("Textures/SandSlope.jpg", 1);
 
-static void ch_white(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:fur.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
 
-static void ch_brown(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:fur3.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
+        temptexdetail = texdetail;
+        if (texdetail > 1)
+            texdetail = 4;
+        skybox->load(   "Textures/Skybox(sand)/Front.jpg",
+                        "Textures/Skybox(sand)/Left.jpg",
+                        "Textures/Skybox(sand)/Back.jpg",
+                        "Textures/Skybox(sand)/Right.jpg",
+                        "Textures/Skybox(sand)/Up.jpg",
+                        "Textures/Skybox(sand)/Down.jpg");
 
-static void ch_black(Game *game, const char *args)
-{
-  game->LoadTextureSave(":Data:Textures:fur2.jpg",&player[0].skeleton.drawmodel.textureptr,1,
-                       &player[0].skeleton.skinText[0],&player[0].skeleton.skinsize);
-}
 
-static void ch_sizemin(Game *game, const char *args)
-{
-  for (int i = 1; i < numplayers; i++)
-    if (player[i].scale < 0.8 * 0.2)
-      player[i].scale = 0.8 * 0.2;
-}
 
-static void ch_tutorial(Game *game, const char *args)
-{
-  tutoriallevel = atoi(args);
-}
 
-static void ch_hostile(Game *game, const char *args)
-{
-  hostile = atoi(args);
-}
+        texdetail = temptexdetail;
+    } else if (environment == grassyenvironment) {
+        windvector = 0;
+        windvector.z = 2;
+        objects.treetextureptr.load("Textures/Tree.png", 0);
+        objects.bushtextureptr.load("Textures/Bush.png", 0);
+        objects.rocktextureptr.load("Textures/Boulder.jpg", 1);
+        objects.boxtextureptr.load("Textures/GrassBox.jpg", 1);
 
-static void ch_indemo(Game *game, const char *args)
-{
-  game->indemo=1;
-  hotspot[numhotspots]=player[0].coords;
-  hotspotsize[numhotspots]=0;
-  hotspottype[numhotspots]=-111;
-  strcpy(hotspottext[numhotspots],"mapname");
-  numhotspots++;
-}
+        if (ambientsound)
+            emit_stream_np(stream_wind, 100.);
 
-static void ch_notindemo(Game *game, const char *args)
-{
-  game->indemo=0;
-  numhotspots--;
-}
+        footstepsound = footstepgr1;
+        footstepsound2 = footstepgr2;
+        footstepsound3 = footstepst1;
+        footstepsound4 = footstepst2;
 
-static void ch_type(Game *game, const char *args)
-{
-  int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
-       for (int i = 0; i < n; i++)
-               if (stripfx(args, editortypenames[i])) {
-                       editoractive = i;
-                       break;
-               }
-}
+        terraintexture.load("Textures/GrassDirt.jpg", 1);
+        terraintexture2.load("Textures/MossRock.jpg", 1);
 
-static void ch_path(Game *game, const char *args)
-{
-  int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
-  for (int i = 0; i < n; i++)
-    if (stripfx(args, pathtypenames[i])) {
-               editorpathtype = i;
-               break;
-    }
-}
 
-static void ch_hs(Game *game, const char *args)
-{
-  hotspot[numhotspots]=player[0].coords;
+        temptexdetail = texdetail;
+        if (texdetail > 1)
+            texdetail = 4;
+        skybox->load(   "Textures/Skybox(grass)/Front.jpg",
+                        "Textures/Skybox(grass)/Left.jpg",
+                        "Textures/Skybox(grass)/Back.jpg",
+                        "Textures/Skybox(grass)/Right.jpg",
+                        "Textures/Skybox(grass)/Up.jpg",
+                        "Textures/Skybox(grass)/Down.jpg");
 
-  float size;
-  int type, shift;
-  sscanf(args, "%f%d %n", &size, &type, &shift);
 
-  hotspotsize[numhotspots] = size;
-  hotspottype[numhotspots] = type;
 
-  strcpy(hotspottext[numhotspots], args + shift);
-  strcat(hotspottext[numhotspots], "\n");
+        texdetail = temptexdetail;
+    }
+    temptexdetail = texdetail;
+    texdetail = 1;
+    terrain.load("Textures/HeightMap.png");
 
-  numhotspots++;
+    texdetail = temptexdetail;
 }
 
-static void ch_dialogue(Game *game, const char *args)
+void LoadCampaign()
 {
-  int dlg;
-  char buf1[32], buf2[64];
-
-  sscanf(args, "%d %31s", &dlg, buf1);
-  snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
-  dialoguetype[numdialogues] = dlg;
-
-  memset(dialoguetext[numdialogues], 0, sizeof(dialoguetext[numdialogues]));
-  memset(dialoguename[numdialogues], 0, sizeof(dialoguename[numdialogues]));
-
-  ifstream ipstream(ConvertFileName(buf2));
-  ipstream.ignore(256,':');
-  ipstream >> numdialogueboxes[numdialogues];
-  for(int i=0;i<numdialogueboxes[numdialogues];i++){
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,' ');
-    ipstream >> dialogueboxlocation[numdialogues][i];
-    ipstream.ignore(256,':');
-    ipstream >> dialogueboxcolor[numdialogues][i][0];
-    ipstream >> dialogueboxcolor[numdialogues][i][1];
-    ipstream >> dialogueboxcolor[numdialogues][i][2];
-    ipstream.ignore(256,':');
-    ipstream.getline(dialoguename[numdialogues][i],64);
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,' ');
-    ipstream.getline(dialoguetext[numdialogues][i],128);
-    for(int j=0;j<128;j++){
-      if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
+    if (!accountactive)
+        return;
+    ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
+    if (!ipstream.good()) {
+        if (accountactive->getCurrentCampaign() == "main") {
+            cerr << "Could not found main campaign!" << endl;
+            return;
+        }
+        cerr << "Could not found campaign \"" << accountactive->getCurrentCampaign() << "\", falling back to main." << endl;
+        accountactive->setCurrentCampaign("main");
+        return LoadCampaign();
     }
-    ipstream.ignore(256,':');
-    ipstream >> dialogueboxsound[numdialogues][i];
-  }
-
-  for(int i=0;i<numdialogueboxes[numdialogues];i++){
-    for(int j=0;j<numplayers;j++){
-      participantfacing[numdialogues][i][j]=player[j].facing;
+    ipstream.ignore(256, ':');
+    int numlevels;
+    ipstream >> numlevels;
+    campaignlevels.clear();
+    for (int i = 0; i < numlevels; i++) {
+        CampaignLevel cl;
+        ipstream >> cl;
+        campaignlevels.push_back(cl);
     }
-  }
-  ipstream.close();
-
-  directing=1;
-  indialogue=0;
-  whichdialogue=numdialogues;
-
-  numdialogues++;
-}
+    ipstream.close();
 
-static void ch_fixdialogue(Game *game, const char *args)
-{
-  char buf1[32], buf2[64];
-  int whichdi;
-
-  sscanf(args, "%d %31s", &whichdi, buf1);
-  snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
-
-  memset(dialoguetext[whichdi], 0, sizeof(dialoguetext[whichdi]));
-  memset(dialoguename[whichdi], 0, sizeof(dialoguename[whichdi]));
-
-  ifstream ipstream(ConvertFileName(buf2));
-  ipstream.ignore(256,':');
-  ipstream >> numdialogueboxes[whichdi];
-  for(int i=0;i<numdialogueboxes[whichdi];i++){
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,' ');
-    ipstream >> dialogueboxlocation[whichdi][i];
-    ipstream.ignore(256,':');
-    ipstream >> dialogueboxcolor[whichdi][i][0];
-    ipstream >> dialogueboxcolor[whichdi][i][1];
-    ipstream >> dialogueboxcolor[whichdi][i][2];
-    ipstream.ignore(256,':');
-    ipstream.getline(dialoguename[whichdi][i],64);
-    ipstream.ignore(256,':');
-    ipstream.ignore(256,' ');
-    ipstream.getline(dialoguetext[whichdi][i],128);
-    for(int j=0;j<128;j++){
-      if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
+    ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
+    if (test.good()) {
+        Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
+    } else {
+        Mainmenuitems[7].load("Textures/World.png", 0);
     }
-    ipstream.ignore(256,':');
-    ipstream >> dialogueboxsound[whichdi][i];
-  }
-
-  ipstream.close();
-}
-
-static void ch_fixtype(Game *game, const char *args)
-{
-  int dlg;
-  sscanf(args, "%d", &dlg);
-  dialoguetype[0] = dlg;
-}
-
-static void ch_fixrotation(Game *game, const char *args)
-{
-  participantrotation[whichdialogue][participantfocus[whichdialogue][indialogue]]=player[participantfocus[whichdialogue][indialogue]].rotation;
-}
-
-static void ch_ddialogue(Game *game, const char *args)
-{
-  if (numdialogues)
-    numdialogues--;
-}
-
-static void ch_dhs(Game *game, const char *args)
-{
-  if (numhotspots)
-    numhotspots--;
-}
-
-static void ch_immobile(Game *game, const char *args)
-{
-  player[0].immobile = 1;
-}
-
-static void ch_allimmobile(Game *game, const char *args)
-{
-  for (int i = 1; i < numplayers; i++)
-    player[i].immobile = 1;
-}
-
-static void ch_mobile(Game *game, const char *args)
-{
-  player[0].immobile = 0;
-}
-
-static void ch_default(Game *game, const char *args)
-{
-  player[0].armorhead=1;
-  player[0].armorhigh=1;
-  player[0].armorlow=1;
-  player[0].protectionhead=1;
-  player[0].protectionhigh=1;
-  player[0].protectionlow=1;
-  player[0].metalhead=1;
-  player[0].metalhigh=1;
-  player[0].metallow=1;
-  player[0].power=1;
-  player[0].speedmult=1;
-  player[0].scale=1;
-
-  if(player[0].creature==wolftype){
-    player[0].proportionhead=1.1;
-    player[0].proportionbody=1.1;
-    player[0].proportionarms=1.1;
-    player[0].proportionlegs=1.1;
-  } else if(player[0].creature==rabbittype){
-    player[0].proportionhead=1.2;
-    player[0].proportionbody=1.05;
-    player[0].proportionarms=1.00;
-    player[0].proportionlegs=1.1;
-    player[0].proportionlegs.y=1.05;
-  }
-
-  player[0].numclothes=0;
-  game->LoadTextureSave(creatureskin[player[0].creature][player[0].whichskin],
-                       &player[0].skeleton.drawmodel.textureptr,1,&player[0].skeleton.skinText[0],
-                       &player[0].skeleton.skinsize);
-
-  editoractive=typeactive;
-  player[0].immobile=0;
-}
-
-static void ch_play(Game *game, const char *args)
-{
-  int dlg;
-  sscanf(args, "%d", &dlg);
-  whichdialogue = dlg;
-
-  if (whichdialogue >= numdialogues)
-    return;
-
-  for(int i=0;i<numdialogueboxes[whichdialogue];i++){
-    player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
-    player[participantfocus[whichdialogue][i]].velocity=0;
-    player[participantfocus[whichdialogue][i]].targetanimation=player[participantfocus[whichdialogue][i]].getIdle();
-    player[participantfocus[whichdialogue][i]].targetframe=0;
-  }
-
-  directing=0;
-  indialogue=0;
-
-  playdialogueboxsound();
-}
-
-static void ch_mapkilleveryone(Game *game, const char *args)
-{
-  maptype = mapkilleveryone;
-}
-
-static void ch_mapkillmost(Game *game, const char *args)
-{
-  maptype = mapkillmost;
-}
-
-static void ch_mapkillsomeone(Game *game, const char *args)
-{
-  maptype = mapkillsomeone;
-}
-
-static void ch_mapgosomewhere(Game *game, const char *args)
-{
-  maptype = mapgosomewhere;
-}
-
-static void ch_viewdistance(Game *game, const char *args)
-{
-  viewdistance = atof(args)*100;
-}
-
-static void ch_fadestart(Game *game, const char *args)
-{
-  fadestart = atof(args);
-}
 
-static void ch_slomo(Game *game, const char *args)
-{
-  slomospeed = atof(args);
-  slomo = !slomo;
-  slomodelay = 1000;
-}
-
-static void ch_slofreq(Game *game, const char *args)
-{
-  slomofreq = atof(args);
-}
-
-static void ch_skytint(Game *game, const char *args)
-{
-  sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
-
-  skyboxlightr=skyboxr;
-  skyboxlightg=skyboxg;
-  skyboxlightb=skyboxb;
-
-  game->SetUpLighting();
-
-  terrain.DoShadows();
-  objects.DoShadows();
-}
-
-static void ch_skylight(Game *game, const char *args)
-{
-  sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-
-  game->SetUpLighting();
-
-  terrain.DoShadows();
-  objects.DoShadows();
-}
-
-static void ch_skybox(Game *game, const char *args)
-{
-  skyboxtexture = !skyboxtexture;
-
-  game->SetUpLighting();
-
-  terrain.DoShadows();
-  objects.DoShadows();
+    if (accountactive->getCampaignChoicesMade() == 0) {
+        accountactive->setCampaignScore(0);
+        accountactive->resetFasttime();
+    }
 }
 
-static void cmd_dispatch(Game *game, const string cmd)
+vector<string> ListCampaigns()
 {
-  int i, n_cmds = sizeof(cmd_names) / sizeof(cmd_names[0]);
-
-  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](game, cmd.substr(cmd.find(' ')+1).c_str());
-               break;
-      }
-  emit_sound_np(i < n_cmds ? consolesuccesssound : consolefailsound);
+    errno = 0;
+    DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
+    struct dirent *campaign = NULL;
+    if (!campaigns) {
+        perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
+        exit(EXIT_FAILURE);
+    }
+    vector<string> campaignNames;
+    while ((campaign = readdir(campaigns)) != NULL) {
+        string name(campaign->d_name);
+        if (name.length() < 5)
+            continue;
+        if (!name.compare(name.length() - 4, 4, ".txt")) {
+            campaignNames.push_back(name.substr(0, name.length() - 4));
+        }
+    }
+    closedir(campaigns);
+    return campaignNames;
 }
 
-/********************> Tick() <*****/
-extern bool save_image(const char * fname);
-void Screenshot        (void)
+void Game::Loadlevel(int which)
 {
-       char temp[1024];
-       time_t  t = time(NULL);
-       struct  tm *tme = localtime(&t);
-       sprintf(temp, "Screenshots/Screenshot_%04d_%02d_%02d--%02d_%02d_%02d.png", tme->tm_year + 1900, tme->tm_mon + 1, tme->tm_mday, tme->tm_hour, tme->tm_min, tme->tm_sec);
-
-       #if defined(_WIN32)
-       mkdir("Screenshots");
-       #else
-       mkdir("Screenshots", S_IRWXU);
-       #endif
-       
-       save_image(temp);
-}
-
-void Game::SetUpLighting(){
-       if(environment==snowyenvironment)
-        light.setColors(.65,.65,.7,.4,.4,.44);
-       if(environment==desertenvironment)
-        light.setColors(.95,.95,.95,.4,.35,.3);
-       if(environment==grassyenvironment)
-        light.setColors(.95,.95,1,.4,.4,.44);
-       if(!skyboxtexture)
-        light.setColors(1,1,1,.4,.4,.4);
-       float average;
-       average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
-       light.color[0]*=(skyboxlightr+average)/2;
-       light.color[1]*=(skyboxlightg+average)/2;
-       light.color[2]*=(skyboxlightb+average)/2;
-       light.ambient[0]*=(skyboxlightr+average)/2;
-       light.ambient[1]*=(skyboxlightg+average)/2;
-       light.ambient[2]*=(skyboxlightb+average)/2;
-}
-
-int Game::findPathDist(int start,int end){
-       int smallestcount,count,connected;
-       int last,last2,last3,last4;
-       int closest;
-
-       smallestcount=1000;
-       for(int i=0;i<50;i++){
-               count=0;
-               last=start;
-               last2=-1;
-               last3=-1;
-               last4=-1;
-               while(last!=end&&count<30){
-                       closest=-1;
-                       for(int j=0;j<numpathpoints;j++){
-                               if(j!=last&&j!=last2&&j!=last3&&j!=last4)
-                               {
-                                       connected=0;
-                                       if(numpathpointconnect[j])
-                                               for(int k=0;k<numpathpointconnect[j];k++){
-                                                       if(pathpointconnect[j][k]==last)connected=1;
-                                               }
-                    if(!connected)
-                        if(numpathpointconnect[last])
-                            for(int k=0;k<numpathpointconnect[last];k++){
-                                if(pathpointconnect[last][k]==j)connected=1;
-                            }
-                    if(connected)
-                        if(closest==-1||Random()%2==0){
-                            closest=j;
-                        }
-                               }
-                       }
-                       last4=last3;
-                       last3=last2;
-                       last2=last;
-                       last=closest;
-                       count++;
-               }
-               if(count<smallestcount)smallestcount=count;
-       }
-       return smallestcount;
-}
-
-int Game::checkcollide(XYZ startpoint,XYZ endpoint){
-       static XYZ colpoint,colviewer,coltarget;
-       static float minx,minz,maxx,maxz,miny,maxy;
-
-    minx=min(startpoint.x,endpoint.x)-1;
-    miny=min(startpoint.y,endpoint.y)-1;
-    minz=min(startpoint.z,endpoint.z)-1;
-    maxx=max(startpoint.x,endpoint.x)+1;
-    maxy=max(startpoint.y,endpoint.y)+1;
-    maxz=max(startpoint.z,endpoint.z)+1;
-
-       for(int i=0;i<objects.numobjects;i++){
-               if(     objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
-                objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
-                objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
-                objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
-                objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
-                objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
-                       if(     objects.type[i]!=treeleavestype&&
-                    objects.type[i]!=bushtype&&
-                    objects.type[i]!=firetype){
-                               colviewer=startpoint;
-                               coltarget=endpoint;
-                               if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
-                       }
-               }
-       }
-
-       //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
-       return -1;
-}
-
-int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
-       static XYZ colpoint,colviewer,coltarget;
-       static float minx,minz,maxx,maxz,miny,maxy;
-       static int i; //FIXME: see below
-
-    minx=min(startpoint.x,endpoint.x)-1;
-    miny=min(startpoint.y,endpoint.y)-1;
-    minz=min(startpoint.z,endpoint.z)-1;
-    maxx=max(startpoint.x,endpoint.x)+1;
-    maxy=max(startpoint.y,endpoint.y)+1;
-    maxz=max(startpoint.z,endpoint.z)+1;
-
-       if(what!=1000){
-               if(     objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
-                objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
-                objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
-                objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
-                objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
-                objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
-                       if(     objects.type[what]!=treeleavestype&&
-                    objects.type[what]!=bushtype&&
-                    objects.type[what]!=firetype){
-                               colviewer=startpoint;
-                               coltarget=endpoint;
-                //FIXME: i/what
-                               if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
-                       }
-               }
-       }
-
-       if(what==1000)if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
-       return -1;
+    stealthloading = 0;
+    whichlevel = which;
+
+    if (which == -1) {
+        tutoriallevel = -1;
+        Loadlevel("tutorial");
+    } else if (which >= 0 && which <= 15) {
+        char buf[32];
+        snprintf(buf, 32, "map%d", which + 1); // challenges
+        Loadlevel(buf);
+    } else
+        Loadlevel("mapsave");
 }
 
-void Game::Setenvironment(int which)
+void Game::Loadlevel(const std::string& name)
 {
-       LOGFUNC;
-
-       LOG(" Setting environment...");
-
-       float temptexdetail;
-       environment=which;
-
-       pause_sound(stream_snowtheme);
-       pause_sound(stream_grasstheme);
-       pause_sound(stream_deserttheme);
-       pause_sound(stream_wind);
-       pause_sound(stream_desertambient);
-
-
-       if(environment==snowyenvironment){
-               windvector=0;
-               windvector.z=3;
-               if(ambientsound)
-                 emit_stream_np(stream_wind);
-
-               LoadTexture(":Data:Textures:snowtree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bushsnow.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:bouldersnow.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:snowbox.jpg",&objects.boxtextureptr,1,0);
-
-               footstepsound = footstepsn1;
-               footstepsound2 = footstepsn2;
-               footstepsound3 = footstepst1;
-               footstepsound4 = footstepst2;
-
-               LoadTexture(":Data:Textures:snow.jpg",&terraintexture,1,0);
-
-               LoadTexture(":Data:Textures:rock.jpg",&terraintexture2,1,0);
-
-               //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
-
-
-               temptexdetail=texdetail;
-               if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(snow):Front.jpg",
-                       ":Data:Textures:Skybox(snow):Left.jpg",
-                       ":Data:Textures:Skybox(snow):Back.jpg",
-                       ":Data:Textures:Skybox(snow):Right.jpg",
-                       ":Data:Textures:Skybox(snow):Up.jpg",
-                       ":Data:Textures:Skybox(snow):Down.jpg");
-
-
-
-
-               texdetail=temptexdetail;
-       } else if(environment==desertenvironment){
-               windvector=0;
-               windvector.z=2;
-               LoadTexture(":Data:Textures:deserttree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bushdesert.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:boulderdesert.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:desertbox.jpg",&objects.boxtextureptr,1,0);
-
-
-               if(ambientsound)
-                 emit_stream_np(stream_desertambient);
+    int indemo; // FIXME this should be removed
+    int templength;
+    float lamefloat;
+
+    LOGFUNC;
+
+    LOG(std::string("Loading level...") + name);
+
+    if (!gameon)
+        visibleloading = 1;
+    if (stealthloading)
+        visibleloading = 0;
+    if (!stillloading)
+        loadtime = 0;
+    gamestarted = 1;
+
+    numenvsounds = 0;
+
+    if (tutoriallevel != -1)
+        tutoriallevel = 0;
+    else
+        tutoriallevel = 1;
+
+    if (tutoriallevel == 1)
+        tutorialstage = 0;
+    if (tutorialstage == 0) {
+        tutorialstagetime = 0;
+        tutorialmaxtime = 1;
+    }
+    pause_sound(whooshsound);
+    pause_sound(stream_firesound);
 
-               footstepsound = footstepsn1;
-               footstepsound2 = footstepsn2;
-               footstepsound3 = footstepsn1;
-               footstepsound4 = footstepsn2;
+    int mapvers;
+    FILE *tfile;
+    errno = 0;
+    tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
+
+    pause_sound(stream_firesound);
+    scoreadded = 0;
+    windialogue = false;
+    hostiletime = 0;
+    won = 0;
+
+    animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
+
+    Dialog::dialogs.clear();
+
+    Dialog::indialogue = -1;
+    cameramode = 0;
+
+    damagedealt = 0;
+    damagetaken = 0;
+
+    if (accountactive)
+        difficulty = accountactive->getDifficulty();
+
+    numhotspots = 0;
+    currenthotspot = -1;
+    bonustime = 1;
+
+    skyboxtexture = 1;
+    skyboxr = 1;
+    skyboxg = 1;
+    skyboxb = 1;
+
+    freeze = 0;
+    winfreeze = 0;
+
+    for (int i = 0; i < 100; i++)
+        bonusnum[i] = 0;
+
+    numfalls = 0;
+    numflipfail = 0;
+    numseen = 0;
+    numstaffattack = 0;
+    numswordattack = 0;
+    numknifeattack = 0;
+    numunarmedattack = 0;
+    numescaped = 0;
+    numflipped = 0;
+    numwallflipped = 0;
+    numthrowkill = 0;
+    numafterkill = 0;
+    numreversals = 0;
+    numattacks = 0;
+    maxalarmed = 0;
+    numresponded = 0;
+
+    bonustotal = startbonustotal;
+    bonus = 0;
+    gameon = 1;
+    changedelay = 0;
+    if (console) {
+        emit_sound_np(consolesuccesssound);
+        freeze = 0;
+        console = false;
+    }
 
-               LoadTexture(":Data:Textures:sand.jpg",&terraintexture,1,0);
+    if (!stealthloading) {
+        terrain.numdecals = 0;
+        Sprite::deleteSprites();
+        for (int i = 0; i < objects.numobjects; i++)
+            objects.model[i].numdecals = 0;
 
-               LoadTexture(":Data:Textures:sandslope.jpg",&terraintexture2,1,0);
+        int j = objects.numobjects;
+        for (int i = 0; i < j; i++) {
+            objects.DeleteObject(0);
+            if (visibleloading)
+                LoadingScreen();
+        }
 
-               //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
+        for (int i = 0; i < subdivision; i++)
+            for (int j = 0; j < subdivision; j++)
+                terrain.patchobjectnum[i][j] = 0;
+        if (visibleloading)
+            LoadingScreen();
+    }
 
+    weapons.clear();
+    Person::players.resize(1);
+
+    funpackf(tfile, "Bi", &mapvers);
+    if (mapvers >= 15)
+        funpackf(tfile, "Bi", &indemo);
+    else
+        indemo = 0;
+    if (mapvers >= 5)
+        funpackf(tfile, "Bi", &maptype);
+    else
+        maptype = mapkilleveryone;
+    if (mapvers >= 6)
+        funpackf(tfile, "Bi", &hostile);
+    else
+        hostile = 1;
+    if (mapvers >= 4)
+        funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
+    else {
+        viewdistance = 100;
+        fadestart = .6;
+    }
+    if (mapvers >= 2)
+        funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
+    else {
+        skyboxtexture = 1;
+        skyboxr = 1;
+        skyboxg = 1;
+        skyboxb = 1;
+    }
+    if (mapvers >= 10)
+        funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
+    else {
+        skyboxlightr = skyboxr;
+        skyboxlightg = skyboxg;
+        skyboxlightb = skyboxb;
+    }
+    /* TODO - This should be done in an other way so that we can rebuild main player as well (so coords would need to be copied from old ones after rebuilding) */
+    if (stealthloading) {
+        funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
+    } 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)
+        for (int j = 0; j < Person::players[0]->num_weapons; j++) {
+            Person::players[0]->weaponids[j] = weapons.size();
+            int type;
+            funpackf(tfile, "Bi", &type);
+            weapons.push_back(Weapon(type, 0));
+        }
 
+    if (visibleloading)
+        LoadingScreen();
 
-               temptexdetail=texdetail;
-               if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(sand):Front.jpg",
-                       ":Data:Textures:Skybox(sand):Left.jpg",
-                       ":Data:Textures:Skybox(sand):Back.jpg",
-                       ":Data:Textures:Skybox(sand):Right.jpg",
-                       ":Data:Textures:Skybox(sand):Up.jpg",
-                       ":Data:Textures:Skybox(sand):Down.jpg");
+    funpackf(tfile, "Bf Bf Bf", &Person::players[0]->armorhead, &Person::players[0]->armorhigh, &Person::players[0]->armorlow);
+    funpackf(tfile, "Bf Bf Bf", &Person::players[0]->protectionhead, &Person::players[0]->protectionhigh, &Person::players[0]->protectionlow);
+    funpackf(tfile, "Bf Bf Bf", &Person::players[0]->metalhead, &Person::players[0]->metalhigh, &Person::players[0]->metallow);
+    funpackf(tfile, "Bf Bf", &Person::players[0]->power, &Person::players[0]->speedmult);
 
+    funpackf(tfile, "Bi", &Person::players[0]->numclothes);
 
+    if (mapvers >= 9)
+        funpackf(tfile, "Bi Bi", &Person::players[0]->whichskin, &Person::players[0]->creature);
+    else {
+        Person::players[0]->whichskin = 0;
+        Person::players[0]->creature = rabbittype;
+    }
 
+    Person::players[0]->lastattack = -1;
+    Person::players[0]->lastattack2 = -1;
+    Person::players[0]->lastattack3 = -1;
 
-               texdetail=temptexdetail;
-       } else if(environment==grassyenvironment){
-               windvector=0;
-               windvector.z=2;
-               LoadTexture(":Data:Textures:tree.png",&objects.treetextureptr,0,1);
-               LoadTexture(":Data:Textures:bush.png",&objects.bushtextureptr,0,1);
-               LoadTexture(":Data:Textures:boulder.jpg",&objects.rocktextureptr,1,0);
-               LoadTexture(":Data:Textures:grassbox.jpg",&objects.boxtextureptr,1,0);
+    //dialogues
+    if (mapvers >= 8) {
+        Dialog::loadDialogs(tfile);
+    }
 
-               if(ambientsound)
-                 emit_stream_np(stream_wind, 100.);
+    for (int k = 0; k < Person::players[0]->numclothes; k++) {
+        funpackf(tfile, "Bi", &templength);
+        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]);
+    }
 
-               footstepsound = footstepgr1;
-               footstepsound2 = footstepgr2;
-               footstepsound3 = footstepst1;
-               footstepsound4 = footstepst2;
+    funpackf(tfile, "Bi", &environment);
 
-               LoadTexture(":Data:Textures:grassdirt.jpg",&terraintexture,1,0);
+    funpackf(tfile, "Bi", &objects.numobjects);
+    for (int i = 0; i < objects.numobjects; i++) {
+        funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
+        if (objects.type[i] == treeleavestype)
+            objects.scale[i] = objects.scale[i - 1];
+    }
 
-               LoadTexture(":Data:Textures:mossrock.jpg",&terraintexture2,1,0);
+    if (mapvers >= 7) {
+        funpackf(tfile, "Bi", &numhotspots);
+        for (int i = 0; i < numhotspots; i++) {
+            funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i], &hotspotsize[i], &hotspot[i].x, &hotspot[i].y, &hotspot[i].z);
+            funpackf(tfile, "Bi", &templength);
+            if (templength)
+                for (int l = 0; l < templength; l++)
+                    funpackf(tfile, "Bb", &hotspottext[i][l]);
+            hotspottext[i][templength] = '\0';
+            if (hotspottype[i] == -111)
+                indemo = 1;
+        }
+    } else
+        numhotspots = 0;
 
-               //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
+    if (visibleloading)
+        LoadingScreen();
 
+    if (!stealthloading) {
+        objects.center = 0;
+        for (int i = 0; i < objects.numobjects; i++)
+            objects.center += objects.position[i];
+        objects.center /= objects.numobjects;
 
 
-               temptexdetail=texdetail;
-               if(texdetail>1)texdetail=4;
-               skybox.load(    ":Data:Textures:Skybox(grass):Front.jpg",
-                       ":Data:Textures:Skybox(grass):Left.jpg",
-                       ":Data:Textures:Skybox(grass):Back.jpg",
-                       ":Data:Textures:Skybox(grass):Right.jpg",
-                       ":Data:Textures:Skybox(grass):Up.jpg",
-                       ":Data:Textures:Skybox(grass):Down.jpg");
+        if (visibleloading)
+            LoadingScreen();
 
+        float maxdistance = 0;
+        float tempdist;
+        for (int i = 0; i < objects.numobjects; i++) {
+            tempdist = distsq(&objects.center, &objects.position[i]);
+            if (tempdist > maxdistance) {
+                maxdistance = tempdist;
+            }
+        }
+        objects.radius = fast_sqrt(maxdistance);
+    }
 
+    if (visibleloading)
+        LoadingScreen();
 
-               texdetail=temptexdetail;
-       }
-       temptexdetail=texdetail;
-       texdetail=1;
-       terrain.load(":Data:Textures:heightmap.png");
+    int numplayers;
+    funpackf(tfile, "Bi", &numplayers);
+    if (numplayers > maxplayers) {
+        cout << "Warning: this level contains more players than allowed" << endl;
+    }
+    for (int i = 1; i < numplayers; i++) {
+        unsigned j = 1;
+        try {
+            Person::players.push_back(shared_ptr<Person>(new Person(tfile, mapvers, j)));
+            j++;
+        } catch (InvalidPersonException e) {
+        }
+    }
+    if (visibleloading)
+        LoadingScreen();
+
+    funpackf(tfile, "Bi", &numpathpoints);
+    if (numpathpoints > 30 || numpathpoints < 0)
+        numpathpoints = 0;
+    for (int j = 0; j < numpathpoints; j++) {
+        funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x, &pathpoint[j].y, &pathpoint[j].z, &numpathpointconnect[j]);
+        for (int k = 0; k < numpathpointconnect[j]; k++) {
+            funpackf(tfile, "Bi", &pathpointconnect[j][k]);
+        }
+    }
+    if (visibleloading)
+        LoadingScreen();
+
+    funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
+
+    SetUpLighting();
+    if (environment != oldenvironment)
+        Setenvironment(environment);
+    oldenvironment = environment;
+
+    if (!stealthloading) {
+        int j = objects.numobjects;
+        objects.numobjects = 0;
+        for (int i = 0; i < j; i++) {
+            objects.MakeObject(objects.type[i], objects.position[i], objects.yaw[i], objects.pitch[i], objects.scale[i]);
+            if (visibleloading)
+                LoadingScreen();
+        }
 
-       texdetail=temptexdetail;
-}
+        terrain.DoShadows();
+        if (visibleloading)
+            LoadingScreen();
+        objects.DoShadows();
+        if (visibleloading)
+            LoadingScreen();
+    }
 
-void Game::Loadlevel(int which) {
-       stealthloading=0;
-       whichlevel=which;
-
-       if(which == -1) {
-           tutoriallevel = -1;
-           Loadlevel("tutorial");
-       } else if(which >= 0 && which <= 15) {
-           char buf[32];
-           snprintf(buf, 32, "map%d", which + 1); // challenges
-           Loadlevel(buf);
-       } else
-           Loadlevel("mapsave");
-}
+    fclose(tfile);
 
-void Game::Loadlevel(const char *name) {
-       int templength;
-       float lamefloat;
-       static const char *pfx = ":Data:Maps:";
-       char *buf;
-
-       float headprop,legprop,armprop,bodyprop;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading level...") + name);
-
-       if(!gameon)
-        visibleloading=1;
-       if(stealthloading)
-        visibleloading=0;
-       if(!stillloading)
-        loadtime=0;
-       gamestarted=1;
-
-       numenvsounds=0;
-
-       if(tutoriallevel!=-1)
-        tutoriallevel=0;
-       else
-        tutoriallevel=1;
-
-       if(tutoriallevel==1)
-        tutorialstage=0;
-       if(tutorialstage==0) {
-               tutorialstagetime=0;
-               tutorialmaxtime=1;
-       }
-       loadingstuff=1;
-       pause_sound(whooshsound);
-       pause_sound(stream_firesound);
-
-       // Change the map filename into something that is os specific
-       buf = (char*) alloca(strlen(pfx) + strlen(name) + 1);
-       sprintf(buf, "%s%s", pfx, name);
-       const char *FixedFN = ConvertFileName(buf);
-
-       int mapvers;
-       FILE *tfile;
-       //~ char* buff=getcwd(NULL,0);
-       //~ cout << buff << " " << FixedFN << endl;
-       //~ free(buff);
-       tfile=fopen( FixedFN, "rb" );
-       if(tfile) {
-               pause_sound(stream_firesound);
-               scoreadded=0;
-               windialogue=false;
-               hostiletime=0;
-               won=0;
-
-               animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
-
-               numdialogues=0;
-
-               for(int i=0;i<20;i++)
-                       dialoguegonethrough[i]=0;
-
-               indialogue=-1;
-               cameramode=0;
-
-               damagedealt=0;
-               damagetaken=0;
-
-               if(accountactive)
-            difficulty=accountactive->getDifficulty();
-
-               if(difficulty!=2)
-            minimap=1;
-               else
-            minimap=0;
-
-               numhotspots=0;
-               currenthotspot=-1;
-               bonustime=1;
-
-               skyboxtexture=1;
-               skyboxr=1;
-               skyboxg=1;
-               skyboxb=1;
-
-               freeze=0;
-               winfreeze=0;
-
-               for(int i=0;i<100;i++)
-                       bonusnum[i]=0;
-
-               numfalls=0;
-               numflipfail=0;
-               numseen=0;
-               numstaffattack=0;
-               numswordattack=0;
-               numknifeattack=0;
-               numunarmedattack=0;
-               numescaped=0;
-               numflipped=0;
-               numwallflipped=0;
-               numthrowkill=0;
-               numafterkill=0;
-               numreversals=0;
-               numattacks=0;
-               maxalarmed=0;
-               numresponded=0;
-
-               bonustotal=startbonustotal;
-               bonus=0;
-               gameon=1;
-               changedelay=0;
-               if(console){
-                       emit_sound_np(consolesuccesssound);
-                       freeze=0;
-                       console=false;
-               }
-
-               if(!stealthloading){
-                       terrain.numdecals=0;
-                       Sprite::deleteSprites();
-                       for(int i=0;i<objects.numobjects;i++)
-                               objects.model[i].numdecals=0;
-
-                       int j=objects.numobjects;
-                       for(int i=0;i<j;i++){
-                               objects.DeleteObject(0);
-                               if(visibleloading)
-                    LoadingScreen();
-                       }
-
-                       for(int i=0;i<subdivision;i++)
-                               for(int j=0;j<subdivision;j++)
-                                       terrain.patchobjectnum[i][j]=0;
-                       if(visibleloading)
-                LoadingScreen();
-               }
-
-               weapons.clear();
-
-               funpackf(tfile, "Bi", &mapvers);
-               if(mapvers>=15)
-            funpackf(tfile, "Bi", &indemo);
-               else
-            indemo=0;
-               if(mapvers>=5)
-            funpackf(tfile, "Bi", &maptype);
-               else
-            maptype=mapkilleveryone;
-               if(mapvers>=6)
-            funpackf(tfile, "Bi", &hostile);
-               else
-            hostile=1;
-               if(mapvers>=4)
-            funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
-               else{
-                       viewdistance=100;
-                       fadestart=.6;
-               }
-               if(mapvers>=2)
-            funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
-               else{
-                       skyboxtexture=1;
-                       skyboxr=1;
-                       skyboxg=1;
-                       skyboxb=1;
-               }
-               if(mapvers>=10)
-            funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-               else{
-                       skyboxlightr=skyboxr;
-                       skyboxlightg=skyboxg;
-                       skyboxlightb=skyboxb;
-               }
-               if(!stealthloading)
-            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
-               if(stealthloading)
-            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
-               player[0].originalcoords=player[0].coords;
-               if(player[0].num_weapons>0&&player[0].num_weapons<5)
-                       for(int j=0;j<player[0].num_weapons;j++){
-                               player[0].weaponids[j]=weapons.size();
-                               int type;
-                               funpackf(tfile, "Bi", &type);
-                               weapons.push_back(Weapon(type,0));
-                       }
-
-               if(visibleloading)
+    for (unsigned i = 0; i < Person::players.size(); i++) {
+        if (visibleloading)
             LoadingScreen();
+        if (i == 0) {
+            Person::players[i]->burnt = 0;
+            Person::players[i]->bled = 0;
+            Person::players[i]->onfire = 0;
+            Person::players[i]->scale = .2;
+        }
+        Person::players[i]->skeleton.free = 0;
+        Person::players[i]->skeleton.id = i;
+        if (i == 0 && mapvers < 9) {
+            Person::players[i]->creature = rabbittype;
+        }
+        if (Person::players[i]->creature != wolftype) {
+            Person::players[i]->skeleton.Load(
+                (char *)"Skeleton/BasicFigure",
+                (char *)"Skeleton/BasicFigureLow",
+                (char *)"Skeleton/RabbitBelt",
+                (char *)"Models/Body.solid",
+                (char *)"Models/Body2.solid",
+                (char *)"Models/Body3.solid",
+                (char *)"Models/Body4.solid",
+                (char *)"Models/Body5.solid",
+                (char *)"Models/Body6.solid",
+                (char *)"Models/Body7.solid",
+                (char *)"Models/BodyLow.solid",
+                (char *)"Models/Belt.solid", 0);
+        } else {
+            Person::players[i]->skeleton.Load(
+                (char *)"Skeleton/BasicFigureWolf",
+                (char *)"Skeleton/BasicFigureWolfLow",
+                (char *)"Skeleton/RabbitBelt",
+                (char *)"Models/Wolf.solid",
+                (char *)"Models/Wolf2.solid",
+                (char *)"Models/Wolf3.solid",
+                (char *)"Models/Wolf4.solid",
+                (char *)"Models/Wolf5.solid",
+                (char *)"Models/Wolf6.solid",
+                (char *)"Models/Wolf7.solid",
+                (char *)"Models/WolfLow.solid",
+                (char *)"Models/Belt.solid", 0);
+        }
 
-               funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
-               funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
-               funpackf(tfile, "Bf Bf Bf", &player[0].metalhead, &player[0].metalhigh, &player[0].metallow);
-               funpackf(tfile, "Bf Bf", &player[0].power, &player[0].speedmult);
-
-               funpackf(tfile, "Bi", &player[0].numclothes);
-
-               if(mapvers>=9)
-                       funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
-               else{
-                       player[0].whichskin=0;
-                       player[0].creature=rabbittype;
-               }
-
-               player[0].lastattack=-1;
-               player[0].lastattack2=-1;
-               player[0].lastattack3=-1;
-
-        //dialogues
-               if(mapvers>=8){
-                       funpackf(tfile, "Bi", &numdialogues);
-            for(int k=0;k<numdialogues;k++){
-                funpackf(tfile, "Bi", &numdialogueboxes[k]);
-                funpackf(tfile, "Bi", &dialoguetype[k]);
-                for(int l=0;l<10;l++){
-                    funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
-                    funpackf(tfile, "Bf", &participantrotation[k][l]);
-                }
-                for(int l=0;l<numdialogueboxes[k];l++){
-                    funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
-                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
-                    funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
-
-                    funpackf(tfile, "Bi",&templength);
-                    if(templength>128||templength<=0)
-                        templength=128;
-                    int m;
-                    for(m=0;m<templength;m++){
-                        funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
-                        if(dialoguetext[k][l][m]=='\0')
-                            break;
-                    }
-                    dialoguetext[k][l][m] = 0;
-
-                    funpackf(tfile, "Bi",&templength);
-                    if(templength>64||templength<=0)templength=64;
-                    for(m=0;m<templength;m++){
-                        funpackf(tfile, "Bb", &dialoguename[k][l][m]);
-                        if(dialoguename[k][l][m]=='\0')
-                            break;
-                    }
-                    dialoguename[k][l][m] = 0;
-                    funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
-                    funpackf(tfile, "Bi", &participantfocus[k][l]);
-                    funpackf(tfile, "Bi", &participantaction[k][l]);
+        Person::players[i]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[i]->creature][Person::players[i]->whichskin], 1, &Person::players[i]->skeleton.skinText[0], &Person::players[i]->skeleton.skinsize);
 
-                    for(m=0;m<10;m++)
-                        funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
+        Person::players[i]->addClothes();
 
-                    funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
-                }
+        if (i == 0) {
+            Person::players[i]->animCurrent = bounceidleanim;
+            Person::players[i]->animTarget = bounceidleanim;
+            Person::players[i]->frameCurrent = 0;
+            Person::players[i]->frameTarget = 1;
+            Person::players[i]->target = 0;
+        }
+        Person::players[i]->speed = 1 + (float)(Random() % 100) / 1000;
+        if (difficulty == 0)
+            Person::players[i]->speed -= .2;
+        if (difficulty == 1)
+            Person::players[i]->speed -= .1;
+
+        if (i == 0) {
+            Person::players[i]->velocity = 0;
+            Person::players[i]->oldcoords = Person::players[i]->coords;
+            Person::players[i]->realoldcoords = Person::players[i]->coords;
+
+            Person::players[i]->id = i;
+            Person::players[i]->updatedelay = 0;
+            Person::players[i]->normalsupdatedelay = 0;
+
+            Person::players[i]->proportionhead = 1.2;
+            Person::players[i]->proportionbody = 1.05;
+            Person::players[i]->proportionarms = 1.00;
+            Person::players[i]->proportionlegs = 1.1;
+            Person::players[i]->proportionlegs.y = 1.05;
+            Person::players[i]->headless = 0;
+            Person::players[i]->currentoffset = 0;
+            Person::players[i]->targetoffset = 0;
+            if (Person::players[i]->creature == wolftype) {
+                Person::players[i]->scale = .23;
+                Person::players[i]->damagetolerance = 300;
+            } else {
+                Person::players[i]->damagetolerance = 200;
             }
-               }else
-            numdialogues=0;
-
-        for(int k=0;k<player[0].numclothes;k++){
-            funpackf(tfile, "Bi", &templength);
-            for(int l=0;l<templength;l++)
-                funpackf(tfile, "Bb", &player[0].clothes[k][l]);
-            player[0].clothes[k][templength]='\0';
-            funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
         }
 
-               funpackf(tfile, "Bi", &environment);
 
-               funpackf(tfile, "Bi", &objects.numobjects);
-        for(int i=0;i<objects.numobjects;i++){
-            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
-            if(objects.type[i]==treeleavestype)
-                objects.scale[i]=objects.scale[i-1];
+        if (visibleloading)
+            LoadingScreen();
+
+        if (cellophane) {
+            Person::players[i]->proportionhead.z = 0;
+            Person::players[i]->proportionbody.z = 0;
+            Person::players[i]->proportionarms.z = 0;
+            Person::players[i]->proportionlegs.z = 0;
         }
 
-               if(mapvers>=7){
-                       funpackf(tfile, "Bi", &numhotspots);
-            for(int i=0;i<numhotspots;i++){
-                funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
-                funpackf(tfile, "Bi", &templength);
-                if(templength)
-                    for(int l=0;l<templength;l++)
-                        funpackf(tfile, "Bb", &hotspottext[i][l]);
-                hotspottext[i][templength]='\0';
-                if(hotspottype[i]==-111)
-                    indemo=1;
-            }
-               }else
-            numhotspots=0;
+        Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+        if (i == 0) {
+            Person::players[i]->headmorphness = 0;
+            Person::players[i]->targetheadmorphness = 1;
+            Person::players[i]->headmorphstart = 0;
+            Person::players[i]->headmorphend = 0;
+
+            Person::players[i]->pausetime = 0;
+
+            Person::players[i]->dead = 0;
+            Person::players[i]->jumppower = 5;
+            Person::players[i]->damage = 0;
+            Person::players[i]->permanentdamage = 0;
+            Person::players[i]->superpermanentdamage = 0;
+
+            Person::players[i]->forwardkeydown = 0;
+            Person::players[i]->leftkeydown = 0;
+            Person::players[i]->backkeydown = 0;
+            Person::players[i]->rightkeydown = 0;
+            Person::players[i]->jumpkeydown = 0;
+            Person::players[i]->crouchkeydown = 0;
+            Person::players[i]->throwkeydown = 0;
+
+            Person::players[i]->collided = -10;
+            Person::players[i]->loaded = 1;
+            Person::players[i]->bloodloss = 0;
+            Person::players[i]->weaponactive = -1;
+            Person::players[i]->weaponstuck = -1;
+            Person::players[i]->bleeding = 0;
+            Person::players[i]->deathbleeding = 0;
+            Person::players[i]->stunned = 0;
+            Person::players[i]->hasvictim = 0;
+            Person::players[i]->wentforweapon = 0;
+        }
+    }
 
-               if(visibleloading)
-            LoadingScreen();
+    Person::players[0]->aitype = playercontrolled;
+
+    if (difficulty == 1) {
+        Person::players[0]->power = 1 / .9;
+        Person::players[0]->damagetolerance = 250;
+    } else if (difficulty == 0) {
+        Person::players[0]->power = 1 / .8;
+        Person::players[0]->damagetolerance = 300;
+        Person::players[0]->armorhead *= 1.5;
+        Person::players[0]->armorhigh *= 1.5;
+        Person::players[0]->armorlow *= 1.5;
+    }
 
-               if(!stealthloading){
-                       objects.center=0;
-                       for(int i=0;i<objects.numobjects;i++)
-                               objects.center+=objects.position[i];
-                       objects.center/=objects.numobjects;
+    cameraloc = Person::players[0]->coords;
+    cameraloc.y += 5;
+    yaw = Person::players[0]->yaw;
 
+    hawkcoords = Person::players[0]->coords;
+    hawkcoords.y += 30;
 
-                       if(visibleloading)
-                LoadingScreen();
+    if (visibleloading)
+        LoadingScreen();
 
-                       float maxdistance=0;
-                       float tempdist;
-                       //~ int whichclosest;
-                       for(int i=0;i<objects.numobjects;i++){
-                               tempdist=findDistancefast(&objects.center,&objects.position[i]);
-                               if(tempdist>maxdistance){
-                                       //~ whichclosest=i;
-                                       maxdistance=tempdist;
-                               }
-                       }
-                       objects.radius=fast_sqrt(maxdistance);
-               }
-
-               if(visibleloading)
-            LoadingScreen();
-               //mapcenter=objects.center;
-               //mapradius=objects.radius;
-
-               funpackf(tfile, "Bi", &numplayers);
-               int howmanyremoved=0;
-               bool removeanother=0;
-               if(numplayers>1&&numplayers<maxplayers){
-                       for(int i=1;i<numplayers;i++){
-                               if(visibleloading)
-                    LoadingScreen();
-                               removeanother=0;
-
-                               funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
-                               if(mapvers>=5)
-                    funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
-                               else
-                    player[i-howmanyremoved].howactive=typeactive;
-                               if(mapvers>=3)
-                    funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
-                               else
-                    player[i-howmanyremoved].scale=-1;
-                               if(mapvers>=11)
-                    funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
-                               else
-                    player[i-howmanyremoved].immobile=0;
-                               if(mapvers>=12)
-                    funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
-                               else
-                    player[i-howmanyremoved].rotation=0;
-                               player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
-                               if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
-                                       removeanother=1;
-                                       howmanyremoved++;
-                               }
-                               if(!removeanother){
-                                       if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
-                                               for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
-                                                       player[i-howmanyremoved].weaponids[j]=weapons.size();
-                                                       int type;
-                                                       funpackf(tfile, "Bi", &type);
-                                                       weapons.push_back(Weapon(type,i));
-                                               }
-                                       }
-                                       funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
-                                       //player[i-howmanyremoved].numwaypoints=10;
-                                       for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
-                                               funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
-                                               funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
-                                               funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
-                                               if(mapvers>=5)
-                            funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
-                                               else
-                            player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
-                                       }
-
-                                       funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
-                                       if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
-                        player[i-howmanyremoved].waypoint=0;
-
-                                       funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
-                                       funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
-                                       funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
-                                       funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
-
-                                       if(mapvers>=4)
-                        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
-                                       else{
-                                               headprop=1;
-                                               bodyprop=1;
-                                               armprop=1;
-                                               legprop=1;
-                                       }
-                                       if(player[i-howmanyremoved].creature==wolftype){
-                                               player[i-howmanyremoved].proportionhead=1.1*headprop;
-                                               player[i-howmanyremoved].proportionbody=1.1*bodyprop;
-                                               player[i-howmanyremoved].proportionarms=1.1*armprop;
-                                               player[i-howmanyremoved].proportionlegs=1.1*legprop;
-                                       }
-
-                                       if(player[i-howmanyremoved].creature==rabbittype){
-                                               player[i-howmanyremoved].proportionhead=1.2*headprop;
-                                               player[i-howmanyremoved].proportionbody=1.05*bodyprop;
-                                               player[i-howmanyremoved].proportionarms=1.00*armprop;
-                                               player[i-howmanyremoved].proportionlegs=1.1*legprop;
-                                               player[i-howmanyremoved].proportionlegs.y=1.05*legprop;
-                                       }
-
-                                       funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
-                                       if(player[i-howmanyremoved].numclothes){
-                                               for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
-                                                       int templength;
-                                                       funpackf(tfile, "Bi", &templength);
-                                                       for(int l=0;l<templength;l++)
-                                                               funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
-                                                       player[i-howmanyremoved].clothes[k][templength]='\0';
-                                                       funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
-                                               }
-                                       }
-                               }
-                       }
-               }
-               if(visibleloading)
-            LoadingScreen();
+    LOG("Starting background music...");
 
-               numplayers-=howmanyremoved;
-               funpackf(tfile, "Bi", &numpathpoints);
-               if(numpathpoints>30||numpathpoints<0)
-                       numpathpoints=0;
-        for(int j=0;j<numpathpoints;j++){
-            funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
-            for(int k=0;k<numpathpointconnect[j];k++){
-                funpackf(tfile, "Bi", &pathpointconnect[j][k]);
-            }
+    OPENAL_StopSound(OPENAL_ALL);
+    if (ambientsound) {
+        if (environment == snowyenvironment) {
+            emit_stream_np(stream_wind);
+        } else if (environment == desertenvironment) {
+            emit_stream_np(stream_desertambient);
+        } else if (environment == grassyenvironment) {
+            emit_stream_np(stream_wind, 100.);
         }
-               if(visibleloading)
-            LoadingScreen();
-
-               funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
-
-               SetUpLighting();
-               if(environment!=oldenvironment)
-            Setenvironment(environment);
-               oldenvironment=environment;
-
-               if(!stealthloading){
-                       int j=objects.numobjects;
-                       objects.numobjects=0;
-                       for(int i=0;i<j;i++){
-                               objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
-                               if(visibleloading)
-                    LoadingScreen();
-                       }
-
-                       terrain.DoShadows();
-                       if(visibleloading)
-                LoadingScreen();
-                       objects.DoShadows();
-                       if(visibleloading)
-                LoadingScreen();
-               }
+    }
+    oldmusicvolume[0] = 0;
+    oldmusicvolume[1] = 0;
+    oldmusicvolume[2] = 0;
+    oldmusicvolume[3] = 0;
 
-               fclose(tfile);
+    if (!firstload)
+        firstload = 1;
 
-               if(numplayers>maxplayers-1)
-            numplayers=maxplayers-1;
-               for(int i=0;i<numplayers;i++){
-                       if(visibleloading)
-                LoadingScreen();
-                       player[i].burnt=0;
-                       player[i].bled=0;
-                       player[i].onfire=0;
-                       if(i==0||player[i].scale<0)
-                player[i].scale=.2;
-                       player[i].skeleton.free=0;
-                       player[i].skeleton.id=i;
-                       if(i==0&&mapvers<9)
-                player[i].creature=rabbittype;
-                       if(player[i].creature!=wolftype){
-                player[i].skeleton.Load(
-                    (char *)":Data:Skeleton:Basic Figure",
-                    (char *)":Data:Skeleton:Basic Figurelow",
-                    (char *)":Data:Skeleton:Rabbitbelt",
-                    (char *)":Data:Models:Body.solid",
-                    (char *)":Data:Models:Body2.solid",
-                    (char *)":Data:Models:Body3.solid",
-                    (char *)":Data:Models:Body4.solid",
-                    (char *)":Data:Models:Body5.solid",
-                    (char *)":Data:Models:Body6.solid",
-                    (char *)":Data:Models:Body7.solid",
-                    (char *)":Data:Models:Bodylow.solid",
-                    (char *)":Data:Models:Belt.solid",0);
-            }else{
-                               if(player[i].creature!=wolftype){
-                                       player[i].skeleton.Load(
-                            (char *)":Data:Skeleton:Basic Figure",
-                            (char *)":Data:Skeleton:Basic Figurelow",
-                            (char *)":Data:Skeleton:Rabbitbelt",
-                            (char *)":Data:Models:Body.solid",
-                            (char *)":Data:Models:Body2.solid",
-                            (char *)":Data:Models:Body3.solid",
-                            (char *)":Data:Models:Body4.solid",
-                            (char *)":Data:Models:Body5.solid",
-                            (char *)":Data:Models:Body6.solid",
-                            (char *)":Data:Models:Body7.solid",
-                            (char *)":Data:Models:Bodylow.solid",
-                            (char *)":Data:Models:Belt.solid",1);
-                                       LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
-                               }
-                               if(player[i].creature==wolftype){
-                                       player[i].skeleton.Load(
-                            (char *)":Data:Skeleton:Basic Figure Wolf",
-                            (char *)":Data:Skeleton:Basic Figure Wolf Low",
-                            (char *)":Data:Skeleton:Rabbitbelt",
-                            (char *)":Data:Models:Wolf.solid",
-                            (char *)":Data:Models:Wolf2.solid",
-                            (char *)":Data:Models:Wolf3.solid",
-                            (char *)":Data:Models:Wolf4.solid",
-                            (char *)":Data:Models:Wolf5.solid",
-                            (char *)":Data:Models:Wolf6.solid",
-                            (char *)":Data:Models:Wolf7.solid",
-                            (char *)":Data:Models:Wolflow.solid",
-                            (char *)":Data:Models:Belt.solid",0);
-                               }
-                       }
-
-
-                       //~ int texsize;
-                       //~ texsize=512*512*3/texdetail/texdetail;
-
-                       LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
-
-                       if(player[i].numclothes){
-                               for(int j=0;j<player[i].numclothes;j++){
-                                       tintr=player[i].clothestintr[j];
-                                       tintg=player[i].clothestintg[j];
-                                       tintb=player[i].clothestintb[j];
-                                       AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
-                               }
-                               player[i].DoMipmaps();
-                       }
-
-                       player[i].currentanimation=bounceidleanim;
-                       player[i].targetanimation=bounceidleanim;
-                       player[i].currentframe=0;
-                       player[i].targetframe=1;
-                       player[i].target=0;
-                       player[i].speed=1+(float)(Random()%100)/1000;
-                       if(difficulty==0)
-                player[i].speed-=.2;
-                       if(difficulty==1)
-                player[i].speed-=.1;
-
-                       player[i].velocity=0;
-                       player[i].oldcoords=player[i].coords;
-                       player[i].realoldcoords=player[i].coords;
-
-                       player[i].id=i;
-                       player[i].skeleton.id=i;
-                       player[i].updatedelay=0;
-                       player[i].normalsupdatedelay=0;
-
-                       player[i].aitype=passivetype;
-                       player[i].madskills=0;
-
-                       if(i==0){
-                               player[i].proportionhead=1.2;
-                               player[i].proportionbody=1.05;
-                               player[i].proportionarms=1.00;
-                               player[i].proportionlegs=1.1;
-                               player[i].proportionlegs.y=1.05;
-                       }
-                       player[i].headless=0;
-                       player[i].currentoffset=0;
-                       player[i].targetoffset=0;
-
-                       player[i].damagetolerance=200;
-
-                       if(player[i].creature==wolftype){
-                               if(i==0||player[i].scale<0)
-                    player[i].scale=.23;
-                               player[i].damagetolerance=300;
-                       }
-
-                       if(visibleloading)
-                LoadingScreen();
-                       if(cellophane){
-                               player[i].proportionhead.z=0;
-                               player[i].proportionbody.z=0;
-                               player[i].proportionarms.z=0;
-                               player[i].proportionlegs.z=0;
-                       }
-
-                       player[i].tempanimation.Load((char *)"Tempanim",0,0);
-
-                       player[i].headmorphness=0;
-                       player[i].targetheadmorphness=1;
-                       player[i].headmorphstart=0;
-                       player[i].headmorphend=0;
-
-                       player[i].pausetime=0;
-
-                       player[i].dead=0;
-                       player[i].jumppower=5;
-                       player[i].damage=0;
-                       player[i].permanentdamage=0;
-                       player[i].superpermanentdamage=0;
-
-                       player[i].forwardkeydown=0;
-                       player[i].leftkeydown=0;
-                       player[i].backkeydown=0;
-                       player[i].rightkeydown=0;
-                       player[i].jumpkeydown=0;
-                       player[i].crouchkeydown=0;
-                       player[i].throwkeydown=0;
-
-                       player[i].collided=-10;
-                       player[i].loaded=1;
-                       player[i].bloodloss=0;
-                       player[i].weaponactive=-1;
-                       player[i].weaponstuck=-1;
-                       player[i].bleeding=0;
-                       player[i].deathbleeding=0;
-                       player[i].stunned=0;
-                       player[i].hasvictim=0;
-                       player[i].wentforweapon=0;
-               }
-
-               player[0].aitype=playercontrolled;
-               player[0].weaponactive=-1;
-
-               if(difficulty==1)
-                       player[0].power=1/.9;
-
-               if(difficulty==0)
-                       player[0].power=1/.8;
-
-               if(difficulty==1)
-            player[0].damagetolerance=250;
-               if(difficulty==0)
-            player[0].damagetolerance=300;
-               if(difficulty==0)
-            player[0].armorhead*=1.5;
-               if(difficulty==0)
-            player[0].armorhigh*=1.5;
-               if(difficulty==0)
-            player[0].armorlow*=1.5;
-               cameraloc=player[0].coords;
-               cameraloc.y+=5;
-               rotation=player[0].rotation;
-
-               hawkcoords=player[0].coords;
-               hawkcoords.y+=30;
-
-               if(visibleloading)
-            LoadingScreen();
-               //~ for(int i=0;i<weapons.size();i++){
-               //~ }
-               
-               LOG("Starting background music...");
-
-               OPENAL_StopSound(OPENAL_ALL);
-               if(environment==snowyenvironment){
-                       if(ambientsound)
-                         emit_stream_np(stream_wind);
-               }else if(environment==desertenvironment){
-                       if(ambientsound)
-                         emit_stream_np(stream_desertambient);
-               }else if(environment==grassyenvironment){
-                       if(ambientsound)
-                         emit_stream_np(stream_wind, 100.);
-               }
-               oldmusicvolume[0]=0;
-               oldmusicvolume[1]=0;
-               oldmusicvolume[2]=0;
-               oldmusicvolume[3]=0;
-
-               if(!firstload)
-                       firstload=1;
-       } else {
-               perror("Problem");
-       }
-       leveltime=0;
-       loadingstuff=0;
-       visibleloading=0;
+    leveltime = 0;
+    visibleloading = 0;
 }
 
-void Game::doTutorial(){
-    if(tutorialstagetime>tutorialmaxtime){
+void doTutorial()
+{
+    if (tutorialstagetime > tutorialmaxtime) {
         tutorialstage++;
-        tutorialsuccess=0;
-        if(tutorialstage<=1){
-            canattack=0;
-            cananger=0;
-            reversaltrain=0;
+        tutorialsuccess = 0;
+        if (tutorialstage <= 1) {
+            canattack = 0;
+            cananger = 0;
+            reversaltrain = 0;
         }
-        switch(tutorialstage){
-            case 1:
-                tutorialmaxtime=5;
-            break; case 2:
-                tutorialmaxtime=2;
-            break; case 3:
-                tutorialmaxtime=600;
-            break; case 4:
-                tutorialmaxtime=1000;
-            break; case 5:
-                tutorialmaxtime=600;
-            break; case 6:
-                tutorialmaxtime=600;
-            break; case 7:
-                tutorialmaxtime=600;
-            break; case 8:
-                tutorialmaxtime=600;
-            break; case 9:
-                tutorialmaxtime=600;
-            break; case 10:
-                tutorialmaxtime=2;
-            break; case 11:
-                tutorialmaxtime=1000;
-            break; case 12:
-                tutorialmaxtime=1000;
-            break; case 13:
-                tutorialmaxtime=2;
-            break; case 14: {
-                tutorialmaxtime=3;
-
-                XYZ temp,temp2;
-
-                temp.x=1011;
-                temp.y=84;
-                temp.z=491;
-                temp2.x=1025;
-                temp2.y=75;
-                temp2.z=447;
-
-                player[1].coords=(temp+temp2)/2;
-
-                emit_sound_at(fireendsound, player[1].coords);
-
-                for(int i=0;i<player[1].skeleton.num_joints;i++){
-                    if(Random()%2==0){
-                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                    }
-                }
-            }
-            break; case 15:
-                tutorialmaxtime=500;
-            break; case 16:
-                tutorialmaxtime=500;
-            break; case 17:
-                tutorialmaxtime=500;
-            break; case 18:
-                tutorialmaxtime=500;
-            break; case 19:
-                tutorialstage=20;
-                //tutorialmaxtime=500;
-            break; case 20:
-                tutorialmaxtime=500;
-            break; case 21:
-                tutorialmaxtime=500;
-                if(bonus==cannon){
-                    bonus=Slicebonus;
-                    againbonus=1;
+        switch (tutorialstage) {
+        case 1:
+            tutorialmaxtime = 5;
+            break;
+        case 2:
+            tutorialmaxtime = 2;
+            break;
+        case 3:
+            tutorialmaxtime = 600;
+            break;
+        case 4:
+            tutorialmaxtime = 1000;
+            break;
+        case 5:
+            tutorialmaxtime = 600;
+            break;
+        case 6:
+            tutorialmaxtime = 600;
+            break;
+        case 7:
+            tutorialmaxtime = 600;
+            break;
+        case 8:
+            tutorialmaxtime = 600;
+            break;
+        case 9:
+            tutorialmaxtime = 600;
+            break;
+        case 10:
+            tutorialmaxtime = 2;
+            break;
+        case 11:
+            tutorialmaxtime = 1000;
+            break;
+        case 12:
+            tutorialmaxtime = 1000;
+            break;
+        case 13:
+            tutorialmaxtime = 2;
+            break;
+        case 14: {
+            tutorialmaxtime = 3;
+
+            XYZ temp, temp2;
+
+            temp.x = 1011;
+            temp.y = 84;
+            temp.z = 491;
+            temp2.x = 1025;
+            temp2.y = 75;
+            temp2.z = 447;
+
+            Person::players[1]->coords = (temp + temp2) / 2;
+
+            emit_sound_at(fireendsound, Person::players[1]->coords);
+
+            for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+                if (Random() % 2 == 0) {
+                    if (!Person::players[1]->skeleton.free)
+                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+                    if (Person::players[1]->skeleton.free)
+                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+                    if (!Person::players[1]->skeleton.free)
+                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+                    if (Person::players[1]->skeleton.free)
+                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                 }
-                else againbonus=0;
-            break; case 22:
-                tutorialmaxtime=500;
-            break; case 23:
-                tutorialmaxtime=500;
-            break; case 24:
-                tutorialmaxtime=500;
-            break; case 25:
-                tutorialmaxtime=500;
-            break; case 26:
-                tutorialmaxtime=2;
-            break; case 27:
-                tutorialmaxtime=4;
-                reversaltrain=1;
-                cananger=1;
-                player[1].aitype=attacktypecutoff;
-            break; case 28:
-                tutorialmaxtime=400;
-            break; case 29:
-                tutorialmaxtime=400;
-                player[0].escapednum=0;
-            break; case 30:
-                tutorialmaxtime=4;
-                reversaltrain=0;
-                cananger=0;
-                player[1].aitype=passivetype;
-            break; case 31:
-                tutorialmaxtime=13;
-            break; case 32:
-                tutorialmaxtime=8;
-            break; case 33:
-                tutorialmaxtime=400;
-                cananger=1;
-                canattack=1;
-                player[1].aitype=attacktypecutoff;
-            break; case 34:
-                tutorialmaxtime=400;
-            break; case 35:
-                tutorialmaxtime=400;
-            break; case 36:
-                tutorialmaxtime=2;
-                reversaltrain=0;
-                cananger=0;
-                player[1].aitype=passivetype;
-            break; case 37:
-                damagedealt=0;
-                damagetaken=0;
-                tutorialmaxtime=50;
-                cananger=1;
-                canattack=1;
-                player[1].aitype=attacktypecutoff;
-            break; case 38:
-                tutorialmaxtime=4;
-                canattack=0;
-                cananger=0;
-                player[1].aitype=passivetype;
-            break; case 39: {
-                XYZ temp,temp2;
-
-                temp.x=1011;
-                temp.y=84;
-                temp.z=491;
-                temp2.x=1025;
-                temp2.y=75;
-                temp2.z=447;
-
-                               Weapon w(knife,-1);
-                w.position=(temp+temp2)/2;
-                w.tippoint=(temp+temp2)/2;
-
-                w.velocity=0.1;
-                w.tipvelocity=0.1;
-                w.missed=1;
-                w.hitsomething=0;
-                w.freetime=0;
-                w.firstfree=1;
-                w.physics=1;
-
-                weapons.push_back(w);
             }
-            break; case 40:
-                tutorialmaxtime=300;
-            break; case 41:
-                tutorialmaxtime=300;
-            break; case 42:
-                tutorialmaxtime=8;
-            break; case 43:
-                tutorialmaxtime=300;
-            break; case 44:
-                weapons[0].owner=1;
-                player[0].weaponactive=-1;
-                player[0].num_weapons=0;
-                player[1].weaponactive=0;
-                player[1].num_weapons=1;
-                player[1].weaponids[0]=0;
-
-                cananger=1;
-                canattack=1;
-                player[1].aitype=attacktypecutoff;
-
-                tutorialmaxtime=300;
-            break; case 45:
-                weapons[0].owner=1;
-                player[0].weaponactive=-1;
-                player[0].num_weapons=0;
-                player[1].weaponactive=0;
-                player[1].num_weapons=1;
-                player[1].weaponids[0]=0;
-
-                tutorialmaxtime=300;
-            break; case 46:
-                weapons[0].owner=1;
-                player[0].weaponactive=-1;
-                player[0].num_weapons=0;
-                player[1].weaponactive=0;
-                player[1].num_weapons=1;
-                player[1].weaponids[0]=0;
-
-                weapons[0].setType(sword);
-
-                tutorialmaxtime=300;
-            break; case 47: {
-                tutorialmaxtime=10;
-
-                XYZ temp,temp2;
-
-                temp.x=1011;
-                temp.y=84;
-                temp.z=491;
-                temp2.x=1025;
-                temp2.y=75;
-                temp2.z=447;
-
-                               Weapon w(sword,-1);
-                w.position=(temp+temp2)/2;
-                w.tippoint=(temp+temp2)/2;
-
-                w.velocity=0.1;
-                w.tipvelocity=0.1;
-                w.missed=1;
-                w.hitsomething=0;
-                w.freetime=0;
-                w.firstfree=1;
-                w.physics=1;
-                
-                weapons.push_back(w);
-
-                weapons[0].owner=1;
-                weapons[1].owner=0;
-                player[0].weaponactive=0;
-                player[0].num_weapons=1;
-                player[0].weaponids[0]=1;
-                player[1].weaponactive=0;
-                player[1].num_weapons=1;
-                player[1].weaponids[0]=0;
+        }
+        break;
+        case 15:
+            tutorialmaxtime = 500;
+            break;
+        case 16:
+            tutorialmaxtime = 500;
+            break;
+        case 17:
+            tutorialmaxtime = 500;
+            break;
+        case 18:
+            tutorialmaxtime = 500;
+            break;
+        case 19:
+            tutorialstage = 20;
+            break;
+        case 20:
+            tutorialmaxtime = 500;
+            break;
+        case 21:
+            tutorialmaxtime = 500;
+            if (bonus == cannon) {
+                bonus = Slicebonus;
+                againbonus = 1;
+            } else
+                againbonus = 0;
+            break;
+        case 22:
+            tutorialmaxtime = 500;
+            break;
+        case 23:
+            tutorialmaxtime = 500;
+            break;
+        case 24:
+            tutorialmaxtime = 500;
+            break;
+        case 25:
+            tutorialmaxtime = 500;
+            break;
+        case 26:
+            tutorialmaxtime = 2;
+            break;
+        case 27:
+            tutorialmaxtime = 4;
+            reversaltrain = 1;
+            cananger = 1;
+            Person::players[1]->aitype = attacktypecutoff;
+            break;
+        case 28:
+            tutorialmaxtime = 400;
+            break;
+        case 29:
+            tutorialmaxtime = 400;
+            Person::players[0]->escapednum = 0;
+            break;
+        case 30:
+            tutorialmaxtime = 4;
+            reversaltrain = 0;
+            cananger = 0;
+            Person::players[1]->aitype = passivetype;
+            break;
+        case 31:
+            tutorialmaxtime = 13;
+            break;
+        case 32:
+            tutorialmaxtime = 8;
+            break;
+        case 33:
+            tutorialmaxtime = 400;
+            cananger = 1;
+            canattack = 1;
+            Person::players[1]->aitype = attacktypecutoff;
+            break;
+        case 34:
+            tutorialmaxtime = 400;
+            break;
+        case 35:
+            tutorialmaxtime = 400;
+            break;
+        case 36:
+            tutorialmaxtime = 2;
+            reversaltrain = 0;
+            cananger = 0;
+            Person::players[1]->aitype = passivetype;
+            break;
+        case 37:
+            damagedealt = 0;
+            damagetaken = 0;
+            tutorialmaxtime = 50;
+            cananger = 1;
+            canattack = 1;
+            Person::players[1]->aitype = attacktypecutoff;
+            break;
+        case 38:
+            tutorialmaxtime = 4;
+            canattack = 0;
+            cananger = 0;
+            Person::players[1]->aitype = passivetype;
+            break;
+        case 39: {
+            XYZ temp, temp2;
+
+            temp.x = 1011;
+            temp.y = 84;
+            temp.z = 491;
+            temp2.x = 1025;
+            temp2.y = 75;
+            temp2.z = 447;
+
+            Weapon w(knife, -1);
+            w.position = (temp + temp2) / 2;
+            w.tippoint = (temp + temp2) / 2;
+
+            w.velocity = 0.1;
+            w.tipvelocity = 0.1;
+            w.missed = 1;
+            w.hitsomething = 0;
+            w.freetime = 0;
+            w.firstfree = 1;
+            w.physics = 1;
+
+            weapons.push_back(w);
+        }
+        break;
+        case 40:
+            tutorialmaxtime = 300;
+            break;
+        case 41:
+            tutorialmaxtime = 300;
+            break;
+        case 42:
+            tutorialmaxtime = 8;
+            break;
+        case 43:
+            tutorialmaxtime = 300;
+            break;
+        case 44:
+            weapons[0].owner = 1;
+            Person::players[0]->weaponactive = -1;
+            Person::players[0]->num_weapons = 0;
+            Person::players[1]->weaponactive = 0;
+            Person::players[1]->num_weapons = 1;
+            Person::players[1]->weaponids[0] = 0;
+
+            cananger = 1;
+            canattack = 1;
+            Person::players[1]->aitype = attacktypecutoff;
+
+            tutorialmaxtime = 300;
+            break;
+        case 45:
+            weapons[0].owner = 1;
+            Person::players[0]->weaponactive = -1;
+            Person::players[0]->num_weapons = 0;
+            Person::players[1]->weaponactive = 0;
+            Person::players[1]->num_weapons = 1;
+            Person::players[1]->weaponids[0] = 0;
+
+            tutorialmaxtime = 300;
+            break;
+        case 46:
+            weapons[0].owner = 1;
+            Person::players[0]->weaponactive = -1;
+            Person::players[0]->num_weapons = 0;
+            Person::players[1]->weaponactive = 0;
+            Person::players[1]->num_weapons = 1;
+            Person::players[1]->weaponids[0] = 0;
+
+            weapons[0].setType(sword);
+
+            tutorialmaxtime = 300;
+            break;
+        case 47: {
+            tutorialmaxtime = 10;
+
+            XYZ temp, temp2;
+
+            temp.x = 1011;
+            temp.y = 84;
+            temp.z = 491;
+            temp2.x = 1025;
+            temp2.y = 75;
+            temp2.z = 447;
+
+            Weapon w(sword, -1);
+            w.position = (temp + temp2) / 2;
+            w.tippoint = (temp + temp2) / 2;
+
+            w.velocity = 0.1;
+            w.tipvelocity = 0.1;
+            w.missed = 1;
+            w.hitsomething = 0;
+            w.freetime = 0;
+            w.firstfree = 1;
+            w.physics = 1;
+
+            weapons.push_back(w);
+
+            weapons[0].owner = 1;
+            weapons[1].owner = 0;
+            Person::players[0]->weaponactive = 0;
+            Person::players[0]->num_weapons = 1;
+            Person::players[0]->weaponids[0] = 1;
+            Person::players[1]->weaponactive = 0;
+            Person::players[1]->num_weapons = 1;
+            Person::players[1]->weaponids[0] = 0;
 
-            }
-            break; case 48:
-                canattack=0;
-                cananger=0;
-                player[1].aitype=passivetype;
-
-                tutorialmaxtime=15;
-
-                weapons[0].owner=1;
-                weapons[1].owner=0;
-                player[0].weaponactive=0;
-                player[0].num_weapons=1;
-                player[0].weaponids[0]=1;
-                player[1].weaponactive=0;
-                player[1].num_weapons=1;
-                player[1].weaponids[0]=0;
-
-                if(player[0].weaponactive!=-1)
-                                       weapons[player[0].weaponids[player[0].weaponactive]].setType(staff);
-                else 
-                                       weapons[0].setType(staff);
-            break; case 49:
-                canattack=0;
-                cananger=0;
-                player[1].aitype=passivetype;
-
-                tutorialmaxtime=200;
-
-                weapons[1].position=1000;
-                weapons[1].tippoint=1000;
-
-                weapons[0].setType(knife);
-
-                weapons[0].owner=0;
-                player[1].weaponactive=-1;
-                player[1].num_weapons=0;
-                player[0].weaponactive=0;
-                player[0].num_weapons=1;
-                player[0].weaponids[0]=0;
-
-            break; case 50: {
-                tutorialmaxtime=8;
-
-                XYZ temp,temp2;
-                emit_sound_at(fireendsound, player[1].coords);
-
-                for(int i=0;i<player[1].skeleton.num_joints;i++){
-                    if(Random()%2==0){
-                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
-                    }
+        }
+        break;
+        case 48:
+            canattack = 0;
+            cananger = 0;
+            Person::players[1]->aitype = passivetype;
+
+            tutorialmaxtime = 15;
+
+            weapons[0].owner = 1;
+            weapons[1].owner = 0;
+            Person::players[0]->weaponactive = 0;
+            Person::players[0]->num_weapons = 1;
+            Person::players[0]->weaponids[0] = 1;
+            Person::players[1]->weaponactive = 0;
+            Person::players[1]->num_weapons = 1;
+            Person::players[1]->weaponids[0] = 0;
+
+            if (Person::players[0]->weaponactive != -1)
+                weapons[Person::players[0]->weaponids[Person::players[0]->weaponactive]].setType(staff);
+            else
+                weapons[0].setType(staff);
+            break;
+        case 49:
+            canattack = 0;
+            cananger = 0;
+            Person::players[1]->aitype = passivetype;
+
+            tutorialmaxtime = 200;
+
+            weapons[1].position = 1000;
+            weapons[1].tippoint = 1000;
+
+            weapons[0].setType(knife);
+
+            weapons[0].owner = 0;
+            Person::players[1]->weaponactive = -1;
+            Person::players[1]->num_weapons = 0;
+            Person::players[0]->weaponactive = 0;
+            Person::players[0]->num_weapons = 1;
+            Person::players[0]->weaponids[0] = 0;
+
+            break;
+        case 50: {
+            tutorialmaxtime = 8;
+
+            XYZ temp, temp2;
+            emit_sound_at(fireendsound, Person::players[1]->coords);
+
+            for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+                if (Random() % 2 == 0) {
+                    if (!Person::players[1]->skeleton.free)
+                        temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+                    if (Person::players[1]->skeleton.free)
+                        temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+                    if (!Person::players[1]->skeleton.free)
+                        temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+                    if (Person::players[1]->skeleton.free)
+                        temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                    Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                 }
+            }
 
-                player[1].num_weapons=0;
-                player[1].weaponstuck=-1;
-                player[1].weaponactive=-1;
+            Person::players[1]->num_weapons = 0;
+            Person::players[1]->weaponstuck = -1;
+            Person::players[1]->weaponactive = -1;
 
-                weapons.clear();
-            }
-            break; case 51:
-                tutorialmaxtime=80000;
-            break; default: break;
+            weapons.clear();
         }
-        if(tutorialstage<=51)tutorialstagetime=0;
+        break;
+        case 51:
+            tutorialmaxtime = 80000;
+            break;
+        default:
+            break;
+        }
+        if (tutorialstage <= 51)
+            tutorialstagetime = 0;
     }
 
     //Tutorial success
-    if(tutorialstagetime<tutorialmaxtime-3){
-        switch(tutorialstage){
-            case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
-            break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
-            break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
-            break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
-            break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
-            break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
-            break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
-            break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
-            break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
-            break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-            break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
-            break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
-            break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
-            break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
-            break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
-            break; case 21: if(bonus==cannon)tutorialsuccess=1;
-            break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
-            break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
-            break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
-            break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
-            break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
-            break; case 29:
-                if(player[0].escapednum==2) {
-                    tutorialsuccess=1;
-                    reversaltrain=0;
-                    cananger=0;
-                    player[1].aitype=passivetype;
-                }
-            break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 35:
-                if(animation[player[0].targetanimation].attack==reversal){
-                    tutorialsuccess=1;
-                    reversaltrain=0;
-                    cananger=0;
-                    player[1].aitype=passivetype;
-                }
-            break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
-            break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
-            break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
-            break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
-            break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
-            break; default: break;
+    if (tutorialstagetime < tutorialmaxtime - 3) {
+        switch (tutorialstage) {
+        case 3:
+            if (deltah || deltav)
+                tutorialsuccess += multiplier;
+            break;
+        case 4:
+            if (Person::players[0]->forwardkeydown || Person::players[0]->backkeydown || Person::players[0]->leftkeydown || Person::players[0]->rightkeydown)
+                tutorialsuccess += multiplier;
+            break;
+        case 5:
+            if (Person::players[0]->jumpkeydown)
+                tutorialsuccess = 1;
+            break;
+        case 6:
+            if (Person::players[0]->isCrouch())
+                tutorialsuccess = 1;
+            break;
+        case 7:
+            if (Person::players[0]->animTarget == rollanim)
+                tutorialsuccess = 1;
+            break;
+        case 8:
+            if (Person::players[0]->animTarget == sneakanim)
+                tutorialsuccess += multiplier;
+            break;
+        case 9:
+            if (Person::players[0]->animTarget == rabbitrunninganim || Person::players[0]->animTarget == wolfrunninganim)
+                tutorialsuccess += multiplier;
+            break;
+        case 11:
+            if (Person::players[0]->isWallJump())
+                tutorialsuccess = 1;
+            break;
+        case 12:
+            if (Person::players[0]->animTarget == flipanim)
+                tutorialsuccess = 1;
+            break;
+        case 15:
+            if (Person::players[0]->animTarget == upunchanim || Person::players[0]->animTarget == winduppunchanim)
+                tutorialsuccess = 1;
+            break;
+        case 16:
+            if (Person::players[0]->animTarget == winduppunchanim)
+                tutorialsuccess = 1;
+            break;
+        case 17:
+            if (Person::players[0]->animTarget == spinkickanim)
+                tutorialsuccess = 1;
+            break;
+        case 18:
+            if (Person::players[0]->animTarget == sweepanim)
+                tutorialsuccess = 1;
+            break;
+        case 19:
+            if (Person::players[0]->animTarget == dropkickanim)
+                tutorialsuccess = 1;
+            break;
+        case 20:
+            if (Person::players[0]->animTarget == rabbitkickanim)
+                tutorialsuccess = 1;
+            break;
+        case 21:
+            if (bonus == cannon)
+                tutorialsuccess = 1;
+            break;
+        case 22:
+            if (bonus == spinecrusher)
+                tutorialsuccess = 1;
+            break;
+        case 23:
+            if (Person::players[0]->animTarget == walljumprightkickanim || Person::players[0]->animTarget == walljumpleftkickanim)
+                tutorialsuccess = 1;
+            break;
+        case 24:
+            if (Person::players[0]->animTarget == rabbittacklinganim)
+                tutorialsuccess = 1;
+            break;
+        case 25:
+            if (Person::players[0]->animTarget == backhandspringanim)
+                tutorialsuccess = 1;
+            break;
+        case 28:
+            if (animation[Person::players[0]->animTarget].attack == reversed && Person::players[0]->feint)
+                tutorialsuccess = 1;
+            break;
+        case 29:
+            if (Person::players[0]->escapednum == 2) {
+                tutorialsuccess = 1;
+                reversaltrain = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+            }
+            break;
+        case 33:
+            if (animation[Person::players[0]->animTarget].attack == reversal)
+                tutorialsuccess = 1;
+            break;
+        case 34:
+            if (animation[Person::players[0]->animTarget].attack == reversal)
+                tutorialsuccess = 1;
+            break;
+        case 35:
+            if (animation[Person::players[0]->animTarget].attack == reversal) {
+                tutorialsuccess = 1;
+                reversaltrain = 0;
+                cananger = 0;
+                Person::players[1]->aitype = passivetype;
+            }
+            break;
+        case 40:
+            if (Person::players[0]->num_weapons > 0)
+                tutorialsuccess = 1;
+            break;
+        case 41:
+            if (Person::players[0]->weaponactive == -1 && Person::players[0]->num_weapons > 0)
+                tutorialsuccess = 1;
+            break;
+        case 43:
+            if (Person::players[0]->animTarget == knifeslashstartanim)
+                tutorialsuccess = 1;
+            break;
+        case 44:
+            if (animation[Person::players[0]->animTarget].attack == reversal)
+                tutorialsuccess = 1;
+            break;
+        case 45:
+            if (animation[Person::players[0]->animTarget].attack == reversal)
+                tutorialsuccess = 1;
+            break;
+        case 46:
+            if (animation[Person::players[0]->animTarget].attack == reversal)
+                tutorialsuccess = 1;
+            break;
+        case 49:
+            if (Person::players[1]->weaponstuck != -1)
+                tutorialsuccess = 1;
+            break;
+        default:
+            break;
         }
-        if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
+        if (tutorialsuccess >= 1)
+            tutorialstagetime = tutorialmaxtime - 3;
 
 
-        if(tutorialstagetime==tutorialmaxtime-3){
+        if (tutorialstagetime == tutorialmaxtime - 3) {
             emit_sound_np(consolesuccesssound);
         }
 
-        if(tutorialsuccess>=1){
-            if(tutorialstage==34||tutorialstage==35)
-                tutorialstagetime=tutorialmaxtime-1;
+        if (tutorialsuccess >= 1) {
+            if (tutorialstage == 34 || tutorialstage == 35)
+                tutorialstagetime = tutorialmaxtime - 1;
         }
     }
 
-    if(tutorialstage<14||tutorialstage>=50){
-        player[1].coords.y=300;
-        player[1].velocity=0;
+    if (tutorialstage < 14 || tutorialstage >= 50) {
+        Person::players[1]->coords.y = 300;
+        Person::players[1]->velocity = 0;
     }
 }
 
-void Game::doDebugKeys(){
-       float headprop,bodyprop,armprop,legprop;
-    if(debugmode){
-        if(Input::isKeyPressed(SDLK_h)){
-            player[0].damagetolerance=200000;
-            player[0].damage=0;
-            player[0].burnt=0;
-            player[0].permanentdamage=0;
-            player[0].superpermanentdamage=0;
+void doDebugKeys()
+{
+    float headprop, bodyprop, armprop, legprop;
+    if (debugmode) {
+        if (Input::isKeyPressed(SDL_SCANCODE_H)) {
+            Person::players[0]->damagetolerance = 200000;
+            Person::players[0]->damage = 0;
+            Person::players[0]->burnt = 0;
+            Person::players[0]->permanentdamage = 0;
+            Person::players[0]->superpermanentdamage = 0;
         }
 
-        if(Input::isKeyPressed(SDLK_j)){
+        if (Input::isKeyPressed(SDL_SCANCODE_J)) {
             environment++;
-            if(environment>2)
-                environment=0;
+            if (environment > 2)
+                environment = 0;
             Setenvironment(environment);
         }
 
-        if(Input::isKeyPressed(SDLK_c)){
-            cameramode=1-cameramode;
+        if (Input::isKeyPressed(SDL_SCANCODE_C)) {
+            cameramode = !cameramode;
         }
 
-        if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
-            if(player[0].num_weapons>0){
-                if(weapons[player[0].weaponids[0]].getType()==sword)
-                                       weapons[player[0].weaponids[0]].setType(staff);
-                else if(weapons[player[0].weaponids[0]].getType()==staff)
-                                       weapons[player[0].weaponids[0]].setType(knife);
+        if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            if (Person::players[0]->num_weapons > 0) {
+                if (weapons[Person::players[0]->weaponids[0]].getType() == sword)
+                    weapons[Person::players[0]->weaponids[0]].setType(staff);
+                else if (weapons[Person::players[0]->weaponids[0]].getType() == staff)
+                    weapons[Person::players[0]->weaponids[0]].setType(knife);
                 else
-                                       weapons[player[0].weaponids[0]].setType(sword);
+                    weapons[Person::players[0]->weaponids[0]].setType(sword);
             }
         }
 
-        if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(closest!=-1){
-                if(player[closest].num_weapons){
-                    if(weapons[player[closest].weaponids[0]].getType()==sword)
-                        weapons[player[closest].weaponids[0]].setType(staff);
-                    else if(weapons[player[closest].weaponids[0]].getType()==staff)
-                        weapons[player[closest].weaponids[0]].setType(knife);
+        if (Input::isKeyPressed(SDL_SCANCODE_X) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestPlayer();
+            if (closest >= 0) {
+                if (Person::players[closest]->num_weapons) {
+                    if (weapons[Person::players[closest]->weaponids[0]].getType() == sword)
+                        weapons[Person::players[closest]->weaponids[0]].setType(staff);
+                    else if (weapons[Person::players[closest]->weaponids[0]].getType() == staff)
+                        weapons[Person::players[closest]->weaponids[0]].setType(knife);
                     else
-                                               weapons[player[closest].weaponids[0]].setType(sword);
+                        weapons[Person::players[closest]->weaponids[0]].setType(sword);
                 }
-                if(!player[closest].num_weapons){
-                    player[closest].weaponids[0]=weapons.size();
-                    
-                    weapons.push_back(Weapon(knife,closest));
-                    
-                    player[closest].num_weapons=1;
+                if (!Person::players[closest]->num_weapons) {
+                    Person::players[closest]->weaponids[0] = weapons.size();
+
+                    weapons.push_back(Weapon(knife, closest));
+
+                    Person::players[closest]->num_weapons = 1;
                 }
             }
         }
 
-        if(Input::isKeyDown(SDLK_u)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            player[closest].rotation+=multiplier*50;
-            player[closest].targetrotation=player[closest].rotation;
+        if (Input::isKeyDown(SDL_SCANCODE_U)) {
+            int closest = findClosestPlayer();
+            if (closest >= 0) {
+                Person::players[closest]->yaw += multiplier * 50;
+                Person::players[closest]->targetyaw = Person::players[closest]->yaw;
+            }
         }
 
 
-        if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(Input::isKeyDown(SDLK_LCTRL))closest=0;
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestPlayer();
+            if (Input::isKeyDown(SDL_SCANCODE_LCTRL))
+                closest = 0;
 
-            if(closest!=-1){
-                player[closest].whichskin++;
-                if(player[closest].whichskin>9)
-                    player[closest].whichskin=0;
-                if(player[closest].whichskin>2&&player[closest].creature==wolftype)
-                    player[closest].whichskin=0;
+            if (closest >= 0) {
+                Person::players[closest]->whichskin++;
+                if (Person::players[closest]->whichskin > 9)
+                    Person::players[closest]->whichskin = 0;
+                if (Person::players[closest]->whichskin > 2 && Person::players[closest]->creature == wolftype)
+                    Person::players[closest]->whichskin = 0;
 
-                LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
-                        &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
+                Person::players[closest]->skeleton.drawmodel.textureptr.load(creatureskin[Person::players[closest]->creature][Person::players[closest]->whichskin], 1,
+                        &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
-            if(player[closest].numclothes){
-                for(int i=0;i<player[closest].numclothes;i++){
-                    tintr=player[closest].clothestintr[i];
-                    tintg=player[closest].clothestintg[i];
-                    tintb=player[closest].clothestintb[i];
-                    AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
-                }
-                player[closest].DoMipmaps();
-            }
+            Person::players[closest]->addClothes();
         }
 
-        if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-            if(closest!=-1){
-                if(player[closest].creature==wolftype){
-                    headprop=player[closest].proportionhead.x/1.1;
-                    bodyprop=player[closest].proportionbody.x/1.1;
-                    armprop=player[closest].proportionarms.x/1.1;
-                    legprop=player[closest].proportionlegs.x/1.1;
+        if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            int closest = findClosestPlayer();
+            if (closest >= 0) {
+                if (Person::players[closest]->creature == wolftype) {
+                    headprop = Person::players[closest]->proportionhead.x / 1.1;
+                    bodyprop = Person::players[closest]->proportionbody.x / 1.1;
+                    armprop = Person::players[closest]->proportionarms.x / 1.1;
+                    legprop = Person::players[closest]->proportionlegs.x / 1.1;
                 }
 
-                if(player[closest].creature==rabbittype){
-                    headprop=player[closest].proportionhead.x/1.2;
-                    bodyprop=player[closest].proportionbody.x/1.05;
-                    armprop=player[closest].proportionarms.x/1.00;
-                    legprop=player[closest].proportionlegs.x/1.1;
+                if (Person::players[closest]->creature == rabbittype) {
+                    headprop = Person::players[closest]->proportionhead.x / 1.2;
+                    bodyprop = Person::players[closest]->proportionbody.x / 1.05;
+                    armprop = Person::players[closest]->proportionarms.x / 1.00;
+                    legprop = Person::players[closest]->proportionlegs.x / 1.1;
                 }
 
 
-                if(player[closest].creature==rabbittype){
-                    player[closest].skeleton.id=closest;
-                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
-                    LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
-                    player[closest].whichskin=0;
-                    player[closest].creature=wolftype;
-
-                    player[closest].proportionhead=1.1;
-                    player[closest].proportionbody=1.1;
-                    player[closest].proportionarms=1.1;
-                    player[closest].proportionlegs=1.1;
-                    player[closest].proportionlegs.y=1.1;
-                    player[closest].scale=.23*5*player[0].scale;
-
-                    player[closest].damagetolerance=300;
-                }
-                else
-                {
-                    player[closest].skeleton.id=closest;
-                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-                    LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
-                    player[closest].whichskin=0;
-                    player[closest].creature=rabbittype;
-
-                    player[closest].proportionhead=1.2;
-                    player[closest].proportionbody=1.05;
-                    player[closest].proportionarms=1.00;
-                    player[closest].proportionlegs=1.1;
-                    player[closest].proportionlegs.y=1.05;
-                    player[closest].scale=.2*5*player[0].scale;
-
-                    player[closest].damagetolerance=200;
+                if (Person::players[closest]->creature == rabbittype) {
+                    Person::players[closest]->skeleton.id = closest;
+                    Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigureWolf", (char *)"Skeleton/BasicFigureWolfLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Wolf.solid", (char *)"Models/Wolf2.solid", (char *)"Models/Wolf3.solid", (char *)"Models/Wolf4.solid", (char *)"Models/Wolf5.solid", (char *)"Models/Wolf6.solid", (char *)"Models/Wolf7.solid", (char *)"Models/WolfLow.solid", (char *)"Models/Belt.solid", 0);
+                    Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                    Person::players[closest]->whichskin = 0;
+                    Person::players[closest]->creature = wolftype;
+
+                    Person::players[closest]->proportionhead = 1.1;
+                    Person::players[closest]->proportionbody = 1.1;
+                    Person::players[closest]->proportionarms = 1.1;
+                    Person::players[closest]->proportionlegs = 1.1;
+                    Person::players[closest]->proportionlegs.y = 1.1;
+                    Person::players[closest]->scale = .23 * 5 * Person::players[0]->scale;
+
+                    Person::players[closest]->damagetolerance = 300;
+                } else {
+                    Person::players[closest]->skeleton.id = closest;
+                    Person::players[closest]->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
+                    Person::players[closest]->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                    Person::players[closest]->whichskin = 0;
+                    Person::players[closest]->creature = rabbittype;
+
+                    Person::players[closest]->proportionhead = 1.2;
+                    Person::players[closest]->proportionbody = 1.05;
+                    Person::players[closest]->proportionarms = 1.00;
+                    Person::players[closest]->proportionlegs = 1.1;
+                    Person::players[closest]->proportionlegs.y = 1.05;
+                    Person::players[closest]->scale = .2 * 5 * Person::players[0]->scale;
+
+                    Person::players[closest]->damagetolerance = 200;
                 }
 
-                if(player[closest].creature==wolftype){
-                    player[closest].proportionhead=1.1*headprop;
-                    player[closest].proportionbody=1.1*bodyprop;
-                    player[closest].proportionarms=1.1*armprop;
-                    player[closest].proportionlegs=1.1*legprop;
+                if (Person::players[closest]->creature == wolftype) {
+                    Person::players[closest]->proportionhead = 1.1 * headprop;
+                    Person::players[closest]->proportionbody = 1.1 * bodyprop;
+                    Person::players[closest]->proportionarms = 1.1 * armprop;
+                    Person::players[closest]->proportionlegs = 1.1 * legprop;
                 }
 
-                if(player[closest].creature==rabbittype){
-                    player[closest].proportionhead=1.2*headprop;
-                    player[closest].proportionbody=1.05*bodyprop;
-                    player[closest].proportionarms=1.00*armprop;
-                    player[closest].proportionlegs=1.1*legprop;
-                    player[closest].proportionlegs.y=1.05*legprop;
+                if (Person::players[closest]->creature == rabbittype) {
+                    Person::players[closest]->proportionhead = 1.2 * headprop;
+                    Person::players[closest]->proportionbody = 1.05 * bodyprop;
+                    Person::players[closest]->proportionarms = 1.00 * armprop;
+                    Person::players[closest]->proportionlegs = 1.1 * legprop;
+                    Person::players[closest]->proportionlegs.y = 1.05 * legprop;
                 }
 
             }
         }
 
-        if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
-            slomo=1-slomo;
-            slomodelay=1000;
+        if (Input::isKeyPressed(SDL_SCANCODE_B) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            slomo = 1 - slomo;
+            slomodelay = 1000;
         }
 
 
-        if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            XYZ flatfacing2,flatvelocity2;
-            XYZ blah;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(distance<144&&!player[i].headless)
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                            blah = player[i].coords;
-                        }
-                }
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+            int closest = -1;
+            float closestdist = std::numeric_limits<float>::max();
 
-            if(closest!=-1){
+            for (unsigned i = 1; i < Person::players.size(); i++) {
+                float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
+                if (!Person::players[i]->headless)
+                    if (distance < closestdist) {
+                        closestdist = distance;
+                        closest = i;
+                    }
+            }
+
+            XYZ flatfacing2, flatvelocity2;
+            XYZ blah;
+            if (closest != -1 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+                blah = Person::players[closest]->coords;
                 XYZ headspurtdirection;
-                //int i = player[closest].skeleton.jointlabels[head];
-                Joint& headjoint= player[closest].getJointFor(head);
-                for(int k=0;k<player[closest].skeleton.num_joints; k++){
-                    if(!player[closest].skeleton.free)
-                        flatvelocity2=player[closest].velocity;
-                    if(player[closest].skeleton.free)
-                        flatvelocity2=headjoint.velocity;
-                    if(!player[closest].skeleton.free)
-                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                    if(player[closest].skeleton.free)
-                        flatfacing2=headjoint.position*player[closest].scale+player[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;
-                    headspurtdirection=headjoint.position-player[closest].getJointFor(neck).position;
+                //int i = Person::players[closest]->skeleton.jointlabels[head];
+                Joint& headjoint = Person::players[closest]->joint(head);
+                for (int k = 0; k < Person::players[closest]->skeleton.num_joints; k++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = headjoint.velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(headjoint.position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = headjoint.position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    headspurtdirection = headjoint.position - Person::players[closest]->jointPos(neck);
                     Normalise(&headspurtdirection);
-                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
-                    flatvelocity2+=headspurtdirection*8;
-                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, .6, 1);
+                    flatvelocity2 += headspurtdirection * 8;
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 / 2, 1, 1, 1, .16, 1);
                 }
-                Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+                Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
 
                 emit_sound_at(splattersound, blah);
                 emit_sound_at(breaksound2, blah, 100.);
 
-                if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
-                player[closest].RagDoll(0);
-                player[closest].dead=2;
-                player[closest].headless=1;
-                player[closest].DoBloodBig(3,165);
+                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;
+                Person::players[closest]->DoBloodBig(3, 165);
 
-                camerashake+=.3;
+                camerashake += .3;
             }
         }
 
-        if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
-            int closest=-1;
-            float closestdist=-1;
-            float distance;
-            XYZ flatfacing2,flatvelocity2;
+        if (((Input::isKeyPressed(SDL_SCANCODE_I) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)))) {
+            int closest = findClosestPlayer();
+            XYZ flatfacing2, flatvelocity2;
             XYZ blah;
-            if(numplayers>1)
-                for(int i=1;i<numplayers;i++){
-                    distance=findDistancefast(&player[i].coords,&player[0].coords);
-                    if(distance<144)
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                            blah=player[i].coords;
-                        }
-                }
-
-            if(closest!=-1){
+            if (closest >= 0 && distsq(&Person::players[closest]->coords, &Person::players[0]->coords) < 144) {
+                blah = Person::players[closest]->coords;
                 emit_sound_at(splattersound, blah);
-
                 emit_sound_at(breaksound2, blah);
 
-                for(int i=0;i<player[closest].skeleton.num_joints; i++){
-                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[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;
-                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
-                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
-                    Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
+                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(cloudsprite, flatfacing2, flatvelocity2 * 0, .6, 0, 0, 1, .5);
                 }
 
-                for(int i=0;i<player[closest].skeleton.num_joints; i++){
-                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[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;
-                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
-                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
+                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2, 1, 1, 1, .4, 1);
                 }
 
-                for(int i=0;i<player[closest].skeleton.num_joints; i++){
-                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[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;
-                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
-                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
                 }
 
-                for(int i=0;i<player[closest].skeleton.num_joints; i++){
-                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
-                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
-                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
-                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[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;
-                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
-                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
+                for (int i = 0; i < Person::players[closest]->skeleton.num_joints; i++) {
+                    if (!Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->velocity;
+                    if (Person::players[closest]->skeleton.free)
+                        flatvelocity2 = Person::players[closest]->skeleton.joints[i].velocity;
+                    if (!Person::players[closest]->skeleton.free)
+                        flatfacing2 = DoRotation(DoRotation(DoRotation(Person::players[closest]->skeleton.joints[i].position, 0, 0, Person::players[closest]->tilt), Person::players[closest]->tilt2, 0, 0), 0, Person::players[closest]->yaw, 0) * Person::players[closest]->scale + Person::players[closest]->coords;
+                    if (Person::players[closest]->skeleton.free)
+                        flatfacing2 = Person::players[closest]->skeleton.joints[i].position * Person::players[closest]->scale + Person::players[closest]->coords;
+                    flatvelocity2.x += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.y += (float)(abs(Random() % 100) - 50) / 10;
+                    flatvelocity2.z += (float)(abs(Random() % 100) - 50) / 10;
+                    Sprite::MakeSprite(bloodflamesprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, 3, 1);
+                    Sprite::MakeSprite(bloodsprite, flatfacing2, flatvelocity2 * 2, 1, 1, 1, .4, 1);
                 }
 
                 XYZ temppos;
-                for(int j=0;j<numplayers; j++){
-                    if(j!=closest){
-                        if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
-                            player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
-                            if(player[j].skeleton.free==2)
-                                player[j].skeleton.free=1;
-                            player[j].skeleton.longdead=0;
-                            player[j].RagDoll(0);
-                            for(int i=0;i<player[j].skeleton.num_joints; i++){
-                                temppos=player[j].skeleton.joints[i].position+player[j].coords;
-                                if(findDistancefast(&temppos,&player[closest].coords)<25){
-                                    flatvelocity2=temppos-player[closest].coords;
+                for (unsigned j = 0; j < Person::players.size(); j++) {
+                    if (int(j) != closest) {
+                        if (distsq(&Person::players[j]->coords, &Person::players[closest]->coords) < 25) {
+                            Person::players[j]->DoDamage((25 - distsq(&Person::players[j]->coords, &Person::players[closest]->coords)) * 60);
+                            if (Person::players[j]->skeleton.free == 2)
+                                Person::players[j]->skeleton.free = 1;
+                            Person::players[j]->skeleton.longdead = 0;
+                            Person::players[j]->RagDoll(0);
+                            for (int i = 0; i < Person::players[j]->skeleton.num_joints; i++) {
+                                temppos = Person::players[j]->skeleton.joints[i].position + Person::players[j]->coords;
+                                if (distsq(&temppos, &Person::players[closest]->coords) < 25) {
+                                    flatvelocity2 = temppos - Person::players[closest]->coords;
                                     Normalise(&flatvelocity2);
-                                    player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
+                                    Person::players[j]->skeleton.joints[i].velocity += flatvelocity2 * ((20 - distsq(&temppos, &Person::players[closest]->coords)) * 20);
                                 }
                             }
                         }
                     }
                 }
 
-                player[closest].DoDamage(10000);
-                player[closest].RagDoll(0);
-                player[closest].dead=2;
-                player[closest].coords=20;
-                player[closest].skeleton.free=2;
+                Person::players[closest]->DoDamage(10000);
+                Person::players[closest]->RagDoll(0);
+                Person::players[closest]->dead = 2;
+                Person::players[closest]->coords = 20;
+                Person::players[closest]->skeleton.free = 2;
 
-                camerashake+=.6;
+                camerashake += .6;
 
             }
         }
 
-        if(Input::isKeyPressed(SDLK_f)){
-            player[0].onfire=1-player[0].onfire;
-            if(player[0].onfire){
-                player[0].CatchFire();
+        if (Input::isKeyPressed(SDL_SCANCODE_F)) {
+            Person::players[0]->onfire = 1 - Person::players[0]->onfire;
+            if (Person::players[0]->onfire) {
+                Person::players[0]->CatchFire();
             }
-            if(!player[0].onfire){
-                emit_sound_at(fireendsound, player[0].coords);
+            if (!Person::players[0]->onfire) {
+                emit_sound_at(fireendsound, Person::players[0]->coords);
                 pause_sound(stream_firesound);
             }
         }
 
-        if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
-            //if(!player[0].skeleton.free)player[0].damage+=500;
-            player[0].RagDoll(0);
-            //player[0].spurt=1;
-            //player[0].DoDamage(1000);
+        if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            Person::players[0]->RagDoll(0);
 
-            emit_sound_at(whooshsound, player[0].coords, 128.);
+            emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
         }
 
-        if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
-            for(int i=0;i<objects.numobjects;i++){
-                if(objects.type[i]==treeleavestype){
-                    objects.scale[i]*=.9;
+        if (Input::isKeyPressed(SDL_SCANCODE_N) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+            for (int i = 0; i < objects.numobjects; i++) {
+                if (objects.type[i] == treeleavestype) {
+                    objects.scale[i] *= .9;
                 }
             }
         }
 
-        if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
-            editorenabled=1-editorenabled;
-            if(editorenabled){
-                player[0].damagetolerance=100000;
+        if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+            editorenabled = !editorenabled;
+            if (editorenabled) {
+                Person::players[0]->damagetolerance = 100000;
             } else {
-                player[0].damagetolerance=200;
+                Person::players[0]->damagetolerance = 200;
             }
-            player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
-            player[0].permanentdamage=0;
-            player[0].superpermanentdamage=0;
-            player[0].bloodloss=0;
-            player[0].deathbleeding=0;
+            Person::players[0]->damage = 0; // these lines were in both if and else, but I think they would better fit in the if
+            Person::players[0]->permanentdamage = 0;
+            Person::players[0]->superpermanentdamage = 0;
+            Person::players[0]->bloodloss = 0;
+            Person::players[0]->deathbleeding = 0;
         }
 
         //skip level
-        if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
+        if (whichlevel != -2 && Input::isKeyPressed(SDL_SCANCODE_K) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !editorenabled) {
             targetlevel++;
-            if(targetlevel>numchallengelevels-1)
-                targetlevel=0;
-            loading=1;
-            leveltime=5;
+            if (targetlevel > numchallengelevels - 1)
+                targetlevel = 0;
+            loading = 1;
+            leveltime = 5;
         }
 
-        if(editorenabled){
-            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                if(numplayers>1)
-                    for(int i=1;i<numplayers;i++){
-                        distance=findDistancefast(&player[i].coords,&player[0].coords);
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                        }
-                    }
-                if(closestdist>0&&closest>=0){
-                    //player[closest]=player[numplayers-1];
-                    //player[closest].skeleton=player[numplayers-1].skeleton;
-                    numplayers--;
+        if (editorenabled) {
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                int closest = findClosestPlayer();
+                if (closest >= 0) {
+                    Person::players.erase(Person::players.begin()+closest);
                 }
             }
 
-            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                if(max_objects>1)
-                    for(int i=1;i<max_objects;i++){
-                        distance=findDistancefast(&objects.position[i],&player[0].coords);
-                        if(closestdist==-1||distance<closestdist){
-                            closestdist=distance;
-                            closest=i;
-                        }
-                    }
-                if(closestdist>0&&closest>=0){
-                    objects.position[closest].y-=500;
-                }
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                int closest = findClosestObject();
+                if (closest >= 0)
+                    objects.position[closest].y -= 500;
             }
 
-            if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
-                //drawmode++;
-                //if(drawmode>2)drawmode=0;
-                if(objects.numobjects<max_objects-1){
-                    XYZ boxcoords;
-                    boxcoords.x=player[0].coords.x;
-                    boxcoords.z=player[0].coords.z;
-                    boxcoords.y=player[0].coords.y-3;
-                    if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
-                    if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
-                    //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
-                    float temprotat,temprotat2;
-                    temprotat=editorrotation;
-                    temprotat2=editorrotation2;
-                    if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
-                    if(temprotat2<0)temprotat2=Random()%360;
-
-                    objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
-                    if(editortype==treetrunktype)
-                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
+            if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                if (objects.numobjects < max_objects - 1) {
+                    XYZ scenecoords;
+                    scenecoords.x = Person::players[0]->coords.x;
+                    scenecoords.z = Person::players[0]->coords.z;
+                    scenecoords.y = Person::players[0]->coords.y - 3;
+                    if (editortype == bushtype)
+                        scenecoords.y = Person::players[0]->coords.y - .5;
+                    if (editortype == firetype)
+                        scenecoords.y = Person::players[0]->coords.y - .5;
+                    //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
+                    float temprotat, temprotat2;
+                    temprotat = editoryaw;
+                    temprotat2 = editorpitch;
+                    if (temprotat < 0 || editortype == bushtype)
+                        temprotat = Random() % 360;
+                    if (temprotat2 < 0)
+                        temprotat2 = Random() % 360;
+
+                    objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+                    if (editortype == treetrunktype)
+                        objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
                 }
             }
 
-            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                if(numplayers<maxplayers-1){
-                    player[numplayers].scale=.2*5*player[0].scale;
-                    player[numplayers].creature=rabbittype;
-                    player[numplayers].howactive=editoractive;
-                    player[numplayers].skeleton.id=numplayers;
-                    player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
-
-                    //texsize=512*512*3/texdetail/texdetail;
-                    //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
-                    //player[numplayers].skeleton.skinText.resize(texsize);
-
-                    int k=abs(Random()%2)+1;
-                    if(k==0){
-                        LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                        player[numplayers].whichskin=0;
-                    }
-                    else if(k==1){
-                        LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                        player[numplayers].whichskin=1;
-                    }
-                    else {
-                        LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
-                        player[numplayers].whichskin=2;
-                    }
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                Person::players.push_back(shared_ptr<Person>(new Person()));
+
+                Person::players.back()->scale = .2 * 5 * Person::players[0]->scale;
+                Person::players.back()->creature = rabbittype;
+                Person::players.back()->howactive = editoractive;
+                Person::players.back()->skeleton.id = Person::players.size()-1;
+                Person::players.back()->skeleton.Load((char *)"Skeleton/BasicFigure", (char *)"Skeleton/BasicFigureLow", (char *)"Skeleton/RabbitBelt", (char *)"Models/Body.solid", (char *)"Models/Body2.solid", (char *)"Models/Body3.solid", (char *)"Models/Body4.solid", (char *)"Models/Body5.solid", (char *)"Models/Body6.solid", (char *)"Models/Body7.solid", (char *)"Models/BodyLow.solid", (char *)"Models/Belt.solid", 1);
+
+                int k = abs(Random() % 2) + 1;
+                if (k == 0) {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 0;
+                } else if (k == 1) {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 1;
+                } else {
+                    Person::players.back()->skeleton.drawmodel.textureptr.load("Textures/Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    Person::players.back()->whichskin = 2;
+                }
 
-                    LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
-                    player[numplayers].power=1;
-                    player[numplayers].speedmult=1;
-                    player[numplayers].currentanimation=bounceidleanim;
-                    player[numplayers].targetanimation=bounceidleanim;
-                    player[numplayers].currentframe=0;
-                    player[numplayers].targetframe=1;
-                    player[numplayers].target=0;
-                    player[numplayers].bled=0;
-                    player[numplayers].speed=1+(float)(Random()%100)/1000;
-
-                    player[numplayers].targetrotation=player[0].targetrotation;
-                    player[numplayers].rotation=player[0].rotation;
-
-                    player[numplayers].velocity=0;
-                    player[numplayers].coords=player[0].coords;
-                    player[numplayers].oldcoords=player[numplayers].coords;
-                    player[numplayers].realoldcoords=player[numplayers].coords;
-
-                    player[numplayers].id=numplayers;
-                    player[numplayers].skeleton.id=numplayers;
-                    player[numplayers].updatedelay=0;
-                    player[numplayers].normalsupdatedelay=0;
-
-                    player[numplayers].aitype=passivetype;
-
-                    if(player[0].creature==wolftype){
-                        headprop=player[0].proportionhead.x/1.1;
-                        bodyprop=player[0].proportionbody.x/1.1;
-                        armprop=player[0].proportionarms.x/1.1;
-                        legprop=player[0].proportionlegs.x/1.1;
-                    }
+                Person::players.back()->skeleton.drawmodelclothes.textureptr.load("Textures/Belt.png", 1);
+                Person::players.back()->power = 1;
+                Person::players.back()->speedmult = 1;
+                Person::players.back()->animCurrent = bounceidleanim;
+                Person::players.back()->animTarget = bounceidleanim;
+                Person::players.back()->frameCurrent = 0;
+                Person::players.back()->frameTarget = 1;
+                Person::players.back()->target = 0;
+                Person::players.back()->bled = 0;
+                Person::players.back()->speed = 1 + (float)(Random() % 100) / 1000;
+
+                Person::players.back()->targetyaw = Person::players[0]->targetyaw;
+                Person::players.back()->yaw = Person::players[0]->yaw;
+
+                Person::players.back()->velocity = 0;
+                Person::players.back()->coords = Person::players[0]->coords;
+                Person::players.back()->oldcoords = Person::players.back()->coords;
+                Person::players.back()->realoldcoords = Person::players.back()->coords;
+
+                Person::players.back()->id = Person::players.size()-1;
+                Person::players.back()->updatedelay = 0;
+                Person::players.back()->normalsupdatedelay = 0;
+
+                Person::players.back()->aitype = passivetype;
+
+                if (Person::players[0]->creature == wolftype) {
+                    headprop = Person::players[0]->proportionhead.x / 1.1;
+                    bodyprop = Person::players[0]->proportionbody.x / 1.1;
+                    armprop = Person::players[0]->proportionarms.x / 1.1;
+                    legprop = Person::players[0]->proportionlegs.x / 1.1;
+                }
 
-                    if(player[0].creature==rabbittype){
-                        headprop=player[0].proportionhead.x/1.2;
-                        bodyprop=player[0].proportionbody.x/1.05;
-                        armprop=player[0].proportionarms.x/1.00;
-                        legprop=player[0].proportionlegs.x/1.1;
-                    }
+                if (Person::players[0]->creature == rabbittype) {
+                    headprop = Person::players[0]->proportionhead.x / 1.2;
+                    bodyprop = Person::players[0]->proportionbody.x / 1.05;
+                    armprop = Person::players[0]->proportionarms.x / 1.00;
+                    legprop = Person::players[0]->proportionlegs.x / 1.1;
+                }
 
-                    if(player[numplayers].creature==wolftype){
-                        player[numplayers].proportionhead=1.1*headprop;
-                        player[numplayers].proportionbody=1.1*bodyprop;
-                        player[numplayers].proportionarms=1.1*armprop;
-                        player[numplayers].proportionlegs=1.1*legprop;
-                    }
+                if (Person::players.back()->creature == wolftype) {
+                    Person::players.back()->proportionhead = 1.1 * headprop;
+                    Person::players.back()->proportionbody = 1.1 * bodyprop;
+                    Person::players.back()->proportionarms = 1.1 * armprop;
+                    Person::players.back()->proportionlegs = 1.1 * legprop;
+                }
 
-                    if(player[numplayers].creature==rabbittype){
-                        player[numplayers].proportionhead=1.2*headprop;
-                        player[numplayers].proportionbody=1.05*bodyprop;
-                        player[numplayers].proportionarms=1.00*armprop;
-                        player[numplayers].proportionlegs=1.1*legprop;
-                        player[numplayers].proportionlegs.y=1.05*legprop;
-                    }
+                if (Person::players.back()->creature == rabbittype) {
+                    Person::players.back()->proportionhead = 1.2 * headprop;
+                    Person::players.back()->proportionbody = 1.05 * bodyprop;
+                    Person::players.back()->proportionarms = 1.00 * armprop;
+                    Person::players.back()->proportionlegs = 1.1 * legprop;
+                    Person::players.back()->proportionlegs.y = 1.05 * legprop;
+                }
 
-                    player[numplayers].headless=0;
-                    player[numplayers].onfire=0;
+                Person::players.back()->headless = 0;
+                Person::players.back()->onfire = 0;
 
-                    if(cellophane){
-                        player[numplayers].proportionhead.z=0;
-                        player[numplayers].proportionbody.z=0;
-                        player[numplayers].proportionarms.z=0;
-                        player[numplayers].proportionlegs.z=0;
-                    }
+                if (cellophane) {
+                    Person::players.back()->proportionhead.z = 0;
+                    Person::players.back()->proportionbody.z = 0;
+                    Person::players.back()->proportionarms.z = 0;
+                    Person::players.back()->proportionlegs.z = 0;
+                }
 
-                    player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
-
-                    player[numplayers].damagetolerance=200;
-
-                    player[numplayers].protectionhead=player[0].protectionhead;
-                    player[numplayers].protectionhigh=player[0].protectionhigh;
-                    player[numplayers].protectionlow=player[0].protectionlow;
-                    player[numplayers].armorhead=player[0].armorhead;
-                    player[numplayers].armorhigh=player[0].armorhigh;
-                    player[numplayers].armorlow=player[0].armorlow;
-                    player[numplayers].metalhead=player[0].metalhead;
-                    player[numplayers].metalhigh=player[0].metalhigh;
-                    player[numplayers].metallow=player[0].metallow;
-
-                    player[numplayers].immobile=player[0].immobile;
-
-                    player[numplayers].numclothes=player[0].numclothes;
-                    if(player[numplayers].numclothes)
-                        for(int i=0;i<player[numplayers].numclothes;i++){
-                            strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
-                            player[numplayers].clothestintr[i]=player[0].clothestintr[i];
-                            player[numplayers].clothestintg[i]=player[0].clothestintg[i];
-                            player[numplayers].clothestintb[i]=player[0].clothestintb[i];
-                            tintr=player[numplayers].clothestintr[i];
-                            tintg=player[numplayers].clothestintg[i];
-                            tintb=player[numplayers].clothestintb[i];
-                            AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
-                        }
-                    if(player[numplayers].numclothes){
-                        player[numplayers].DoMipmaps();
-                    }
+                Person::players.back()->tempanimation.Load((char *)"Tempanim", 0, 0);
+
+                Person::players.back()->damagetolerance = 200;
 
-                    player[numplayers].power=player[0].power;
-                    player[numplayers].speedmult=player[0].speedmult;
-
-                    player[numplayers].damage=0;
-                    player[numplayers].permanentdamage=0;
-                    player[numplayers].superpermanentdamage=0;
-                    player[numplayers].deathbleeding=0;
-                    player[numplayers].bleeding=0;
-                    player[numplayers].numwaypoints=0;
-                    player[numplayers].waypoint=0;
-                    player[numplayers].jumppath=0;
-                    player[numplayers].weaponstuck=-1;
-                    player[numplayers].weaponactive=-1;
-                    player[numplayers].num_weapons=0;
-                    player[numplayers].bloodloss=0;
-                    player[numplayers].dead=0;
-
-                    player[numplayers].loaded=1;
-
-                    numplayers++;
+                Person::players.back()->protectionhead = Person::players[0]->protectionhead;
+                Person::players.back()->protectionhigh = Person::players[0]->protectionhigh;
+                Person::players.back()->protectionlow = Person::players[0]->protectionlow;
+                Person::players.back()->armorhead = Person::players[0]->armorhead;
+                Person::players.back()->armorhigh = Person::players[0]->armorhigh;
+                Person::players.back()->armorlow = Person::players[0]->armorlow;
+                Person::players.back()->metalhead = Person::players[0]->metalhead;
+                Person::players.back()->metalhigh = Person::players[0]->metalhigh;
+                Person::players.back()->metallow = Person::players[0]->metallow;
+
+                Person::players.back()->immobile = Person::players[0]->immobile;
+
+                Person::players.back()->numclothes = Person::players[0]->numclothes;
+                for (int i = 0; i < Person::players.back()->numclothes; i++) {
+                    strcpy(Person::players.back()->clothes[i], Person::players[0]->clothes[i]);
+                    Person::players.back()->clothestintr[i] = Person::players[0]->clothestintr[i];
+                    Person::players.back()->clothestintg[i] = Person::players[0]->clothestintg[i];
+                    Person::players.back()->clothestintb[i] = Person::players[0]->clothestintb[i];
                 }
+                Person::players.back()->addClothes();
+
+                Person::players.back()->power = Person::players[0]->power;
+                Person::players.back()->speedmult = Person::players[0]->speedmult;
+
+                Person::players.back()->damage = 0;
+                Person::players.back()->permanentdamage = 0;
+                Person::players.back()->superpermanentdamage = 0;
+                Person::players.back()->deathbleeding = 0;
+                Person::players.back()->bleeding = 0;
+                Person::players.back()->numwaypoints = 0;
+                Person::players.back()->waypoint = 0;
+                Person::players.back()->weaponstuck = -1;
+                Person::players.back()->weaponactive = -1;
+                Person::players.back()->num_weapons = 0;
+                Person::players.back()->bloodloss = 0;
+                Person::players.back()->dead = 0;
+
+                Person::players.back()->loaded = 1;
             }
 
-            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
-                if(player[numplayers-1].numwaypoints<90){
-                    player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
-                    player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
-                    player[numplayers-1].numwaypoints++;
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                if (Person::players.back()->numwaypoints < 90) {
+                    Person::players.back()->waypoints[Person::players.back()->numwaypoints] = Person::players[0]->coords;
+                    Person::players.back()->waypointtype[Person::players.back()->numwaypoints] = editorpathtype;
+                    Person::players.back()->numwaypoints++;
                 }
             }
 
-            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
-                if(numpathpoints<30){
-                    bool connected,alreadyconnected;
-                    connected=0;
-                    if(numpathpoints>1)
-                        for(int i=0;i<numpathpoints;i++){
-                            if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
-                                alreadyconnected=0;
-                                for(int j=0;j<numpathpointconnect[pathpointselected];j++){
-                                    if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
+            if (Input::isKeyPressed(SDL_SCANCODE_P) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                if (numpathpoints < 30) {
+                    bool connected, alreadyconnected;
+                    connected = 0;
+                    if (numpathpoints > 1)
+                        for (int i = 0; i < numpathpoints; i++) {
+                            if (distsq(&pathpoint[i], &Person::players[0]->coords) < .5 && i != pathpointselected && !connected) {
+                                alreadyconnected = 0;
+                                for (int j = 0; j < numpathpointconnect[pathpointselected]; j++) {
+                                    if (pathpointconnect[pathpointselected][j] == i)
+                                        alreadyconnected = 1;
                                 }
-                                if(!alreadyconnected){
+                                if (!alreadyconnected) {
                                     numpathpointconnect[pathpointselected]++;
-                                    connected=1;
-                                    pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
+                                    connected = 1;
+                                    pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = i;
                                 }
                             }
                         }
-                    if(!connected){
+                    if (!connected) {
                         numpathpoints++;
-                        pathpoint[numpathpoints-1]=player[0].coords;
-                        numpathpointconnect[numpathpoints-1]=0;
-                        if(numpathpoints>1&&pathpointselected!=-1){
+                        pathpoint[numpathpoints - 1] = Person::players[0]->coords;
+                        numpathpointconnect[numpathpoints - 1] = 0;
+                        if (numpathpoints > 1 && pathpointselected != -1) {
                             numpathpointconnect[pathpointselected]++;
-                            pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
+                            pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected] - 1] = numpathpoints - 1;
                         }
-                        pathpointselected=numpathpoints-1;
+                        pathpointselected = numpathpoints - 1;
                     }
                 }
             }
 
-            if(Input::isKeyPressed(SDLK_PERIOD)){
+            if (Input::isKeyPressed(SDL_SCANCODE_PERIOD)) {
                 pathpointselected++;
-                if(pathpointselected>=numpathpoints)
-                    pathpointselected=-1;
+                if (pathpointselected >= numpathpoints)
+                    pathpointselected = -1;
             }
-            if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
+            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
                 pathpointselected--;
-                if(pathpointselected<=-2)
-                    pathpointselected=numpathpoints-1;
+                if (pathpointselected <= -2)
+                    pathpointselected = numpathpoints - 1;
             }
-            if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
-                if(pathpointselected!=-1){
+            if (Input::isKeyPressed(SDL_SCANCODE_COMMA) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                if (pathpointselected != -1) {
                     numpathpoints--;
-                    pathpoint[pathpointselected]=pathpoint[numpathpoints];
-                    numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
-                    for(int i=0;i<numpathpointconnect[pathpointselected];i++){
-                        pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
+                    pathpoint[pathpointselected] = pathpoint[numpathpoints];
+                    numpathpointconnect[pathpointselected] = numpathpointconnect[numpathpoints];
+                    for (int i = 0; i < numpathpointconnect[pathpointselected]; i++) {
+                        pathpointconnect[pathpointselected][i] = pathpointconnect[numpathpoints][i];
                     }
-                    for(int i=0;i<numpathpoints;i++){
-                        for(int j=0;j<numpathpointconnect[i];j++){
-                            if(pathpointconnect[i][j]==pathpointselected){
-                                pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
+                    for (int i = 0; i < numpathpoints; i++) {
+                        for (int j = 0; j < numpathpointconnect[i]; j++) {
+                            if (pathpointconnect[i][j] == pathpointselected) {
+                                pathpointconnect[i][j] = pathpointconnect[i][numpathpointconnect[i] - 1];
                                 numpathpointconnect[i]--;
                             }
-                            if(pathpointconnect[i][j]==numpathpoints){
-                                pathpointconnect[i][j]=pathpointselected;
+                            if (pathpointconnect[i][j] == numpathpoints) {
+                                pathpointconnect[i][j] = pathpointselected;
                             }
                         }
                     }
-                    pathpointselected=numpathpoints-1;
+                    pathpointselected = numpathpoints - 1;
                 }
             }
 
-            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editortype--;
-                if(editortype==treeleavestype||editortype==10)editortype--;
-                if(editortype<0)editortype=firetype;
+                if (editortype == treeleavestype || editortype == 10)
+                    editortype--;
+                if (editortype < 0)
+                    editortype = firetype;
             }
 
-            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
+            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
                 editortype++;
-                if(editortype==treeleavestype||editortype==10)editortype++;
-                if(editortype>firetype)editortype=0;
+                if (editortype == treeleavestype || editortype == 10)
+                    editortype++;
+                if (editortype > firetype)
+                    editortype = 0;
             }
 
-            if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation-=multiplier*100;
-                if(editorrotation<-.01)editorrotation=-.01;
+            if (Input::isKeyDown(SDL_SCANCODE_LEFT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editoryaw -= multiplier * 100;
+                if (editoryaw < -.01)
+                    editoryaw = -.01;
             }
 
-            if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation+=multiplier*100;
+            if (Input::isKeyDown(SDL_SCANCODE_RIGHT) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editoryaw += multiplier * 100;
             }
 
-            if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorsize+=multiplier;
+            if (Input::isKeyDown(SDL_SCANCODE_UP) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editorsize += multiplier;
             }
 
-            if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
-                editorsize-=multiplier;
-                if(editorsize<.1)editorsize=.1;
+            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editorsize -= multiplier;
+                if (editorsize < .1)
+                    editorsize = .1;
             }
 
 
-            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
-                mapradius-=multiplier*10;
+            if (Input::isKeyPressed(SDL_SCANCODE_LEFT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                mapradius -= multiplier * 10;
             }
 
-            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
-                mapradius+=multiplier*10;
+            if (Input::isKeyPressed(SDL_SCANCODE_RIGHT) && Input::isKeyDown(SDL_SCANCODE_LSHIFT) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                mapradius += multiplier * 10;
             }
-            if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2+=multiplier*100;
+            if (Input::isKeyDown(SDL_SCANCODE_UP) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editorpitch += multiplier * 100;
             }
 
-            if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
-                editorrotation2-=multiplier*100;
-                if(editorrotation2<-.01)editorrotation2=-.01;
+            if (Input::isKeyDown(SDL_SCANCODE_DOWN) && Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
+                editorpitch -= multiplier * 100;
+                if (editorpitch < -.01)
+                    editorpitch = -.01;
             }
-            if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
-                int closest=-1;
-                float closestdist=-1;
-                float distance;
-                for(int i=0;i<objects.numobjects;i++){
-                    distance=findDistancefast(&objects.position[i],&player[0].coords);
-                    if(closestdist==-1||distance<closestdist){
-                        closestdist=distance;
-                        closest=i;
-                    }
-                }
-                if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
+            if (Input::isKeyPressed(SDL_SCANCODE_DELETE) && objects.numobjects && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
+                int closest = findClosestObject();
+                if (closest >= 0)
+                    objects.DeleteObject(closest);
             }
         }
     }
 }
 
-void Game::doJumpReversals(){
-    for(int k=0;k<numplayers;k++)
-        for(int i=k;i<numplayers;i++){
-            if(i==k)continue;
-            if(     player[k].skeleton.free==0&&
-                    player[i].skeleton.oldfree==0&&
-                    (player[i].targetanimation==jumpupanim||
-                     player[k].targetanimation==jumpupanim)&&
-                    (player[i].aitype==playercontrolled||
-                     player[k].aitype==playercontrolled)&&
-                    (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
-                     player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
-                if(     findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
-                        findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
+void doJumpReversals()
+{
+    for (unsigned k = 0; k < Person::players.size(); k++)
+        for (unsigned i = k; i < Person::players.size(); i++) {
+            if (i == k)
+                continue;
+            if (     Person::players[k]->skeleton.free == 0 &&
+                     Person::players[i]->skeleton.oldfree == 0 &&
+                     (Person::players[i]->animTarget == jumpupanim ||
+                      Person::players[k]->animTarget == jumpupanim) &&
+                     (Person::players[i]->aitype == playercontrolled ||
+                      Person::players[k]->aitype == playercontrolled) &&
+                     ((Person::players[i]->aitype == attacktypecutoff && Person::players[i]->stunned <= 0) ||
+                      (Person::players[k]->aitype == attacktypecutoff && Person::players[k]->stunned <= 0))) {
+                if (     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < 10 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5) &&
+                         distsqflat(&Person::players[i]->coords, &Person::players[k]->coords) < 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
                     //TODO: refactor two huge similar ifs
-                    if(player[i].targetanimation==jumpupanim&&
-                            player[k].targetanimation!=getupfrombackanim&&
-                            player[k].targetanimation!=getupfromfrontanim&&
-                            animation[player[k].targetanimation].height==middleheight&&
-                            normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
-                            (player[k].aitype==playercontrolled&&player[k].attackkeydown||
-                             player[k].aitype!=playercontrolled)){
-                        player[i].victim=&player[k];
-                        player[i].velocity=0;
-                        player[i].currentanimation=jumpreversedanim;
-                        player[i].targetanimation=jumpreversedanim;
-                        player[i].currentframe=0;
-                        player[i].targetframe=1;
-                        player[i].targettilt2=0;
-                        player[k].victim=&player[i];
-                        player[k].velocity=0;
-                        player[k].currentanimation=jumpreversalanim;
-                        player[k].targetanimation=jumpreversalanim;
-                        player[k].currentframe=0;
-                        player[k].targetframe=1;
-                        player[k].targettilt2=0;
-                        if(player[i].coords.y<player[k].coords.y+1){
-                            player[i].currentanimation=rabbitkickreversedanim;
-                            player[i].targetanimation=rabbitkickreversedanim;
-                            player[i].currentframe=1;
-                            player[i].targetframe=2;
-                            player[k].currentanimation=rabbitkickreversalanim;
-                            player[k].targetanimation=rabbitkickreversalanim;
-                            player[k].currentframe=1;
-                            player[k].targetframe=2;
+                    if (Person::players[i]->animTarget == jumpupanim &&
+                            Person::players[k]->animTarget != getupfrombackanim &&
+                            Person::players[k]->animTarget != getupfromfrontanim &&
+                            animation[Person::players[k]->animTarget].height == middleheight &&
+                            normaldotproduct(Person::players[i]->velocity, Person::players[k]->coords - Person::players[i]->coords) < 0 &&
+                            ((Person::players[k]->aitype == playercontrolled && Person::players[k]->attackkeydown) ||
+                             Person::players[k]->aitype != playercontrolled)) {
+                        Person::players[i]->victim = Person::players[k];
+                        Person::players[i]->velocity = 0;
+                        Person::players[i]->animCurrent = jumpreversedanim;
+                        Person::players[i]->animTarget = jumpreversedanim;
+                        Person::players[i]->frameCurrent = 0;
+                        Person::players[i]->frameTarget = 1;
+                        Person::players[i]->targettilt2 = 0;
+                        Person::players[k]->victim = Person::players[i];
+                        Person::players[k]->velocity = 0;
+                        Person::players[k]->animCurrent = jumpreversalanim;
+                        Person::players[k]->animTarget = jumpreversalanim;
+                        Person::players[k]->frameCurrent = 0;
+                        Person::players[k]->frameTarget = 1;
+                        Person::players[k]->targettilt2 = 0;
+                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 1) {
+                            Person::players[i]->animCurrent = rabbitkickreversedanim;
+                            Person::players[i]->animTarget = rabbitkickreversedanim;
+                            Person::players[i]->frameCurrent = 1;
+                            Person::players[i]->frameTarget = 2;
+                            Person::players[k]->animCurrent = rabbitkickreversalanim;
+                            Person::players[k]->animTarget = rabbitkickreversalanim;
+                            Person::players[k]->frameCurrent = 1;
+                            Person::players[k]->frameTarget = 2;
                         }
-                        player[i].target=0;
-                        player[k].oldcoords=player[k].coords;
-                        player[i].coords=player[k].coords;
-                        player[k].targetrotation=player[i].targetrotation;
-                        player[k].rotation=player[i].targetrotation;
-                        if(player[k].aitype==attacktypecutoff)
-                            player[k].stunned=.5;
+                        Person::players[i]->target = 0;
+                        Person::players[k]->oldcoords = Person::players[k]->coords;
+                        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)
+                            Person::players[k]->stunned = .5;
                     }
-                    if(player[k].targetanimation==jumpupanim&&
-                            player[i].targetanimation!=getupfrombackanim&&
-                            player[i].targetanimation!=getupfromfrontanim&&
-                            animation[player[i].targetanimation].height==middleheight&&
-                            normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
-                            ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
-                             player[i].aitype!=playercontrolled)){
-                        player[k].victim=&player[i];
-                        player[k].velocity=0;
-                        player[k].currentanimation=jumpreversedanim;
-                        player[k].targetanimation=jumpreversedanim;
-                        player[k].currentframe=0;
-                        player[k].targetframe=1;
-                        player[k].targettilt2=0;
-                        player[i].victim=&player[k];
-                        player[i].velocity=0;
-                        player[i].currentanimation=jumpreversalanim;
-                        player[i].targetanimation=jumpreversalanim;
-                        player[i].currentframe=0;
-                        player[i].targetframe=1;
-                        player[i].targettilt2=0;
-                        if(player[k].coords.y<player[i].coords.y+1){
-                            player[k].targetanimation=rabbitkickreversedanim;
-                            player[k].currentanimation=rabbitkickreversedanim;
-                            player[i].currentanimation=rabbitkickreversalanim;
-                            player[i].targetanimation=rabbitkickreversalanim;
-                            player[k].currentframe=1;
-                            player[k].targetframe=2;
-                            player[i].currentframe=1;
-                            player[i].targetframe=2;
+                    if (Person::players[k]->animTarget == jumpupanim &&
+                            Person::players[i]->animTarget != getupfrombackanim &&
+                            Person::players[i]->animTarget != getupfromfrontanim &&
+                            animation[Person::players[i]->animTarget].height == middleheight &&
+                            normaldotproduct(Person::players[k]->velocity, Person::players[i]->coords - Person::players[k]->coords) < 0 &&
+                            ((Person::players[i]->aitype == playercontrolled && Person::players[i]->attackkeydown) ||
+                             Person::players[i]->aitype != playercontrolled)) {
+                        Person::players[k]->victim = Person::players[i];
+                        Person::players[k]->velocity = 0;
+                        Person::players[k]->animCurrent = jumpreversedanim;
+                        Person::players[k]->animTarget = jumpreversedanim;
+                        Person::players[k]->frameCurrent = 0;
+                        Person::players[k]->frameTarget = 1;
+                        Person::players[k]->targettilt2 = 0;
+                        Person::players[i]->victim = Person::players[k];
+                        Person::players[i]->velocity = 0;
+                        Person::players[i]->animCurrent = jumpreversalanim;
+                        Person::players[i]->animTarget = jumpreversalanim;
+                        Person::players[i]->frameCurrent = 0;
+                        Person::players[i]->frameTarget = 1;
+                        Person::players[i]->targettilt2 = 0;
+                        if (Person::players[k]->coords.y < Person::players[i]->coords.y + 1) {
+                            Person::players[k]->animTarget = rabbitkickreversedanim;
+                            Person::players[k]->animCurrent = rabbitkickreversedanim;
+                            Person::players[i]->animCurrent = rabbitkickreversalanim;
+                            Person::players[i]->animTarget = rabbitkickreversalanim;
+                            Person::players[k]->frameCurrent = 1;
+                            Person::players[k]->frameTarget = 2;
+                            Person::players[i]->frameCurrent = 1;
+                            Person::players[i]->frameTarget = 2;
                         }
-                        player[k].target=0;
-                        player[i].oldcoords=player[i].coords;
-                        player[k].coords=player[i].coords;
-                        player[i].targetrotation=player[k].targetrotation;
-                        player[i].rotation=player[k].targetrotation;
-                        if(player[i].aitype==attacktypecutoff)
-                            player[i].stunned=.5;
+                        Person::players[k]->target = 0;
+                        Person::players[i]->oldcoords = Person::players[i]->coords;
+                        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)
+                            Person::players[i]->stunned = .5;
                     }
                 }
             }
         }
 }
 
-void Game::doAerialAcrobatics(){
-       static XYZ facing,flatfacing;
-    for(int k=0;k<numplayers;k++){
-        player[k].turnspeed=500;
-
-        if((player[k].isRun()&&
-                    ((player[k].targetrotation!=rabbitrunninganim&&
-                      player[k].targetrotation!=wolfrunninganim)||
-                     player[k].targetframe==4))||
-                player[k].targetanimation==removeknifeanim||
-                player[k].targetanimation==crouchremoveknifeanim||
-                player[k].targetanimation==flipanim||
-                player[k].targetanimation==fightsidestep||
-                player[k].targetanimation==walkanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
+void doAerialAcrobatics()
+{
+    static XYZ facing, flatfacing;
+    for (unsigned k = 0; k < Person::players.size(); k++) {
+        Person::players[k]->turnspeed = 500;
+
+        if ((Person::players[k]->isRun() &&
+                ((Person::players[k]->targetyaw != rabbitrunninganim &&
+                  Person::players[k]->targetyaw != wolfrunninganim) ||
+                 Person::players[k]->frameTarget == 4)) ||
+                Person::players[k]->animTarget == removeknifeanim ||
+                Person::players[k]->animTarget == crouchremoveknifeanim ||
+                Person::players[k]->animTarget == flipanim ||
+                Person::players[k]->animTarget == fightsidestep ||
+                Person::players[k]->animTarget == walkanim) {
+            Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed);
         }
 
 
-        if(player[k].isStop()||
-                player[k].isLanding()||
-                player[k].targetanimation==staggerbackhighanim||
-                (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
-                player[k].targetanimation==staggerbackhardanim||
-                player[k].targetanimation==backhandspringanim||
-                player[k].targetanimation==dodgebackanim||
-                player[k].targetanimation==rollanim||
-                (animation[player[k].targetanimation].attack&&
-                 player[k].targetanimation!=rabbitkickanim&&
-                 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
-                 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
+        if (Person::players[k]->isStop() ||
+                Person::players[k]->isLanding() ||
+                Person::players[k]->animTarget == staggerbackhighanim ||
+                (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent == sneakanim) ||
+                Person::players[k]->animTarget == staggerbackhardanim ||
+                Person::players[k]->animTarget == backhandspringanim ||
+                Person::players[k]->animTarget == dodgebackanim ||
+                Person::players[k]->animTarget == rollanim ||
+                (animation[Person::players[k]->animTarget].attack &&
+                 Person::players[k]->animTarget != rabbitkickanim &&
+                 (Person::players[k]->animTarget != crouchstabanim || Person::players[k]->hasvictim) &&
+                 (Person::players[k]->animTarget != swordgroundstabanim || Person::players[k]->hasvictim))) {
+            Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 2);
         }
 
-        if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
-            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
+        if (Person::players[k]->animTarget == sneakanim && Person::players[k]->animCurrent != sneakanim) {
+            Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
         }
 
-        /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
-        player[k].DoStuff();
-        if(player[k].immobile&&k!=0)
-            player[k].coords=player[k].realoldcoords;
+        Person::players[k]->DoStuff();
+        if (Person::players[k]->immobile && k != 0)
+            Person::players[k]->coords = Person::players[k]->realoldcoords;
 
         //if player's position has changed (?)
-        if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
-                !player[k].skeleton.free&&
-                player[k].targetanimation!=climbanim&&
-                player[k].targetanimation!=hanganim){
-            XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
+        if (distsq(&Person::players[k]->coords, &Person::players[k]->realoldcoords) > 0 &&
+                !Person::players[k]->skeleton.free &&
+                Person::players[k]->animTarget != climbanim &&
+                Person::players[k]->animTarget != hanganim) {
+            XYZ lowpoint, lowpointtarget, lowpoint2, lowpointtarget2, lowpoint3, lowpointtarget3, lowpoint4, lowpointtarget4, lowpoint5, lowpointtarget5, lowpoint6, lowpointtarget6, lowpoint7, lowpointtarget7, colpoint, colpoint2;
             int whichhit;
-            bool tempcollide=0;
+            bool tempcollide = 0;
 
-            if(player[k].collide<-.3)
-                player[k].collide=-.3;
-            if(player[k].collide>1)
-                player[k].collide=1;
-            player[k].collide-=multiplier*30;
+            if (Person::players[k]->collide < -.3)
+                Person::players[k]->collide = -.3;
+            if (Person::players[k]->collide > 1)
+                Person::players[k]->collide = 1;
+            Person::players[k]->collide -= multiplier * 30;
 
             //clip to terrain
-            player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
-
-            for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                if(objects.type[i]!=rocktype||
-                        objects.scale[i]>.5&&player[k].aitype==playercontrolled||
-                        objects.position[i].y>player[k].coords.y){
-                    lowpoint=player[k].coords;
-                    if(player[k].targetanimation!=jumpupanim&&
-                            player[k].targetanimation!=jumpdownanim&&
-                            !player[k].isFlip())
-                        lowpoint.y+=1.25;
+            Person::players[k]->coords.y = max(Person::players[k]->coords.y, terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z));
+
+            for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+                int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                if (objects.type[i] != rocktype ||
+                        objects.scale[i] > .5 && Person::players[k]->aitype == playercontrolled ||
+                        objects.position[i].y > Person::players[k]->coords.y) {
+                    lowpoint = Person::players[k]->coords;
+                    if (Person::players[k]->animTarget != jumpupanim &&
+                            Person::players[k]->animTarget != jumpdownanim &&
+                            !Person::players[k]->isFlip())
+                        lowpoint.y += 1.25;
                     else
-                        lowpoint.y+=1.3;
-                    if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
-                            player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
-                        player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
-                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
-                        flatfacing=lowpoint-player[k].coords;
-                        player[k].coords=lowpoint;
-                        player[k].coords.y-=1.3;
-                        player[k].collide=1;
-                        tempcollide=1;
+                        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);
+                    if (Person::players[k]->SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                        flatfacing = lowpoint - Person::players[k]->coords;
+                        Person::players[k]->coords = lowpoint;
+                        Person::players[k]->coords.y -= 1.3;
+                        Person::players[k]->collide = 1;
+                        tempcollide = 1;
                         //wall jumps
                         //TODO: refactor four similar blocks
-                        if(player[k].aitype==playercontrolled&&
-                                (player[k].targetanimation==jumpupanim||
-                                 player[k].targetanimation==jumpdownanim||
-                                 player[k].isFlip())&&
-                                !player[k].jumptogglekeydown&&
-                                player[k].jumpkeydown){
-                            lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
-                            XYZ tempcoords1=lowpoint;
-                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                            if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                player[k].setAnimation(walljumpleftanim);
-                                emit_sound_at(movewhooshsound, player[k].coords);
-                                if(k==0)
+                        if (Person::players[k]->aitype == playercontrolled &&
+                                (Person::players[k]->animTarget == jumpupanim ||
+                                 Person::players[k]->animTarget == jumpdownanim ||
+                                 Person::players[k]->isFlip()) &&
+                                !Person::players[k]->jumptogglekeydown &&
+                                Person::players[k]->jumpkeydown) {
+                            lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, -90, 0) * 1.5;
+                            XYZ tempcoords1 = lowpoint;
+                            whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                            if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+                                Person::players[k]->setAnimation(walljumpleftanim);
+                                emit_sound_at(movewhooshsound, Person::players[k]->coords);
+                                if (k == 0)
                                     pause_sound(whooshsound);
 
-                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                if(lowpointtarget.z<0)
-                                    player[k].rotation=180-player[k].rotation;
-                                player[k].targetrotation=player[k].rotation;
-                                player[k].lowrotation=player[k].rotation;
-                                if(k==0)
+                                lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+                                if (lowpointtarget.z < 0)
+                                    Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                Person::players[k]->targetyaw = Person::players[k]->yaw;
+                                Person::players[k]->lowyaw = Person::players[k]->yaw;
+                                if (k == 0)
                                     numwallflipped++;
-                            }
-                            else
-                            {
-                                lowpoint=tempcoords1;
-                                lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
-                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                    player[k].setAnimation(walljumprightanim);
-                                    emit_sound_at(movewhooshsound, player[k].coords);
-                                    if(k==0)pause_sound(whooshsound);
-
-                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                    player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                    if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                    player[k].targetrotation=player[k].rotation;
-                                    player[k].lowrotation=player[k].rotation;
-                                    if(k==0)numwallflipped++;
-                                }
-                                else
-                                {
-                                    lowpoint=tempcoords1;
-                                    lowpointtarget=lowpoint+player[k].facing*2;
-                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                    if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                        player[k].setAnimation(walljumpbackanim);
-                                        emit_sound_at(movewhooshsound, player[k].coords);
-                                        if(k==0)pause_sound(whooshsound);
-
-                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                        if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                        player[k].targetrotation=player[k].rotation;
-                                        player[k].lowrotation=player[k].rotation;
-                                        if(k==0)numwallflipped++;
-                                    }
-                                    else
-                                    {
-                                        lowpoint=tempcoords1;
-                                        lowpointtarget=lowpoint-player[k].facing*2;
-                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                        if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
-                                            player[k].setAnimation(walljumpfrontanim);
-                                            emit_sound_at(movewhooshsound, player[k].coords);
-                                            if(k==0)pause_sound(whooshsound);
-
-                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                            player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                            if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
-                                            player[k].rotation+=180;
-                                            player[k].targetrotation=player[k].rotation;
-                                            player[k].lowrotation=player[k].rotation;
-                                            if(k==0)numwallflipped++;
+                            } else {
+                                lowpoint = tempcoords1;
+                                lowpointtarget = lowpoint + DoRotation(Person::players[k]->facing, 0, 90, 0) * 1.5;
+                                whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+                                    Person::players[k]->setAnimation(walljumprightanim);
+                                    emit_sound_at(movewhooshsound, Person::players[k]->coords);
+                                    if (k == 0)
+                                        pause_sound(whooshsound);
+
+                                    lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                    Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+                                    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)
+                                        numwallflipped++;
+                                } else {
+                                    lowpoint = tempcoords1;
+                                    lowpointtarget = lowpoint + Person::players[k]->facing * 2;
+                                    whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                    if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+                                        Person::players[k]->setAnimation(walljumpbackanim);
+                                        emit_sound_at(movewhooshsound, Person::players[k]->coords);
+                                        if (k == 0)
+                                            pause_sound(whooshsound);
+
+                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                        Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+                                        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)
+                                            numwallflipped++;
+                                    } else {
+                                        lowpoint = tempcoords1;
+                                        lowpointtarget = lowpoint - Person::players[k]->facing * 2;
+                                        whichhit = objects.model[i].LineCheck(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                        if (whichhit != -1 && fabs(objects.model[i].facenormals[whichhit].y) < .3) {
+                                            Person::players[k]->setAnimation(walljumpfrontanim);
+                                            emit_sound_at(movewhooshsound, Person::players[k]->coords);
+                                            if (k == 0)
+                                                pause_sound(whooshsound);
+
+                                            lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                            Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+                                            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)
+                                                numwallflipped++;
                                         }
                                     }
                                 }
                             }
                         }
                     }
-                }
-                else if(objects.type[i]==rocktype){
-                    lowpoint2=player[k].coords;
-                    lowpoint=player[k].coords;
-                    lowpoint.y+=2;
-                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
-                        player[k].coords=colpoint;
-                        player[k].collide=1;
-                        tempcollide=1;
-
-                        if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
+                } else if (objects.type[i] == rocktype) {
+                    lowpoint2 = Person::players[k]->coords;
+                    lowpoint = Person::players[k]->coords;
+                    lowpoint.y += 2;
+                    if (objects.model[i].LineCheck(&lowpoint, &lowpoint2, &colpoint, &objects.position[i], &objects.yaw[i]) != -1) {
+                        Person::players[k]->coords = colpoint;
+                        Person::players[k]->collide = 1;
+                        tempcollide = 1;
+
+                        if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) {
                             //flipped into a rock
-                            if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
-                                player[k].RagDoll(0);
+                            if (Person::players[k]->isFlip() && animation[Person::players[k]->animTarget].label[Person::players[k]->frameTarget] == 7)
+                                Person::players[k]->RagDoll(0);
 
-                            if(player[k].targetanimation==jumpupanim){
-                                player[k].jumppower=-4;
-                                player[k].targetanimation=player[k].getIdle();
+                            if (Person::players[k]->animTarget == jumpupanim) {
+                                Person::players[k]->jumppower = -4;
+                                Person::players[k]->animTarget = Person::players[k]->getIdle();
                             }
-                            player[k].target=0;
-                            player[k].targetframe=0;
-                            player[k].onterrain=1;
+                            Person::players[k]->target = 0;
+                            Person::players[k]->frameTarget = 0;
+                            Person::players[k]->onterrain = 1;
 
-                            if(player[k].id==0){
+                            if (Person::players[k]->id == 0) {
                                 pause_sound(whooshsound);
                                 OPENAL_SetVolume(channels[whooshsound], 0);
                             }
 
                             //landing
-                            if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
-                                if(player[k].isFlip())
-                                    player[k].jumppower=-4;
-                                player[k].targetanimation=player[k].getLanding();
-                                emit_sound_at(landsound, player[k].coords, 128.);
-                                if(k==0){
-                                    envsound[numenvsounds]=player[k].coords;
-                                    envsoundvol[numenvsounds]=16;
-                                    envsoundlife[numenvsounds]=.4;
-                                    numenvsounds++;
+                            if ((Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) && !Person::players[k]->wasLanding()) {
+                                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) {
+                                    addEnvSound(Person::players[k]->coords);
                                 }
-
                             }
                         }
                     }
                 }
             }
 
-            if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
-                for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
-                    int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
-                    lowpoint=player[k].coords;
-                    lowpoint.y+=1.35;
-                    if(objects.type[i]!=rocktype)
-                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
-                            if(player[k].targetanimation!=jumpupanim&&
-                                    player[k].targetanimation!=jumpdownanim&&
-                                    player[k].onterrain)
-                                player[k].avoidcollided=1;
-                            player[k].coords=lowpoint;
-                            player[k].coords.y-=1.35;
-                            player[k].collide=1;
-
-                            if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
-                                    (player[k].currentanimation!=climbanim&&
-                                     player[k].currentanimation!=hanganim&&
-                                     !player[k].isWallJump()||
-                                     player[k].targetanimation==jumpupanim||
-                                     player[k].targetanimation==jumpdownanim)){
-                                lowpoint=player[k].coords;
-                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
-                                lowpoint=player[k].coords;
-                                lowpoint.y+=.05;
-                                facing=0;
-                                facing.z=-1;
-                                facing=DoRotation(facing,0,player[k].targetrotation+180,0);
-                                lowpointtarget=lowpoint+facing*1.4;
-                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                if(whichhit!=-1){
-                                    lowpoint=player[k].coords;
-                                    lowpoint.y+=.1;
-                                    lowpointtarget=lowpoint+facing*1.4;
-                                    lowpoint2=lowpoint;
-                                    lowpointtarget2=lowpointtarget;
-                                    lowpoint3=lowpoint;
-                                    lowpointtarget3=lowpointtarget;
-                                    lowpoint4=lowpoint;
-                                    lowpointtarget4=lowpointtarget;
-                                    lowpoint5=lowpoint;
-                                    lowpointtarget5=lowpointtarget;
-                                    lowpoint6=lowpoint;
-                                    lowpointtarget6=lowpointtarget;
-                                    lowpoint7=lowpoint;
-                                    lowpointtarget7=lowpoint;
-                                    lowpoint2.x+=.1;
-                                    lowpointtarget2.x+=.1;
-                                    lowpoint3.z+=.1;
-                                    lowpointtarget3.z+=.1;
-                                    lowpoint4.x-=.1;
-                                    lowpointtarget4.x-=.1;
-                                    lowpoint5.z-=.1;
-                                    lowpointtarget5.z-=.1;
-                                    lowpoint6.y+=45/13;
-                                    lowpointtarget6.y+=45/13;
-                                    lowpointtarget6+=facing*.6;
-                                    lowpointtarget7.y+=90/13;
-                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
-                                    if(objects.friction[i]>.5)
-                                        if(whichhit!=-1){
-                                            if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
-                                                player[k].collided=1;
-                                            if(checkcollide(lowpoint7,lowpointtarget7)==-1)
-                                                if(checkcollide(lowpoint6,lowpointtarget6)==-1)
-                                                    if(     objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
-                                                            objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
-                                                            objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
-                                                            objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
-                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
-                                                        for(int j=0;j<45;j++){
-                                                            lowpoint=player[k].coords;
-                                                            lowpoint.y+=(float)j/13;
-                                                            lowpointtarget=lowpoint+facing*1.4;
-                                                            if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
-                                                                        &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
-                                                                if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
+            if (tempcollide)
+                for (int l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
+                    int i = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
+                    lowpoint = Person::players[k]->coords;
+                    lowpoint.y += 1.35;
+                    if (objects.type[i] != rocktype)
+                        if (Person::players[k]->SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.yaw[i], &objects.model[i]) != -1) {
+                            if (Person::players[k]->animTarget != jumpupanim &&
+                                    Person::players[k]->animTarget != jumpdownanim &&
+                                    Person::players[k]->onterrain)
+                                Person::players[k]->avoidcollided = 1;
+                            Person::players[k]->coords = lowpoint;
+                            Person::players[k]->coords.y -= 1.35;
+                            Person::players[k]->collide = 1;
+
+                            if ((Person::players[k]->grabdelay <= 0 || Person::players[k]->aitype != playercontrolled) &&
+                                    (Person::players[k]->animCurrent != climbanim &&
+                                     Person::players[k]->animCurrent != hanganim &&
+                                     !Person::players[k]->isWallJump() ||
+                                     Person::players[k]->animTarget == jumpupanim ||
+                                     Person::players[k]->animTarget == jumpdownanim)) {
+                                lowpoint = Person::players[k]->coords;
+                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.yaw[i]);
+                                lowpoint = Person::players[k]->coords;
+                                lowpoint.y += .05;
+                                facing = 0;
+                                facing.z = -1;
+                                facing = DoRotation(facing, 0, Person::players[k]->targetyaw + 180, 0);
+                                lowpointtarget = lowpoint + facing * 1.4;
+                                whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                if (whichhit != -1) {
+                                    lowpoint = Person::players[k]->coords;
+                                    lowpoint.y += .1;
+                                    lowpointtarget = lowpoint + facing * 1.4;
+                                    lowpoint2 = lowpoint;
+                                    lowpointtarget2 = lowpointtarget;
+                                    lowpoint3 = lowpoint;
+                                    lowpointtarget3 = lowpointtarget;
+                                    lowpoint4 = lowpoint;
+                                    lowpointtarget4 = lowpointtarget;
+                                    lowpoint5 = lowpoint;
+                                    lowpointtarget5 = lowpointtarget;
+                                    lowpoint6 = lowpoint;
+                                    lowpointtarget6 = lowpointtarget;
+                                    lowpoint7 = lowpoint;
+                                    lowpointtarget7 = lowpoint;
+                                    lowpoint2.x += .1;
+                                    lowpointtarget2.x += .1;
+                                    lowpoint3.z += .1;
+                                    lowpointtarget3.z += .1;
+                                    lowpoint4.x -= .1;
+                                    lowpointtarget4.x -= .1;
+                                    lowpoint5.z -= .1;
+                                    lowpointtarget5.z -= .1;
+                                    lowpoint6.y += 45 / 13;
+                                    lowpointtarget6.y += 45 / 13;
+                                    lowpointtarget6 += facing * .6;
+                                    lowpointtarget7.y += 90 / 13;
+                                    whichhit = objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget, &colpoint, &objects.position[i], &objects.yaw[i]);
+                                    if (objects.friction[i] > .5)
+                                        if (whichhit != -1) {
+                                            if (whichhit != -1 && Person::players[k]->animTarget != jumpupanim && Person::players[k]->animTarget != jumpdownanim)
+                                                Person::players[k]->collided = 1;
+                                            if (checkcollide(lowpoint7, lowpointtarget7) == -1)
+                                                if (checkcollide(lowpoint6, lowpointtarget6) == -1)
+                                                    if (     objects.model[i].LineCheckPossible(&lowpoint2, &lowpointtarget2,
+                                                             &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+                                                             objects.model[i].LineCheckPossible(&lowpoint3, &lowpointtarget3,
+                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+                                                             objects.model[i].LineCheckPossible(&lowpoint4, &lowpointtarget4,
+                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1 &&
+                                                             objects.model[i].LineCheckPossible(&lowpoint5, &lowpointtarget5,
+                                                                     &colpoint, &objects.position[i], &objects.yaw[i]) != -1)
+                                                        for (int j = 0; j < 45; j++) {
+                                                            lowpoint = Person::players[k]->coords;
+                                                            lowpoint.y += (float)j / 13;
+                                                            lowpointtarget = lowpoint + facing * 1.4;
+                                                            if (objects.model[i].LineCheckPossible(&lowpoint, &lowpointtarget,
+                                                                                                   &colpoint2, &objects.position[i], &objects.yaw[i]) == -1) {
+                                                                if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
                                                                     break;
-                                                                if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
-                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
-                                                                    lowpoint=player[k].coords;
-                                                                    lowpoint.y+=(float)j/13;
-                                                                    lowpointtarget=lowpoint+facing*1.3;
-                                                                    flatfacing=player[k].coords;
-                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
-                                                                    player[k].coords.y=lowpointtarget.y-.07;
-                                                                    player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
-
-                                                                    if(j>10||!player[k].isRun()){
-                                                                        if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
-                                                                            if(k==0)
+                                                                if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
+                                                                    lowpoint = Person::players[k]->coords;
+                                                                    lowpoint.y += (float)j / 13;
+                                                                    lowpointtarget = lowpoint + facing * 1.3;
+                                                                    flatfacing = Person::players[k]->coords;
+                                                                    Person::players[k]->coords = colpoint - DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0) * .01;
+                                                                    Person::players[k]->coords.y = lowpointtarget.y - .07;
+                                                                    Person::players[k]->currentoffset = (flatfacing - Person::players[k]->coords) / Person::players[k]->scale;
+
+                                                                    if (j > 10 || !Person::players[k]->isRun()) {
+                                                                        if (Person::players[k]->animTarget == jumpdownanim || Person::players[k]->animTarget == jumpupanim) {
+                                                                            if (k == 0)
                                                                                 pause_sound(whooshsound);
                                                                         }
-                                                                        emit_sound_at(jumpsound, player[k].coords, 128.);
+                                                                        emit_sound_at(jumpsound, Person::players[k]->coords, 128.);
 
-                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
-                                                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
-                                                                        if(lowpointtarget.z<0)
-                                                                            player[k].rotation=180-player[k].rotation;
-                                                                        player[k].targetrotation=player[k].rotation;
-                                                                        player[k].lowrotation=player[k].rotation;
+                                                                        lowpointtarget = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[i], 0);
+                                                                        Person::players[k]->yaw = -asin(0 - lowpointtarget.x) * 180 / M_PI;
+                                                                        if (lowpointtarget.z < 0)
+                                                                            Person::players[k]->yaw = 180 - Person::players[k]->yaw;
+                                                                        Person::players[k]->targetyaw = Person::players[k]->yaw;
+                                                                        Person::players[k]->lowyaw = Person::players[k]->yaw;
 
-                                                                        //player[k].velocity=lowpointtarget*.03;
-                                                                        player[k].velocity=0;
+                                                                        //Person::players[k]->velocity=lowpointtarget*.03;
+                                                                        Person::players[k]->velocity = 0;
 
                                                                         //climb ledge (?)
-                                                                        if(player[k].targetanimation==jumpupanim){
-                                                                            player[k].targetanimation=climbanim;
-                                                                            player[k].jumppower=0;
-                                                                            player[k].jumpclimb=1;
+                                                                        if (Person::players[k]->animTarget == jumpupanim) {
+                                                                            Person::players[k]->animTarget = climbanim;
+                                                                            Person::players[k]->jumppower = 0;
+                                                                            Person::players[k]->jumpclimb = 1;
                                                                         }
-                                                                        player[k].transspeed=6;
-                                                                        player[k].target=0;
-                                                                        player[k].targetframe=1;
+                                                                        Person::players[k]->transspeed = 6;
+                                                                        Person::players[k]->target = 0;
+                                                                        Person::players[k]->frameTarget = 1;
                                                                         //hang ledge (?)
-                                                                        if(j>25){
-                                                                            player[k].setAnimation(hanganim);
-                                                                            player[k].jumppower=0;
+                                                                        if (j > 25) {
+                                                                            Person::players[k]->setAnimation(hanganim);
+                                                                            Person::players[k]->jumppower = 0;
                                                                         }
                                                                     }
                                                                     break;
@@ -3650,564 +2910,578 @@ void Game::doAerialAcrobatics(){
                             }
                         }
                 }
-            if(player[k].collide<=0){
+            if (Person::players[k]->collide <= 0) {
                 //in the air
-                if(!player[k].onterrain&&
-                        player[k].targetanimation!=jumpupanim&&
-                        player[k].targetanimation!=jumpdownanim&&
-                        player[k].targetanimation!=climbanim&&
-                        player[k].targetanimation!=hanganim&&
-                        !player[k].isWallJump()&&
-                        !player[k].isFlip()){
-                    if(player[k].currentanimation!=climbanim&&
-                            player[k].currentanimation!=tempanim&&
-                            player[k].targetanimation!=backhandspringanim&&
-                            (player[k].targetanimation!=rollanim||
-                             player[k].targetframe<2||
-                             player[k].targetframe>6)){
+                if (!Person::players[k]->onterrain &&
+                        Person::players[k]->animTarget != jumpupanim &&
+                        Person::players[k]->animTarget != jumpdownanim &&
+                        Person::players[k]->animTarget != climbanim &&
+                        Person::players[k]->animTarget != hanganim &&
+                        !Person::players[k]->isWallJump() &&
+                        !Person::players[k]->isFlip()) {
+                    if (Person::players[k]->animCurrent != climbanim &&
+                            Person::players[k]->animCurrent != tempanim &&
+                            Person::players[k]->animTarget != backhandspringanim &&
+                            (Person::players[k]->animTarget != rollanim ||
+                             Person::players[k]->frameTarget < 2 ||
+                             Person::players[k]->frameTarget > 6)) {
                         //stagger off ledge (?)
-                        if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
-                            player[k].RagDoll(0);
-                        player[k].setAnimation(jumpdownanim);
+                        if (Person::players[k]->animTarget == staggerbackhighanim || Person::players[k]->animTarget == staggerbackhardanim)
+                            Person::players[k]->RagDoll(0);
+                        Person::players[k]->setAnimation(jumpdownanim);
 
-                        if(!k)
-                          emit_sound_at(whooshsound, player[k].coords, 128.);
+                        if (!k)
+                            emit_sound_at(whooshsound, Person::players[k]->coords, 128.);
                     }
                     //gravity
-                    player[k].velocity.y+=gravity;
+                    Person::players[k]->velocity.y += gravity;
                 }
             }
         }
-        player[k].realoldcoords=player[k].coords;
+        Person::players[k]->realoldcoords = Person::players[k]->coords;
     }
 }
 
-void Game::doAttacks(){
-    static XYZ relative;
+void doAttacks()
+{
     static int randattack;
-    static bool playerrealattackkeydown=0;
-
-    if(!Input::isKeyDown(attackkey))
-        oldattackkey=0;
-    if(oldattackkey)
-        player[0].attackkeydown=0;
-    if(oldattackkey)
-        playerrealattackkeydown=0;
-    if(!oldattackkey)
-        playerrealattackkeydown=Input::isKeyDown(attackkey);
-    if((player[0].parriedrecently<=0||
-                player[0].weaponactive==-1)&&
-            (!oldattackkey||
-             (realthreat&&
-              player[0].lastattack!=swordslashanim&&
-              player[0].lastattack!=knifeslashstartanim&&
-              player[0].lastattack!=staffhitanim&&
-              player[0].lastattack!=staffspinhitanim)))
-        player[0].attackkeydown=Input::isKeyDown(attackkey);
-    if(Input::isKeyDown(attackkey)&&
-            !oldattackkey&&
-            !player[0].backkeydown){
-        for(int k=0;k<numplayers;k++){
-            if((player[k].targetanimation==swordslashanim||
-                        player[k].targetanimation==staffhitanim||
-                        player[k].targetanimation==staffspinhitanim)&&
-                    player[0].currentanimation!=dodgebackanim&&
-                    !player[k].skeleton.free)
-                player[k].Reverse();
+    static bool playerrealattackkeydown = 0;
+
+    if (!Input::isKeyDown(attackkey))
+        oldattackkey = 0;
+    if (oldattackkey)
+        Person::players[0]->attackkeydown = 0;
+    if (oldattackkey)
+        playerrealattackkeydown = 0;
+    if (!oldattackkey)
+        playerrealattackkeydown = Input::isKeyDown(attackkey);
+    if ((Person::players[0]->parriedrecently <= 0 ||
+            Person::players[0]->weaponactive == -1) &&
+            (!oldattackkey ||
+             (realthreat &&
+              Person::players[0]->lastattack != swordslashanim &&
+              Person::players[0]->lastattack != knifeslashstartanim &&
+              Person::players[0]->lastattack != staffhitanim &&
+              Person::players[0]->lastattack != staffspinhitanim)))
+        Person::players[0]->attackkeydown = Input::isKeyDown(attackkey);
+    if (Input::isKeyDown(attackkey) &&
+            !oldattackkey &&
+            !Person::players[0]->backkeydown) {
+        for (unsigned k = 0; k < Person::players.size(); k++) {
+            if ((Person::players[k]->animTarget == swordslashanim ||
+                    Person::players[k]->animTarget == staffhitanim ||
+                    Person::players[k]->animTarget == staffspinhitanim) &&
+                    Person::players[0]->animCurrent != dodgebackanim &&
+                    !Person::players[k]->skeleton.free)
+                Person::players[k]->Reverse();
         }
     }
 
-    if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
+    if (!hostile || Dialog::inDialog())
+        Person::players[0]->attackkeydown = 0;
 
-    for(int k=0;k<numplayers;k++){
-        if(indialogue!=-1)player[k].attackkeydown=0;
-        if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
-            if(player[k].aitype!=playercontrolled)
-                player[k].victim=&player[0];
+    for (unsigned k = 0; k < Person::players.size(); k++) {
+        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)
+                Person::players[k]->victim = Person::players[0];
             //attack key pressed
-            if(player[k].attackkeydown){
+            if (Person::players[k]->attackkeydown) {
                 //dodge backward
-                if(player[k].backkeydown&&
-                        player[k].targetanimation!=backhandspringanim&&
-                        (player[k].isIdle()||
-                         player[k].isStop()||
-                         player[k].isRun()||
-                         player[k].targetanimation==walkanim)){
-                    if(player[k].jumppower<=1){
-                        player[k].jumppower-=2;
-                    }else{
-                        for(int i=0;i<numplayers;i++){
-                            if(i==k)continue;
-                            if(player[i].targetanimation==swordslashanim||
-                                    player[i].targetanimation==knifeslashstartanim||
-                                    player[i].targetanimation==staffhitanim||
-                                    player[i].targetanimation==staffspinhitanim)
-                                if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
-                                    player[k].setAnimation(dodgebackanim);
-                                    player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
-                                    player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
+                if (Person::players[k]->backkeydown &&
+                        Person::players[k]->animTarget != backhandspringanim &&
+                        (Person::players[k]->isIdle() ||
+                         Person::players[k]->isStop() ||
+                         Person::players[k]->isRun() ||
+                         Person::players[k]->animTarget == walkanim)) {
+                    if (Person::players[k]->jumppower <= 1) {
+                        Person::players[k]->jumppower -= 2;
+                    } else {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
+                            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)
+                                if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < 6.5 && !Person::players[i]->skeleton.free) {
+                                    Person::players[k]->setAnimation(dodgebackanim);
+                                    Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+                                    Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
                                 }
                         }
-                        if(player[k].targetanimation!=dodgebackanim){
-                            if(k==0)numflipped++;
-                            player[k].setAnimation(backhandspringanim);
-                            player[k].targetrotation=-rotation+180;
-                            if(player[k].leftkeydown)
-                                player[k].targetrotation-=45;
-                            if(player[k].rightkeydown)
-                                player[k].targetrotation+=45;
-                            player[k].rotation=player[k].targetrotation;
-                            player[k].jumppower-=2;
+                        if (Person::players[k]->animTarget != dodgebackanim) {
+                            if (k == 0)
+                                numflipped++;
+                            Person::players[k]->setAnimation(backhandspringanim);
+                            Person::players[k]->targetyaw = -yaw + 180;
+                            if (Person::players[k]->leftkeydown)
+                                Person::players[k]->targetyaw -= 45;
+                            if (Person::players[k]->rightkeydown)
+                                Person::players[k]->targetyaw += 45;
+                            Person::players[k]->yaw = Person::players[k]->targetyaw;
+                            Person::players[k]->jumppower -= 2;
                         }
                     }
                 }
                 //attack
-                if(!animation[player[k].targetanimation].attack&&
-                        !player[k].backkeydown&&
-                        (player[k].isIdle()||
-                         player[k].isRun()||
-                         player[k].targetanimation==walkanim||
-                         player[k].targetanimation==sneakanim||
-                         player[k].isCrouch())){
-                    const int attackweapon=player[k].weaponactive==-1?0:weapons[player[k].weaponids[player[k].weaponactive]].getType();
+                if (!animation[Person::players[k]->animTarget].attack &&
+                        !Person::players[k]->backkeydown &&
+                        (Person::players[k]->isIdle() ||
+                         Person::players[k]->isRun() ||
+                         Person::players[k]->animTarget == walkanim ||
+                         Person::players[k]->animTarget == sneakanim ||
+                         Person::players[k]->isCrouch())) {
+                    const int attackweapon = Person::players[k]->weaponactive == -1 ? 0 : weapons[Person::players[k]->weaponids[Person::players[k]->weaponactive]].getType();
                     //normal attacks (?)
-                    player[k].hasvictim=0;
-                    if(numplayers>1)
-                        for(int i=0;i<numplayers;i++){
-                            if(i==k||!(k==0||i==0))continue;
-                            if(!player[k].hasvictim)
-                                if(animation[player[k].targetanimation].attack!=reversal){
+                    Person::players[k]->hasvictim = 0;
+                    if (Person::players.size() > 1)
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
+                            if (i == k || !(k == 0 || i == 0))
+                                continue;
+                            if (!Person::players[k]->hasvictim)
+                                if (animation[Person::players[k]->animTarget].attack != reversal) {
                                     //choose an attack
-                                    const float distance=findDistancefast(&player[k].coords,&player[i].coords);
-                                    if(distance<4.5&&
-                                            !player[i].skeleton.free&&
-                                            player[i].howactive<typedead1&&
-                                            player[i].targetanimation!=jumpreversedanim&&
-                                            player[i].targetanimation!=rabbitkickreversedanim&&
-                                            player[i].targetanimation!=rabbitkickanim&&
-                                            player[k].targetanimation!=rabbitkickanim&&
-                                            player[i].targetanimation!=getupfrombackanim&&
-                                            (player[i].targetanimation!=staggerbackhighanim&&
-                                             (player[i].targetanimation!=staggerbackhardanim||
-                                              animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
-                                            player[i].targetanimation!=jumpdownanim&&
-                                            player[i].targetanimation!=jumpupanim&&
-                                            player[i].targetanimation!=getupfromfrontanim){
-                                        player[k].victim=&player[i];
-                                        player[k].hasvictim=1;
-                                        if(player[k].aitype==playercontrolled){ //human player
+                                    const float distance = distsq(&Person::players[k]->coords, &Person::players[i]->coords);
+                                    if (distance < 4.5 &&
+                                            !Person::players[i]->skeleton.free &&
+                                            Person::players[i]->howactive < typedead1 &&
+                                            Person::players[i]->animTarget != jumpreversedanim &&
+                                            Person::players[i]->animTarget != rabbitkickreversedanim &&
+                                            Person::players[i]->animTarget != rabbitkickanim &&
+                                            Person::players[k]->animTarget != rabbitkickanim &&
+                                            Person::players[i]->animTarget != getupfrombackanim &&
+                                            (Person::players[i]->animTarget != staggerbackhighanim &&
+                                             (Person::players[i]->animTarget != staggerbackhardanim ||
+                                              animation[staggerbackhardanim].label[Person::players[i]->frameTarget] == 6)) &&
+                                            Person::players[i]->animTarget != jumpdownanim &&
+                                            Person::players[i]->animTarget != jumpupanim &&
+                                            Person::players[i]->animTarget != getupfromfrontanim) {
+                                        Person::players[k]->victim = Person::players[i];
+                                        Person::players[k]->hasvictim = 1;
+                                        if (Person::players[k]->aitype == playercontrolled) { //human player
                                             //sweep
-                                            if(distance<2.5*sq(player[k].scale*5)&&
-                                                    player[k].crouchkeydown&&
-                                                    animation[player[i].targetanimation].height!=lowheight)
-                                                player[k].targetanimation=sweepanim;
+                                            if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                    Person::players[k]->crouchkeydown &&
+                                                    animation[Person::players[i]->animTarget].height != lowheight)
+                                                Person::players[k]->animTarget = sweepanim;
                                             //winduppunch
-                                            else if(distance<1.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].forwardkeydown&&
-                                                    !player[k].leftkeydown&&
-                                                    !player[k].rightkeydown&&
-                                                    !player[k].crouchkeydown&&
-                                                    !attackweapon&&
-                                                    !reversaltrain)
-                                                player[k].targetanimation=winduppunchanim;
+                                            else if (distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].forwardkeydown&&
-                                                    !player[k].leftkeydown&&
-                                                    !player[k].rightkeydown&&
-                                                    !player[k].crouchkeydown&&
-                                                    !attackweapon)
-                                                player[k].targetanimation=upunchanim;
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    player[i].staggerdelay>0&&
-                                                    attackweapon==knife&&
-                                                    player[i].bloodloss>player[i].damagetolerance/2)
-                                                player[k].targetanimation=knifefollowanim;
+                                            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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].forwardkeydown&&
-                                                    !player[k].leftkeydown&&
-                                                    !player[k].rightkeydown&&
-                                                    !player[k].crouchkeydown&&
-                                                    attackweapon==knife&&
-                                                    player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=knifeslashstartanim;
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].crouchkeydown&&
-                                                    attackweapon==sword&&
-                                                    player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=swordslashanim;
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].crouchkeydown&&
-                                                    attackweapon==staff&&
-                                                    player[k].weaponmissdelay<=0&&
-                                                    !player[k].leftkeydown&&
-                                                    !player[k].rightkeydown&&
-                                                    !player[k].forwardkeydown)
-                                                player[k].targetanimation=staffhitanim;
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight&&
-                                                    !player[k].crouchkeydown&&
-                                                    attackweapon==staff&&
-                                                    player[k].weaponmissdelay<=0)
-                                                player[k].targetanimation=staffspinhitanim;
+                                            else if (distance < 4.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[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(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height!=lowheight)
-                                                player[k].targetanimation=spinkickanim;
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[Person::players[i]->animTarget].height != lowheight)
+                                                Person::players[k]->animTarget = spinkickanim;
                                             //lowkick
-                                            else if(distance<2.5*sq(player[k].scale*5)&&
-                                                    animation[player[i].targetanimation].height==lowheight&&
-                                                    animation[player[k].targetanimation].attack!=normalattack)
-                                                player[k].targetanimation=lowkickanim;
+                                            else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                     animation[Person::players[i]->animTarget].height == lowheight &&
+                                                     animation[Person::players[k]->animTarget].attack != normalattack)
+                                                Person::players[k]->animTarget = lowkickanim;
                                         } else { //AI player
-                                            if(distance<4.5*sq(player[k].scale*5)){
-                                                randattack=abs(Random()%5);
-                                                if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
+                                            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[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=sweepanim;
+                                                    if (randattack == 0 && animation[Person::players[i]->animTarget].height != lowheight)
+                                                        Person::players[k]->animTarget = sweepanim;
                                                     //upunch
-                                                    else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
-                                                            !attackweapon)
-                                                        player[k].targetanimation=upunchanim;
+                                                    else if (randattack == 1 && animation[Person::players[i]->animTarget].height != lowheight &&
+                                                             !attackweapon)
+                                                        Person::players[k]->animTarget = upunchanim;
                                                     //spinkick
-                                                    else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=spinkickanim;
+                                                    else if (randattack == 2 && animation[Person::players[i]->animTarget].height != lowheight)
+                                                        Person::players[k]->animTarget = spinkickanim;
                                                     //lowkick
-                                                    else if(animation[player[i].targetanimation].height==lowheight)
-                                                        player[k].targetanimation=lowkickanim;
+                                                    else if (animation[Person::players[i]->animTarget].height == lowheight)
+                                                        Person::players[k]->animTarget = lowkickanim;
                                                 }
-                                                if(attackweapon){
+                                                if (attackweapon) {
                                                     //sweep
-                                                    if((tutoriallevel!=1||!attackweapon)&&
-                                                            distance<2.5*sq(player[k].scale*5)&&
-                                                            randattack==0&&
-                                                            animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=sweepanim;
+                                                    if ((tutoriallevel != 1 || !attackweapon) &&
+                                                            distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                            randattack == 0 &&
+                                                            animation[Person::players[i]->animTarget].height != lowheight)
+                                                        Person::players[k]->animTarget = sweepanim;
                                                     //knifeslashstart
-                                                    else if(distance<2.5*sq(player[k].scale*5)&&
-                                                            attackweapon==knife&&
-                                                            player[k].weaponmissdelay<=0)
-                                                        player[k].targetanimation=knifeslashstartanim;
+                                                    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(!(player[0].victim==&player[i]&&
-                                                                player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
-                                                            attackweapon==sword&&
-                                                            player[k].weaponmissdelay<=0)
-                                                        player[k].targetanimation=swordslashanim;
+                                                    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(!(player[0].victim==&player[i]&&
-                                                                player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
-                                                            attackweapon==staff&&
-                                                            player[k].weaponmissdelay<=0&&
-                                                            randattack<3)
-                                                        player[k].targetanimation=staffhitanim;
+                                                    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(!(player[0].victim==&player[i]&&
-                                                                player[0].hasvictim&&
-                                                                player[0].targetanimation==swordslashanim)&&
-                                                            attackweapon==staff&&
-                                                            player[k].weaponmissdelay<=0&&
-                                                            randattack>=3)
-                                                        player[k].targetanimation=staffspinhitanim;
+                                                    else if (!(Person::players[0]->victim == Person::players[i] &&
+                                                               Person::players[0]->hasvictim &&
+                                                               Person::players[0]->animTarget == swordslashanim) &&
+                                                             attackweapon == staff &&
+                                                             Person::players[k]->weaponmissdelay <= 0 &&
+                                                             randattack >= 3)
+                                                        Person::players[k]->animTarget = staffspinhitanim;
                                                     //spinkick
-                                                    else if((tutoriallevel!=1||!attackweapon)&&
-                                                            distance<2.5*sq(player[k].scale*5)&&
-                                                            randattack==1&&
-                                                            animation[player[i].targetanimation].height!=lowheight)
-                                                        player[k].targetanimation=spinkickanim;
+                                                    else if ((tutoriallevel != 1 || !attackweapon) &&
+                                                             distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                             randattack == 1 &&
+                                                             animation[Person::players[i]->animTarget].height != lowheight)
+                                                        Person::players[k]->animTarget = spinkickanim;
                                                     //lowkick
-                                                    else if(distance<2.5*sq(player[k].scale*5)&&
-                                                            animation[player[i].targetanimation].height==lowheight&&
-                                                            animation[player[k].targetanimation].attack!=normalattack)
-                                                        player[k].targetanimation=lowkickanim;
+                                                    else if (distance < 2.5 * sq(Person::players[k]->scale * 5) &&
+                                                             animation[Person::players[i]->animTarget].height == lowheight &&
+                                                             animation[Person::players[k]->animTarget].attack != normalattack)
+                                                        Person::players[k]->animTarget = lowkickanim;
                                                 }
                                             }
                                         }
                                         //upunch becomes wolfslap
-                                        if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
-                                            player[k].targetanimation=wolfslapanim;
+                                        if (Person::players[k]->animTarget == upunchanim && Person::players[k]->creature == wolftype)
+                                            Person::players[k]->animTarget = wolfslapanim;
                                     }
                                     //sneak attacks
-                                    if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
-                                            player[i].howactive<typedead1&&
-                                            distance<1.5*sq(player[k].scale*5)&&
-                                            !player[i].skeleton.free&&
-                                            player[i].targetanimation!=getupfrombackanim&&
-                                            player[i].targetanimation!=getupfromfrontanim&&
-                                            (player[i].stunned>0&&player[k].madskills||
-                                             player[i].surprised>0||
-                                             player[i].aitype==passivetype||
-                                             attackweapon&&player[i].stunned>0)&&
-                                            normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
+                                    if ((k == 0) && (tutoriallevel != 1 || tutorialstage == 22) &&
+                                            Person::players[i]->howactive < typedead1 &&
+                                            distance < 1.5 * sq(Person::players[k]->scale * 5) &&
+                                            !Person::players[i]->skeleton.free &&
+                                            Person::players[i]->animTarget != getupfrombackanim &&
+                                            Person::players[i]->animTarget != getupfromfrontanim &&
+                                            (Person::players[i]->surprised > 0 ||
+                                             Person::players[i]->aitype == passivetype ||
+                                             attackweapon && Person::players[i]->stunned > 0) &&
+                                            normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[k]->coords) > 0) {
                                         //sneakattack
-                                        if(!attackweapon){
-                                            player[k].currentanimation=sneakattackanim;
-                                            player[k].targetanimation=sneakattackanim;
-                                            player[i].currentanimation=sneakattackedanim;
-                                            player[i].targetanimation=sneakattackedanim;
-                                            player[k].oldcoords=player[k].coords;
-                                            player[k].coords=player[i].coords;
+                                        if (!attackweapon) {
+                                            Person::players[k]->animCurrent = sneakattackanim;
+                                            Person::players[k]->animTarget = sneakattackanim;
+                                            Person::players[i]->animCurrent = sneakattackedanim;
+                                            Person::players[i]->animTarget = sneakattackedanim;
+                                            Person::players[k]->oldcoords = Person::players[k]->coords;
+                                            Person::players[k]->coords = Person::players[i]->coords;
                                         }
                                         //knifesneakattack
-                                        if(attackweapon==knife){
-                                            player[k].currentanimation=knifesneakattackanim;
-                                            player[k].targetanimation=knifesneakattackanim;
-                                            player[i].currentanimation=knifesneakattackedanim;
-                                            player[i].targetanimation=knifesneakattackedanim;
-                                            player[i].oldcoords=player[i].coords;
-                                            player[i].coords=player[k].coords;
+                                        if (attackweapon == knife) {
+                                            Person::players[k]->animCurrent = knifesneakattackanim;
+                                            Person::players[k]->animTarget = knifesneakattackanim;
+                                            Person::players[i]->animCurrent = knifesneakattackedanim;
+                                            Person::players[i]->animTarget = knifesneakattackedanim;
+                                            Person::players[i]->oldcoords = Person::players[i]->coords;
+                                            Person::players[i]->coords = Person::players[k]->coords;
                                         }
                                         //swordsneakattack
-                                        if(attackweapon==sword){
-                                            player[k].currentanimation=swordsneakattackanim;
-                                            player[k].targetanimation=swordsneakattackanim;
-                                            player[i].currentanimation=swordsneakattackedanim;
-                                            player[i].targetanimation=swordsneakattackedanim;
-                                            player[i].oldcoords=player[i].coords;
-                                            player[i].coords=player[k].coords;
+                                        if (attackweapon == sword) {
+                                            Person::players[k]->animCurrent = swordsneakattackanim;
+                                            Person::players[k]->animTarget = swordsneakattackanim;
+                                            Person::players[i]->animCurrent = swordsneakattackedanim;
+                                            Person::players[i]->animTarget = swordsneakattackedanim;
+                                            Person::players[i]->oldcoords = Person::players[i]->coords;
+                                            Person::players[i]->coords = Person::players[k]->coords;
                                         }
-                                        if(attackweapon!=staff){
-                                            player[k].victim=&player[i];
-                                            player[k].hasvictim=1;
-                                            player[i].targettilt2=0;
-                                            player[i].targetframe=1;
-                                            player[i].currentframe=0;
-                                            player[i].target=0;
-                                            player[i].velocity=0;
-                                            player[k].targettilt2=player[i].targettilt2;
-                                            player[k].currentframe=player[i].currentframe;
-                                            player[k].targetframe=player[i].targetframe;
-                                            player[k].target=player[i].target;
-                                            player[k].velocity=0;
-                                            player[k].targetrotation=player[i].rotation;
-                                            player[k].rotation=player[i].rotation;
-                                            player[i].targetrotation=player[i].rotation;
+                                        if (attackweapon != staff) {
+                                            Person::players[k]->victim = Person::players[i];
+                                            Person::players[k]->hasvictim = 1;
+                                            Person::players[i]->targettilt2 = 0;
+                                            Person::players[i]->frameTarget = 1;
+                                            Person::players[i]->frameCurrent = 0;
+                                            Person::players[i]->target = 0;
+                                            Person::players[i]->velocity = 0;
+                                            Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+                                            Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+                                            Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+                                            Person::players[k]->target = Person::players[i]->target;
+                                            Person::players[k]->velocity = 0;
+                                            Person::players[k]->targetyaw = Person::players[i]->yaw;
+                                            Person::players[k]->yaw = Person::players[i]->yaw;
+                                            Person::players[i]->targetyaw = Person::players[i]->yaw;
                                         }
                                     }
-                                    if(animation[player[k].targetanimation].attack==normalattack&&
-                                            player[k].victim==&player[i]&&
-                                            (!player[i].skeleton.free)){
-                                        oldattackkey=1;
-                                        player[k].targetframe=0;
-                                        player[k].target=0;
-
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
-                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
-                                        player[k].lastattack3=player[k].lastattack2;
-                                        player[k].lastattack2=player[k].lastattack;
-                                        player[k].lastattack=player[k].targetanimation;
+                                    if (animation[Person::players[k]->animTarget].attack == normalattack &&
+                                            Person::players[k]->victim == Person::players[i] &&
+                                            (!Person::players[i]->skeleton.free)) {
+                                        oldattackkey = 1;
+                                        Person::players[k]->frameTarget = 0;
+                                        Person::players[k]->target = 0;
+
+                                        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);
+                                        Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+                                        Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+                                        Person::players[k]->lastattack = Person::players[k]->animTarget;
                                     }
-                                    if(player[k].targetanimation==knifefollowanim&&
-                                            player[k].victim==&player[i]){
-                                        oldattackkey=1;
-                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
-                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
-                                        player[k].victim=&player[i];
-                                        player[k].hasvictim=1;
-                                        player[i].targetanimation=knifefollowedanim;
-                                        player[i].currentanimation=knifefollowedanim;
-                                        player[i].targettilt2=0;
-                                        player[i].targettilt2=player[k].targettilt2;
-                                        player[i].targetframe=1;
-                                        player[i].currentframe=0;
-                                        player[i].target=0;
-                                        player[i].velocity=0;
-                                        player[k].currentanimation=knifefollowanim;
-                                        player[k].targetanimation=knifefollowanim;
-                                        player[k].targettilt2=player[i].targettilt2;
-                                        player[k].currentframe=player[i].currentframe;
-                                        player[k].targetframe=player[i].targetframe;
-                                        player[k].target=player[i].target;
-                                        player[k].velocity=0;
-                                        player[k].oldcoords=player[k].coords;
-                                        player[i].coords=player[k].coords;
-                                        player[i].targetrotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
-                                        player[k].rotation=player[k].targetrotation;
-                                        player[i].rotation=player[k].targetrotation;
+                                    if (Person::players[k]->animTarget == knifefollowanim &&
+                                            Person::players[k]->victim == Person::players[i]) {
+                                        oldattackkey = 1;
+                                        Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, Person::players[i]->coords);
+                                        Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, Person::players[i]->coords);
+                                        Person::players[k]->victim = Person::players[i];
+                                        Person::players[k]->hasvictim = 1;
+                                        Person::players[i]->animTarget = knifefollowedanim;
+                                        Person::players[i]->animCurrent = knifefollowedanim;
+                                        Person::players[i]->targettilt2 = 0;
+                                        Person::players[i]->targettilt2 = Person::players[k]->targettilt2;
+                                        Person::players[i]->frameTarget = 1;
+                                        Person::players[i]->frameCurrent = 0;
+                                        Person::players[i]->target = 0;
+                                        Person::players[i]->velocity = 0;
+                                        Person::players[k]->animCurrent = knifefollowanim;
+                                        Person::players[k]->animTarget = knifefollowanim;
+                                        Person::players[k]->targettilt2 = Person::players[i]->targettilt2;
+                                        Person::players[k]->frameCurrent = Person::players[i]->frameCurrent;
+                                        Person::players[k]->frameTarget = Person::players[i]->frameTarget;
+                                        Person::players[k]->target = Person::players[i]->target;
+                                        Person::players[k]->velocity = 0;
+                                        Person::players[k]->oldcoords = Person::players[k]->coords;
+                                        Person::players[i]->coords = Person::players[k]->coords;
+                                        Person::players[i]->targetyaw = Person::players[k]->targetyaw;
+                                        Person::players[i]->yaw = Person::players[k]->targetyaw;
+                                        Person::players[k]->yaw = Person::players[k]->targetyaw;
+                                        Person::players[i]->yaw = Person::players[k]->targetyaw;
                                     }
                                 }
                         }
-                    const bool hasstaff=attackweapon==staff;
-                    if(k==0&&numplayers>1)
-                        for(int i=0;i<numplayers;i++){
-                            if(i==k)continue;
-                            if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
-                                    animation[player[k].targetanimation].attack==neutral){
-                                const float distance=findDistancefast(&player[k].coords,&player[i].coords);
-                                if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
-                                    if(player[i].skeleton.free)
-                                        if(distance<3.5*sq(player[k].scale*5)&&
-                                                (player[i].dead||
-                                                 player[i].skeleton.longdead>1000||
-                                                 player[k].isRun()||
-                                                 hasstaff||
-                                                 (attackweapon&&
-                                                  (player[i].skeleton.longdead>2000||
-                                                   player[i].damage>player[i].damagetolerance/8||
-                                                   player[i].bloodloss>player[i].damagetolerance/2)&&
-                                                  distance<1.5*sq(player[k].scale*5)))){
-                                            player[k].victim=&player[i];
-                                            player[k].hasvictim=1;
-                                            if(attackweapon&&tutoriallevel!=1){
+                    const bool hasstaff = attackweapon == staff;
+                    if (k == 0 && Person::players.size() > 1)
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
+                            if (i == k)
+                                continue;
+                            if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
+                                    animation[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 (distance < 3.5 * sq(Person::players[k]->scale * 5) &&
+                                                (Person::players[i]->dead ||
+                                                 Person::players[i]->skeleton.longdead > 1000 ||
+                                                 Person::players[k]->isRun() ||
+                                                 hasstaff ||
+                                                 (attackweapon &&
+                                                  (Person::players[i]->skeleton.longdead > 2000 ||
+                                                   Person::players[i]->damage > Person::players[i]->damagetolerance / 8 ||
+                                                   Person::players[i]->bloodloss > Person::players[i]->damagetolerance / 2) &&
+                                                  distance < 1.5 * sq(Person::players[k]->scale * 5)))) {
+                                            Person::players[k]->victim = Person::players[i];
+                                            Person::players[k]->hasvictim = 1;
+                                            if (attackweapon && tutoriallevel != 1) {
                                                 //crouchstab
-                                                if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
-                                                    player[k].targetanimation=crouchstabanim;
+                                                if (Person::players[k]->crouchkeydown && attackweapon == knife && distance < 1.5 * sq(Person::players[k]->scale * 5))
+                                                    Person::players[k]->animTarget = crouchstabanim;
                                                 //swordgroundstab
-                                                if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
-                                                    player[k].targetanimation=swordgroundstabanim;
+                                                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(player[k].scale*5)&&attackweapon==staff)
-                                                    player[k].targetanimation=staffgroundsmashanim;
+                                                if (distance < 3.5 * sq(Person::players[k]->scale * 5) && attackweapon == staff)
+                                                    Person::players[k]->animTarget = staffgroundsmashanim;
                                             }
-                                            if(distance<2.5&&
-                                                    player[k].crouchkeydown&&
-                                                    player[k].targetanimation!=crouchstabanim&&
-                                                    !attackweapon&&
-                                                    player[i].dead&&
-                                                    player[i].skeleton.free&&
-                                                    player[i].skeleton.longdead>1000){
-                                                player[k].targetanimation=killanim;
+                                            if (distance < 2.5 &&
+                                                    Person::players[k]->crouchkeydown &&
+                                                    Person::players[k]->animTarget != crouchstabanim &&
+                                                    !attackweapon &&
+                                                    Person::players[i]->dead &&
+                                                    Person::players[i]->skeleton.free &&
+                                                    Person::players[i]->skeleton.longdead > 1000) {
+                                                Person::players[k]->animTarget = killanim;
                                                 //TODO: refactor this out, what does it do?
-                                                for(int j=0;j<terrain.numdecals;j++){
-                                                    if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
-                                                            terrain.decalalivetime[j]<2)
+                                                for (int j = 0; j < terrain.numdecals; j++) {
+                                                    if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
+                                                            terrain.decalalivetime[j] < 2)
                                                         terrain.DeleteDecal(j);
                                                 }
-                                                for(int l=0;l<objects.numobjects;l++){
-                                                    if(objects.model[l].type==decalstype)
-                                                        for(int j=0;j<objects.model[l].numdecals;j++){
-                                                            if((objects.model[l].decaltype[j]==blooddecal||
-                                                                    objects.model[l].decaltype[j]==blooddecalslow)&&
-                                                                    objects.model[l].decalalivetime[j]<2)
+                                                for (int l = 0; l < objects.numobjects; l++) {
+                                                    if (objects.model[l].type == decalstype)
+                                                        for (int j = 0; j < objects.model[l].numdecals; j++) {
+                                                            if ((objects.model[l].decaltype[j] == blooddecal ||
+                                                                    objects.model[l].decaltype[j] == blooddecalslow) &&
+                                                                    objects.model[l].decalalivetime[j] < 2)
                                                                 objects.model[l].DeleteDecal(j);
                                                         }
                                                 }
                                             }
-                                            if(!player[i].dead||musictype!=2)
-                                                if(distance<3.5&&
-                                                        (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
-                                                        player[k].staggerdelay<=0&&
-                                                        (player[i].dead||
-                                                         player[i].skeleton.longdead<300&&
-                                                         player[k].lastattack!=spinkickanim&&
-                                                         player[i].skeleton.free)&&
-                                                        (!player[i].dead||musictype!=stream_fighttheme)){
-                                                    player[k].targetanimation=dropkickanim;
-                                                    for(int j=0;j<terrain.numdecals;j++){
-                                                        if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
-                                                                terrain.decalalivetime[j]<2){
+                                            if (!Person::players[i]->dead || musictype != 2)
+                                                if (distance < 3.5 &&
+                                                        (Person::players[k]->isRun() || Person::players[k]->isIdle() && Person::players[k]->attackkeydown) &&
+                                                        Person::players[k]->staggerdelay <= 0 &&
+                                                        (Person::players[i]->dead ||
+                                                         Person::players[i]->skeleton.longdead < 300 &&
+                                                         Person::players[k]->lastattack != spinkickanim &&
+                                                         Person::players[i]->skeleton.free) &&
+                                                        (!Person::players[i]->dead || musictype != stream_fighttheme)) {
+                                                    Person::players[k]->animTarget = dropkickanim;
+                                                    for (int j = 0; j < terrain.numdecals; j++) {
+                                                        if ((terrain.decaltype[j] == blooddecal || terrain.decaltype[j] == blooddecalslow) &&
+                                                                terrain.decalalivetime[j] < 2) {
                                                             terrain.DeleteDecal(j);
                                                         }
                                                     }
-                                                    for(int l=0;l<objects.numobjects;l++){
-                                                        if(objects.model[l].type==decalstype)
-                                                            for(int j=0;j<objects.model[l].numdecals;j++){
-                                                                if((objects.model[l].decaltype[j]==blooddecal||
-                                                                        objects.model[l].decaltype[j]==blooddecalslow)&&
-                                                                        objects.model[l].decalalivetime[j]<2){
+                                                    for (int l = 0; l < objects.numobjects; l++) {
+                                                        if (objects.model[l].type == decalstype)
+                                                            for (int j = 0; j < objects.model[l].numdecals; j++) {
+                                                                if ((objects.model[l].decaltype[j] == blooddecal ||
+                                                                        objects.model[l].decaltype[j] == blooddecalslow) &&
+                                                                        objects.model[l].decalalivetime[j] < 2) {
                                                                     objects.model[l].DeleteDecal(j);
                                                                 }
                                                             }
                                                     }
                                                 }
                                         }
-                                if(animation[player[k].targetanimation].attack==normalattack&&
-                                        player[k].victim==&player[i]&&
-                                        (!player[i].skeleton.free||
-                                         player[k].targetanimation==killanim||
-                                         player[k].targetanimation==crouchstabanim||
-                                         player[k].targetanimation==swordgroundstabanim||
-                                         player[k].targetanimation==staffgroundsmashanim||
-                                         player[k].targetanimation==dropkickanim)){
-                                    oldattackkey=1;
-                                    player[k].targetframe=0;
-                                    player[k].target=0;
-
-                                    XYZ targetpoint=player[i].coords;
-                                    if(player[k].targetanimation==crouchstabanim||
-                                            player[k].targetanimation==swordgroundstabanim||
-                                            player[k].targetanimation==staffgroundsmashanim){
-                                        targetpoint+=(player[i].getJointFor(abdomen).position+
-                                                 player[i].getJointFor(neck).position)/2*
-                                                player[i].scale;
+                                if (animation[Person::players[k]->animTarget].attack == normalattack &&
+                                        Person::players[k]->victim == Person::players[i] &&
+                                        (!Person::players[i]->skeleton.free ||
+                                         Person::players[k]->animTarget == killanim ||
+                                         Person::players[k]->animTarget == crouchstabanim ||
+                                         Person::players[k]->animTarget == swordgroundstabanim ||
+                                         Person::players[k]->animTarget == staffgroundsmashanim ||
+                                         Person::players[k]->animTarget == dropkickanim)) {
+                                    oldattackkey = 1;
+                                    Person::players[k]->frameTarget = 0;
+                                    Person::players[k]->target = 0;
+
+                                    XYZ targetpoint = Person::players[i]->coords;
+                                    if (Person::players[k]->animTarget == crouchstabanim ||
+                                            Person::players[k]->animTarget == swordgroundstabanim ||
+                                            Person::players[k]->animTarget == staffgroundsmashanim) {
+                                        targetpoint += (Person::players[i]->jointPos(abdomen) +
+                                                        Person::players[i]->jointPos(neck)) / 2 *
+                                                       Person::players[i]->scale;
                                     }
-                                    player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
-                                    player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
+                                    Person::players[k]->targetyaw = roughDirectionTo(Person::players[k]->coords, targetpoint);
+                                    Person::players[k]->targettilt2 = pitchTo(Person::players[k]->coords, targetpoint);
 
-                                    if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
+                                    if (Person::players[k]->animTarget == crouchstabanim || Person::players[k]->animTarget == swordgroundstabanim) {
+                                        Person::players[k]->targetyaw += (float)(abs(Random() % 100) - 50) / 4;
                                     }
 
-                                    if(player[k].targetanimation==staffgroundsmashanim)
-                                        player[k].targettilt2+=10;
+                                    if (Person::players[k]->animTarget == staffgroundsmashanim)
+                                        Person::players[k]->targettilt2 += 10;
 
-                                    player[k].lastattack3=player[k].lastattack2;
-                                    player[k].lastattack2=player[k].lastattack;
-                                    player[k].lastattack=player[k].targetanimation;
+                                    Person::players[k]->lastattack3 = Person::players[k]->lastattack2;
+                                    Person::players[k]->lastattack2 = Person::players[k]->lastattack;
+                                    Person::players[k]->lastattack = Person::players[k]->animTarget;
 
-                                    if(player[k].targetanimation==swordgroundstabanim){
-                                        player[k].targetrotation+=30;
+                                    if (Person::players[k]->animTarget == swordgroundstabanim) {
+                                        Person::players[k]->targetyaw += 30;
                                     }
                                 }
                             }
                         }
-                    if(!player[k].hasvictim){
+                    if (!Person::players[k]->hasvictim) {
                         //find victim
-                        for(int i=0;i<numplayers;i++){
-                            if(i==k||!(i==0||k==0))continue;
-                            if(!player[i].skeleton.free){
-                                if(player[k].hasvictim){
-                                    if(findDistancefast(&player[k].coords,&player[i].coords)<
-                                       findDistancefast(&player[k].coords,&player[k].victim->coords))
-                                        player[k].victim=&player[i];
-                                }else{
-                                    player[k].victim=&player[i];
-                                    player[k].hasvictim=1;
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
+                            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))
+                                        Person::players[k]->victim = Person::players[i];
+                                } else {
+                                    Person::players[k]->victim = Person::players[i];
+                                    Person::players[k]->hasvictim = 1;
                                 }
                             }
                         }
                     }
-                    if(player[k].aitype==playercontrolled)
+                    if (Person::players[k]->aitype == playercontrolled)
                         //rabbit kick
-                        if(player[k].attackkeydown&&
-                                player[k].isRun()&&
-                                player[k].wasRun()&&
-                                ((player[k].hasvictim&&
-                                  findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
-                                  findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
-                                  !player[k].victim->skeleton.free&&
-                                  player[k].victim->targetanimation!=getupfrombackanim&&
-                                  player[k].victim->targetanimation!=getupfromfrontanim&&
-                                  animation[player[k].victim->targetanimation].height!=lowheight&&
-                                  player[k].aitype!=playercontrolled&& //wat???
-                                  normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
-                                  player[k].rabbitkickenabled)||
-                                 player[k].jumpkeydown)){
-                            oldattackkey=1;
-                            player[k].setAnimation(rabbitkickanim);
+                        if (Person::players[k]->attackkeydown &&
+                                Person::players[k]->isRun() &&
+                                Person::players[k]->wasRun() &&
+                                ((Person::players[k]->hasvictim &&
+                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) < 12 * sq(Person::players[k]->scale * 5) &&
+                                  distsq(&Person::players[k]->coords, &Person::players[k]->victim->coords) > 7 * sq(Person::players[k]->scale * 5) &&
+                                  !Person::players[k]->victim->skeleton.free &&
+                                  Person::players[k]->victim->animTarget != getupfrombackanim &&
+                                  Person::players[k]->victim->animTarget != getupfromfrontanim &&
+                                  animation[Person::players[k]->victim->animTarget].height != lowheight &&
+                                  Person::players[k]->aitype != playercontrolled && //wat???
+                                  normaldotproduct(Person::players[k]->facing, Person::players[k]->victim->coords - Person::players[k]->coords) > 0 &&
+                                  Person::players[k]->rabbitkickenabled) ||
+                                 Person::players[k]->jumpkeydown)) {
+                            oldattackkey = 1;
+                            Person::players[k]->setAnimation(rabbitkickanim);
                         }
                     //update counts
-                    if(animation[player[k].targetanimation].attack&&k==0){
+                    if (animation[Person::players[k]->animTarget].attack && k == 0) {
                         numattacks++;
-                        switch(attackweapon){
-                            case 0: numunarmedattack++; break;
-                            case knife: numknifeattack++; break;
-                            case sword: numswordattack++; break;
-                            case staff: numstaffattack++; break;
+                        switch (attackweapon) {
+                        case 0:
+                            numunarmedattack++;
+                            break;
+                        case knife:
+                            numknifeattack++;
+                            break;
+                        case sword:
+                            numswordattack++;
+                            break;
+                        case staff:
+                            numstaffattack++;
+                            break;
                         }
                     }
                 }
@@ -4216,550 +3490,552 @@ void Game::doAttacks(){
     }
 }
 
-void Game::doPlayerCollisions(){
-       static XYZ rotatetarget;
-    static float collisionradius;
-    if(numplayers>1)
-        for(int k=0;k<numplayers;k++)
-            for(int i=k+1;i<numplayers;i++){
-                //neither player is part of a reversal
-                if((animation[player[i].targetanimation].attack!=reversed&&
-                            animation[player[i].targetanimation].attack!=reversal&&
-                            animation[player[k].targetanimation].attack!=reversed&&
-                            animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
-                if((animation[player[i].currentanimation].attack!=reversed&&
-                            animation[player[i].currentanimation].attack!=reversal&&
-                            animation[player[k].currentanimation].attack!=reversed&&
-                            animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
-                //neither is sleeping
-                if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
-                if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
-                //in same patch, neither is climbing
-                if(player[i].whichpatchx==player[k].whichpatchx&&
-                        player[i].whichpatchz==player[k].whichpatchz&&
-                        player[k].skeleton.oldfree==player[k].skeleton.free&&
-                        player[i].skeleton.oldfree==player[i].skeleton.free&&
-                        player[i].targetanimation!=climbanim&&
-                        player[i].targetanimation!=hanganim&&
-                        player[k].targetanimation!=climbanim&&
-                        player[k].targetanimation!=hanganim)
-                //players are close (bounding box test)
-                if(player[i].coords.y>player[k].coords.y-3)
-                if(player[i].coords.y<player[k].coords.y+3)
-                if(player[i].coords.x>player[k].coords.x-3)
-                if(player[i].coords.x<player[k].coords.x+3)
-                if(player[i].coords.z>player[k].coords.z-3)
-                if(player[i].coords.z<player[k].coords.z+3){
-                    //spread fire from player to player
-                    if(findDistancefast(&player[i].coords,&player[k].coords)
-                            <3*sq((player[i].scale+player[k].scale)*2.5)){
-                        if(player[i].onfire||player[k].onfire){
-                            if(!player[i].onfire)player[i].CatchFire();
-                            if(!player[k].onfire)player[k].CatchFire();
-                        }
-                    }
-
-                    XYZ tempcoords1=player[i].coords;
-                    XYZ tempcoords2=player[k].coords;
-                    if(!player[i].skeleton.oldfree)
-                        tempcoords1.y+=player[i].getJointFor(abdomen).position.y*player[i].scale;
-                    if(!player[k].skeleton.oldfree)
-                        tempcoords2.y+=player[k].getJointFor(abdomen).position.y*player[k].scale;
-                    collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
-                    if(player[0].hasvictim)
-                        if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
-                            collisionradius=3;
-                    if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
-                            (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
-                             findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
-                        //jump down on a dead body
-                        if(k==0||i==0){
-                            int l=i?i:k;
-                            if(player[0].targetanimation==jumpdownanim&&
-                                    !player[0].skeleton.oldfree&&
-                                    !player[0].skeleton.free&&
-                                    player[l].skeleton.oldfree&&
-                                    player[l].skeleton.free&&
-                                    player[l].dead&&
-                                    player[0].lastcollide<=0&&
-                                    fabs(player[l].coords.y-player[0].coords.y)<.2&&
-                                    findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
-                                player[0].coords.y=player[l].coords.y;
-                                player[l].velocity=player[0].velocity;
-                                player[l].skeleton.free=0;
-                                player[l].rotation=0;
-                                player[l].RagDoll(0);
-                                player[l].DoDamage(20);
-                                camerashake+=.3;
-                                player[l].skeleton.longdead=0;
-                                player[0].lastcollide=1;
-                            }
-                        }
-
-                        if(     (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
-                                (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
-                                (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
-                            rotatetarget=player[k].velocity-player[i].velocity;
-                            if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
-                                        player[i].skeleton.free)&&
-                                    (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
-                                     player[k].skeleton.free))
-                                if((((k!=0&&findLengthfast(&rotatetarget)>150||
-                                                    k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
-                                                normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
-                                            (k==0||
-                                             k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
-                                         /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
-                                        (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
-                                        (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
-                                        k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
-                                    //If hit by body
-                                    if(     (i!=0||player[i].skeleton.free)&&
-                                            (k!=0||player[k].skeleton.free)||
-                                            (animation[player[i].targetanimation].height==highheight&&
-                                             animation[player[k].targetanimation].height==highheight)){
-                                        if(tutoriallevel!=1){
-                                            emit_sound_at(heavyimpactsound, player[i].coords);
-                                        }
-
-                                        player[i].RagDoll(0);
-                                        if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
-                                          award_bonus(0, aimbonus);
-                                        }
-                                        player[i].DoDamage(findLengthfast(&rotatetarget)/4);
-                                        player[k].RagDoll(0);
-                                        if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
-                                          award_bonus(0, aimbonus); // Huh, again?
-                                        }
-                                        player[k].DoDamage(findLengthfast(&rotatetarget)/4);
-
-                                        for(int j=0;j<player[i].skeleton.num_joints;j++){
-                                            player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
-                                        }
-                                        for(int j=0;j<player[k].skeleton.num_joints;j++){
-                                            player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
-                                        }
-
-                                    }
-                                }
-                            if(     (animation[player[i].targetanimation].attack==neutral||
-                                     animation[player[i].targetanimation].attack==normalattack)&&
-                                    (animation[player[k].targetanimation].attack==neutral||
-                                     animation[player[k].targetanimation].attack==normalattack)){
-                                //If bumped
-                                if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
-                                    if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
-                                        rotatetarget=player[k].coords-player[i].coords;
-                                        Normalise(&rotatetarget);
-                                        player[k].coords=(player[k].coords+player[i].coords)/2;
-                                        player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
-                                            *sq((player[i].scale+player[k].scale)*2.5);
-                                        player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
-                                        if(player[k].howactive==typeactive||hostile)
-                                            if(player[k].isIdle()){
-                                                if(player[k].howactive<typesleeping)
-                                                    player[k].setAnimation(player[k].getStop());
-                                                else if(player[k].howactive==typesleeping)
-                                                    player[k].setAnimation(getupfromfrontanim);
-                                                if(!editorenabled)
-                                                    player[k].howactive=typeactive;
-                                            }
-                                        if(player[i].howactive==typeactive||hostile)
-                                            if(player[i].isIdle()){
-                                                if(player[i].howactive<typesleeping)
-                                                    player[i].setAnimation(player[k].getStop());
-                                                else
-                                                    player[i].setAnimation(getupfromfrontanim);
-                                                if(!editorenabled)
-                                                    player[i].howactive=typeactive;
-                                            }
-                                    }
-                                    //jump down on player
-                                    if(hostile){
-                                        if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
-                                                !player[i].isCrouch()&&
-                                                player[i].targetanimation!=rollanim&&
-                                                !player[k].skeleton.oldfree&&!
-                                                player[k].skeleton.free&&
-                                                player[k].lastcollide<=0&&
-                                                player[k].velocity.y<-10){
-                                            player[i].velocity=player[k].velocity;
-                                            player[k].velocity=player[k].velocity*-.5;
-                                            player[k].velocity.y=player[i].velocity.y;
-                                            player[i].DoDamage(20);
-                                            player[i].RagDoll(0);
-                                            player[k].lastcollide=1;
-                                            award_bonus(k, AboveBonus);
-                                        }
-                                        if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
-                                                !player[k].isCrouch()&&
-                                                player[k].targetanimation!=rollanim&&
-                                                !player[i].skeleton.oldfree&&
-                                                !player[i].skeleton.free&&
-                                                player[i].lastcollide<=0&&
-                                                player[i].velocity.y<-10){
-                                            player[k].velocity=player[i].velocity;
-                                            player[i].velocity=player[i].velocity*-.3;
-                                            player[i].velocity.y=player[k].velocity.y;
-                                            player[k].DoDamage(20);
-                                            player[k].RagDoll(0);
-                                            player[i].lastcollide=1;
-                                            award_bonus(i, AboveBonus);
-                                        }
-                                    }
-                                }
-                            }
-                        }
-                        player[i].CheckKick();
-                        player[k].CheckKick();
-                    }
-                }
+void doPlayerCollisions()
+{
+    static XYZ rotatetarget;
+    static float collisionradius;
+    if (Person::players.size() > 1)
+        for (unsigned k = 0; k < Person::players.size(); k++)
+            for (unsigned i = k + 1; i < Person::players.size(); i++) {
+                //neither player is part of a reversal
+                if ((animation[Person::players[i]->animTarget].attack != reversed &&
+                        animation[Person::players[i]->animTarget].attack != reversal &&
+                        animation[Person::players[k]->animTarget].attack != reversed &&
+                        animation[Person::players[k]->animTarget].attack != reversal) || (i != 0 && k != 0))
+                    if ((animation[Person::players[i]->animCurrent].attack != reversed &&
+                            animation[Person::players[i]->animCurrent].attack != reversal &&
+                            animation[Person::players[k]->animCurrent].attack != reversed &&
+                            animation[Person::players[k]->animCurrent].attack != reversal) || (i != 0 && k != 0))
+                        //neither is sleeping
+                        if (Person::players[i]->howactive <= typesleeping && Person::players[k]->howactive <= typesleeping)
+                            if (Person::players[i]->howactive != typesittingwall && Person::players[k]->howactive != typesittingwall)
+                                //in same patch, neither is climbing
+                                if (Person::players[i]->whichpatchx == Person::players[k]->whichpatchx &&
+                                        Person::players[i]->whichpatchz == Person::players[k]->whichpatchz &&
+                                        Person::players[k]->skeleton.oldfree == Person::players[k]->skeleton.free &&
+                                        Person::players[i]->skeleton.oldfree == Person::players[i]->skeleton.free &&
+                                        Person::players[i]->animTarget != climbanim &&
+                                        Person::players[i]->animTarget != hanganim &&
+                                        Person::players[k]->animTarget != climbanim &&
+                                        Person::players[k]->animTarget != hanganim)
+                                    //players are close (bounding box test)
+                                    if (Person::players[i]->coords.y > Person::players[k]->coords.y - 3)
+                                        if (Person::players[i]->coords.y < Person::players[k]->coords.y + 3)
+                                            if (Person::players[i]->coords.x > Person::players[k]->coords.x - 3)
+                                                if (Person::players[i]->coords.x < Person::players[k]->coords.x + 3)
+                                                    if (Person::players[i]->coords.z > Person::players[k]->coords.z - 3)
+                                                        if (Person::players[i]->coords.z < Person::players[k]->coords.z + 3) {
+                                                            //spread fire from player to player
+                                                            if (distsq(&Person::players[i]->coords, &Person::players[k]->coords)
+                                                                    < 3 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+                                                                if (Person::players[i]->onfire || Person::players[k]->onfire) {
+                                                                    if (!Person::players[i]->onfire)
+                                                                        Person::players[i]->CatchFire();
+                                                                    if (!Person::players[k]->onfire)
+                                                                        Person::players[k]->CatchFire();
+                                                                }
+                                                            }
+
+                                                            XYZ tempcoords1 = Person::players[i]->coords;
+                                                            XYZ tempcoords2 = Person::players[k]->coords;
+                                                            if (!Person::players[i]->skeleton.oldfree)
+                                                                tempcoords1.y += Person::players[i]->jointPos(abdomen).y * Person::players[i]->scale;
+                                                            if (!Person::players[k]->skeleton.oldfree)
+                                                                tempcoords2.y += Person::players[k]->jointPos(abdomen).y * Person::players[k]->scale;
+                                                            collisionradius = 1.2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                            if (Person::players[0]->hasvictim)
+                                                                if (Person::players[0]->animTarget == rabbitkickanim && (k == 0 || i == 0) && !Person::players[0]->victim->skeleton.free)
+                                                                    collisionradius = 3;
+                                                            if ((!Person::players[i]->skeleton.oldfree || !Person::players[k]->skeleton.oldfree) &&
+                                                                    (distsq(&tempcoords1, &tempcoords2) < collisionradius ||
+                                                                     distsq(&Person::players[i]->coords, &Person::players[k]->coords) < collisionradius)) {
+                                                                //jump down on a dead body
+                                                                if (k == 0 || i == 0) {
+                                                                    int l = i ? i : k;
+                                                                    if (Person::players[0]->animTarget == jumpdownanim &&
+                                                                            !Person::players[0]->skeleton.oldfree &&
+                                                                            !Person::players[0]->skeleton.free &&
+                                                                            Person::players[l]->skeleton.oldfree &&
+                                                                            Person::players[l]->skeleton.free &&
+                                                                            Person::players[l]->dead &&
+                                                                            Person::players[0]->lastcollide <= 0 &&
+                                                                            fabs(Person::players[l]->coords.y - Person::players[0]->coords.y) < .2 &&
+                                                                            distsq(&Person::players[0]->coords, &Person::players[l]->coords) < .7 * sq((Person::players[l]->scale + Person::players[0]->scale) * 2.5)) {
+                                                                        Person::players[0]->coords.y = Person::players[l]->coords.y;
+                                                                        Person::players[l]->velocity = Person::players[0]->velocity;
+                                                                        Person::players[l]->skeleton.free = 0;
+                                                                        Person::players[l]->yaw = 0;
+                                                                        Person::players[l]->RagDoll(0);
+                                                                        Person::players[l]->DoDamage(20);
+                                                                        camerashake += .3;
+                                                                        Person::players[l]->skeleton.longdead = 0;
+                                                                        Person::players[0]->lastcollide = 1;
+                                                                    }
+                                                                }
+
+                                                                if (     (Person::players[i]->skeleton.oldfree == 1 && findLengthfast(&Person::players[i]->velocity) > 1) ||
+                                                                         (Person::players[k]->skeleton.oldfree == 1 && findLengthfast(&Person::players[k]->velocity) > 1) ||
+                                                                         (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0)) {
+                                                                    rotatetarget = Person::players[k]->velocity - Person::players[i]->velocity;
+                                                                    if ((Person::players[i]->animTarget != getupfrombackanim && Person::players[i]->animTarget != getupfromfrontanim ||
+                                                                            Person::players[i]->skeleton.free) &&
+                                                                            (Person::players[k]->animTarget != getupfrombackanim && Person::players[k]->animTarget != getupfromfrontanim ||
+                                                                             Person::players[k]->skeleton.free))
+                                                                        if ((((k != 0 && findLengthfast(&rotatetarget) > 150 ||
+                                                                                k == 0 && findLengthfast(&rotatetarget) > 50 && Person::players[0]->rabbitkickragdoll) &&
+                                                                                normaldotproduct(rotatetarget, Person::players[k]->coords - Person::players[i]->coords) > 0) &&
+                                                                                (k == 0 ||
+                                                                                 k != 0 && Person::players[i]->skeleton.oldfree == 1 && animation[Person::players[k]->animCurrent].attack == neutral ||
+                                                                                 /*i!=0&&*/Person::players[k]->skeleton.oldfree == 1 && animation[Person::players[i]->animCurrent].attack == neutral)) ||
+                                                                                (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) &&
+                                                                                (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim || Person::players[k]->isFlip()) &&
+                                                                                k == 0 && !Person::players[i]->skeleton.oldfree && !Person::players[k]->skeleton.oldfree) {
+                                                                            //If hit by body
+                                                                            if (     (i != 0 || Person::players[i]->skeleton.free) &&
+                                                                                     (k != 0 || Person::players[k]->skeleton.free) ||
+                                                                                     (animation[Person::players[i]->animTarget].height == highheight &&
+                                                                                      animation[Person::players[k]->animTarget].height == highheight)) {
+                                                                                if (tutoriallevel != 1) {
+                                                                                    emit_sound_at(heavyimpactsound, Person::players[i]->coords);
+                                                                                }
+
+                                                                                Person::players[i]->RagDoll(0);
+                                                                                if (Person::players[i]->damage > Person::players[i]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[i]->dead) {
+                                                                                    award_bonus(0, aimbonus);
+                                                                                }
+                                                                                Person::players[i]->DoDamage(findLengthfast(&rotatetarget) / 4);
+                                                                                Person::players[k]->RagDoll(0);
+                                                                                if (Person::players[k]->damage > Person::players[k]->damagetolerance - findLengthfast(&rotatetarget) / 4 && !Person::players[k]->dead) {
+                                                                                    award_bonus(0, aimbonus); // Huh, again?
+                                                                                }
+                                                                                Person::players[k]->DoDamage(findLengthfast(&rotatetarget) / 4);
+
+                                                                                for (int j = 0; j < Person::players[i]->skeleton.num_joints; j++) {
+                                                                                    Person::players[i]->skeleton.joints[j].velocity = Person::players[i]->skeleton.joints[j].velocity / 5 + Person::players[k]->velocity;
+                                                                                }
+                                                                                for (int j = 0; j < Person::players[k]->skeleton.num_joints; j++) {
+                                                                                    Person::players[k]->skeleton.joints[j].velocity = Person::players[k]->skeleton.joints[j].velocity / 5 + Person::players[i]->velocity;
+                                                                                }
+
+                                                                            }
+                                                                        }
+                                                                    if (     (animation[Person::players[i]->animTarget].attack == neutral ||
+                                                                              animation[Person::players[i]->animTarget].attack == normalattack) &&
+                                                                             (animation[Person::players[k]->animTarget].attack == neutral ||
+                                                                              animation[Person::players[k]->animTarget].attack == normalattack)) {
+                                                                        //If bumped
+                                                                        if (Person::players[i]->skeleton.oldfree == 0 && Person::players[k]->skeleton.oldfree == 0) {
+                                                                            if (distsq(&Person::players[k]->coords, &Person::players[i]->coords) < .5 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5)) {
+                                                                                rotatetarget = Person::players[k]->coords - Person::players[i]->coords;
+                                                                                Normalise(&rotatetarget);
+                                                                                Person::players[k]->coords = (Person::players[k]->coords + Person::players[i]->coords) / 2;
+                                                                                Person::players[i]->coords = Person::players[k]->coords - rotatetarget * fast_sqrt(.6) / 2
+                                                                                                   * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                                                Person::players[k]->coords += rotatetarget * fast_sqrt(.6) / 2 * sq((Person::players[i]->scale + Person::players[k]->scale) * 2.5);
+                                                                                if (Person::players[k]->howactive == typeactive || hostile)
+                                                                                    if (Person::players[k]->isIdle()) {
+                                                                                        if (Person::players[k]->howactive < typesleeping)
+                                                                                            Person::players[k]->setAnimation(Person::players[k]->getStop());
+                                                                                        else if (Person::players[k]->howactive == typesleeping)
+                                                                                            Person::players[k]->setAnimation(getupfromfrontanim);
+                                                                                        if (!editorenabled)
+                                                                                            Person::players[k]->howactive = typeactive;
+                                                                                    }
+                                                                                if (Person::players[i]->howactive == typeactive || hostile)
+                                                                                    if (Person::players[i]->isIdle()) {
+                                                                                        if (Person::players[i]->howactive < typesleeping)
+                                                                                            Person::players[i]->setAnimation(Person::players[k]->getStop());
+                                                                                        else
+                                                                                            Person::players[i]->setAnimation(getupfromfrontanim);
+                                                                                        if (!editorenabled)
+                                                                                            Person::players[i]->howactive = typeactive;
+                                                                                    }
+                                                                            }
+                                                                            //jump down on player
+                                                                            if (hostile) {
+                                                                                if (k == 0 && i != 0 && Person::players[k]->animTarget == jumpdownanim &&
+                                                                                        !Person::players[i]->isCrouch() &&
+                                                                                        Person::players[i]->animTarget != rollanim &&
+                                                                                        !Person::players[k]->skeleton.oldfree && !
+                                                                                        Person::players[k]->skeleton.free &&
+                                                                                        Person::players[k]->lastcollide <= 0 &&
+                                                                                        Person::players[k]->velocity.y < -10) {
+                                                                                    Person::players[i]->velocity = Person::players[k]->velocity;
+                                                                                    Person::players[k]->velocity = Person::players[k]->velocity * -.5;
+                                                                                    Person::players[k]->velocity.y = Person::players[i]->velocity.y;
+                                                                                    Person::players[i]->DoDamage(20);
+                                                                                    Person::players[i]->RagDoll(0);
+                                                                                    Person::players[k]->lastcollide = 1;
+                                                                                    award_bonus(k, AboveBonus);
+                                                                                }
+                                                                                if (i == 0 && k != 0 && Person::players[i]->animTarget == jumpdownanim &&
+                                                                                        !Person::players[k]->isCrouch() &&
+                                                                                        Person::players[k]->animTarget != rollanim &&
+                                                                                        !Person::players[i]->skeleton.oldfree &&
+                                                                                        !Person::players[i]->skeleton.free &&
+                                                                                        Person::players[i]->lastcollide <= 0 &&
+                                                                                        Person::players[i]->velocity.y < -10) {
+                                                                                    Person::players[k]->velocity = Person::players[i]->velocity;
+                                                                                    Person::players[i]->velocity = Person::players[i]->velocity * -.3;
+                                                                                    Person::players[i]->velocity.y = Person::players[k]->velocity.y;
+                                                                                    Person::players[k]->DoDamage(20);
+                                                                                    Person::players[k]->RagDoll(0);
+                                                                                    Person::players[i]->lastcollide = 1;
+                                                                                    award_bonus(i, AboveBonus);
+                                                                                }
+                                                                            }
+                                                                        }
+                                                                    }
+                                                                }
+                                                                Person::players[i]->CheckKick();
+                                                                Person::players[k]->CheckKick();
+                                                            }
+                                                        }
             }
 }
 
-void Game::doAI(int i){
+void doAI(unsigned i)
+{
     static bool connected;
-    if(player[i].aitype!=playercontrolled&&indialogue==-1){
-        player[i].jumpclimb=0;
+    if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
+        Person::players[i]->jumpclimb = 0;
         //disable movement in editor
-        if(editorenabled)
-            player[i].stunned=1;
+        if (editorenabled)
+            Person::players[i]->stunned = 1;
 
-        player[i].pause=0;
-        if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
-                player[0].coords.y>player[i].coords.y+2&&
-                !player[0].onterrain)
-            player[i].pause=1;
+        Person::players[i]->pause = 0;
+        if (distsqflat(&Person::players[0]->coords, &Person::players[i]->coords) < 30 &&
+                Person::players[0]->coords.y > Person::players[i]->coords.y + 2 &&
+                !Person::players[0]->onterrain)
+            Person::players[i]->pause = 1;
 
         //pathfinding
-        if(player[i].aitype==pathfindtype){
-            if(player[i].finalpathfindpoint==-1){
+        if (Person::players[i]->aitype == pathfindtype) {
+            if (Person::players[i]->finalpathfindpoint == -1) {
                 float closestdistance;
                 float tempdist;
                 int closest;
                 XYZ colpoint;
-                closest=-1;
-                closestdistance=-1;
-                for(int j=0;j<numpathpoints;j++)
-                    if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
-                        closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
-                        closest=j;
-                        player[i].finaltarget=pathpoint[j];
+                closest = -1;
+                closestdistance = -1;
+                for (int j = 0; j < numpathpoints; j++)
+                    if (closest == -1 || distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]) < closestdistance) {
+                        closestdistance = distsq(&Person::players[i]->finalfinaltarget, &pathpoint[j]);
+                        closest = j;
+                        Person::players[i]->finaltarget = pathpoint[j];
                     }
-                player[i].finalpathfindpoint=closest;
-                for(int j=0;j<numpathpoints;j++)
-                    for(int k=0;k<numpathpointconnect[j];k++){
-                        DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
-                        if(sq(tempdist)<closestdistance)
-                            if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
-                                    findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
-                                closestdistance=sq(tempdist);
-                                closest=j;
-                                player[i].finaltarget=colpoint;
+                Person::players[i]->finalpathfindpoint = closest;
+                for (int j = 0; j < numpathpoints; j++)
+                    for (int k = 0; k < numpathpointconnect[j]; k++) {
+                        DistancePointLine(&Person::players[i]->finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+                        if (sq(tempdist) < closestdistance)
+                            if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+                                    findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+                                closestdistance = sq(tempdist);
+                                closest = j;
+                                Person::players[i]->finaltarget = colpoint;
                             }
                     }
-                player[i].finalpathfindpoint=closest;
+                Person::players[i]->finalpathfindpoint = closest;
 
             }
-            if(player[i].targetpathfindpoint==-1){
+            if (Person::players[i]->targetpathfindpoint == -1) {
                 float closestdistance;
                 float tempdist;
                 int closest;
                 XYZ colpoint;
-                closest=-1;
-                closestdistance=-1;
-                if(player[i].lastpathfindpoint==-1){
-                    for(int j=0;j<numpathpoints;j++){
-                        if(j!=player[i].lastpathfindpoint)
-                            if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
-                                closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
-                                closest=j;
+                closest = -1;
+                closestdistance = -1;
+                if (Person::players[i]->lastpathfindpoint == -1) {
+                    for (int j = 0; j < numpathpoints; j++) {
+                        if (j != Person::players[i]->lastpathfindpoint)
+                            if (closest == -1 || (distsq(&Person::players[i]->coords, &pathpoint[j]) < closestdistance)) {
+                                closestdistance = distsq(&Person::players[i]->coords, &pathpoint[j]);
+                                closest = j;
                             }
                     }
-                    player[i].targetpathfindpoint=closest;
-                    for(int j=0;j<numpathpoints;j++)
-                        if(j!=player[i].lastpathfindpoint)
-                            for(int k=0;k<numpathpointconnect[j];k++){
-                                DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
-                                if(sq(tempdist)<closestdistance){
-                                    if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
-                                            findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
-                                        closestdistance=sq(tempdist);
-                                        closest=j;
+                    Person::players[i]->targetpathfindpoint = closest;
+                    for (int j = 0; j < numpathpoints; j++)
+                        if (j != Person::players[i]->lastpathfindpoint)
+                            for (int k = 0; k < numpathpointconnect[j]; k++) {
+                                DistancePointLine(&Person::players[i]->coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist, &colpoint );
+                                if (sq(tempdist) < closestdistance) {
+                                    if (findDistance(&colpoint, &pathpoint[j]) + findDistance(&colpoint, &pathpoint[pathpointconnect[j][k]]) <
+                                            findDistance(&pathpoint[j], &pathpoint[pathpointconnect[j][k]]) + .1) {
+                                        closestdistance = sq(tempdist);
+                                        closest = j;
                                     }
                                 }
                             }
-                    player[i].targetpathfindpoint=closest;
-                }
-                else
-                {
-                    for(int j=0;j<numpathpoints;j++)
-                        if(j!=player[i].lastpathfindpoint&&
-                                j!=player[i].lastpathfindpoint2&&
-                                j!=player[i].lastpathfindpoint3&&
-                                j!=player[i].lastpathfindpoint4){
-                            connected=0;
-                            if(numpathpointconnect[j])
-                                for(int k=0;k<numpathpointconnect[j];k++)
-                                    if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
-                                        connected=1;
-                            if(!connected)
-                                if(numpathpointconnect[player[i].lastpathfindpoint])
-                                    for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
-                                        if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
-                                            connected=1;
-                            if(connected){
-                                tempdist=findPathDist(j,player[i].finalpathfindpoint);
-                                if(closest==-1||tempdist<closestdistance){
-                                    closestdistance=tempdist;
-                                    closest=j;
+                    Person::players[i]->targetpathfindpoint = closest;
+                } else {
+                    for (int j = 0; j < numpathpoints; j++)
+                        if (j != Person::players[i]->lastpathfindpoint &&
+                                j != Person::players[i]->lastpathfindpoint2 &&
+                                j != Person::players[i]->lastpathfindpoint3 &&
+                                j != Person::players[i]->lastpathfindpoint4) {
+                            connected = 0;
+                            if (numpathpointconnect[j])
+                                for (int k = 0; k < numpathpointconnect[j]; k++)
+                                    if (pathpointconnect[j][k] == Person::players[i]->lastpathfindpoint)
+                                        connected = 1;
+                            if (!connected)
+                                if (numpathpointconnect[Person::players[i]->lastpathfindpoint])
+                                    for (int k = 0; k < numpathpointconnect[Person::players[i]->lastpathfindpoint]; k++)
+                                        if (pathpointconnect[Person::players[i]->lastpathfindpoint][k] == j)
+                                            connected = 1;
+                            if (connected) {
+                                tempdist = findPathDist(j, Person::players[i]->finalpathfindpoint);
+                                if (closest == -1 || tempdist < closestdistance) {
+                                    closestdistance = tempdist;
+                                    closest = j;
                                 }
                             }
                         }
-                    player[i].targetpathfindpoint=closest;
+                    Person::players[i]->targetpathfindpoint = closest;
                 }
             }
-            player[i].losupdatedelay-=multiplier;
+            Person::players[i]->losupdatedelay -= multiplier;
 
-            player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
-            player[i].lookrotation=player[i].targetrotation;
+            Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, pathpoint[Person::players[i]->targetpathfindpoint]);
+            Person::players[i]->lookyaw = Person::players[i]->targetyaw;
 
             //reached target point
-            if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
-                player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
-                player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
-                player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
-                player[i].lastpathfindpoint=player[i].targetpathfindpoint;
-                if(player[i].lastpathfindpoint2==-1)
-                    player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
-                if(player[i].lastpathfindpoint3==-1)
-                    player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
-                if(player[i].lastpathfindpoint4==-1)
-                    player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
-                player[i].targetpathfindpoint=-1;
+            if (distsqflat(&Person::players[i]->coords, &pathpoint[Person::players[i]->targetpathfindpoint]) < .6) {
+                Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+                Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+                Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+                Person::players[i]->lastpathfindpoint = Person::players[i]->targetpathfindpoint;
+                if (Person::players[i]->lastpathfindpoint2 == -1)
+                    Person::players[i]->lastpathfindpoint2 = Person::players[i]->lastpathfindpoint;
+                if (Person::players[i]->lastpathfindpoint3 == -1)
+                    Person::players[i]->lastpathfindpoint3 = Person::players[i]->lastpathfindpoint2;
+                if (Person::players[i]->lastpathfindpoint4 == -1)
+                    Person::players[i]->lastpathfindpoint4 = Person::players[i]->lastpathfindpoint3;
+                Person::players[i]->targetpathfindpoint = -1;
             }
-            if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
-                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
-                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
-                    player[i].lastpathfindpoint==player[i].finalpathfindpoint) {
-                player[i].aitype=passivetype;
+            if (     distsqflat(&Person::players[i]->coords, &Person::players[i]->finalfinaltarget) <
+                     distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) ||
+                     distsqflat(&Person::players[i]->coords, &Person::players[i]->finaltarget) < .6 * sq(Person::players[i]->scale * 5) ||
+                     Person::players[i]->lastpathfindpoint == Person::players[i]->finalpathfindpoint) {
+                Person::players[i]->aitype = passivetype;
             }
 
-            player[i].forwardkeydown=1;
-            player[i].leftkeydown=0;
-            player[i].backkeydown=0;
-            player[i].rightkeydown=0;
-            player[i].crouchkeydown=0;
-            player[i].attackkeydown=0;
-            player[i].throwkeydown=0;
-
-            if(player[i].avoidcollided>.8 && !player[i].jumpkeydown && player[i].collided<.8)
-                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
-                player[i].jumpkeydown=0;
-            if((player[i].collided>.8&&player[i].jumppower>=5))
-                player[i].jumpkeydown=1;
-
-            if((tutoriallevel!=1||cananger)&&
-                    hostile&&
-                    !player[0].dead&&
-                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
-                    player[i].occluded<25){
-                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
-                        animation[player[0].targetanimation].height!=lowheight&&
-                        !editorenabled&&
-                        (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
-                    player[i].aitype=attacktypecutoff;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
-                        animation[player[0].targetanimation].height==highheight&&
+            Person::players[i]->forwardkeydown = 1;
+            Person::players[i]->leftkeydown = 0;
+            Person::players[i]->backkeydown = 0;
+            Person::players[i]->rightkeydown = 0;
+            Person::players[i]->crouchkeydown = 0;
+            Person::players[i]->attackkeydown = 0;
+            Person::players[i]->throwkeydown = 0;
+
+            if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+                Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+
+            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+                Person::players[i]->jumpkeydown = 0;
+            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+                Person::players[i]->jumpkeydown = 1;
+
+            if ((tutoriallevel != 1 || cananger) &&
+                    hostile &&
+                    !Person::players[0]->dead &&
+                    distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+                    Person::players[i]->occluded < 25) {
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+                        animation[Person::players[0]->animTarget].height != lowheight &&
+                        !editorenabled &&
+                        (Person::players[0]->coords.y < Person::players[i]->coords.y + 5 || Person::players[0]->onterrain))
+                    Person::players[i]->aitype = attacktypecutoff;
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+                        animation[Person::players[0]->animTarget].height == highheight &&
                         !editorenabled)
-                    player[i].aitype=attacktypecutoff;
-
-                if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
-                    player[i].losupdatedelay=.2;
-                    for(int j=0;j<numplayers;j++)
-                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
-                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
-                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
-                                        if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
-                                            if(!player[j].isWallJump()&&-1==checkcollide(
-                                                            DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)
-                                                                *player[i].scale+player[i].coords,
-                                                            DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)
-                                                                *player[j].scale+player[j].coords)||
-                                                    (player[j].targetanimation==hanganim&&
-                                                     normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
-                                                player[i].aitype=searchtype;
-                                                player[i].lastchecktime=12;
-                                                player[i].lastseen=player[j].coords;
-                                                player[i].lastseentime=12;
+                    Person::players[i]->aitype = attacktypecutoff;
+
+                if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+                    Person::players[i]->losupdatedelay = .2;
+                    for (unsigned j = 0; j < Person::players.size(); j++)
+                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
+                            if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+                                    if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+                                        if (Person::players[j]->coords.y < Person::players[i]->coords.y + 5 || Person::players[j]->onterrain)
+                                            if (!Person::players[j]->isWallJump() && -1 == checkcollide(
+                                                        DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)
+                                                        *Person::players[i]->scale + Person::players[i]->coords,
+                                                        DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)
+                                                        *Person::players[j]->scale + Person::players[j]->coords) ||
+                                                    (Person::players[j]->animTarget == hanganim &&
+                                                     normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+                                                Person::players[i]->aitype = searchtype;
+                                                Person::players[i]->lastchecktime = 12;
+                                                Person::players[i]->lastseen = Person::players[j]->coords;
+                                                Person::players[i]->lastseentime = 12;
                                             }
                 }
             }
-            if(player[i].aitype==attacktypecutoff&&musictype!=2)
-                if(player[i].creature!=wolftype){
-                    player[i].stunned=.6;
-                    player[i].surprised=.6;
+            if (Person::players[i]->aitype == attacktypecutoff && musictype != 2)
+                if (Person::players[i]->creature != wolftype) {
+                    Person::players[i]->stunned = .6;
+                    Person::players[i]->surprised = .6;
                 }
         }
 
-        if(player[i].aitype!=passivetype&&leveltime>.5)
-            player[i].howactive=typeactive;
-
-        if(player[i].aitype==passivetype){
-            player[i].aiupdatedelay-=multiplier;
-            player[i].losupdatedelay-=multiplier;
-            player[i].lastseentime+=multiplier;
-            player[i].pausetime-=multiplier;
-            if(player[i].lastseentime>1)
-                player[i].lastseentime=1;
-
-            if(player[i].aiupdatedelay<0){
-                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
-                    player[i].lookrotation=player[i].targetrotation;
-                    player[i].aiupdatedelay=.05;
-
-                    if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
-                        if(player[i].waypointtype[player[i].waypoint]==wppause)
-                            player[i].pausetime=4;
-                        player[i].waypoint++;
-                        if(player[i].waypoint>player[i].numwaypoints-1)
-                            player[i].waypoint=0;
+        if (Person::players[i]->aitype != passivetype && leveltime > .5)
+            Person::players[i]->howactive = typeactive;
+
+        if (Person::players[i]->aitype == passivetype) {
+            Person::players[i]->aiupdatedelay -= multiplier;
+            Person::players[i]->losupdatedelay -= multiplier;
+            Person::players[i]->lastseentime += multiplier;
+            Person::players[i]->pausetime -= multiplier;
+            if (Person::players[i]->lastseentime > 1)
+                Person::players[i]->lastseentime = 1;
+
+            if (Person::players[i]->aiupdatedelay < 0) {
+                if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0) {
+                    Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->waypoints[Person::players[i]->waypoint]);
+                    Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+                    Person::players[i]->aiupdatedelay = .05;
+
+                    if (distsqflat(&Person::players[i]->coords, &Person::players[i]->waypoints[Person::players[i]->waypoint]) < 1) {
+                        if (Person::players[i]->waypointtype[Person::players[i]->waypoint] == wppause)
+                            Person::players[i]->pausetime = 4;
+                        Person::players[i]->waypoint++;
+                        if (Person::players[i]->waypoint > Person::players[i]->numwaypoints - 1)
+                            Person::players[i]->waypoint = 0;
 
                     }
                 }
 
-                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
-                    player[i].forwardkeydown=1;
+                if (Person::players[i]->numwaypoints > 1 && Person::players[i]->howactive == typeactive && Person::players[i]->pausetime <= 0)
+                    Person::players[i]->forwardkeydown = 1;
                 else
-                    player[i].forwardkeydown=0;
-                player[i].leftkeydown=0;
-                player[i].backkeydown=0;
-                player[i].rightkeydown=0;
-                player[i].crouchkeydown=0;
-                player[i].attackkeydown=0;
-                player[i].throwkeydown=0;
-
-                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                    if(!player[i].avoidsomething)
-                        player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                    else{
-                        XYZ leftpos,rightpos;
-                        float leftdist,rightdist;
-                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                        if(leftdist<rightdist)
-                            player[i].targetrotation+=90;
+                    Person::players[i]->forwardkeydown = 0;
+                Person::players[i]->leftkeydown = 0;
+                Person::players[i]->backkeydown = 0;
+                Person::players[i]->rightkeydown = 0;
+                Person::players[i]->crouchkeydown = 0;
+                Person::players[i]->attackkeydown = 0;
+                Person::players[i]->throwkeydown = 0;
+
+                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+                    if (!Person::players[i]->avoidsomething)
+                        Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+                    else {
+                        XYZ leftpos, rightpos;
+                        float leftdist, rightdist;
+                        leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+                        rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+                        leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+                        rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+                        if (leftdist < rightdist)
+                            Person::players[i]->targetyaw += 90;
                         else
-                            player[i].targetrotation-=90;
+                            Person::players[i]->targetyaw -= 90;
                     }
                 }
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
-                player[i].jumpkeydown=0;
-            if((player[i].collided>.8&&player[i].jumppower>=5))
-                player[i].jumpkeydown=1;
+            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+                Person::players[i]->jumpkeydown = 0;
+            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+                Person::players[i]->jumpkeydown = 1;
 
 
             //hearing sounds
-            if(!editorenabled){
-                if(player[i].howactive<=typesleeping)
-                    if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
-                        for(int j=0;j<numenvsounds;j++){
-                            float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
-                            if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
-                                    2*(vol+vol*(player[i].creature==rabbittype)*3))
-                                player[i].aitype=attacktypecutoff;
+            if (!editorenabled) {
+                if (Person::players[i]->howactive <= typesleeping)
+                    if (numenvsounds > 0 && (tutoriallevel != 1 || cananger) && hostile)
+                        for (int j = 0; j < numenvsounds; j++) {
+                            float vol = Person::players[i]->howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
+                            if (vol > 0 && distsq(&Person::players[i]->coords, &envsound[j]) <
+                                    2 * (vol + vol * (Person::players[i]->creature == rabbittype) * 3))
+                                Person::players[i]->aitype = attacktypecutoff;
                         }
 
-                if(player[i].aitype!=passivetype){
-                    if(player[i].howactive==typesleeping)
-                        player[i].setAnimation(getupfromfrontanim);
-                    player[i].howactive=typeactive;
+                if (Person::players[i]->aitype != passivetype) {
+                    if (Person::players[i]->howactive == typesleeping)
+                        Person::players[i]->setAnimation(getupfromfrontanim);
+                    Person::players[i]->howactive = typeactive;
                 }
             }
 
-            if(player[i].howactive<typesleeping&&
-                    ((tutoriallevel!=1||cananger)&&hostile)&&
-                    !player[0].dead&&
-                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
-                    player[i].occluded<25){
-                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
-                        animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
-                    player[i].aitype=attacktypecutoff;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
-                        animation[player[0].targetanimation].height==highheight&&!editorenabled)
-                    player[i].aitype=attacktypecutoff;
+            if (Person::players[i]->howactive < typesleeping &&
+                    ((tutoriallevel != 1 || cananger) && hostile) &&
+                    !Person::players[0]->dead &&
+                    distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400 &&
+                    Person::players[i]->occluded < 25) {
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 12 &&
+                        animation[Person::players[0]->animTarget].height != lowheight && !editorenabled)
+                    Person::players[i]->aitype = attacktypecutoff;
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 30 &&
+                        animation[Person::players[0]->animTarget].height == highheight && !editorenabled)
+                    Person::players[i]->aitype = attacktypecutoff;
 
                 //wolf smell
-                if(player[i].creature==wolftype){
+                if (Person::players[i]->creature == wolftype) {
                     XYZ windsmell;
-                    for(int j=0;j<numplayers;j++){
-                        if(j==0||(player[j].dead&&player[j].bloodloss>0)){
-                            float smelldistance=50;
-                            if(j==0&&player[j].num_weapons>0){
-                                if(weapons[player[j].weaponids[0]].bloody)
-                                    smelldistance=100;
-                                if(player[j].num_weapons==2)
-                                    if(weapons[player[j].weaponids[1]].bloody)
-                                        smelldistance=100;
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
+                            float smelldistance = 50;
+                            if (j == 0 && Person::players[j]->num_weapons > 0) {
+                                if (weapons[Person::players[j]->weaponids[0]].bloody)
+                                    smelldistance = 100;
+                                if (Person::players[j]->num_weapons == 2)
+                                    if (weapons[Person::players[j]->weaponids[1]].bloody)
+                                        smelldistance = 100;
                             }
-                            if(j!=0)
-                                smelldistance=100;
-                            windsmell=windvector;
+                            if (j != 0)
+                                smelldistance = 100;
+                            windsmell = windvector;
                             Normalise(&windsmell);
-                            windsmell=windsmell*2+player[j].coords;
-                            if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
-                                player[i].aitype=attacktypecutoff;
+                            windsmell = windsmell * 2 + Person::players[j]->coords;
+                            if (distsq(&Person::players[i]->coords, &windsmell) < smelldistance && !editorenabled)
+                                Person::players[i]->aitype = attacktypecutoff;
                         }
                     }
                 }
 
-                if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
-                    player[i].losupdatedelay=.2;
-                    for(int j=0;j<numplayers;j++){
-                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
-                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
-                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
-                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
-                                        if((-1==checkcollide(
-                                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
-                                                            player[i].scale+player[i].coords,
-                                                        DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*
-                                                            player[j].scale+player[j].coords)&&
-                                                    !player[j].isWallJump())||
-                                                (player[j].targetanimation==hanganim&&
-                                                 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
-                                            player[i].lastseentime-=.2;
-                                            if(j==0&&animation[player[j].targetanimation].height==lowheight)
-                                                player[i].lastseentime-=.4;
+                if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
+                    Person::players[i]->losupdatedelay = .2;
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+                            if (abs(Random() % 2) || animation[Person::players[j]->animTarget].height != lowheight || j != 0)
+                                if (distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 400)
+                                    if (normaldotproduct(Person::players[i]->facing, Person::players[j]->coords - Person::players[i]->coords) > 0)
+                                        if ((-1 == checkcollide(
+                                                    DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+                                                    Person::players[i]->scale + Person::players[i]->coords,
+                                                    DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*
+                                                    Person::players[j]->scale + Person::players[j]->coords) &&
+                                                !Person::players[j]->isWallJump()) ||
+                                                (Person::players[j]->animTarget == hanganim &&
+                                                 normaldotproduct(Person::players[j]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0)) {
+                                            Person::players[i]->lastseentime -= .2;
+                                            if (j == 0 && animation[Person::players[j]->animTarget].height == lowheight)
+                                                Person::players[i]->lastseentime -= .4;
                                             else
-                                                player[i].lastseentime-=.6;
+                                                Person::players[i]->lastseentime -= .6;
                                         }
-                            if(player[i].lastseentime<=0){
-                                player[i].aitype=searchtype;
-                                player[i].lastchecktime=12;
-                                player[i].lastseen=player[j].coords;
-                                player[i].lastseentime=12;
+                            if (Person::players[i]->lastseentime <= 0) {
+                                Person::players[i]->aitype = searchtype;
+                                Person::players[i]->lastchecktime = 12;
+                                Person::players[i]->lastseen = Person::players[j]->coords;
+                                Person::players[i]->lastseentime = 12;
                             }
                         }
                     }
                 }
             }
             //alerted surprise
-            if(player[i].aitype==attacktypecutoff&&musictype!=2){
-                if(player[i].creature!=wolftype){
-                    player[i].stunned=.6;
-                    player[i].surprised=.6;
+            if (Person::players[i]->aitype == attacktypecutoff && musictype != 2) {
+                if (Person::players[i]->creature != wolftype) {
+                    Person::players[i]->stunned = .6;
+                    Person::players[i]->surprised = .6;
                 }
-                if(player[i].creature==wolftype){
-                    player[i].stunned=.47;
-                    player[i].surprised=.47;
+                if (Person::players[i]->creature == wolftype) {
+                    Person::players[i]->stunned = .47;
+                    Person::players[i]->surprised = .47;
                 }
                 numseen++;
             }
@@ -4767,631 +4043,696 @@ void Game::doAI(int i){
 
         //search for player
         int j;
-        if(player[i].aitype==searchtype){
-            player[i].aiupdatedelay-=multiplier;
-            player[i].losupdatedelay-=multiplier;
-            if(!player[i].pause)
-                player[i].lastseentime-=multiplier;
-            player[i].lastchecktime-=multiplier;
-
-            if(player[i].isRun()&&!player[i].onground){
-                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
-                    XYZ test2=player[i].coords+player[i].facing;
-                    test2.y+=5;
-                    XYZ test=player[i].coords+player[i].facing;
-                    test.y-=10;
-                    j=checkcollide(test2,test,player[i].laststanding);
-                    if(j==-1)
-                        j=checkcollide(test2,test);
-                    if(j==-1){
-                        player[i].velocity=0;
-                        player[i].setAnimation(player[i].getStop());
-                        player[i].targetrotation+=180;
-                        player[i].stunned=.5;
-                        //player[i].aitype=passivetype;
-                        player[i].aitype=pathfindtype;
-                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                        player[i].finalpathfindpoint=-1;
-                        player[i].targetpathfindpoint=-1;
-                        player[i].lastpathfindpoint=-1;
-                        player[i].lastpathfindpoint2=-1;
-                        player[i].lastpathfindpoint3=-1;
-                        player[i].lastpathfindpoint4=-1;
-                    }
-                    else player[i].laststanding=j;
+        if (Person::players[i]->aitype == searchtype) {
+            Person::players[i]->aiupdatedelay -= multiplier;
+            Person::players[i]->losupdatedelay -= multiplier;
+            if (!Person::players[i]->pause)
+                Person::players[i]->lastseentime -= multiplier;
+            Person::players[i]->lastchecktime -= multiplier;
+
+            if (Person::players[i]->isRun() && !Person::players[i]->onground) {
+                if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+                    XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
+                    test2.y += 5;
+                    XYZ test = Person::players[i]->coords + Person::players[i]->facing;
+                    test.y -= 10;
+                    j = checkcollide(test2, test, Person::players[i]->laststanding);
+                    if (j == -1)
+                        j = checkcollide(test2, test);
+                    if (j == -1) {
+                        Person::players[i]->velocity = 0;
+                        Person::players[i]->setAnimation(Person::players[i]->getStop());
+                        Person::players[i]->targetyaw += 180;
+                        Person::players[i]->stunned = .5;
+                        //Person::players[i]->aitype=passivetype;
+                        Person::players[i]->aitype = pathfindtype;
+                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+                        Person::players[i]->finalpathfindpoint = -1;
+                        Person::players[i]->targetpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint2 = -1;
+                        Person::players[i]->lastpathfindpoint3 = -1;
+                        Person::players[i]->lastpathfindpoint4 = -1;
+                    } else
+                        Person::players[i]->laststanding = j;
                 }
             }
             //check out last seen location
-            if(player[i].aiupdatedelay<0){
-                player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
-                player[i].lookrotation=player[i].targetrotation;
-                player[i].aiupdatedelay=.05;
-                player[i].forwardkeydown=1;
-
-                if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
-                    player[i].forwardkeydown=0;
-                    player[i].aiupdatedelay=1;
-                    player[i].lastseen.x+=(float(Random()%100)-50)/25;
-                    player[i].lastseen.z+=(float(Random()%100)-50)/25;
-                    player[i].lastchecktime=3;
+            if (Person::players[i]->aiupdatedelay < 0) {
+                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[i]->lastseen);
+                Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+                Person::players[i]->aiupdatedelay = .05;
+                Person::players[i]->forwardkeydown = 1;
+
+                if (distsqflat(&Person::players[i]->coords, &Person::players[i]->lastseen) < 1 * sq(Person::players[i]->scale * 5) || Person::players[i]->lastchecktime < 0) {
+                    Person::players[i]->forwardkeydown = 0;
+                    Person::players[i]->aiupdatedelay = 1;
+                    Person::players[i]->lastseen.x += (float(Random() % 100) - 50) / 25;
+                    Person::players[i]->lastseen.z += (float(Random() % 100) - 50) / 25;
+                    Person::players[i]->lastchecktime = 3;
                 }
 
-                player[i].leftkeydown=0;
-                player[i].backkeydown=0;
-                player[i].rightkeydown=0;
-                player[i].crouchkeydown=0;
-                player[i].attackkeydown=0;
-                player[i].throwkeydown=0;
-
-                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                    if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                    else{
-                        XYZ leftpos,rightpos;
-                        float leftdist,rightdist;
-                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                        if(leftdist<rightdist)player[i].targetrotation+=90;
-                        else player[i].targetrotation-=90;
+                Person::players[i]->leftkeydown = 0;
+                Person::players[i]->backkeydown = 0;
+                Person::players[i]->rightkeydown = 0;
+                Person::players[i]->crouchkeydown = 0;
+                Person::players[i]->attackkeydown = 0;
+                Person::players[i]->throwkeydown = 0;
+
+                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+                    if (!Person::players[i]->avoidsomething)
+                        Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+                    else {
+                        XYZ leftpos, rightpos;
+                        float leftdist, rightdist;
+                        leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+                        rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+                        leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+                        rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+                        if (leftdist < rightdist)
+                            Person::players[i]->targetyaw += 90;
+                        else
+                            Person::players[i]->targetyaw -= 90;
                     }
                 }
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
-                player[i].jumpkeydown=0;
-            if((player[i].collided>.8&&player[i].jumppower>=5))
-                player[i].jumpkeydown=1;
-
-            if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
-                for(int k=0;k<numenvsounds;k++){
-                    if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
-                        player[i].aitype=attacktypecutoff;
+            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+                Person::players[i]->jumpkeydown = 0;
+            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+                Person::players[i]->jumpkeydown = 1;
+
+            if (numenvsounds > 0 && ((tutoriallevel != 1 || cananger) && hostile))
+                for (int k = 0; k < numenvsounds; k++) {
+                    if (distsq(&Person::players[i]->coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (Person::players[i]->creature == rabbittype) * 3)) {
+                        Person::players[i]->aitype = attacktypecutoff;
                     }
                 }
 
-            if(!player[0].dead&&
-                    player[i].losupdatedelay<0&&
-                    !editorenabled&&
-                    player[i].occluded<2&&
-                    ((tutoriallevel!=1||cananger)&&hostile)){
-                player[i].losupdatedelay=.2;
-                if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
-                    player[i].aitype=attacktypecutoff;
-                    player[i].lastseentime=1;
+            if (!Person::players[0]->dead &&
+                    Person::players[i]->losupdatedelay < 0 &&
+                    !editorenabled &&
+                    Person::players[i]->occluded < 2 &&
+                    ((tutoriallevel != 1 || cananger) && hostile)) {
+                Person::players[i]->losupdatedelay = .2;
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 4 && animation[Person::players[i]->animTarget].height != lowheight) {
+                    Person::players[i]->aitype = attacktypecutoff;
+                    Person::players[i]->lastseentime = 1;
                 }
-                if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
+                if (abs(Random() % 2) || animation[Person::players[i]->animTarget].height != lowheight)
                     //TODO: factor out canSeePlayer()
-                    if(findDistancefast(&player[i].coords,&player[0].coords)<400)
-                        if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
-                            if((checkcollide(
-                                        DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*
-                                            player[i].scale+player[i].coords,
-                                        DoRotation(player[0].getJointFor(head).position,0,player[0].rotation,0)*
-                                            player[0].scale+player[0].coords)==-1)||
-                                    (player[0].targetanimation==hanganim&&normaldotproduct(
-                                        player[0].facing,player[i].coords-player[0].coords)<0)){
-                                    /* //TODO: changed j to 0 on a whim, make sure this is correct
-                                    (player[j].targetanimation==hanganim&&normaldotproduct(
-                                        player[j].facing,player[i].coords-player[j].coords)<0)
-                                    */
-                                player[i].aitype=attacktypecutoff;
-                                player[i].lastseentime=1;
+                    if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 400)
+                        if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+                            if ((checkcollide(
+                                        DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*
+                                        Person::players[i]->scale + Person::players[i]->coords,
+                                        DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0)*
+                                        Person::players[0]->scale + Person::players[0]->coords) == -1) ||
+                                    (Person::players[0]->animTarget == hanganim && normaldotproduct(
+                                         Person::players[0]->facing, Person::players[i]->coords - Person::players[0]->coords) < 0)) {
+                                /* //TODO: changed j to 0 on a whim, make sure this is correct
+                                (Person::players[j]->animTarget==hanganim&&normaldotproduct(
+                                    Person::players[j]->facing,Person::players[i]->coords-Person::players[j]->coords)<0)
+                                */
+                                Person::players[i]->aitype = attacktypecutoff;
+                                Person::players[i]->lastseentime = 1;
                             }
             }
             //player escaped
-            if(player[i].lastseentime<0){
-                //player[i].aitype=passivetype;
+            if (Person::players[i]->lastseentime < 0) {
+                //Person::players[i]->aitype=passivetype;
                 numescaped++;
-                player[i].aitype=pathfindtype;
-                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                player[i].finalpathfindpoint=-1;
-                player[i].targetpathfindpoint=-1;
-                player[i].lastpathfindpoint=-1;
-                player[i].lastpathfindpoint2=-1;
-                player[i].lastpathfindpoint3=-1;
-                player[i].lastpathfindpoint4=-1;
+                Person::players[i]->aitype = pathfindtype;
+                Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+                Person::players[i]->finalpathfindpoint = -1;
+                Person::players[i]->targetpathfindpoint = -1;
+                Person::players[i]->lastpathfindpoint = -1;
+                Person::players[i]->lastpathfindpoint2 = -1;
+                Person::players[i]->lastpathfindpoint3 = -1;
+                Person::players[i]->lastpathfindpoint4 = -1;
             }
         }
 
-        if(player[i].aitype!=gethelptype)
-            player[i].runninghowlong=0;
+        if (Person::players[i]->aitype != gethelptype)
+            Person::players[i]->runninghowlong = 0;
 
         //get help from buddies
-        if(player[i].aitype==gethelptype) {
-            player[i].runninghowlong+=multiplier;
-            player[i].aiupdatedelay-=multiplier;
+        if (Person::players[i]->aitype == gethelptype) {
+            Person::players[i]->runninghowlong += multiplier;
+            Person::players[i]->aiupdatedelay -= multiplier;
 
-            if(player[i].aiupdatedelay<0||player[i].ally==0) {
-                player[i].aiupdatedelay=.2;
+            if (Person::players[i]->aiupdatedelay < 0 || Person::players[i]->ally == 0) {
+                Person::players[i]->aiupdatedelay = .2;
 
                 //find closest ally
                 //TODO: factor out closest search somehow
-                if(!player[i].ally) {
-                    int closest=-1;
-                    float closestdist=-1;
-                    for(int k=0;k<numplayers;k++) {
-                        if(k!=i&&k!=0&&!player[k].dead&&
-                                player[k].howactive<typedead1&&
-                                !player[k].skeleton.free&&
-                                player[k].aitype==passivetype) {
-                            float distance=findDistancefast(&player[i].coords,&player[k].coords);
-                            if(closestdist==-1||distance<closestdist) {
-                                closestdist=distance;
-                                closest=k;
+                if (!Person::players[i]->ally) {
+                    int closest = -1;
+                    float closestdist = -1;
+                    for (unsigned k = 0; k < Person::players.size(); k++) {
+                        if (k != i && k != 0 && !Person::players[k]->dead &&
+                                Person::players[k]->howactive < typedead1 &&
+                                !Person::players[k]->skeleton.free &&
+                                Person::players[k]->aitype == passivetype) {
+                            float distance = distsq(&Person::players[i]->coords, &Person::players[k]->coords);
+                            if (closestdist == -1 || distance < closestdist) {
+                                closestdist = distance;
+                                closest = k;
                             }
-                            closest=k;
+                            closest = k;
                         }
                     }
-                    if(closest!=-1)
-                        player[i].ally=closest;
+                    if (closest != -1)
+                        Person::players[i]->ally = closest;
                     else
-                        player[i].ally=0;
-                    player[i].lastseen=player[0].coords;
-                    player[i].lastseentime=12;
+                        Person::players[i]->ally = 0;
+                    Person::players[i]->lastseen = Person::players[0]->coords;
+                    Person::players[i]->lastseentime = 12;
                 }
 
 
-                player[i].lastchecktime=12;
+                Person::players[i]->lastchecktime = 12;
 
-                XYZ facing=player[i].coords;
-                XYZ flatfacing=player[player[i].ally].coords;
-                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
-                flatfacing.y+=player[player[i].ally].getJointFor(head).position.y*player[player[i].ally].scale;
-                if(-1!=checkcollide(facing,flatfacing))
-                    player[i].lastseentime-=.1;
+                XYZ facing = Person::players[i]->coords;
+                XYZ flatfacing = Person::players[Person::players[i]->ally]->coords;
+                facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+                flatfacing.y += Person::players[Person::players[i]->ally]->jointPos(head).y * Person::players[Person::players[i]->ally]->scale;
+                if (-1 != checkcollide(facing, flatfacing))
+                    Person::players[i]->lastseentime -= .1;
 
                 //no available ally, run back to player
-                if(player[i].ally<=0||
-                        player[player[i].ally].skeleton.free||
-                        player[player[i].ally].aitype!=passivetype||
-                        player[i].lastseentime<=0){
-                    player[i].aitype=searchtype;
-                    player[i].lastseentime=12;
+                if (Person::players[i]->ally <= 0 ||
+                        Person::players[Person::players[i]->ally]->skeleton.free ||
+                        Person::players[Person::players[i]->ally]->aitype != passivetype ||
+                        Person::players[i]->lastseentime <= 0) {
+                    Person::players[i]->aitype = searchtype;
+                    Person::players[i]->lastseentime = 12;
                 }
 
                 //seek out ally
-                if(player[i].ally>0){
-                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
-                    player[i].lookrotation=player[i].targetrotation;
-                    player[i].aiupdatedelay=.05;
-                    player[i].forwardkeydown=1;
-
-                    if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
-                        player[i].aitype=searchtype;
-                        player[i].lastseentime=12;
-                        player[player[i].ally].aitype=searchtype;
-                        if(player[player[i].ally].lastseentime<player[i].lastseentime){
-                            player[player[i].ally].lastseen=player[i].lastseen;
-                            player[player[i].ally].lastseentime=player[i].lastseentime;
-                            player[player[i].ally].lastchecktime=player[i].lastchecktime;
+                if (Person::players[i]->ally > 0) {
+                    Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[Person::players[i]->ally]->coords);
+                    Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+                    Person::players[i]->aiupdatedelay = .05;
+                    Person::players[i]->forwardkeydown = 1;
+
+                    if (distsqflat(&Person::players[i]->coords, &Person::players[Person::players[i]->ally]->coords) < 3) {
+                        Person::players[i]->aitype = searchtype;
+                        Person::players[i]->lastseentime = 12;
+                        Person::players[Person::players[i]->ally]->aitype = searchtype;
+                        if (Person::players[Person::players[i]->ally]->lastseentime < Person::players[i]->lastseentime) {
+                            Person::players[Person::players[i]->ally]->lastseen = Person::players[i]->lastseen;
+                            Person::players[Person::players[i]->ally]->lastseentime = Person::players[i]->lastseentime;
+                            Person::players[Person::players[i]->ally]->lastchecktime = Person::players[i]->lastchecktime;
                         }
                     }
 
-                    if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                        if(!player[i].avoidsomething)
-                            player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                        else{
-                            XYZ leftpos,rightpos;
-                            float leftdist,rightdist;
-                            leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                            rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                            leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                            rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                            if(leftdist<rightdist)
-                                player[i].targetrotation+=90;
+                    if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+                        if (!Person::players[i]->avoidsomething)
+                            Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+                        else {
+                            XYZ leftpos, rightpos;
+                            float leftdist, rightdist;
+                            leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+                            rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+                            leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+                            rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+                            if (leftdist < rightdist)
+                                Person::players[i]->targetyaw += 90;
                             else
-                                player[i].targetrotation-=90;
+                                Person::players[i]->targetyaw -= 90;
                         }
                     }
                 }
 
-                player[i].leftkeydown=0;
-                player[i].backkeydown=0;
-                player[i].rightkeydown=0;
-                player[i].crouchkeydown=0;
-                player[i].attackkeydown=0;
+                Person::players[i]->leftkeydown = 0;
+                Person::players[i]->backkeydown = 0;
+                Person::players[i]->rightkeydown = 0;
+                Person::players[i]->crouchkeydown = 0;
+                Person::players[i]->attackkeydown = 0;
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
-                player[i].jumpkeydown=0;
-            if(player[i].collided>.8&&player[i].jumppower>=5)
-                player[i].jumpkeydown=1;
+            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+                Person::players[i]->jumpkeydown = 0;
+            if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5)
+                Person::players[i]->jumpkeydown = 1;
         }
 
         //retreiving a weapon on the ground
-        if(player[i].aitype==getweapontype){
-            player[i].aiupdatedelay-=multiplier;
-            player[i].lastchecktime-=multiplier;
+        if (Person::players[i]->aitype == getweapontype) {
+            Person::players[i]->aiupdatedelay -= multiplier;
+            Person::players[i]->lastchecktime -= multiplier;
 
-            if(player[i].aiupdatedelay<0){
-                player[i].aiupdatedelay=.2;
+            if (Person::players[i]->aiupdatedelay < 0) {
+                Person::players[i]->aiupdatedelay = .2;
 
                 //ALLY IS WEPON
-                if(player[i].ally<0){
-                    int closest=-1;
-                    float closestdist=-1;
-                    for(int k=0;k<weapons.size();k++)
-                        if(weapons[k].owner==-1){
-                            float distance=findDistancefast(&player[i].coords,&weapons[k].position);
-                            if(closestdist==-1||distance<closestdist){
-                                closestdist=distance;
-                                closest=k;
+                if (Person::players[i]->ally < 0) {
+                    int closest = -1;
+                    float closestdist = -1;
+                    for (unsigned k = 0; k < weapons.size(); k++)
+                        if (weapons[k].owner == -1) {
+                            float distance = distsq(&Person::players[i]->coords, &weapons[k].position);
+                            if (closestdist == -1 || distance < closestdist) {
+                                closestdist = distance;
+                                closest = k;
                             }
-                            closest=k;
+                            closest = k;
                         }
-                    if(closest!=-1)
-                        player[i].ally=closest;
+                    if (closest != -1)
+                        Person::players[i]->ally = closest;
                     else
-                        player[i].ally=-1;
+                        Person::players[i]->ally = -1;
                 }
 
-                player[i].lastseentime=12;
+                Person::players[i]->lastseentime = 12;
 
-                if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
-                    if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
-                        player[i].aitype=attacktypecutoff;
-                        player[i].lastseentime=1;
+                if (!Person::players[0]->dead && ((tutoriallevel != 1 || cananger) && hostile))
+                    if (Person::players[i]->ally < 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->lastchecktime <= 0) {
+                        Person::players[i]->aitype = attacktypecutoff;
+                        Person::players[i]->lastseentime = 1;
                     }
-                if(!player[0].dead)
-                    if(player[i].ally>=0){
-                        if(weapons[player[i].ally].owner!=-1||
-                                findDistancefast(&player[i].coords,&weapons[player[i].ally].position)>16){
-                            player[i].aitype=attacktypecutoff;
-                            player[i].lastseentime=1;
+                if (!Person::players[0]->dead)
+                    if (Person::players[i]->ally >= 0) {
+                        if (weapons[Person::players[i]->ally].owner != -1 ||
+                                distsq(&Person::players[i]->coords, &weapons[Person::players[i]->ally].position) > 16) {
+                            Person::players[i]->aitype = attacktypecutoff;
+                            Person::players[i]->lastseentime = 1;
                         }
                         //TODO: factor these out as moveToward()
-                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[player[i].ally].position);
-                        player[i].lookrotation=player[i].targetrotation;
-                        player[i].aiupdatedelay=.05;
-                        player[i].forwardkeydown=1;
-
-
-                        if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
-                            if(!player[i].avoidsomething)
-                                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
-                            else{
-                                XYZ leftpos,rightpos;
-                                float leftdist,rightdist;
-                                leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
-                                rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
-                                leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
-                                rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
-                                if(leftdist<rightdist)
-                                    player[i].targetrotation+=90;
+                        Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[Person::players[i]->ally].position);
+                        Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+                        Person::players[i]->aiupdatedelay = .05;
+                        Person::players[i]->forwardkeydown = 1;
+
+
+                        if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8) {
+                            if (!Person::players[i]->avoidsomething)
+                                Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
+                            else {
+                                XYZ leftpos, rightpos;
+                                float leftdist, rightdist;
+                                leftpos = Person::players[i]->coords + DoRotation(Person::players[i]->facing, 0, 90, 0);
+                                rightpos = Person::players[i]->coords - DoRotation(Person::players[i]->facing, 0, 90, 0);
+                                leftdist = distsq(&leftpos, &Person::players[i]->avoidwhere);
+                                rightdist = distsq(&rightpos, &Person::players[i]->avoidwhere);
+                                if (leftdist < rightdist)
+                                    Person::players[i]->targetyaw += 90;
                                 else
-                                    player[i].targetrotation-=90;
+                                    Person::players[i]->targetyaw -= 90;
                             }
                         }
                     }
 
-                player[i].leftkeydown=0;
-                player[i].backkeydown=0;
-                player[i].rightkeydown=0;
-                player[i].attackkeydown=0;
-                player[i].throwkeydown=1;
-                player[i].crouchkeydown=0;
-                if(player[i].targetanimation!=crouchremoveknifeanim&&
-                        player[i].targetanimation!=removeknifeanim)
-                    player[i].throwtogglekeydown=0;
-                player[i].drawkeydown=0;
+                Person::players[i]->leftkeydown = 0;
+                Person::players[i]->backkeydown = 0;
+                Person::players[i]->rightkeydown = 0;
+                Person::players[i]->attackkeydown = 0;
+                Person::players[i]->throwkeydown = 1;
+                Person::players[i]->crouchkeydown = 0;
+                if (Person::players[i]->animTarget != crouchremoveknifeanim &&
+                        Person::players[i]->animTarget != removeknifeanim)
+                    Person::players[i]->throwtogglekeydown = 0;
+                Person::players[i]->drawkeydown = 0;
             }
-            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
-                player[i].jumpkeydown=0;
-            if((player[i].collided>.8&&player[i].jumppower>=5))
-                player[i].jumpkeydown=1;
+            if (Person::players[i]->collided < 1 || Person::players[i]->animTarget != jumpupanim)
+                Person::players[i]->jumpkeydown = 0;
+            if ((Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5))
+                Person::players[i]->jumpkeydown = 1;
         }
 
-        if(player[i].aitype==attacktypecutoff){
-            player[i].aiupdatedelay-=multiplier;
+        if (Person::players[i]->aitype == attacktypecutoff) {
+            Person::players[i]->aiupdatedelay -= multiplier;
             //dodge or reverse rabbit kicks, knife throws, flips
-            if(player[i].damage<player[i].damagetolerance*2/3)
-                if((player[0].targetanimation==rabbitkickanim||
-                            player[0].targetanimation==knifethrowanim||
-                            (player[0].isFlip()&&
-                             normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
-                        !player[0].skeleton.free&&
-                        (player[i].aiupdatedelay<.1)){
-                    player[i].attackkeydown=0;
-                    if(player[i].isIdle())
-                        player[i].crouchkeydown=1;
-                    if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
-                        if(weapons[player[0].weaponids[0]].getType()==knife){
-                            if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
-                                if(abs(Random()%2==0))
-                                    player[i].setAnimation(backhandspringanim);
+            if (Person::players[i]->damage < Person::players[i]->damagetolerance * 2 / 3)
+                if ((Person::players[0]->animTarget == rabbitkickanim ||
+                        Person::players[0]->animTarget == knifethrowanim ||
+                        (Person::players[0]->isFlip() &&
+                         normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - Person::players[i]->coords) < 0)) &&
+                        !Person::players[0]->skeleton.free &&
+                        (Person::players[i]->aiupdatedelay < .1)) {
+                    Person::players[i]->attackkeydown = 0;
+                    if (Person::players[i]->isIdle())
+                        Person::players[i]->crouchkeydown = 1;
+                    if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
+                        if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
+                            if (Person::players[i]->isIdle() || Person::players[i]->isCrouch() || Person::players[i]->isRun() || Person::players[i]->isFlip()) {
+                                if (abs(Random() % 2) == 0)
+                                    Person::players[i]->setAnimation(backhandspringanim);
                                 else
-                                    player[i].setAnimation(rollanim);
-                                player[i].targetrotation+=90*(abs(Random()%2)*2-1);
-                                player[i].wentforweapon=0;
+                                    Person::players[i]->setAnimation(rollanim);
+                                Person::players[i]->targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
+                                Person::players[i]->wentforweapon = 0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
-                                player[i].setAnimation(flipanim);
+                            if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim)
+                                Person::players[i]->setAnimation(flipanim);
                         }
                     }
-                    player[i].forwardkeydown=0;
-                    player[i].aiupdatedelay=.02;
+                    Person::players[i]->forwardkeydown = 0;
+                    Person::players[i]->aiupdatedelay = .02;
                 }
             //get confused by flips
-            if(player[0].isFlip()&&
-                    !player[0].skeleton.free&&
-                    player[0].targetanimation!=walljumprightkickanim&&
-                    player[0].targetanimation!=walljumpleftkickanim){
-                if(findDistancefast(&player[0].coords,&player[i].coords)<25)
-                    if((1-player[i].damage/player[i].damagetolerance)>.5)
-                        player[i].stunned=1;
+            if (Person::players[0]->isFlip() &&
+                    !Person::players[0]->skeleton.free &&
+                    Person::players[0]->animTarget != walljumprightkickanim &&
+                    Person::players[0]->animTarget != walljumpleftkickanim) {
+                if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 25)
+                    if ((1 - Person::players[i]->damage / Person::players[i]->damagetolerance) > .5)
+                        Person::players[i]->stunned = 1;
             }
             //go for weapon on the ground
-            if(player[i].wentforweapon<3)
-                for(int k=0;k<weapons.size();k++)
-                    if(player[i].creature!=wolftype)
-                        if(player[i].num_weapons==0&&
-                                weapons[k].owner==-1&&
-                                weapons[i].velocity.x==0&&
-                                weapons[i].velocity.z==0&&
-                                weapons[i].velocity.y==0){
-                            if(findDistancefast(&player[i].coords,&weapons[k].position)<16) {
-                                player[i].wentforweapon++;
-                                player[i].lastchecktime=6;
-                                player[i].aitype=getweapontype;
-                                player[i].ally=-1;
+            if (Person::players[i]->wentforweapon < 3)
+                for (unsigned k = 0; k < weapons.size(); k++)
+                    if (Person::players[i]->creature != wolftype)
+                        if (Person::players[i]->num_weapons == 0 &&
+                                weapons[k].owner == -1 &&
+                                weapons[i].velocity.x == 0 &&
+                                weapons[i].velocity.z == 0 &&
+                                weapons[i].velocity.y == 0) {
+                            if (distsq(&Person::players[i]->coords, &weapons[k].position) < 16) {
+                                Person::players[i]->wentforweapon++;
+                                Person::players[i]->lastchecktime = 6;
+                                Person::players[i]->aitype = getweapontype;
+                                Person::players[i]->ally = -1;
                             }
                         }
             //dodge/reverse walljump kicks
-            if(player[i].damage<player[i].damagetolerance/2)
-                if(animation[player[i].targetanimation].height!=highheight)
-                    if(player[i].damage<player[i].damagetolerance*.5&&
-                            ((player[0].targetanimation==walljumprightkickanim||
-                              player[0].targetanimation==walljumpleftkickanim)&&
-                             ((player[i].aiupdatedelay<.15&&
-                               difficulty==2)||
-                              (player[i].aiupdatedelay<.08&&
-                               difficulty!=2)))){
-                        player[i].crouchkeydown=1;
+            if (Person::players[i]->damage < Person::players[i]->damagetolerance / 2)
+                if (animation[Person::players[i]->animTarget].height != highheight)
+                    if (Person::players[i]->damage < Person::players[i]->damagetolerance * .5 &&
+                            ((Person::players[0]->animTarget == walljumprightkickanim ||
+                              Person::players[0]->animTarget == walljumpleftkickanim) &&
+                             ((Person::players[i]->aiupdatedelay < .15 &&
+                               difficulty == 2) ||
+                              (Person::players[i]->aiupdatedelay < .08 &&
+                               difficulty != 2)))) {
+                        Person::players[i]->crouchkeydown = 1;
                     }
             //walked off a ledge (?)
-            if(player[i].isRun()&&!player[i].onground)
-                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
-                    XYZ test2=player[i].coords+player[i].facing;
-                    test2.y+=5;
-                    XYZ test=player[i].coords+player[i].facing;
-                    test.y-=10;
-                    j=checkcollide(test2,test,player[i].laststanding);
-                    if(j==-1)
-                        j=checkcollide(test2,test);
-                    if(j==-1) {
-                        player[i].velocity=0;
-                        player[i].setAnimation(player[i].getStop());
-                        player[i].targetrotation+=180;
-                        player[i].stunned=.5;
-                        player[i].aitype=pathfindtype;
-                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                        player[i].finalpathfindpoint=-1;
-                        player[i].targetpathfindpoint=-1;
-                        player[i].lastpathfindpoint=-1;
-                        player[i].lastpathfindpoint2=-1;
-                        player[i].lastpathfindpoint3=-1;
-                        player[i].lastpathfindpoint4=-1;
+            if (Person::players[i]->isRun() && !Person::players[i]->onground)
+                if (Person::players[i]->coords.y > terrain.getHeight(Person::players[i]->coords.x, Person::players[i]->coords.z) + 10) {
+                    XYZ test2 = Person::players[i]->coords + Person::players[i]->facing;
+                    test2.y += 5;
+                    XYZ test = Person::players[i]->coords + Person::players[i]->facing;
+                    test.y -= 10;
+                    j = checkcollide(test2, test, Person::players[i]->laststanding);
+                    if (j == -1)
+                        j = checkcollide(test2, test);
+                    if (j == -1) {
+                        Person::players[i]->velocity = 0;
+                        Person::players[i]->setAnimation(Person::players[i]->getStop());
+                        Person::players[i]->targetyaw += 180;
+                        Person::players[i]->stunned = .5;
+                        Person::players[i]->aitype = pathfindtype;
+                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+                        Person::players[i]->finalpathfindpoint = -1;
+                        Person::players[i]->targetpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint2 = -1;
+                        Person::players[i]->lastpathfindpoint3 = -1;
+                        Person::players[i]->lastpathfindpoint4 = -1;
                     } else
-                        player[i].laststanding=j;
+                        Person::players[i]->laststanding = j;
                 }
             //lose sight of player in the air (?)
-            if(player[0].coords.y>player[i].coords.y+5&&
-                    animation[player[0].targetanimation].height!=highheight&&
-                    !player[0].onterrain){
-                player[i].aitype=pathfindtype;
-                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                player[i].finalpathfindpoint=-1;
-                player[i].targetpathfindpoint=-1;
-                player[i].lastpathfindpoint=-1;
-                player[i].lastpathfindpoint2=-1;
-                player[i].lastpathfindpoint3=-1;
-                player[i].lastpathfindpoint4=-1;
+            if (Person::players[0]->coords.y > Person::players[i]->coords.y + 5 &&
+                    animation[Person::players[0]->animTarget].height != highheight &&
+                    !Person::players[0]->onterrain) {
+                Person::players[i]->aitype = pathfindtype;
+                Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+                Person::players[i]->finalpathfindpoint = -1;
+                Person::players[i]->targetpathfindpoint = -1;
+                Person::players[i]->lastpathfindpoint = -1;
+                Person::players[i]->lastpathfindpoint2 = -1;
+                Person::players[i]->lastpathfindpoint3 = -1;
+                Person::players[i]->lastpathfindpoint4 = -1;
             }
             //it's time to think (?)
-            if(player[i].aiupdatedelay<0&&
-                    !animation[player[i].targetanimation].attack&&
-                    player[i].targetanimation!=staggerbackhighanim&&
-                    player[i].targetanimation!=staggerbackhardanim&&
-                    player[i].targetanimation!=backhandspringanim&&
-                    player[i].targetanimation!=dodgebackanim){
+            if (Person::players[i]->aiupdatedelay < 0 &&
+                    !animation[Person::players[i]->animTarget].attack &&
+                    Person::players[i]->animTarget != staggerbackhighanim &&
+                    Person::players[i]->animTarget != staggerbackhardanim &&
+                    Person::players[i]->animTarget != backhandspringanim &&
+                    Person::players[i]->animTarget != dodgebackanim) {
                 //draw weapon
-                if(player[i].weaponactive==-1&&player[i].num_weapons>0)
-                    player[i].drawkeydown=Random()%2;
+                if (Person::players[i]->weaponactive == -1 && Person::players[i]->num_weapons > 0)
+                    Person::players[i]->drawkeydown = Random() % 2;
                 else
-                    player[i].drawkeydown=0;
-                player[i].rabbitkickenabled=Random()%2;
+                    Person::players[i]->drawkeydown = 0;
+                Person::players[i]->rabbitkickenabled = Random() % 2;
                 //chase player
-                XYZ rotatetarget=player[0].coords+player[0].velocity;
-                XYZ targetpoint=player[0].coords;
-                if(findDistancefast(&player[0].coords,&player[i].coords)<
-                        findDistancefast(&rotatetarget,&player[i].coords))
-                    targetpoint+=player[0].velocity*
-                        findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
-                player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
-                player[i].lookrotation=player[i].targetrotation;
-                player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
-
-                if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
-                    player[i].forwardkeydown=1;
-                else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
-                            findDistancefast(&player[i].coords,&player[0].coords)<9)&&
-                        player[0].weaponactive!=-1)
-                    player[i].forwardkeydown=1;
-                else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
-                    player[i].forwardkeydown=1;
+                XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
+                XYZ targetpoint = Person::players[0]->coords;
+                if (distsq(&Person::players[0]->coords, &Person::players[i]->coords) <
+                        distsq(&rotatetarget, &Person::players[i]->coords))
+                    targetpoint += Person::players[0]->velocity *
+                                   findDistance(&Person::players[0]->coords, &Person::players[i]->coords) / findLength(&Person::players[i]->velocity);
+                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, targetpoint);
+                Person::players[i]->lookyaw = Person::players[i]->targetyaw;
+                Person::players[i]->aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
+
+                if (distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || Person::players[i]->weaponactive != -1))
+                    Person::players[i]->forwardkeydown = 1;
+                else if ((distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 16 ||
+                          distsq(&Person::players[i]->coords, &Person::players[0]->coords) < 9) &&
+                         Person::players[0]->weaponactive != -1)
+                    Person::players[i]->forwardkeydown = 1;
+                else if (Random() % 6 == 0 || (Person::players[i]->creature == wolftype && Random() % 3 == 0))
+                    Person::players[i]->forwardkeydown = 1;
                 else
-                    player[i].forwardkeydown=0;
+                    Person::players[i]->forwardkeydown = 0;
                 //chill out around the corpse
-                if(player[0].dead){
-                    player[i].forwardkeydown=0;
-                    if(Random()%10==0)
-                        player[i].forwardkeydown=1;
-                    if(Random()%100==0){
-                        player[i].aitype=pathfindtype;
-                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
-                        player[i].finalpathfindpoint=-1;
-                        player[i].targetpathfindpoint=-1;
-                        player[i].lastpathfindpoint=-1;
-                        player[i].lastpathfindpoint2=-1;
-                        player[i].lastpathfindpoint3=-1;
-                        player[i].lastpathfindpoint4=-1;
+                if (Person::players[0]->dead) {
+                    Person::players[i]->forwardkeydown = 0;
+                    if (Random() % 10 == 0)
+                        Person::players[i]->forwardkeydown = 1;
+                    if (Random() % 100 == 0) {
+                        Person::players[i]->aitype = pathfindtype;
+                        Person::players[i]->finalfinaltarget = Person::players[i]->waypoints[Person::players[i]->waypoint];
+                        Person::players[i]->finalpathfindpoint = -1;
+                        Person::players[i]->targetpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint = -1;
+                        Person::players[i]->lastpathfindpoint2 = -1;
+                        Person::players[i]->lastpathfindpoint3 = -1;
+                        Person::players[i]->lastpathfindpoint4 = -1;
                     }
                 }
-                player[i].leftkeydown=0;
-                player[i].backkeydown=0;
-                player[i].rightkeydown=0;
-                player[i].crouchkeydown=0;
-                player[i].throwkeydown=0;
-
-                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
-                    player[i].targetrotation+=90*(player[i].whichdirection*2-1);
+                Person::players[i]->leftkeydown = 0;
+                Person::players[i]->backkeydown = 0;
+                Person::players[i]->rightkeydown = 0;
+                Person::players[i]->crouchkeydown = 0;
+                Person::players[i]->throwkeydown = 0;
+
+                if (Person::players[i]->avoidcollided > .8 && !Person::players[i]->jumpkeydown && Person::players[i]->collided < .8)
+                    Person::players[i]->targetyaw += 90 * (Person::players[i]->whichdirection * 2 - 1);
                 //attack!!!
-                if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
-                    player[i].attackkeydown=1;
+                if (Random() % 2 == 0 || Person::players[i]->weaponactive != -1 || Person::players[i]->creature == wolftype)
+                    Person::players[i]->attackkeydown = 1;
                 else
-                    player[i].attackkeydown=0;
-                if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
-                    player[i].attackkeydown=0;
+                    Person::players[i]->attackkeydown = 0;
+                if (Person::players[i]->isRun() && Random() % 6 && distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 7)
+                    Person::players[i]->attackkeydown = 0;
 
                 //TODO: wat
-                if(player[i].aitype!=playercontrolled&&
-                        (player[i].isIdle()||
-                         player[i].isCrouch()||
-                         player[i].isRun())){
-                    int target=-2;
-                    for(int j=0;j<numplayers;j++)
-                        if(j!=i&&!player[j].skeleton.free&&
-                                player[j].hasvictim&&
-                                (tutoriallevel==1&&reversaltrain||
-                                 Random()%2==0&&difficulty==2||
-                                 Random()%4==0&&difficulty==1||
-                                 Random()%8==0&&difficulty==0||
-                                 player[j].lastattack2==player[j].targetanimation&&
-                                 player[j].lastattack3==player[j].targetanimation&&
-                                 (Random()%2==0||difficulty==2)||
-                                 (player[i].isIdle()||player[i].isRun())&&
-                                 player[j].weaponactive!=-1||
-                                 player[j].targetanimation==swordslashanim&&
-                                 player[i].weaponactive!=-1||
-                                 player[j].targetanimation==staffhitanim||
-                                 player[j].targetanimation==staffspinhitanim))
-                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
-                                    player[j].victim==&player[i]&&
-                                    (player[j].targetanimation==sweepanim||
-                                     player[j].targetanimation==spinkickanim||
-                                     player[j].targetanimation==staffhitanim||
-                                     player[j].targetanimation==staffspinhitanim||
-                                     player[j].targetanimation==winduppunchanim||
-                                     player[j].targetanimation==upunchanim||
-                                     player[j].targetanimation==wolfslapanim||
-                                     player[j].targetanimation==knifeslashstartanim||
-                                     player[j].targetanimation==swordslashanim&&
-                                      (findDistancefast(&player[j].coords,&player[i].coords)<2||
-                                       player[i].weaponactive!=-1))){
-                                if(target>=0)
-                                    target=-1;
+                if (Person::players[i]->aitype != playercontrolled &&
+                        (Person::players[i]->isIdle() ||
+                         Person::players[i]->isCrouch() ||
+                         Person::players[i]->isRun())) {
+                    int target = -2;
+                    for (unsigned j = 0; j < Person::players.size(); j++)
+                        if (j != i && !Person::players[j]->skeleton.free &&
+                                Person::players[j]->hasvictim &&
+                                (tutoriallevel == 1 && reversaltrain ||
+                                 Random() % 2 == 0 && difficulty == 2 ||
+                                 Random() % 4 == 0 && difficulty == 1 ||
+                                 Random() % 8 == 0 && difficulty == 0 ||
+                                 Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
+                                 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
+                                 (Random() % 2 == 0 || difficulty == 2) ||
+                                 (Person::players[i]->isIdle() || Person::players[i]->isRun()) &&
+                                 Person::players[j]->weaponactive != -1 ||
+                                 Person::players[j]->animTarget == swordslashanim &&
+                                 Person::players[i]->weaponactive != -1 ||
+                                 Person::players[j]->animTarget == staffhitanim ||
+                                 Person::players[j]->animTarget == staffspinhitanim))
+                            if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
+                                    Person::players[j]->victim == Person::players[i] &&
+                                    (Person::players[j]->animTarget == sweepanim ||
+                                     Person::players[j]->animTarget == spinkickanim ||
+                                     Person::players[j]->animTarget == staffhitanim ||
+                                     Person::players[j]->animTarget == staffspinhitanim ||
+                                     Person::players[j]->animTarget == winduppunchanim ||
+                                     Person::players[j]->animTarget == upunchanim ||
+                                     Person::players[j]->animTarget == wolfslapanim ||
+                                     Person::players[j]->animTarget == knifeslashstartanim ||
+                                     Person::players[j]->animTarget == swordslashanim &&
+                                     (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2 ||
+                                      Person::players[i]->weaponactive != -1))) {
+                                if (target >= 0)
+                                    target = -1;
                                 else
-                                    target=j;
+                                    target = j;
                             }
-                    if(target>=0)
-                        player[target].Reverse();
+                    if (target >= 0)
+                        Person::players[target]->Reverse();
                 }
 
-                if(player[i].collided<1)
-                    player[i].jumpkeydown=0;
-                if(player[i].collided>.8&&player[i].jumppower>=5||
-                        findDistancefast(&player[i].coords,&player[0].coords)>400&&
-                        player[i].onterrain&&
-                        player[i].creature==rabbittype)
-                    player[i].jumpkeydown=1;
+                if (Person::players[i]->collided < 1)
+                    Person::players[i]->jumpkeydown = 0;
+                if (Person::players[i]->collided > .8 && Person::players[i]->jumppower >= 5 ||
+                        distsq(&Person::players[i]->coords, &Person::players[0]->coords) > 400 &&
+                        Person::players[i]->onterrain &&
+                        Person::players[i]->creature == rabbittype)
+                    Person::players[i]->jumpkeydown = 1;
                 //TODO: why are we controlling the human?
-                if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
-                    player[0].jumpkeydown=0;
-                if(player[0].targetanimation==jumpdownanim&&
-                        findDistancefast(&player[0].coords,&player[i].coords)<40)
-                    player[i].crouchkeydown=1;
-                if(player[i].jumpkeydown)
-                    player[i].attackkeydown=0;
-
-                if(tutoriallevel==1)
-                    if(!canattack)
-                        player[i].attackkeydown=0;
-
-
-                XYZ facing=player[i].coords;
-                XYZ flatfacing=player[0].coords;
-                facing.y+=player[i].getJointFor(head).position.y*player[i].scale;
-                flatfacing.y+=player[0].getJointFor(head).position.y*player[0].scale;
-                if(player[i].occluded>=2)
-                    if(-1!=checkcollide(facing,flatfacing)){
-                        if(!player[i].pause)
-                            player[i].lastseentime-=.2;
-                        if(player[i].lastseentime<=0&&
-                                (player[i].creature!=wolftype||
-                                 player[i].weaponstuck==-1)){
-                            player[i].aitype=searchtype;
-                            player[i].lastchecktime=12;
-                            player[i].lastseen=player[0].coords;
-                            player[i].lastseentime=12;
+                if (normaldotproduct(Person::players[i]->facing, Person::players[0]->coords - Person::players[i]->coords) > 0)
+                    Person::players[0]->jumpkeydown = 0;
+                if (Person::players[0]->animTarget == jumpdownanim &&
+                        distsq(&Person::players[0]->coords, &Person::players[i]->coords) < 40)
+                    Person::players[i]->crouchkeydown = 1;
+                if (Person::players[i]->jumpkeydown)
+                    Person::players[i]->attackkeydown = 0;
+
+                if (tutoriallevel == 1)
+                    if (!canattack)
+                        Person::players[i]->attackkeydown = 0;
+
+
+                XYZ facing = Person::players[i]->coords;
+                XYZ flatfacing = Person::players[0]->coords;
+                facing.y += Person::players[i]->jointPos(head).y * Person::players[i]->scale;
+                flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
+                if (Person::players[i]->occluded >= 2)
+                    if (-1 != checkcollide(facing, flatfacing)) {
+                        if (!Person::players[i]->pause)
+                            Person::players[i]->lastseentime -= .2;
+                        if (Person::players[i]->lastseentime <= 0 &&
+                                (Person::players[i]->creature != wolftype ||
+                                 Person::players[i]->weaponstuck == -1)) {
+                            Person::players[i]->aitype = searchtype;
+                            Person::players[i]->lastchecktime = 12;
+                            Person::players[i]->lastseen = Person::players[0]->coords;
+                            Person::players[i]->lastseentime = 12;
                         }
-                    }else
-                        player[i].lastseentime=1;
+                    } else
+                        Person::players[i]->lastseentime = 1;
             }
         }
-        if(animation[player[0].targetanimation].height==highheight&&
-                (player[i].aitype==attacktypecutoff||
-                 player[i].aitype==searchtype))
-            if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
-                XYZ test=player[0].coords;
-                test.y-=40;
-                if(-1==checkcollide(player[0].coords,test))
-                    player[i].stunned=1;
+        if (animation[Person::players[0]->animTarget].height == highheight &&
+                (Person::players[i]->aitype == attacktypecutoff ||
+                 Person::players[i]->aitype == searchtype))
+            if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
+                XYZ test = Person::players[0]->coords;
+                test.y -= 40;
+                if (-1 == checkcollide(Person::players[0]->coords, test))
+                    Person::players[i]->stunned = 1;
             }
         //stunned
-        if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
-                player[i].stunned>0||
-                player[i].pause&&player[i].damage>player[i].superpermanentdamage){
-            if(player[i].pause)
-                player[i].lastseentime=1;
-            player[i].targetrotation=player[i].rotation;
-            player[i].forwardkeydown=0;
-            player[i].leftkeydown=0;
-            player[i].backkeydown=0;
-            player[i].rightkeydown=0;
-            player[i].jumpkeydown=0;
-            player[i].attackkeydown=0;
-            player[i].crouchkeydown=0;
-            player[i].throwkeydown=0;
+        if (Person::players[i]->aitype == passivetype && !(Person::players[i]->numwaypoints > 1) ||
+                Person::players[i]->stunned > 0 ||
+                Person::players[i]->pause && Person::players[i]->damage > Person::players[i]->superpermanentdamage) {
+            if (Person::players[i]->pause)
+                Person::players[i]->lastseentime = 1;
+            Person::players[i]->targetyaw = Person::players[i]->yaw;
+            Person::players[i]->forwardkeydown = 0;
+            Person::players[i]->leftkeydown = 0;
+            Person::players[i]->backkeydown = 0;
+            Person::players[i]->rightkeydown = 0;
+            Person::players[i]->jumpkeydown = 0;
+            Person::players[i]->attackkeydown = 0;
+            Person::players[i]->crouchkeydown = 0;
+            Person::players[i]->throwkeydown = 0;
         }
 
 
         XYZ facing;
-        facing=0;
-        facing.z=-1;
-
-        XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
-        facing=flatfacing;
-
-        if(player[i].aitype==attacktypecutoff){
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
-        }else if(player[i].howactive>=typesleeping){
-            player[i].targetheadrotation=player[i].targetrotation;
-            player[i].targetheadrotation2=0;
-        }else{
-            if(player[i].interestdelay<=0){
-                player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
-                player[i].headtarget=player[i].coords;
-                player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
-                player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
-                player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
-                player[i].headtarget+=player[i].facing*1.5;
+        facing = 0;
+        facing.z = -1;
+
+        XYZ flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+        facing = flatfacing;
+
+        if (Person::players[i]->aitype == attacktypecutoff) {
+            Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[0]->coords);
+            Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[0]->coords);
+        } else if (Person::players[i]->howactive >= typesleeping) {
+            Person::players[i]->targetheadyaw = Person::players[i]->targetyaw;
+            Person::players[i]->targetheadpitch = 0;
+        } else {
+            if (Person::players[i]->interestdelay <= 0) {
+                Person::players[i]->interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
+                Person::players[i]->headtarget = Person::players[i]->coords;
+                Person::players[i]->headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
+                Person::players[i]->headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
+                Person::players[i]->headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
+                Person::players[i]->headtarget += Person::players[i]->facing * 1.5;
             }
-            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
-            player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
+            Person::players[i]->targetheadyaw = 180 - roughDirectionTo(Person::players[i]->coords, Person::players[i]->headtarget);
+            Person::players[i]->targetheadpitch = pitchTo(Person::players[i]->coords, Person::players[i]->headtarget);
         }
     }
 }
 
+
+
+void updateSettingsMenu()
+{
+    char sbuf[256];
+    if ((float)newscreenwidth > (float)newscreenheight * 1.61 || (float)newscreenwidth < (float)newscreenheight * 1.59)
+        sprintf (sbuf, "Resolution: %d*%d", (int)newscreenwidth, (int)newscreenheight);
+    else
+        sprintf (sbuf, "Resolution: %d*%d (widescreen)", (int)newscreenwidth, (int)newscreenheight);
+    Menu::setText(0, sbuf);
+    Menu::setText(14, fullscreen ? "Fullscreen: On" : "Fullscreen: Off");
+    if (newdetail == 0) Menu::setText(1, "Detail: Low");
+    if (newdetail == 1) Menu::setText(1, "Detail: Medium");
+    if (newdetail == 2) Menu::setText(1, "Detail: High");
+    if (bloodtoggle == 0) Menu::setText(2, "Blood: Off");
+    if (bloodtoggle == 1) Menu::setText(2, "Blood: On, low detail");
+    if (bloodtoggle == 2) Menu::setText(2, "Blood: On, high detail (slower)");
+    if (difficulty == 0) Menu::setText(3, "Difficulty: Easier");
+    if (difficulty == 1) Menu::setText(3, "Difficulty: Difficult");
+    if (difficulty == 2) Menu::setText(3, "Difficulty: Insane");
+    Menu::setText(4, ismotionblur ? "Blur Effects: Enabled (less compatible)" : "Blur Effects: Disabled (more compatible)");
+    Menu::setText(5, decals ? "Decals: Enabled (slower)" : "Decals: Disabled");
+    Menu::setText(6, musictoggle ? "Music: Enabled" : "Music: Disabled");
+    Menu::setText(9, invertmouse ? "Invert mouse: Yes" : "Invert mouse: No");
+    sprintf (sbuf, "Mouse Speed: %d", (int)(usermousesensitivity * 5));
+    Menu::setText(10, sbuf);
+    sprintf (sbuf, "Volume: %d%%", (int)(volume * 100));
+    Menu::setText(11, sbuf);
+    Menu::setText(13, showdamagebar ? "Damage Bar: On" : "Damage Bar: Off");
+    if (newdetail == detail && newscreenheight == (int)screenheight && newscreenwidth == (int)screenwidth)
+        sprintf (sbuf, "Back");
+    else
+        sprintf (sbuf, "Back (some changes take effect next time Lugaru is opened)");
+    Menu::setText(8, sbuf);
+}
+
+void updateStereoConfigMenu()
+{
+    char sbuf[256];
+    sprintf(sbuf, "Stereo mode: %s", StereoModeName(newstereomode));
+    Menu::setText(0, sbuf);
+    sprintf(sbuf, "Stereo separation: %.3f", stereoseparation);
+    Menu::setText(1, sbuf);
+    sprintf(sbuf, "Reverse stereo: %s", stereoreverse ? "Yes" : "No");
+    Menu::setText(2, sbuf);
+}
+
+void updateControlsMenu()
+{
+    Menu::setText(0, (string)"Forwards: " + (keyselect == 0 ? "_" : Input::keyToChar(forwardkey)));
+    Menu::setText(1, (string)"Back: "    + (keyselect == 1 ? "_" : Input::keyToChar(backkey)));
+    Menu::setText(2, (string)"Left: "    + (keyselect == 2 ? "_" : Input::keyToChar(leftkey)));
+    Menu::setText(3, (string)"Right: "   + (keyselect == 3 ? "_" : Input::keyToChar(rightkey)));
+    Menu::setText(4, (string)"Crouch: "  + (keyselect == 4 ? "_" : Input::keyToChar(crouchkey)));
+    Menu::setText(5, (string)"Jump: "    + (keyselect == 5 ? "_" : Input::keyToChar(jumpkey)));
+    Menu::setText(6, (string)"Draw: "    + (keyselect == 6 ? "_" : Input::keyToChar(drawkey)));
+    Menu::setText(7, (string)"Throw: "   + (keyselect == 7 ? "_" : Input::keyToChar(throwkey)));
+    Menu::setText(8, (string)"Attack: "  + (keyselect == 8 ? "_" : Input::keyToChar(attackkey)));
+    if (debugmode)
+        Menu::setText(9, (string)"Console: " + (keyselect == 9 ? "_" : Input::keyToChar(consolekey)));
+}
+
 /*
 Values of mainmenu :
 1 Main menu
@@ -5407,433 +4748,581 @@ Values of mainmenu :
 11 Same that 9 ??? => unused
 18 stereo configuration
 */
-    
-void Game::MenuTick(){
+
+void Game::LoadMenu()
+{
+    Menu::clearMenu();
+    switch (mainmenu) {
+    case 1:
+    case 2:
+        Menu::addImage(0, Mainmenuitems[0], 150, 480 - 128, 256, 128);
+        Menu::addButtonImage(1, Mainmenuitems[mainmenu == 1 ? 1 : 5], 18, 480 - 152 - 32, 128, 32);
+        Menu::addButtonImage(2, Mainmenuitems[2], 18, 480 - 228 - 32, 112, 32);
+        Menu::addButtonImage(3, Mainmenuitems[mainmenu == 1 ? 3 : 6], 18, 480 - 306 - 32, mainmenu == 1 ? 68 : 132, 32);
+        break;
+    case 3:
+        Menu::addButton( 0, "", 10 + 20, 440);
+        Menu::addButton(14, "", 10 + 400, 440);
+        Menu::addButton( 1, "", 10 + 60, 405);
+        Menu::addButton( 2, "", 10 + 70, 370);
+        Menu::addButton( 3, "", 10 + 20 - 1000, 335 - 1000);
+        Menu::addButton( 4, "", 10   , 335);
+        Menu::addButton( 5, "", 10 + 60, 300);
+        Menu::addButton( 6, "", 10 + 70, 265);
+        Menu::addButton( 9, "", 10   , 230);
+        Menu::addButton(10, "", 20   , 195);
+        Menu::addButton(11, "", 10 + 60, 160);
+        Menu::addButton(13, "", 30   , 125);
+        Menu::addButton( 7, "-Configure Controls-", 10 + 15, 90);
+        Menu::addButton(12, "-Configure Stereo -", 10 + 15, 55);
+        Menu::addButton(8, "Back", 10, 10);
+        updateSettingsMenu();
+        break;
+    case 4:
+        Menu::addButton(0, "", 10   , 400);
+        Menu::addButton(1, "", 10 + 40, 360);
+        Menu::addButton(2, "", 10 + 40, 320);
+        Menu::addButton(3, "", 10 + 30, 280);
+        Menu::addButton(4, "", 10 + 20, 240);
+        Menu::addButton(5, "", 10 + 40, 200);
+        Menu::addButton(6, "", 10 + 40, 160);
+        Menu::addButton(7, "", 10 + 30, 120);
+        Menu::addButton(8, "", 10 + 20, 80);
+        if (debugmode)
+            Menu::addButton(9, "", 10 + 10, 40);
+        Menu::addButton(debugmode ? 10 : 9, "Back", 10, 10);
+        updateControlsMenu();
+        break;
+    case 5: {
+        LoadCampaign();
+        Menu::addLabel(-1, accountactive->getName(), 5, 400);
+        Menu::addButton(1, "Tutorial", 5, 300);
+        Menu::addButton(2, "Challenge", 5, 240);
+        Menu::addButton(3, "Delete User", 400, 10);
+        Menu::addButton(4, "Main Menu", 5, 10);
+        Menu::addButton(5, "Change User", 5, 180);
+        Menu::addButton(6, "Campaign : " + accountactive->getCurrentCampaign(), 200, 420);
+
+        //show campaign map
+        //with (2,-5) offset from old code
+        Menu::addImage(-1, Mainmenuitems[7], 150 + 2, 60 - 5, 400, 400);
+        //show levels
+        int numlevels = accountactive->getCampaignChoicesMade();
+        numlevels += numlevels > 0 ? campaignlevels[numlevels - 1].nextlevel.size() : 1;
+        for (int i = 0; i < numlevels; i++) {
+            XYZ midpoint = campaignlevels[i].getCenter();
+            float itemsize = campaignlevels[i].getWidth();
+            const bool active = i >= accountactive->getCampaignChoicesMade();
+            if (!active)
+                itemsize /= 2;
+
+            if (i >= 1) {
+                XYZ start = campaignlevels[i - 1].getCenter();
+                Menu::addMapLine(start.x, start.y, midpoint.x - start.x, midpoint.y - start.y, 0.5, active ? 1 : 0.5, active ? 1 : 0.5, 0, 0);
+            }
+            Menu::addMapMarker(NB_CAMPAIGN_MENU_ITEM + i, Mapcircletexture,
+                               midpoint.x - itemsize / 2, midpoint.y - itemsize / 2, itemsize, itemsize, active ? 1 : 0.5, 0, 0);
+
+            if (active) {
+                Menu::addMapLabel(-2, campaignlevels[i].description,
+                                  campaignlevels[i].getStartX() + 10,
+                                  campaignlevels[i].getStartY() - 4);
+            }
+        }
+    }
+    break;
+    case 6:
+        Menu::addLabel(-1, "Are you sure you want to delete this user?", 10, 400);
+        Menu::addButton(1, "Yes", 10, 360);
+        Menu::addButton(2, "No", 10, 320);
+        break;
+    case 7:
+        if (Account::getNbAccounts() < 8)
+            Menu::addButton(0, "New User", 10, 400);
+        else
+            Menu::addLabel(0, "No More Users", 10, 400);
+        Menu::addLabel(-2, "", 20, 400);
+        Menu::addButton(Account::getNbAccounts() + 1, "Back", 10, 10);
+        for (int i = 0; i < Account::getNbAccounts(); i++)
+            Menu::addButton(i + 1, Account::get(i)->getName(), 10, 340 - 20 * (i + 1));
+        break;
+    case 8:
+        Menu::addButton(0, "Easier", 10, 400);
+        Menu::addButton(1, "Difficult", 10, 360);
+        Menu::addButton(2, "Insane", 10, 320);
+        break;
+    case 9:
+        for (int i = 0; i < numchallengelevels; i++) {
+            char temp[255];
+            string name = "";
+            sprintf (temp, "Level %d", i + 1);
+            for (int j = strlen(temp); j < 17; j++)
+                strcat(temp, " ");
+            name += temp;
+            sprintf (temp, "%d", (int)accountactive->getHighScore(i));
+            for (int j = strlen(temp); j < (32 - 17); j++)
+                strcat(temp, " ");
+            name += temp;
+            sprintf (temp, "%d:", (int)(((int)accountactive->getFastTime(i) - (int)(accountactive->getFastTime(i)) % 60) / 60));
+            if ((int)(accountactive->getFastTime(i)) % 60 < 10)
+                strcat(temp, "0");
+            name += temp;
+            sprintf (temp, "%d", (int)(accountactive->getFastTime(i)) % 60);
+            name += temp;
+
+            Menu::addButton(i, name, 10, 400 - i * 25, i > accountactive->getProgress() ? 0.5 : 1, 0, 0);
+        }
+
+        Menu::addButton(-1, "             High Score      Best Time", 10, 440);
+        Menu::addButton(numchallengelevels, "Back", 10, 10);
+        break;
+    case 10: {
+        Menu::addLabel(0, "Congratulations!", 220, 330);
+        Menu::addLabel(1, "You have avenged your family and", 140, 300);
+        Menu::addLabel(2, "restored peace to the island of Lugaru.", 110, 270);
+        Menu::addButton(3, "Back", 10, 10);
+        char sbuf[256];
+        sprintf(sbuf, "Your score:         %d", (int)accountactive->getCampaignScore());
+        Menu::addLabel(4, sbuf, 190, 200);
+        sprintf(sbuf, "Highest score:      %d", (int)accountactive->getCampaignHighScore());
+        Menu::addLabel(5, sbuf, 190, 180);
+    }
+    break;
+    case 18:
+        Menu::addButton(0, "", 70, 400);
+        Menu::addButton(1, "", 10, 360);
+        Menu::addButton(2, "", 40, 320);
+        Menu::addButton(3, "Back", 10, 10);
+        updateStereoConfigMenu();
+        break;
+    }
+}
+
+extern set<pair<int,int>> resolutions;
+
+void MenuTick()
+{
     //menu buttons
-    
+    selected = Menu::getSelected(mousecoordh * 640 / screenwidth, 480 - mousecoordv * 480 / screenheight);
+
     // some specific case where we do something even if the left mouse button is not pressed.
-       if((mainmenu==5) && (endgame==2)) {
-               accountactive->endGame();
-               endgame=0;
-       }
-       if(mainmenu==10)
-               endgame=2;
-       if( (mainmenu==18) && Input::isKeyPressed(MOUSEBUTTON2) && (selected==1) )
-               stereoseparation-=0.001;
-               
-    if(Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
-               switch(mainmenu) {
-                       case 1:
-                       case 2:
-                               switch(selected) {
-                                       case 1:
-                                               if(gameon) { //resume
-                                                       mainmenu=0;
-                                                       pause_sound(stream_menutheme);
-                                                       resume_stream(leveltheme);
-                                               } else { //new game
-                                                       fireSound(firestartsound);
-                                                       flash();
-                                                       mainmenu=(accountactive?5:7);
-                                                       selected=-1;
-                                               }
-                                               break;
-                                       case 2: //options
-                                               fireSound();
-                                               flash();
-                                               mainmenu=3;
-                                               if(newdetail>2) newdetail=detail;
-                                               if(newdetail<0) newdetail=detail;
-                                               if(newscreenwidth>3000) newscreenwidth=screenwidth;
-                                               if(newscreenwidth<0) newscreenwidth=screenwidth;
-                                               if(newscreenheight>3000) newscreenheight=screenheight;
-                                               if(newscreenheight<0) newscreenheight=screenheight;
-                                               break;
-                                       case 3:
-                                               fireSound();
-                                               flash();
-                                               if(gameon){ //end game
-                                                       gameon=0;
-                                                       mainmenu=1;
-                                               } else { //quit
-                                                       tryquit=1;
-                                                       pause_sound(stream_menutheme);
-                                               }
-                                               break;
-                               }
-                               break;
-                       case 3:
-                               fireSound();
-                               bool isCustomResolution,found;
-                               switch(selected){
-                                       case 0:
-                                               extern SDL_Rect **resolutions;
-                                               isCustomResolution = true;
-                                               found = false;
-                                               for(int i = 0; (!found) && (resolutions[i]); i++) {
-                                                       if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
-                                                               isCustomResolution = false;
-
-                                                       if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)) {
-                                                               i++;
-                                                               if(resolutions[i] != NULL) {
-                                                                       newscreenwidth = (int) resolutions[i]->w;
-                                                                       newscreenheight = (int) resolutions[i]->h;
-                                                               } else if(isCustomResolution){
-                                                                       if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)) {
-                                                                               newscreenwidth = (int) resolutions[0]->w;
-                                                                               newscreenheight = (int) resolutions[0]->h;
-                                                                       } else {
-                                                                               newscreenwidth = screenwidth;
-                                                                               newscreenheight = screenheight;
-                                                                       }
-                                                               } else {
-                                                                       newscreenwidth = (int) resolutions[0]->w;
-                                                                       newscreenheight = (int) resolutions[0]->h;
-                                                               }
-                                                               found = true;
-                                                       }
-                                               }
-
-                                               if(!found) {
-                                                       newscreenwidth = (int) resolutions[0]->w;
-                                                       newscreenheight = (int) resolutions[0]->h;
-                                               }
-                                               break;
-                                       case 1:
-                                               newdetail++;
-                                               if(newdetail>2) newdetail=0;
-                                               break;
-                                       case 2:
-                                               bloodtoggle++;
-                                               if(bloodtoggle>2) bloodtoggle=0;
-                                               break;
-                                       case 3:
-                                               difficulty++;
-                                               if(difficulty>2) difficulty=0;
-                                               break;
-                                       case 4:
-                                               ismotionblur = !ismotionblur;
-                                               break;
-                                       case 5:
-                                               decals = !decals;
-                                               break;
-                                       case 6:
-                                               musictoggle = !musictoggle;
-
-                                               if(musictoggle) {
-                                                 emit_stream_np(stream_menutheme);
-                                               } else {
-                                                       pause_sound(leveltheme);
-                                                       pause_sound(stream_fighttheme);
-                                                       pause_sound(stream_menutheme);
-
-                                                       for(int i=0;i<4;i++){
-                                                               oldmusicvolume[i]=0;
-                                                               musicvolume[i]=0;
-                                                       }
-                                               }
-
-                                               break;
-                                       case 7: // controls
-                                               flash();
-                                               mainmenu=4;
-                                               selected=-1;
-                                               keyselect=-1;
-                                               break;
-                                       case 8:
-                                               flash();
-                                               
-                                               SaveSettings(*this);
-                                               mainmenu=gameon?2:1;
-                                               break;
-                                       case 9:
-                                               invertmouse = !invertmouse;
-                                               break;
-                                       case 10:
-                                               usermousesensitivity+=.2;
-                                               if(usermousesensitivity>2) usermousesensitivity=.2;
-                                               break;
-                                       case 11:
-                                               volume+=.1f;
-                                               if(volume>1.0001f) volume=0;
-                                               OPENAL_SetSFXMasterVolume((int)(volume*255));
-                                               break;
-                                       case 12:
-                                               flash();
-                                               
-                                               newstereomode = stereomode;
-                                               mainmenu=18;
-                                               keyselect=-1;
-                                               break;
-                                       case 13:
-                                               showdamagebar = !showdamagebar;
-                                               break;
-                               }
-                               break;
-                       case 4:
-                               if(!waiting) {
-                                       fireSound();
-                                       if(selected<(debugmode?10:9) && keyselect==-1)
-                                               keyselect=selected;
-                                       if(keyselect!=-1)
-                                               setKeySelected();
-                                       if(selected==(debugmode?10:9)){
-                                               flash();
-                                               mainmenu=3;
-                                       }
-                               }
-                               break;
-                       case 5:
-                               fireSound();
-                               flash();
-                               if((selected-NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
-                                       startbonustotal=0;
-
-                                       loading=2;
-                                       loadtime=0;
-                                       targetlevel=7;
-                                       if(firstload)
-                                               TickOnceAfter();
-                                       else
-                                               LoadStuff();
-                                       whichchoice=selected-NB_CAMPAIGN_MENU_ITEM-accountactive->getCampaignChoicesMade();
-                                       actuallevel=(accountactive->getCampaignChoicesMade()>0?campaignlevels[accountactive->getCampaignChoicesMade()-1].nextlevel[whichchoice]:0);
-                                       visibleloading=1;
-                                       stillloading=1;
-                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
-                                       campaign=1;
-                                       mainmenu=0;
-                                       gameon=1;
-                                       pause_sound(stream_menutheme);
-                               }
-                               switch(selected){
-                                       case 1:
-                                               startbonustotal=0;
-
-                                               loading=2;
-                                               loadtime=0;
-                                               targetlevel=-1;
-                                               if(firstload) {
-                                                       TickOnceAfter();
-                                               } else
-                                                       LoadStuff();
-                                               Loadlevel(-1);
-
-                                               mainmenu=0;
-                                               gameon=1;
-                                               pause_sound(stream_menutheme);
-                                               break;
-                                       case 2:
-                                               mainmenu=9;
-                                               break;
-                                       case 3:
-                                               mainmenu=6;
-                                               break;
-                                       case 4:
-                                               mainmenu=(gameon?2:1);
-                                               break;
-                                       case 5:
-                                               mainmenu=7;
-                                               break;
-                                       case 6:
-                                               vector<string> campaigns = ListCampaigns();
-                                               vector<string>::iterator c;
-                                               if ((c = find(campaigns.begin(),campaigns.end(),accountactive->getCurrentCampaign()))==campaigns.end()) {
-                                                       if(!campaigns.empty())
-                                                               accountactive->setCurrentCampaign(campaigns.front());
-                                               } else {
-                                                       c++;
-                                                       if(c==campaigns.end())
-                                                               c=campaigns.begin();
-                                                       accountactive->setCurrentCampaign(*c);
-                                               }
-                                               LoadCampaign();
-                                               break;
-                               }
-                               break;
-                       case 6:
-                               fireSound();
-                               if(selected==1) {
-                                       flash();
-                                       accountactive = Account::destroy(accountactive);
-                                       mainmenu=7;
-                               } else if(selected==2) {
-                                       flash();
-                                       mainmenu=5;
-                               }
-                               break;
-                       case 7:
-                               fireSound();
-                               if(selected==0 && Account::getNbAccounts()<8){
-                                       entername=1;
-                               } else if (selected < Account::getNbAccounts()+1) {
-                                       flash();
-                                       mainmenu=5;
-                                       accountactive=Account::get(selected-1);
-                               } else if (selected == Account::getNbAccounts()+1) {
-                                       flash();
-                                       mainmenu=5;
-                                       for(int j=0;j<255;j++){
-                                               displaytext[0][j]=0;
-                                       }
-                                       displaychars[0]=0;
-                                       displayselected=0;
-                                       entername=0;
-                               }
-                               break;
-                       case 8:
-                               fireSound();
-                               flash();
-                               if(selected<=2)
-                                       accountactive->setDifficulty(selected);
-                               mainmenu=5;
-                               break;
-                       case 9:
-                               if(selected<numchallengelevels && selected<=accountactive->getProgress()){
-                                       fireSound();
-                                       flash();
-
-                                       startbonustotal=0;
-
-                                       loading=2;
-                                       loadtime=0;
-                                       targetlevel=selected;
-                                       if(firstload)
-                                               TickOnceAfter();
-                                       else
-                                               LoadStuff();
-                                       Loadlevel(selected);
-                                       campaign=0;
-
-                                       mainmenu=0;
-                                       gameon=1;
-                                       pause_sound(stream_menutheme);
-                               }
-                               if(selected==numchallengelevels){
-                                       fireSound();
-                                       flash();
-                                       mainmenu=5;
-                               }
-                               break;
-                       case 10:
-                               if(selected==3){
-                                       fireSound();
-                                       flash();
-                                       mainmenu=5;
-                               }
-                               break;
-                       case 18:
-                               if(selected==1)
-                                       stereoseparation+=0.001;
-                               else {
-                                       fireSound();
-                                       if(selected==0){
-                                               newstereomode = (StereoMode)(newstereomode + 1);
-                                               while(!CanInitStereo(newstereomode)){
-                                                       printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
-                                                       newstereomode = (StereoMode)(newstereomode + 1);
-                                                       if(newstereomode >= stereoCount)
-                                                               newstereomode = stereoNone;
-                                               }
-                                       } else if(selected==2) {
-                                               stereoreverse = !stereoreverse;
-                                       } else if(selected==3) {
-                                               flash();
-                                               mainmenu=3;
-
-                                               stereomode = newstereomode;
-                                               InitStereo(stereomode);
-                                       }
-                               }
-                               break;
-               }
-       }
-
-    if(Input::isKeyDown(SDLK_q) && Input::isKeyDown(SDLK_LMETA)){
-        tryquit=1;
-        if(mainmenu==3) {
-            SaveSettings(*this);
+    if ((mainmenu == 5) && (endgame == 2)) {
+        accountactive->endGame();
+        endgame = 0;
+    }
+    if (mainmenu == 10)
+        endgame = 2;
+    if (mainmenu == 18 && Input::isKeyPressed(MOUSEBUTTON2) && selected == 1) {
+        stereoseparation -= 0.001;
+        updateStereoConfigMenu();
+    }
+
+    static int oldmainmenu = mainmenu;
+
+    if (Input::MouseClicked() && (selected >= 0)) { // handling of the left mouse clic in menus
+        set<pair<int,int>>::iterator newscreenresolution;
+        switch (mainmenu) {
+        case 1:
+        case 2:
+            switch (selected) {
+            case 1:
+                if (gameon) { //resume
+                    mainmenu = 0;
+                    pause_sound(stream_menutheme);
+                    resume_stream(leveltheme);
+                } else { //new game
+                    fireSound(firestartsound);
+                    flash();
+                    mainmenu = (accountactive ? 5 : 7);
+                    selected = -1;
+                }
+                break;
+            case 2: //options
+                fireSound();
+                flash();
+                mainmenu = 3;
+                if (newdetail > 2)
+                    newdetail = detail;
+                if (newdetail < 0)
+                    newdetail = detail;
+                if (newscreenwidth > 3000)
+                    newscreenwidth = screenwidth;
+                if (newscreenwidth < 0)
+                    newscreenwidth = screenwidth;
+                if (newscreenheight > 3000)
+                    newscreenheight = screenheight;
+                if (newscreenheight < 0)
+                    newscreenheight = screenheight;
+                break;
+            case 3:
+                fireSound();
+                flash();
+                if (gameon) { //end game
+                    gameon = 0;
+                    mainmenu = 1;
+                } else { //quit
+                    tryquit = 1;
+                    pause_sound(stream_menutheme);
+                }
+                break;
+            }
+            break;
+        case 3:
+            fireSound();
+            switch (selected) {
+            case 0:
+                newscreenresolution = resolutions.find(make_pair(newscreenwidth, newscreenheight));
+                /* Next one (end() + 1 is also end() so the ++ is safe even if it was not found) */
+                newscreenresolution++;
+                if (newscreenresolution == resolutions.end()) {
+                    /* It was the last one (or not found), go back to the beginning */
+                    newscreenresolution = resolutions.begin();
+                }
+                newscreenwidth  = newscreenresolution->first;
+                newscreenheight = newscreenresolution->second;
+                break;
+            case 1:
+                newdetail++;
+                if (newdetail > 2)
+                    newdetail = 0;
+                break;
+            case 2:
+                bloodtoggle++;
+                if (bloodtoggle > 2)
+                    bloodtoggle = 0;
+                break;
+            case 3:
+                difficulty++;
+                if (difficulty > 2)
+                    difficulty = 0;
+                break;
+            case 4:
+                ismotionblur = !ismotionblur;
+                break;
+            case 5:
+                decals = !decals;
+                break;
+            case 6:
+                musictoggle = !musictoggle;
+                if (musictoggle) {
+                    emit_stream_np(stream_menutheme);
+                } else {
+                    pause_sound(leveltheme);
+                    pause_sound(stream_fighttheme);
+                    pause_sound(stream_menutheme);
+
+                    for (int i = 0; i < 4; i++) {
+                        oldmusicvolume[i] = 0;
+                        musicvolume[i] = 0;
+                    }
+                }
+                break;
+            case 7: // controls
+                flash();
+                mainmenu = 4;
+                selected = -1;
+                keyselect = -1;
+                break;
+            case 8:
+                flash();
+                SaveSettings();
+                mainmenu = gameon ? 2 : 1;
+                break;
+            case 9:
+                invertmouse = !invertmouse;
+                break;
+            case 10:
+                usermousesensitivity += .2;
+                if (usermousesensitivity > 2)
+                    usermousesensitivity = .2;
+                break;
+            case 11:
+                volume += .1f;
+                if (volume > 1.0001f)
+                    volume = 0;
+                OPENAL_SetSFXMasterVolume((int)(volume * 255));
+                break;
+            case 12:
+                flash();
+                newstereomode = stereomode;
+                mainmenu = 18;
+                keyselect = -1;
+                break;
+            case 13:
+                showdamagebar = !showdamagebar;
+                break;
+            case 14:
+                toggleFullscreen();
+                break;
+            }
+            updateSettingsMenu();
+            break;
+        case 4:
+            if (!waiting) {
+                fireSound();
+                if (selected < (debugmode ? 10 : 9) && keyselect == -1)
+                    keyselect = selected;
+                if (keyselect != -1)
+                    setKeySelected();
+                if (selected == (debugmode ? 10 : 9)) {
+                    flash();
+                    mainmenu = 3;
+                }
+            }
+            updateControlsMenu();
+            break;
+        case 5:
+            fireSound();
+            flash();
+            if ((selected - NB_CAMPAIGN_MENU_ITEM >= accountactive->getCampaignChoicesMade())) {
+                startbonustotal = 0;
+
+                loading = 2;
+                loadtime = 0;
+                targetlevel = 7;
+                if (firstload)
+                    TickOnceAfter();
+                else
+                    LoadStuff();
+                whichchoice = selected - NB_CAMPAIGN_MENU_ITEM - accountactive->getCampaignChoicesMade();
+                actuallevel = (accountactive->getCampaignChoicesMade() > 0 ? campaignlevels[accountactive->getCampaignChoicesMade() - 1].nextlevel[whichchoice] : 0);
+                visibleloading = 1;
+                stillloading = 1;
+                Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+                campaign = 1;
+                mainmenu = 0;
+                gameon = 1;
+                pause_sound(stream_menutheme);
+            }
+            switch (selected) {
+            case 1:
+                startbonustotal = 0;
+
+                loading = 2;
+                loadtime = 0;
+                targetlevel = -1;
+                if (firstload) {
+                    TickOnceAfter();
+                } else
+                    LoadStuff();
+                Loadlevel(-1);
+
+                mainmenu = 0;
+                gameon = 1;
+                pause_sound(stream_menutheme);
+                break;
+            case 2:
+                mainmenu = 9;
+                break;
+            case 3:
+                mainmenu = 6;
+                break;
+            case 4:
+                mainmenu = (gameon ? 2 : 1);
+                break;
+            case 5:
+                mainmenu = 7;
+                break;
+            case 6:
+                vector<string> campaigns = ListCampaigns();
+                vector<string>::iterator c;
+                if ((c = find(campaigns.begin(), campaigns.end(), accountactive->getCurrentCampaign())) == campaigns.end()) {
+                    if (!campaigns.empty())
+                        accountactive->setCurrentCampaign(campaigns.front());
+                } else {
+                    c++;
+                    if (c == campaigns.end())
+                        c = campaigns.begin();
+                    accountactive->setCurrentCampaign(*c);
+                }
+                LoadMenu();
+                break;
+            }
+            break;
+        case 6:
+            fireSound();
+            if (selected == 1) {
+                flash();
+                accountactive = Account::destroy(accountactive);
+                mainmenu = 7;
+            } else if (selected == 2) {
+                flash();
+                mainmenu = 5;
+            }
+            break;
+        case 7:
+            fireSound();
+            if (selected == 0 && Account::getNbAccounts() < 8) {
+                entername = 1;
+            } else if (selected < Account::getNbAccounts() + 1) {
+                flash();
+                mainmenu = 5;
+                accountactive = Account::get(selected - 1);
+            } else if (selected == Account::getNbAccounts() + 1) {
+                flash();
+                if (accountactive)
+                    mainmenu = 5;
+                else
+                    mainmenu = 1;
+                displaytext[0].clear();
+                displayselected = 0;
+                entername = 0;
+            }
+            break;
+        case 8:
+            fireSound();
+            flash();
+            if (selected <= 2)
+                accountactive->setDifficulty(selected);
+            mainmenu = 5;
+            break;
+        case 9:
+            if (selected < numchallengelevels && selected <= accountactive->getProgress()) {
+                fireSound();
+                flash();
+
+                startbonustotal = 0;
+
+                loading = 2;
+                loadtime = 0;
+                targetlevel = selected;
+                if (firstload)
+                    TickOnceAfter();
+                else
+                    LoadStuff();
+                Loadlevel(selected);
+                campaign = 0;
+
+                mainmenu = 0;
+                gameon = 1;
+                pause_sound(stream_menutheme);
+            }
+            if (selected == numchallengelevels) {
+                fireSound();
+                flash();
+                mainmenu = 5;
+            }
+            break;
+        case 10:
+            if (selected == 3) {
+                fireSound();
+                flash();
+                mainmenu = 5;
+            }
+            break;
+        case 18:
+            if (selected == 1)
+                stereoseparation += 0.001;
+            else {
+                fireSound();
+                if (selected == 0) {
+                    newstereomode = (StereoMode)(newstereomode + 1);
+                    while (!CanInitStereo(newstereomode)) {
+                        printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
+                        newstereomode = (StereoMode)(newstereomode + 1);
+                        if (newstereomode >= stereoCount)
+                            newstereomode = stereoNone;
+                    }
+                } else if (selected == 2) {
+                    stereoreverse = !stereoreverse;
+                } else if (selected == 3) {
+                    flash();
+                    mainmenu = 3;
+
+                    stereomode = newstereomode;
+                    InitStereo(stereomode);
+                }
+            }
+            updateStereoConfigMenu();
+            break;
         }
     }
 
-    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+    OPENAL_SetFrequency(channels[stream_menutheme]);
 
-    if(entername) {
-        inputText(displaytext[0],&displayselected,&displaychars[0]);
-        if(!waiting) { // the input as finished
-            if(displaychars[0]){ // with enter
+    if (entername) {
+        inputText(displaytext[0], &displayselected);
+        if (!waiting) { // the input as finished
+            if (!displaytext[0].empty()) { // with enter
                 accountactive = Account::add(string(displaytext[0]));
 
-                mainmenu=8;
+                mainmenu = 8;
 
                 flash();
 
                 fireSound(firestartsound);
 
-                for(int i=0;i<255;i++){
-                    displaytext[0][i]=0;
-                }
-                displaychars[0]=0;
+                displaytext[0].clear();
 
-                displayselected=0;
+                displayselected = 0;
             }
-            entername=0;
+            entername = 0;
+            LoadMenu();
         }
-        
-        displayblinkdelay-=multiplier;
-        if(displayblinkdelay<=0){
-            displayblinkdelay=.3;
-            displayblink=1-displayblink;
+
+        displayblinkdelay -= multiplier;
+        if (displayblinkdelay <= 0) {
+            displayblinkdelay = .3;
+            displayblink = !displayblink;
         }
     }
+
+    if (entername) {
+        Menu::setText(0, displaytext[0], 20, 400, -1, -1);
+        Menu::setText(-2, displayblink ? "_" : "", 20 + displayselected * 10, 400, -1, -1);
+    }
+
+    if (oldmainmenu != mainmenu)
+        LoadMenu();
+    oldmainmenu = mainmenu;
+
 }
 
-void Game::Tick(){
-       static XYZ facing,flatfacing;
-       static int target;
+void Game::Tick()
+{
+    static XYZ facing, flatfacing;
+    static int target;
 
-       for(int i=0;i<15;i++){
-               displaytime[i]+=multiplier;
-       }
+    for (int i = 0; i < 15; i++) {
+        displaytime[i] += multiplier;
+    }
 
-       keyboardfrozen=false;
     Input::Tick();
 
-       if(Input::isKeyPressed(SDLK_F6)){
-               if(Input::isKeyDown(SDLK_LSHIFT))
-                       stereoreverse=true;
-               else
-                       stereoreverse=false;
-
-               if(stereoreverse)
-                       printf("Stereo reversed\n");
-               else
-                       printf("Stereo unreversed\n");
-       }
-
-       if(Input::isKeyDown(SDLK_F7)){
-               if(Input::isKeyDown(SDLK_LSHIFT))
-                       stereoseparation -= 0.001;
-               else
-                       stereoseparation -= 0.010;
-               printf("Stereo decreased increased to %f\n", stereoseparation);
-       }
-
-       if(Input::isKeyDown(SDLK_F8)){
-               if(Input::isKeyDown(SDLK_LSHIFT))
-                       stereoseparation += 0.001;
-               else
-                       stereoseparation += 0.010;
-               printf("Stereo separation increased to %f\n", stereoseparation);
-       }
-
-
-       if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
-               if(tutorialstage!=51)
-                       tutorialstagetime=tutorialmaxtime;
-               emit_sound_np(consolefailsound, 128.);
-       }
+    if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+            stereoreverse = true;
+        else
+            stereoreverse = false;
+
+        if (stereoreverse)
+            printf("Stereo reversed\n");
+        else
+            printf("Stereo unreversed\n");
+    }
+
+    if (Input::isKeyDown(SDL_SCANCODE_F7)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+            stereoseparation -= 0.001;
+        else
+            stereoseparation -= 0.010;
+        printf("Stereo decreased increased to %f\n", stereoseparation);
+    }
+
+    if (Input::isKeyDown(SDL_SCANCODE_F8)) {
+        if (Input::isKeyDown(SDL_SCANCODE_LSHIFT))
+            stereoseparation += 0.001;
+        else
+            stereoseparation += 0.010;
+        printf("Stereo separation increased to %f\n", stereoseparation);
+    }
+
+
+    if (Input::isKeyPressed(SDL_SCANCODE_TAB) && tutoriallevel) {
+        if (tutorialstage != 51)
+            tutorialstagetime = tutorialmaxtime;
+        emit_sound_np(consolefailsound, 128.);
+    }
 
     /*
     Values of mainmenu :
@@ -5850,325 +5339,246 @@ void Game::Tick(){
     11 Same that 9 ??? => unused
     18 stereo configuration
     */
-        
-       if(!console) {
+
+    if (!console) {
         //campaign over?
-               if(mainmenu&&endgame==1)
-            mainmenu=10;
+        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;
-            gameon=0;
-            winfreeze=0;
+        if (campaign && winfreeze && mainmenu == 0 && campaignlevels[actuallevel].choosenext == 1) {
+            mainmenu = 5;
+            gameon = 0;
+            winfreeze = 0;
             fireSound();
             flash();
-            if(musictoggle) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+            if (musictoggle) {
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
-                       LoadCampaign();
+            LoadMenu();
         }
         //escape key pressed
-        //TODO: there must be code somewhere else that handles clicking the Back button, merge it with this
-               if(Input::isKeyPressed(SDLK_ESCAPE)&&
-                (gameon||mainmenu==0||(mainmenu>=3&&mainmenu!=8&&!(mainmenu==7&&entername)))) {
-                       selected=-1;
-            if(mainmenu==0&&!winfreeze)
-                mainmenu=2; //pause
-            else if(mainmenu==1||mainmenu==2){
-                mainmenu=0; //unpause
+        if (Input::isKeyPressed(SDL_SCANCODE_ESCAPE) &&
+                (gameon || mainmenu == 0 || (mainmenu >= 3 && mainmenu != 8 && !(mainmenu == 7 && entername)))) {
+            selected = -1;
+            if (mainmenu == 0 && !winfreeze)
+                mainmenu = 2; //pause
+            else if (mainmenu == 1 || mainmenu == 2) {
+                mainmenu = 0; //unpause
             }
             //play menu theme
-            if(musictoggle&&(mainmenu==1||mainmenu==2)){
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+            if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
             //on resume, play level music
-            if(!mainmenu){
+            if (!mainmenu) {
                 pause_sound(stream_menutheme);
                 resume_stream(leveltheme);
             }
             //finished with settings menu
-                       if(mainmenu==3){
-                               SaveSettings(*this);
-                       }
+            if (mainmenu == 3) {
+                SaveSettings();
+            }
             //effects
-                       if(mainmenu>=3&&mainmenu!=8){
-                               fireSound();
-                               flash();
-                       }
+            if (mainmenu >= 3 && mainmenu != 8) {
+                fireSound();
+                flash();
+            }
             //go back
-            switch(mainmenu){
-                case 3: case 5:
-                    mainmenu=gameon?2:1; break;
-                case 4: case 18:
-                    mainmenu=3; break;
-                case 6: case 7: case 9: case 10:
-                    mainmenu=5; break;
+            switch (mainmenu) {
+            case 3:
+            case 5:
+                mainmenu = gameon ? 2 : 1;
+                break;
+            case 4:
+            case 18:
+                mainmenu = 3;
+                break;
+            case 6:
+            case 7:
+            case 9:
+            case 10:
+                mainmenu = 5;
+                break;
             }
-               }
-       }
+        }
+    }
 
-       if(mainmenu) {
+    if (mainmenu) {
         MenuTick();
-       }
+    }
 
-       if(!mainmenu) {
-               if(hostile==1)hostiletime+=multiplier;
-               else hostiletime=0;
-               if(!winfreeze)leveltime+=multiplier;
+    if (!mainmenu) {
+        if (hostile == 1)
+            hostiletime += multiplier;
+        else
+            hostiletime = 0;
+        if (!winfreeze)
+            leveltime += multiplier;
 
         //keys
-               if(Input::isKeyPressed(SDLK_v)&&debugmode){
-                       freeze=1-freeze;
-                       if(freeze){
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       }
-               }
-
-               if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
-                       chatting=1;
-
-               if(chatting){
-                       inputText(displaytext[0],&displayselected,&displaychars[0]);
-                       if(!waiting) {
-                               if(displaychars[0]){
-                                       for(int j=0;j<255;j++)
-                                               displaytext[0][j]=0;
-                                       displaychars[0]=0;
-                                       displayselected=0;
-                               }       
-                               chatting=0;             
-                       }
-
-                       displayblinkdelay-=multiplier;
-                       if(displayblinkdelay<=0){
-                               displayblinkdelay=.3;
-                               displayblink=1-displayblink;
-                       }
-               }
-               if(chatting)
-            keyboardfrozen=true;
-
-               if(Input::isKeyPressed(consolekey)&&debugmode) {
-                       console=!console;
-                       if(console) {
-                               OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       } else {
-                               freeze=0;
-                               waiting=false;
-                       }
-               }
-
-               if(console)
-            freeze=1;
-               if(console&&!Input::isKeyDown(SDLK_LMETA)) {
-                       inputText(consoletext[0],&consoleselected,&consolechars[0]);
-                       if(!waiting) {
-                               archiveselected=0;
-                               if(consolechars[0]>0) {
-                    consoletext[0][consolechars[0]]='\0';
-                    cmd_dispatch(this, consoletext[0]);
-                                       for(int k=14;k>=1;k--) {
-                                               for(int j=0;j<255;j++)
-                                                       consoletext[k][j]=consoletext[k-1][j];
-                                               consolechars[k]=consolechars[k-1];
-                                       }
-                                       for(int j=0;j<255;j++)
-                                               consoletext[0][j]=0;
-                                       consolechars[0]=0;
-                                       consoleselected=0;
-                               }
-                       }
-
-                       consoleblinkdelay-=multiplier;
-                       if(consoleblinkdelay<=0) {
-                               consoleblinkdelay=.3;
-                               consoleblink=1-consoleblink;
-                       }
-               }
-
-
-
-               if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
-                       tryquit=1;
-                       if(mainmenu==3) {
-                               SaveSettings(*this);
-                       }
-               }
-
-               static int oldwinfreeze;
-               if(winfreeze&&!oldwinfreeze){
-                       OPENAL_SetFrequency(OPENAL_ALL, 0.001);
-                       emit_sound_np(consolesuccesssound);
-               }
-               if(winfreeze==0)
-            oldwinfreeze=winfreeze;
-               else
+        if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
+            freeze = !freeze;
+            if (freeze) {
+                OPENAL_SetFrequency(OPENAL_ALL);
+            }
+        }
+
+        if (Input::isKeyPressed(consolekey) && debugmode) {
+            console = !console;
+            if (console) {
+                OPENAL_SetFrequency(OPENAL_ALL);
+            } else {
+                freeze = 0;
+                waiting = false;
+            }
+        }
+
+        if (console)
+            freeze = 1;
+        if (console && !Input::isKeyDown(SDL_SCANCODE_LGUI)) {
+            inputText(consoletext[0], &consoleselected);
+            if (!waiting) {
+                if (!consoletext[0].empty()) {
+                    cmd_dispatch(consoletext[0]);
+                    for (int k = 14; k >= 1; k--) {
+                        consoletext[k] = consoletext[k - 1];
+                    }
+                    consoletext[0].clear();
+                    consoleselected = 0;
+                }
+            }
+
+            consoleblinkdelay -= multiplier;
+            if (consoleblinkdelay <= 0) {
+                consoleblinkdelay = .3;
+                consoleblink = !consoleblink;
+            }
+        }
+
+        static int oldwinfreeze;
+        if (winfreeze && !oldwinfreeze) {
+            OPENAL_SetFrequency(OPENAL_ALL);
+            emit_sound_np(consolesuccesssound);
+        }
+        if (winfreeze == 0)
+            oldwinfreeze = winfreeze;
+        else
             oldwinfreeze++;
 
-               if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
-                       if(winfreeze)
-                winfreeze=0;
-               if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
-            if(console){
-                console=false;
-                freeze=0;
-            } else if(winfreeze) {
-                               mainmenu=9;
-                               gameon=0;
-                       }
+        if ((Input::isKeyPressed(jumpkey) || Input::isKeyPressed(SDL_SCANCODE_SPACE)) && !campaign)
+            if (winfreeze)
+                winfreeze = 0;
+        if ((Input::isKeyDown(SDL_SCANCODE_ESCAPE)) && !campaign && gameon) {
+            if (console) {
+                console = false;
+                freeze = 0;
+            } else if (winfreeze) {
+                mainmenu = 9;
+                gameon = 0;
+            }
         }
 
 
 
-        //TODO: what is this test?
-               if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
+        if (!freeze && !winfreeze && !(mainmenu && gameon) && (gameon || !gamestarted)) {
 
             //dialogues
-                       if(indialogue!=-1)
-                talkdelay=1;
-                       talkdelay-=multiplier;
-
-                       if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
-                for(int i=0;i<numdialogues;i++){
-                    int realdialoguetype;
-                    bool special;
-                    if(dialoguetype[i]>49){
-                        realdialoguetype=dialoguetype[i]-50;
-                        special=1;
-                    }
-                    else if(dialoguetype[i]>39){
-                        realdialoguetype=dialoguetype[i]-40;
-                        special=1;
-                    }
-                    else if(dialoguetype[i]>29){
-                        realdialoguetype=dialoguetype[i]-30;
-                        special=1;
-                    }
-                    else if(dialoguetype[i]>19){
-                        realdialoguetype=dialoguetype[i]-20;
-                        special=1;
-                    }
-                    else if(dialoguetype[i]>9){
-                        realdialoguetype=dialoguetype[i]-10;
-                        special=1;
-                    }
-                    else {
-                        realdialoguetype=dialoguetype[i];
-                        special=0;
-                    }
-                    if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
-                            realdialoguetype<numplayers&&
-                            realdialoguetype>0&&
-                            (dialoguegonethrough[i]==0||!special)&&
-                            (special||Input::isKeyPressed(attackkey))){
-                        if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
-                                player[realdialoguetype].howactive>=typedead1||
-                                dialoguetype[i]>40&&dialoguetype[i]<50){
-                            whichdialogue=i;
-                            for(int j=0;j<numdialogueboxes[whichdialogue];j++){
-                                player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
-                                player[participantfocus[whichdialogue][j]].velocity=0;
-                                player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
-                                player[participantfocus[whichdialogue][j]].targetframe=0;
-                            }
-                            directing=0;
-                            indialogue=0;
-                            dialoguetime=0;
-                            dialoguegonethrough[i]++;
-                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                playdialogueboxsound();
-                            }
-                        }
-                    }
+            static float talkdelay = 0;
+
+            if (Dialog::inDialog())
+                talkdelay = 1;
+            talkdelay -= multiplier;
+
+            if (talkdelay <= 0 && !Dialog::inDialog() && animation[Person::players[0]->animTarget].height != highheight) {
+                for (int i = 0; i < Dialog::dialogs.size(); i++) {
+                    Dialog::dialogs[i].tick(i);
                 }
+            }
 
-            windvar+=multiplier;
-            smoketex+=multiplier;
-            tutorialstagetime+=multiplier;
+            windvar += multiplier;
+            smoketex += multiplier;
+            tutorialstagetime += multiplier;
 
             //hotspots
             static float hotspotvisual[40];
-            if(numhotspots){
+            if (numhotspots) {
                 XYZ hotspotsprite;
-                if(editorenabled)
-                    for(int i=0;i<numhotspots;i++)
-                        hotspotvisual[i]-=multiplier/320;
-
-                for(int i=0;i<numhotspots;i++){
-                    //if(hotspottype[i]<=10)
-                    while(hotspotvisual[i]<0){
-                        hotspotsprite=0;
-                        hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
-                        hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
-                        hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
-                        hotspotsprite+=hotspot[i];
-                        Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
-                        hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
+                if (editorenabled)
+                    for (int i = 0; i < numhotspots; i++)
+                        hotspotvisual[i] -= multiplier / 320;
+
+                for (int i = 0; i < numhotspots; i++) {
+                    while (hotspotvisual[i] < 0) {
+                        hotspotsprite = 0;
+                        hotspotsprite.x = float(abs(Random() % 100000)) / 100000 * hotspotsize[i];
+                        hotspotsprite = DoRotation(hotspotsprite, 0, 0, Random() % 360);
+                        hotspotsprite = DoRotation(hotspotsprite, 0, Random() % 360, 0);
+                        hotspotsprite += hotspot[i];
+                        Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite * 0, 1, 0.5, 0, 7, 0.4);
+                        hotspotvisual[i] += 0.1 / hotspotsize[i] / hotspotsize[i] / hotspotsize[i];
                     }
                 }
 
-                for(int i=0;i<numhotspots;i++){
-                    if(hotspottype[i]<=10&&hotspottype[i]>0){
-                        hotspot[i]=player[hotspottype[i]].coords;
+                for (int i = 0; i < numhotspots; i++) {
+                    if (hotspottype[i] <= 10 && hotspottype[i] > 0) {
+                        hotspot[i] = Person::players[hotspottype[i]]->coords;
                     }
                 }
             }
 
             //Tutorial
-            if(tutoriallevel){
+            if (tutoriallevel) {
                 doTutorial();
             }
 
             //bonuses
-            if(tutoriallevel!=1){
-                if(bonustime==0&&
-                        bonus!=solidhit&&
-                        bonus!=spinecrusher&&
-                        bonus!=tracheotomy&&
-                        bonus!=backstab&&
-                        bonusvalue>10){
+            if (tutoriallevel != 1) {
+                if (bonustime == 0 &&
+                        bonus != solidhit &&
+                        bonus != spinecrusher &&
+                        bonus != tracheotomy &&
+                        bonus != backstab &&
+                        bonusvalue > 10) {
                     emit_sound_np(consolesuccesssound);
                 }
-            } else if(bonustime==0){
+            } else if (bonustime == 0) {
                 emit_sound_np(fireendsound);
             }
-            if(bonustime==0){
-                if(bonus!=solidhit&&
-                        bonus!=twoxcombo&&
-                        bonus!=threexcombo&&
-                        bonus!=fourxcombo&&
-                        bonus!=megacombo)
+            if (bonustime == 0) {
+                if (bonus != solidhit &&
+                        bonus != twoxcombo &&
+                        bonus != threexcombo &&
+                        bonus != fourxcombo &&
+                        bonus != megacombo)
                     bonusnum[bonus]++;
                 else
-                    bonusnum[bonus]+=0.15;
-                if(tutoriallevel)
-                    bonusvalue=0;
-                bonusvalue/=bonusnum[bonus];
-                bonustotal+=bonusvalue;
+                    bonusnum[bonus] += 0.15;
+                if (tutoriallevel)
+                    bonusvalue = 0;
+                bonusvalue /= bonusnum[bonus];
+                bonustotal += bonusvalue;
             }
-            bonustime+=multiplier;
+            bonustime += multiplier;
 
             //snow effects
-            if(environment==snowyenvironment){
-                precipdelay-=multiplier;
-                while(precipdelay<0){
-                    precipdelay+=.04;
-                    if(!detail)
-                        precipdelay+=.04;
-                    XYZ footvel,footpoint;
-
-                    footvel=0;
-                    footpoint=viewer+viewerfacing*6;
-                    footpoint.y+=((float)abs(Random()%1200))/100-6;
-                    footpoint.x+=((float)abs(Random()%1200))/100-6;
-                    footpoint.z+=((float)abs(Random()%1200))/100-6;
-                    Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
+            if (environment == snowyenvironment) {
+                precipdelay -= multiplier;
+                while (precipdelay < 0) {
+                    precipdelay += .04;
+                    if (!detail)
+                        precipdelay += .04;
+                    XYZ footvel, footpoint;
+
+                    footvel = 0;
+                    footpoint = viewer + viewerfacing * 6;
+                    footpoint.y += ((float)abs(Random() % 1200)) / 100 - 6;
+                    footpoint.x += ((float)abs(Random() % 1200)) / 100 - 6;
+                    footpoint.z += ((float)abs(Random() % 1200)) / 100 - 6;
+                    Sprite::MakeSprite(snowsprite, footpoint, footvel, 1, 1, 1, .1, 1);
                 }
             }
 
@@ -6179,222 +5589,211 @@ void Game::Tick(){
             static XYZ oldviewer;
 
             //control keys
-            if(indialogue==-1){
-                player[0].forwardkeydown=Input::isKeyDown(forwardkey);
-                player[0].leftkeydown=Input::isKeyDown(leftkey);
-                player[0].backkeydown=Input::isKeyDown(backkey);
-                player[0].rightkeydown=Input::isKeyDown(rightkey);
-                player[0].jumpkeydown=Input::isKeyDown(jumpkey);
-                player[0].crouchkeydown=Input::isKeyDown(crouchkey);
-                player[0].drawkeydown=Input::isKeyDown(drawkey);
-                player[0].throwkeydown=Input::isKeyDown(throwkey);
-            }
-            else
-            {
-                player[0].forwardkeydown=0;
-                player[0].leftkeydown=0;
-                player[0].backkeydown=0;
-                player[0].rightkeydown=0;
-                player[0].jumpkeydown=0;
-                player[0].crouchkeydown=0;
-                player[0].drawkeydown=0;
-                player[0].throwkeydown=0;
+            if (!Dialog::inDialog()) {
+                Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
+                Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
+                Person::players[0]->backkeydown = Input::isKeyDown(backkey);
+                Person::players[0]->rightkeydown = Input::isKeyDown(rightkey);
+                Person::players[0]->jumpkeydown = Input::isKeyDown(jumpkey);
+                Person::players[0]->crouchkeydown = Input::isKeyDown(crouchkey);
+                Person::players[0]->drawkeydown = Input::isKeyDown(drawkey);
+                Person::players[0]->throwkeydown = Input::isKeyDown(throwkey);
+            } else {
+                Person::players[0]->forwardkeydown = 0;
+                Person::players[0]->leftkeydown = 0;
+                Person::players[0]->backkeydown = 0;
+                Person::players[0]->rightkeydown = 0;
+                Person::players[0]->jumpkeydown = 0;
+                Person::players[0]->crouchkeydown = 0;
+                Person::players[0]->drawkeydown = 0;
+                Person::players[0]->throwkeydown = 0;
             }
 
-            if(!player[0].jumpkeydown)
-                player[0].jumpclimb=0;
-
-
-            if(indialogue!=-1){
-                cameramode=1;
-                if(directing){
-                    facing=0;
-                    facing.z=-1;
-
-                    facing=DoRotation(facing,-rotation2,0,0);
-                    facing=DoRotation(facing,0,0-rotation,0);
-
-                    flatfacing=0;
-                    flatfacing.z=-1;
-
-                    flatfacing=DoRotation(flatfacing,0,-rotation,0);
-
-                    if(Input::isKeyDown(forwardkey))
-                        viewer+=facing*multiplier*4;
-                    if(Input::isKeyDown(backkey))
-                        viewer-=facing*multiplier*4;
-                    if(Input::isKeyDown(leftkey))
-                        viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
-                    if(Input::isKeyDown(rightkey))
-                        viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
-                    if(Input::isKeyDown(jumpkey))
-                        viewer.y+=multiplier*4;
-                    if(Input::isKeyDown(crouchkey))
-                        viewer.y-=multiplier*4;
-                    if(     Input::isKeyPressed(SDLK_1)||
-                            Input::isKeyPressed(SDLK_2)||
-                            Input::isKeyPressed(SDLK_3)||
-                            Input::isKeyPressed(SDLK_4)||
-                            Input::isKeyPressed(SDLK_5)||
-                            Input::isKeyPressed(SDLK_6)||
-                            Input::isKeyPressed(SDLK_7)||
-                            Input::isKeyPressed(SDLK_8)||
-                            Input::isKeyPressed(SDLK_9)||
-                            Input::isKeyPressed(SDLK_0)||
-                            Input::isKeyPressed(SDLK_MINUS)){
+            if (!Person::players[0]->jumpkeydown)
+                Person::players[0]->jumpclimb = 0;
+
+
+            if (Dialog::inDialog()) {
+                cameramode = 1;
+                if (Dialog::directing) {
+                    facing = 0;
+                    facing.z = -1;
+
+                    facing = DoRotation(facing, -pitch, 0, 0);
+                    facing = DoRotation(facing, 0, 0 - yaw, 0);
+
+                    flatfacing = 0;
+                    flatfacing.z = -1;
+
+                    flatfacing = DoRotation(flatfacing, 0, -yaw, 0);
+
+                    if (Input::isKeyDown(forwardkey))
+                        viewer += facing * multiplier * 4;
+                    if (Input::isKeyDown(backkey))
+                        viewer -= facing * multiplier * 4;
+                    if (Input::isKeyDown(leftkey))
+                        viewer += DoRotation(flatfacing * multiplier, 0, 90, 0) * 4;
+                    if (Input::isKeyDown(rightkey))
+                        viewer += DoRotation(flatfacing * multiplier, 0, -90, 0) * 4;
+                    if (Input::isKeyDown(jumpkey))
+                        viewer.y += multiplier * 4;
+                    if (Input::isKeyDown(crouchkey))
+                        viewer.y -= multiplier * 4;
+                    if (     Input::isKeyPressed(SDL_SCANCODE_1) ||
+                             Input::isKeyPressed(SDL_SCANCODE_2) ||
+                             Input::isKeyPressed(SDL_SCANCODE_3) ||
+                             Input::isKeyPressed(SDL_SCANCODE_4) ||
+                             Input::isKeyPressed(SDL_SCANCODE_5) ||
+                             Input::isKeyPressed(SDL_SCANCODE_6) ||
+                             Input::isKeyPressed(SDL_SCANCODE_7) ||
+                             Input::isKeyPressed(SDL_SCANCODE_8) ||
+                             Input::isKeyPressed(SDL_SCANCODE_9) ||
+                             Input::isKeyPressed(SDL_SCANCODE_0) ||
+                             Input::isKeyPressed(SDL_SCANCODE_MINUS)) {
                         int whichend;
-                        if(Input::isKeyPressed(SDLK_1))whichend=1;
-                        if(Input::isKeyPressed(SDLK_2))whichend=2;
-                        if(Input::isKeyPressed(SDLK_3))whichend=3;
-                        if(Input::isKeyPressed(SDLK_4))whichend=4;
-                        if(Input::isKeyPressed(SDLK_5))whichend=5;
-                        if(Input::isKeyPressed(SDLK_6))whichend=6;
-                        if(Input::isKeyPressed(SDLK_7))whichend=7;
-                        if(Input::isKeyPressed(SDLK_8))whichend=8;
-                        if(Input::isKeyPressed(SDLK_9))whichend=9;
-                        if(Input::isKeyPressed(SDLK_0))whichend=0;
-                        if(Input::isKeyPressed(SDLK_MINUS))
-                            whichend=-1;
-                        if(whichend!=-1){
-                            participantfocus[whichdialogue][indialogue]=whichend;
-                            participantlocation[whichdialogue][whichend]=player[whichend].coords;
-                            participantrotation[whichdialogue][whichend]=player[whichend].rotation;
+                        if (Input::isKeyPressed(SDL_SCANCODE_1)) whichend = 1;
+                        if (Input::isKeyPressed(SDL_SCANCODE_2)) whichend = 2;
+                        if (Input::isKeyPressed(SDL_SCANCODE_3)) whichend = 3;
+                        if (Input::isKeyPressed(SDL_SCANCODE_4)) whichend = 4;
+                        if (Input::isKeyPressed(SDL_SCANCODE_5)) whichend = 5;
+                        if (Input::isKeyPressed(SDL_SCANCODE_6)) whichend = 6;
+                        if (Input::isKeyPressed(SDL_SCANCODE_7)) whichend = 7;
+                        if (Input::isKeyPressed(SDL_SCANCODE_8)) whichend = 8;
+                        if (Input::isKeyPressed(SDL_SCANCODE_9)) whichend = 9;
+                        if (Input::isKeyPressed(SDL_SCANCODE_0)) whichend = 0;
+                        if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
+                            whichend = -1;
+                        if (whichend != -1) {
+                            Dialog::currentScene().participantfocus = whichend;
+                            Dialog::currentDialog().participantlocation[whichend] = Person::players[whichend]->coords;
+                            Dialog::currentDialog().participantyaw[whichend] = Person::players[whichend]->yaw;
                         }
-                        if(whichend==-1){
-                            participantfocus[whichdialogue][indialogue]=-1;
+                        if (whichend == -1) {
+                            Dialog::currentScene().participantfocus = -1;
                         }
-                        if(player[participantfocus[whichdialogue][indialogue]].dead){
-                            indialogue=-1;
-                            directing=0;
-                            cameramode=0;
+                        /* FIXME: potentially accessing -1 in Person::players! */
+                        if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                            Dialog::indialogue = -1;
+                            Dialog::directing = false;
+                            cameramode = 0;
                         }
-                        dialoguecamera[whichdialogue][indialogue]=viewer;
-                        dialoguecamerarotation[whichdialogue][indialogue]=rotation;
-                        dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
-                        indialogue++;
-                        if(indialogue<numdialogueboxes[whichdialogue]){
-                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                playdialogueboxsound();
+                        Dialog::currentScene().camera = viewer;
+                        Dialog::currentScene().camerayaw = yaw;
+                        Dialog::currentScene().camerapitch = pitch;
+                        Dialog::indialogue++;
+                        if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                            if (Dialog::currentScene().sound != 0) {
+                                playdialoguescenesound();
                             }
                         }
 
-                        for(int j=0;j<numplayers;j++){
-                            participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
+                        for (unsigned j = 0; j < Person::players.size(); j++) {
+                            Dialog::currentScene().participantfacing[j] = Dialog::currentDialog().scenes[Dialog::indialogue - 1].participantfacing[j];
                         }
                     }
                     //TODO: should these be KeyDown or KeyPressed?
-                    if(     Input::isKeyDown(SDLK_KP1)||
-                            Input::isKeyDown(SDLK_KP2)||
-                            Input::isKeyDown(SDLK_KP3)||
-                            Input::isKeyDown(SDLK_KP4)||
-                            Input::isKeyDown(SDLK_KP5)||
-                            Input::isKeyDown(SDLK_KP6)||
-                            Input::isKeyDown(SDLK_KP7)||
-                            Input::isKeyDown(SDLK_KP8)||
-                            Input::isKeyDown(SDLK_KP9)||
-                            Input::isKeyDown(SDLK_KP0)){
+                    if (     Input::isKeyDown(SDL_SCANCODE_KP_1) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_2) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_3) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_4) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_5) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_6) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_7) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_8) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_9) ||
+                             Input::isKeyDown(SDL_SCANCODE_KP_0)) {
                         int whichend;
-                        if(Input::isKeyDown(SDLK_KP1))whichend=1;
-                        if(Input::isKeyDown(SDLK_KP2))whichend=2;
-                        if(Input::isKeyDown(SDLK_KP3))whichend=3;
-                        if(Input::isKeyDown(SDLK_KP4))whichend=4;
-                        if(Input::isKeyDown(SDLK_KP5))whichend=5;
-                        if(Input::isKeyDown(SDLK_KP6))whichend=6;
-                        if(Input::isKeyDown(SDLK_KP7))whichend=7;
-                        if(Input::isKeyDown(SDLK_KP8))whichend=8;
-                        if(Input::isKeyDown(SDLK_KP9))whichend=9;
-                        if(Input::isKeyDown(SDLK_KP0))whichend=0;
-                        participantfacing[whichdialogue][indialogue][whichend]=facing;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_1)) whichend = 1;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_2)) whichend = 2;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_3)) whichend = 3;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_4)) whichend = 4;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_5)) whichend = 5;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_6)) whichend = 6;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_7)) whichend = 7;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_8)) whichend = 8;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_9)) whichend = 9;
+                        if (Input::isKeyDown(SDL_SCANCODE_KP_0)) whichend = 0;
+                        Dialog::currentScene().participantfacing[whichend] = facing;
                     }
-                    if(indialogue>=numdialogueboxes[whichdialogue]){
-                        indialogue=-1;
-                        directing=0;
-                        cameramode=0;
+                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                        Dialog::indialogue = -1;
+                        Dialog::directing = false;
+                        cameramode = 0;
                     }
                 }
-                if(!directing){
+                if (!Dialog::directing) {
                     pause_sound(whooshsound);
-                    viewer=dialoguecamera[whichdialogue][indialogue];
-                    viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
-                    rotation=dialoguecamerarotation[whichdialogue][indialogue];
-                    rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
-                    if(dialoguetime>0.5)
-                        if(     Input::isKeyPressed(SDLK_1)||
-                                Input::isKeyPressed(SDLK_2)||
-                                Input::isKeyPressed(SDLK_3)||
-                                Input::isKeyPressed(SDLK_4)||
-                                Input::isKeyPressed(SDLK_5)||
-                                Input::isKeyPressed(SDLK_6)||
-                                Input::isKeyPressed(SDLK_7)||
-                                Input::isKeyPressed(SDLK_8)||
-                                Input::isKeyPressed(SDLK_9)||
-                                Input::isKeyPressed(SDLK_0)||
-                                Input::isKeyPressed(SDLK_MINUS)||
-                                Input::isKeyPressed(attackkey)){
-                            indialogue++;
-                            if(indialogue<numdialogueboxes[whichdialogue]){
-                                if(dialogueboxsound[whichdialogue][indialogue]!=0){
-                                    playdialogueboxsound();
-                                    if(dialogueboxsound[whichdialogue][indialogue]==-5){
-                                        hotspot[numhotspots]=player[0].coords;
-                                        hotspotsize[numhotspots]=10;
-                                        hotspottype[numhotspots]=-1;
+                    viewer = Dialog::currentScene().camera;
+                    viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
+                    yaw = Dialog::currentScene().camerayaw;
+                    pitch = Dialog::currentScene().camerapitch;
+                    if (Dialog::dialoguetime > 0.5) {
+                        if (Input::isKeyPressed(attackkey)) {
+                            Dialog::indialogue++;
+                            if (Dialog::indialogue < Dialog::currentDialog().scenes.size()) {
+                                if (Dialog::currentScene().sound != 0) {
+                                    playdialoguescenesound();
+                                    if (Dialog::currentScene().sound == -5) {
+                                        hotspot[numhotspots] = Person::players[0]->coords;
+                                        hotspotsize[numhotspots] = 10;
+                                        hotspottype[numhotspots] = -1;
 
                                         numhotspots++;
                                     }
-                                    if(dialogueboxsound[whichdialogue][indialogue]==-6){
-                                        hostile=1;
+                                    if (Dialog::currentScene().sound == -6) {
+                                        hostile = 1;
                                     }
 
-                                    if(player[participantfocus[whichdialogue][indialogue]].dead){
-                                        indialogue=-1;
-                                        directing=0;
-                                        cameramode=0;
+                                    if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                                        Dialog::indialogue = -1;
+                                        Dialog::directing = false;
+                                        cameramode = 0;
                                     }
                                 }
                             }
                         }
-                    if(indialogue>=numdialogueboxes[whichdialogue]){
-                        indialogue=-1;
-                        directing=0;
-                        cameramode=0;
-                        if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
-                            hostile=1;
+                    }
+                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                        Dialog::indialogue = -1;
+                        Dialog::directing = false;
+                        cameramode = 0;
+                        if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
+                            hostile = 1;
                         }
-                        if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
-                            windialogue=true;
+                        if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
+                            windialogue = true;
                         }
-                        if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
-                            hostile=1;
-                            for(int i=1;i<numplayers;i++){
-                                player[i].aitype = attacktypecutoff;
+                        if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
+                            hostile = 1;
+                            for (unsigned i = 1; i < Person::players.size(); i++) {
+                                Person::players[i]->aitype = attacktypecutoff;
                             }
                         }
                     }
                 }
             }
 
-            if(!player[0].jumpkeydown){
-                player[0].jumptogglekeydown=0;
+            if (!Person::players[0]->jumpkeydown) {
+                Person::players[0]->jumptogglekeydown = 0;
             }
-            if(player[0].jumpkeydown&&
-                    player[0].targetanimation!=jumpupanim&&
-                    player[0].targetanimation!=jumpdownanim&&
-                    !player[0].isFlip())
-                player[0].jumptogglekeydown=1;
+            if (Person::players[0]->jumpkeydown &&
+                    Person::players[0]->animTarget != jumpupanim &&
+                    Person::players[0]->animTarget != jumpdownanim &&
+                    !Person::players[0]->isFlip())
+                Person::players[0]->jumptogglekeydown = 1;
 
 
-            dialoguetime+=multiplier;
-            hawkrotation+=multiplier*25;
-            realhawkcoords=0;
-            realhawkcoords.x=25;
-            realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
-            hawkcalldelay-=multiplier/2;
+            Dialog::dialoguetime += multiplier;
+            hawkyaw += multiplier * 25;
+            realhawkcoords = 0;
+            realhawkcoords.x = 25;
+            realhawkcoords = DoRotation(realhawkcoords, 0, hawkyaw, 0) + hawkcoords;
+            hawkcalldelay -= multiplier / 2;
 
-            if(hawkcalldelay<=0){
+            if (hawkcalldelay <= 0) {
                 emit_sound_at(hawksound, realhawkcoords);
 
-                hawkcalldelay=16+abs(Random()%8);
+                hawkcalldelay = 16 + abs(Random() % 8);
             }
 
             doDebugKeys();
@@ -6405,37 +5804,37 @@ void Game::Tick(){
 
             doJumpReversals();
 
-            for(int k=0;k<numplayers;k++)
-                if(k!=0&&player[k].immobile)
-                    player[k].coords=player[k].realoldcoords;
+            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(int k=0;k<numplayers;k++){
-                if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
-                    if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
-                        player[k].DoDamage(1000);
+            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)) {
+                    if (!isnormal(Person::players[k]->coords.x) || !isnormal(Person::players[k]->coords.y) || !isnormal(Person::players[k]->coords.z)) {
+                        Person::players[k]->DoDamage(1000);
                     }
                 }
             }
 
             //respawn
             static bool respawnkeydown;
-            if(!editorenabled&&
-                    (whichlevel!=-2&&
-                     (Input::isKeyDown(SDLK_z)&&
-                      Input::isKeyDown(SDLK_LMETA)&&
-                      debugmode)||
-                     (Input::isKeyDown(jumpkey)&&
-                      !respawnkeydown&&
-                      !oldattackkey&&
-                      player[0].dead))){
-                targetlevel=whichlevel;
-                loading=1;
-                leveltime=5;
+            if (!editorenabled &&
+                    (whichlevel != -2 &&
+                     (Input::isKeyDown(SDL_SCANCODE_Z) &&
+                      Input::isKeyDown(SDL_SCANCODE_LGUI) &&
+                      debugmode) ||
+                     (Input::isKeyDown(jumpkey) &&
+                      !respawnkeydown &&
+                      !oldattackkey &&
+                      Person::players[0]->dead))) {
+                targetlevel = whichlevel;
+                loading = 1;
+                leveltime = 5;
             }
-            if(!Input::isKeyDown(jumpkey))
-                respawnkeydown=0;
-            if(Input::isKeyDown(jumpkey))
-                respawnkeydown=1;
+            if (!Input::isKeyDown(jumpkey))
+                respawnkeydown = 0;
+            if (Input::isKeyDown(jumpkey))
+                respawnkeydown = 1;
 
 
 
@@ -6443,427 +5842,405 @@ void Game::Tick(){
             static bool movekey;
 
             //?
-            for(int i=0;i<numplayers;i++){
-                static float oldtargetrotation;
-                if(!player[i].skeleton.free){
-                    oldtargetrotation=player[i].targetrotation;
-                    if(i==0&&indialogue==-1){
+            for (unsigned i = 0; i < Person::players.size(); i++) {
+                static float oldtargetyaw;
+                if (!Person::players[i]->skeleton.free) {
+                    oldtargetyaw = Person::players[i]->targetyaw;
+                    if (i == 0 && !Dialog::inDialog()) {
                         //TODO: refactor repetitive code
-                        if(!animation[player[0].targetanimation].attack&&
-                                player[0].targetanimation!=staggerbackhighanim&&
-                                player[0].targetanimation!=staggerbackhardanim&&
-                                player[0].targetanimation!=crouchremoveknifeanim&&
-                                player[0].targetanimation!=removeknifeanim&&
-                                player[0].targetanimation!=backhandspringanim&&
-                                player[0].targetanimation!=dodgebackanim&&
-                                player[0].targetanimation!=walljumprightkickanim&&
-                                player[0].targetanimation!=walljumpleftkickanim){
-                            if(cameramode)
-                                player[0].targetrotation=0;
+                        if (!animation[Person::players[0]->animTarget].attack &&
+                                Person::players[0]->animTarget != staggerbackhighanim &&
+                                Person::players[0]->animTarget != staggerbackhardanim &&
+                                Person::players[0]->animTarget != crouchremoveknifeanim &&
+                                Person::players[0]->animTarget != removeknifeanim &&
+                                Person::players[0]->animTarget != backhandspringanim &&
+                                Person::players[0]->animTarget != dodgebackanim &&
+                                Person::players[0]->animTarget != walljumprightkickanim &&
+                                Person::players[0]->animTarget != walljumpleftkickanim) {
+                            if (cameramode)
+                                Person::players[0]->targetyaw = 0;
                             else
-                                player[0].targetrotation=-rotation+180;
+                                Person::players[0]->targetyaw = -yaw + 180;
                         }
 
-                        facing=0;
-                        facing.z=-1;
+                        facing = 0;
+                        facing.z = -1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
-                        if(cameramode){
-                            facing=flatfacing;
-                        }else{
-                            facing=DoRotation(facing,-rotation2,0,0);
-                            facing=DoRotation(facing,0,0-rotation,0);
+                        flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
+                        if (cameramode) {
+                            facing = flatfacing;
+                        } else {
+                            facing = DoRotation(facing, -pitch, 0, 0);
+                            facing = DoRotation(facing, 0, 0 - yaw, 0);
                         }
 
-                        player[0].lookrotation=-rotation;
+                        Person::players[0]->lookyaw = -yaw;
 
-                        player[i].targetheadrotation=rotation;
-                        player[i].targetheadrotation2=rotation2;
+                        Person::players[i]->targetheadyaw = yaw;
+                        Person::players[i]->targetheadpitch = pitch;
                     }
-                    if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
-                        if(!animation[player[i].targetanimation].attack&&
-                                player[i].targetanimation!=staggerbackhighanim&&
-                                player[i].targetanimation!=staggerbackhardanim&&
-                                player[i].targetanimation!=crouchremoveknifeanim&&
-                                player[i].targetanimation!=removeknifeanim&&
-                                player[i].targetanimation!=backhandspringanim&&
-                                player[i].targetanimation!=dodgebackanim&&
-                                player[i].targetanimation!=walljumprightkickanim&&
-                                player[i].targetanimation!=walljumpleftkickanim){
-                            player[i].targetrotation=-player[i].lookrotation+180;
+                    if (i != 0 && Person::players[i]->aitype == playercontrolled && !Dialog::inDialog()) {
+                        if (!animation[Person::players[i]->animTarget].attack &&
+                                Person::players[i]->animTarget != staggerbackhighanim &&
+                                Person::players[i]->animTarget != staggerbackhardanim &&
+                                Person::players[i]->animTarget != crouchremoveknifeanim &&
+                                Person::players[i]->animTarget != removeknifeanim &&
+                                Person::players[i]->animTarget != backhandspringanim &&
+                                Person::players[i]->animTarget != dodgebackanim &&
+                                Person::players[i]->animTarget != walljumprightkickanim &&
+                                Person::players[i]->animTarget != walljumpleftkickanim) {
+                            Person::players[i]->targetyaw = -Person::players[i]->lookyaw + 180;
                         }
 
-                        facing=0;
-                        facing.z=-1;
+                        facing = 0;
+                        facing.z = -1;
 
-                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
+                        flatfacing = DoRotation(facing, 0, Person::players[i]->yaw + 180, 0);
 
-                        facing=DoRotation(facing,-player[i].lookrotation2,0,0);
-                        facing=DoRotation(facing,0,0-player[i].lookrotation,0);
+                        facing = DoRotation(facing, -Person::players[i]->lookpitch, 0, 0);
+                        facing = DoRotation(facing, 0, 0 - Person::players[i]->lookyaw, 0);
 
-                        player[i].targetheadrotation=player[i].lookrotation;
-                        player[i].targetheadrotation2=player[i].lookrotation2;
+                        Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
+                        Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
                     }
-                    if(indialogue!=-1){
-                        player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
-                        player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
+                    if (Dialog::inDialog()) {
+                        Person::players[i]->targetheadyaw = 180 - roughDirection(Dialog::currentScene().participantfacing[i]);
+                        Person::players[i]->targetheadpitch = pitchOf(Dialog::currentScene().participantfacing[i]);
                     }
 
-                    if(leveltime<.5)
-                        numenvsounds=0;
+                    if (leveltime < .5)
+                        numenvsounds = 0;
 
-                    player[i].avoidsomething=0;
+                    Person::players[i]->avoidsomething = 0;
 
                     //avoid flaming things
-                    for(int j=0;j<objects.numobjects;j++)
-                        if(objects.onfire[j])
-                            if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
-                                if(     findDistancefast(&player[i].coords,&objects.position[j])<
-                                        findDistancefast(&player[i].coords,&player[0].coords)){
-                                    player[i].collided=0;
-                                    player[i].avoidcollided=1;
-                                    if(player[i].avoidsomething==0||
-                                            findDistancefast(&player[i].coords,&objects.position[j])<
-                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
-                                        player[i].avoidwhere=objects.position[j];
-                                        player[i].avoidsomething=1;
+                    for (int j = 0; j < objects.numobjects; j++)
+                        if (objects.onfire[j])
+                            if (distsq(&Person::players[i]->coords, &objects.position[j]) < sq(objects.scale[j]) * 200)
+                                if (     distsq(&Person::players[i]->coords, &objects.position[j]) <
+                                         distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+                                    Person::players[i]->collided = 0;
+                                    Person::players[i]->avoidcollided = 1;
+                                    if (Person::players[i]->avoidsomething == 0 ||
+                                            distsq(&Person::players[i]->coords, &objects.position[j]) <
+                                            distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+                                        Person::players[i]->avoidwhere = objects.position[j];
+                                        Person::players[i]->avoidsomething = 1;
                                     }
                                 }
 
                     //avoid flaming players
-                    for(int j=0;j<numplayers;j++)
-                        if(player[j].onfire)
-                            if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
-                                if(     findDistancefast(&player[i].coords,&player[j].coords)<
-                                        findDistancefast(&player[i].coords,&player[0].coords)){
-                                    player[i].collided=0;
-                                    player[i].avoidcollided=1;
-                                    if(player[i].avoidsomething==0||
-                                            findDistancefast(&player[i].coords,&player[j].coords)<
-                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
-                                        player[i].avoidwhere=player[j].coords;
-                                        player[i].avoidsomething=1;
+                    for (unsigned j = 0; j < Person::players.size(); j++)
+                        if (Person::players[j]->onfire)
+                            if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < sq(0.3) * 200)
+                                if (     distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+                                         distsq(&Person::players[i]->coords, &Person::players[0]->coords)) {
+                                    Person::players[i]->collided = 0;
+                                    Person::players[i]->avoidcollided = 1;
+                                    if (Person::players[i]->avoidsomething == 0 ||
+                                            distsq(&Person::players[i]->coords, &Person::players[j]->coords) <
+                                            distsq(&Person::players[i]->coords, &Person::players[i]->avoidwhere)) {
+                                        Person::players[i]->avoidwhere = Person::players[j]->coords;
+                                        Person::players[i]->avoidsomething = 1;
                                     }
                                 }
 
-                    if(player[i].collided>.8)
-                        player[i].avoidcollided=0;
+                    if (Person::players[i]->collided > .8)
+                        Person::players[i]->avoidcollided = 0;
 
                     doAI(i);
 
-                    if(animation[player[i].targetanimation].attack==reversed){
-                        //player[i].targetrotation=player[i].rotation;
-                        player[i].forwardkeydown=0;
-                        player[i].leftkeydown=0;
-                        player[i].backkeydown=0;
-                        player[i].rightkeydown=0;
-                        player[i].jumpkeydown=0;
-                        player[i].attackkeydown=0;
-                        //player[i].crouchkeydown=0;
-                        player[i].throwkeydown=0;
+                    if (animation[Person::players[i]->animTarget].attack == reversed) {
+                        //Person::players[i]->targetyaw=Person::players[i]->yaw;
+                        Person::players[i]->forwardkeydown = 0;
+                        Person::players[i]->leftkeydown = 0;
+                        Person::players[i]->backkeydown = 0;
+                        Person::players[i]->rightkeydown = 0;
+                        Person::players[i]->jumpkeydown = 0;
+                        Person::players[i]->attackkeydown = 0;
+                        //Person::players[i]->crouchkeydown=0;
+                        Person::players[i]->throwkeydown = 0;
                     }
 
-                    if(indialogue!=-1){
-                        player[i].forwardkeydown=0;
-                        player[i].leftkeydown=0;
-                        player[i].backkeydown=0;
-                        player[i].rightkeydown=0;
-                        player[i].jumpkeydown=0;
-                        player[i].crouchkeydown=0;
-                        player[i].drawkeydown=0;
-                        player[i].throwkeydown=0;
+                    if (Dialog::inDialog()) {
+                        Person::players[i]->forwardkeydown = 0;
+                        Person::players[i]->leftkeydown = 0;
+                        Person::players[i]->backkeydown = 0;
+                        Person::players[i]->rightkeydown = 0;
+                        Person::players[i]->jumpkeydown = 0;
+                        Person::players[i]->crouchkeydown = 0;
+                        Person::players[i]->drawkeydown = 0;
+                        Person::players[i]->throwkeydown = 0;
                     }
 
-                    if(player[i].collided<-.3)
-                        player[i].collided=-.3;
-                    if(player[i].collided>1)
-                        player[i].collided=1;
-                    player[i].collided-=multiplier*4;
-                    player[i].whichdirectiondelay-=multiplier;
-                    if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
-                        player[i].avoidcollided=-.3;
-                        player[i].whichdirection=abs(Random()%2);
-                        player[i].whichdirectiondelay=.4;
+                    if (Person::players[i]->collided < -.3)
+                        Person::players[i]->collided = -.3;
+                    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) {
+                        Person::players[i]->avoidcollided = -.3;
+                        Person::players[i]->whichdirection = abs(Random() % 2);
+                        Person::players[i]->whichdirectiondelay = .4;
                     }
-                    if(player[i].avoidcollided>1)
-                        player[i].avoidcollided=1;
-                    player[i].avoidcollided-=multiplier/4;
-                    if(!player[i].skeleton.free){
-                        player[i].stunned-=multiplier;
-                        player[i].surprised-=multiplier;
+                    if (Person::players[i]->avoidcollided > 1)
+                        Person::players[i]->avoidcollided = 1;
+                    Person::players[i]->avoidcollided -= multiplier / 4;
+                    if (!Person::players[i]->skeleton.free) {
+                        Person::players[i]->stunned -= multiplier;
+                        Person::players[i]->surprised -= multiplier;
                     }
-                    if(i!=0&&player[i].surprised<=0&&
-                            player[i].aitype==attacktypecutoff&&
-                            !player[i].dead&&
-                            !player[i].skeleton.free&&
-                            animation[player[i].targetanimation].attack==neutral)
-                        numresponded=1;
+                    if (i != 0 && Person::players[i]->surprised <= 0 &&
+                            Person::players[i]->aitype == attacktypecutoff &&
+                            !Person::players[i]->dead &&
+                            !Person::players[i]->skeleton.free &&
+                            animation[Person::players[i]->animTarget].attack == neutral)
+                        numresponded = 1;
 
-                    if(!player[i].throwkeydown)
-                        player[i].throwtogglekeydown=0;
+                    if (!Person::players[i]->throwkeydown)
+                        Person::players[i]->throwtogglekeydown = 0;
 
                     //pick up weapon
-                    if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
-                        if(player[i].weaponactive==-1&&
-                                player[i].num_weapons<2&&
-                                (player[i].isIdle()||
-                                 player[i].isCrouch()||
-                                 player[i].targetanimation==sneakanim||
-                                 player[i].targetanimation==rollanim||
-                                 player[i].targetanimation==backhandspringanim||
-                                 player[i].isFlip()||
-                                 player[i].isFlip()||
-                                 player[i].aitype!=playercontrolled)){
-                            for(int j=0;j<weapons.size();j++){
-                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
-                                            player[i].aitype==playercontrolled)&&
-                                        weapons[j].owner==-1&&
-                                        player[i].weaponactive==-1)
-                                    if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2){
-                                        if(findDistancefast(&player[i].coords,&weapons[j].position)<2){
-                                            if(player[i].isCrouch()||
-                                                    player[i].targetanimation==sneakanim||
-                                                    player[i].isRun()||
-                                                    player[i].isIdle()||
-                                                    player[i].aitype!=playercontrolled){
-                                                player[i].throwtogglekeydown=1;
-                                                player[i].setAnimation(crouchremoveknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
-                                                player[i].hasvictim=0;
+                    if (Person::players[i]->throwkeydown && !Person::players[i]->throwtogglekeydown) {
+                        if (Person::players[i]->weaponactive == -1 &&
+                                Person::players[i]->num_weapons < 2 &&
+                                (Person::players[i]->isIdle() ||
+                                 Person::players[i]->isCrouch() ||
+                                 Person::players[i]->animTarget == sneakanim ||
+                                 Person::players[i]->animTarget == rollanim ||
+                                 Person::players[i]->animTarget == backhandspringanim ||
+                                 Person::players[i]->isFlip() ||
+                                 Person::players[i]->aitype != playercontrolled)) {
+                            for (unsigned j = 0; j < weapons.size(); j++) {
+                                if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+                                        Person::players[i]->aitype == playercontrolled) &&
+                                        weapons[j].owner == -1 &&
+                                        Person::players[i]->weaponactive == -1)
+                                    if (distsqflat(&Person::players[i]->coords, &weapons[j].position) < 2) {
+                                        if (distsq(&Person::players[i]->coords, &weapons[j].position) < 2) {
+                                            if (Person::players[i]->isCrouch() ||
+                                                    Person::players[i]->animTarget == sneakanim ||
+                                                    Person::players[i]->isRun() ||
+                                                    Person::players[i]->isIdle() ||
+                                                    Person::players[i]->aitype != playercontrolled) {
+                                                Person::players[i]->throwtogglekeydown = 1;
+                                                Person::players[i]->setAnimation(crouchremoveknifeanim);
+                                                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
+                                                Person::players[i]->hasvictim = 0;
                                             }
-                                            if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
-                                                player[i].throwtogglekeydown=1;
-                                                player[i].hasvictim=0;
-
-                                                if((weapons[j].velocity.x==0&&weapons[j].velocity.y==0&&weapons[j].velocity.z==0||
-                                                                player[i].aitype==playercontrolled)&&
-                                                            weapons[j].owner==-1||
-                                                        player[i].victim&&
-                                                        weapons[j].owner==player[i].victim->id)
-                                                    if(findDistancefastflat(&player[i].coords,&weapons[j].position)<2&&player[i].weaponactive==-1)
-                                                        if(findDistancefast(&player[i].coords,&weapons[j].position)<1||player[i].victim){
-                                                            if(weapons[j].getType()!=staff)
-                                                                emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
-                                                            player[i].weaponactive=0;
-                                                            weapons[j].owner=player[i].id;
-                                                            if(player[i].num_weapons>0)
-                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
-                                                            player[i].num_weapons++;
-                                                            player[i].weaponids[0]=j;
+                                            if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+                                                Person::players[i]->throwtogglekeydown = 1;
+                                                Person::players[i]->hasvictim = 0;
+
+                                                if ((weapons[j].velocity.x == 0 && weapons[j].velocity.y == 0 && weapons[j].velocity.z == 0 ||
+                                                        Person::players[i]->aitype == playercontrolled) &&
+                                                        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)
+                                                        if (distsq(&Person::players[i]->coords, &weapons[j].position) < 1 || Person::players[i]->victim) {
+                                                            if (weapons[j].getType() != staff)
+                                                                emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+                                                            Person::players[i]->takeWeapon(j);
                                                         }
                                             }
-                                        }else if((player[i].isIdle()||
-                                                    player[i].isFlip()||
-                                                    player[i].aitype!=playercontrolled)&&
-                                                findDistancefast(&player[i].coords,&weapons[j].position)<5&&
-                                                player[i].coords.y<weapons[j].position.y){
-                                            if(!player[i].isFlip()){
-                                                player[i].throwtogglekeydown=1;
-                                                player[i].setAnimation(removeknifeanim);
-                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons[j].position);
+                                        } else if ((Person::players[i]->isIdle() ||
+                                                    Person::players[i]->isFlip() ||
+                                                    Person::players[i]->aitype != playercontrolled) &&
+                                                   distsq(&Person::players[i]->coords, &weapons[j].position) < 5 &&
+                                                   Person::players[i]->coords.y < weapons[j].position.y) {
+                                            if (!Person::players[i]->isFlip()) {
+                                                Person::players[i]->throwtogglekeydown = 1;
+                                                Person::players[i]->setAnimation(removeknifeanim);
+                                                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, weapons[j].position);
                                             }
-                                            if(player[i].isFlip()){
-                                                player[i].throwtogglekeydown=1;
-                                                player[i].hasvictim=0;
-
-                                                for(int k=0;k<weapons.size();k++){
-                                                    if(player[i].weaponactive==-1)
-                                                        if((weapons[k].velocity.x==0&&weapons[k].velocity.y==0&&weapons[k].velocity.z==0||
-                                                                        player[i].aitype==playercontrolled)&&
-                                                                    weapons[k].owner==-1||
-                                                                player[i].victim&&
-                                                                 weapons[k].owner==player[i].victim->id)
-                                                            if(findDistancefastflat(&player[i].coords,&weapons[k].position)<3&&
-                                                                    player[i].weaponactive==-1){
-                                                                if(weapons[k].getType()!=staff)
-                                                                    emit_sound_at(knifedrawsound, player[i].coords, 128.);
-
-                                                                player[i].weaponactive=0;
-                                                                weapons[k].owner=player[i].id;
-                                                                if(player[i].num_weapons>0)
-                                                                    player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
-                                                                player[i].num_weapons++;
-                                                                player[i].weaponids[0]=k;
+                                            if (Person::players[i]->isFlip()) {
+                                                Person::players[i]->throwtogglekeydown = 1;
+                                                Person::players[i]->hasvictim = 0;
+
+                                                for (unsigned k = 0; k < weapons.size(); k++) {
+                                                    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))
+                                                            if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
+                                                                    Person::players[i]->weaponactive == -1) {
+                                                                if (weapons[k].getType() != staff)
+                                                                    emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
+
+                                                                Person::players[i]->takeWeapon(k);
                                                             }
                                                 }
                                             }
                                         }
                                     }
                             }
-                            if(player[i].isCrouch()||
-                                    player[i].targetanimation==sneakanim||
-                                    player[i].isRun()||
-                                    player[i].isIdle()||player[i].targetanimation==rollanim||
-                                    player[i].targetanimation==backhandspringanim){
-                                if(numplayers>1)
-                                    for(int j=0;j<numplayers;j++){
-                                        if(player[i].weaponactive==-1)
-                                            if(j!=i)
-                                                if(player[j].num_weapons&&
-                                                        player[j].skeleton.free&&
-                                                        findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
-                                                        (((player[j].skeleton.forward.y<0&&
-                                                           player[j].weaponstuckwhere==0)||
-                                                          (player[j].skeleton.forward.y>0&&
-                                                           player[j].weaponstuckwhere==1))||
-                                                         player[j].weaponstuck==-1||
-                                                         player[j].num_weapons>1)){
-                                                    if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
-                                                        player[i].throwtogglekeydown=1;
-                                                        player[i].victim=&player[j];
-                                                        player[i].hasvictim=1;
-                                                        player[i].setAnimation(crouchremoveknifeanim);
-                                                        player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
+                            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)
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                                        if (Person::players[i]->weaponactive == -1)
+                                            if (j != i)
+                                                if (Person::players[j]->num_weapons &&
+                                                        Person::players[j]->skeleton.free &&
+                                                        distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 2/*&&Person::players[j]->dead*/ &&
+                                                        (((Person::players[j]->skeleton.forward.y < 0 &&
+                                                           Person::players[j]->weaponstuckwhere == 0) ||
+                                                          (Person::players[j]->skeleton.forward.y > 0 &&
+                                                           Person::players[j]->weaponstuckwhere == 1)) ||
+                                                         Person::players[j]->weaponstuck == -1 ||
+                                                         Person::players[j]->num_weapons > 1)) {
+                                                    if (Person::players[i]->animTarget != rollanim && Person::players[i]->animTarget != backhandspringanim) {
+                                                        Person::players[i]->throwtogglekeydown = 1;
+                                                        Person::players[i]->victim = Person::players[j];
+                                                        Person::players[i]->hasvictim = 1;
+                                                        Person::players[i]->setAnimation(crouchremoveknifeanim);
+                                                        Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
                                                     }
-                                                    if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
-                                                        player[i].throwtogglekeydown=1;
-                                                        player[i].victim=&player[j];
-                                                        player[i].hasvictim=1;
-                                                        int k = player[j].weaponids[0];
-                                                        if(player[i].hasvictim){
+                                                    if (Person::players[i]->animTarget == rollanim || Person::players[i]->animTarget == backhandspringanim) {
+                                                        Person::players[i]->throwtogglekeydown = 1;
+                                                        Person::players[i]->victim = Person::players[j];
+                                                        Person::players[i]->hasvictim = 1;
+                                                        int k = Person::players[j]->weaponids[0];
+                                                        if (Person::players[i]->hasvictim) {
                                                             bool fleshstuck;
-                                                            fleshstuck=0;
-                                                            if(player[i].victim->weaponstuck!=-1){
-                                                                if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
-                                                                    fleshstuck=1;
+                                                            fleshstuck = 0;
+                                                            if (Person::players[i]->victim->weaponstuck != -1) {
+                                                                if (Person::players[i]->victim->weaponids[Person::players[i]->victim->weaponstuck] == k) {
+                                                                    fleshstuck = 1;
                                                                 }
                                                             }
-                                                            if(!fleshstuck){
-                                                                if(weapons[k].getType()!=staff)
-                                                                  emit_sound_at(knifedrawsound, player[i].coords, 128.);
+                                                            if (!fleshstuck) {
+                                                                if (weapons[k].getType() != staff)
+                                                                    emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
                                                             }
-                                                            if(fleshstuck)
-                                                              emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
-
-                                                            player[i].weaponactive=0;
-                                                            if(weapons[k].owner!=-1){
-                                                                if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
-                                                                else player[i].victim->num_weapons=1;
-
-                                                                player[i].victim->skeleton.longdead=0;
-                                                                player[i].victim->skeleton.free=1;
-                                                                player[i].victim->skeleton.broken=0;
-
-                                                                for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
-                                                                    player[i].victim->skeleton.joints[l].velchange=0;
-                                                                    player[i].victim->skeleton.joints[l].locked=0;
+                                                            if (fleshstuck)
+                                                                emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
+
+                                                            if (weapons[k].owner != -1) {
+                                                                if (Person::players[i]->victim->num_weapons == 1)
+                                                                    Person::players[i]->victim->num_weapons = 0;
+                                                                else
+                                                                    Person::players[i]->victim->num_weapons = 1;
+
+                                                                Person::players[i]->victim->skeleton.longdead = 0;
+                                                                Person::players[i]->victim->skeleton.free = 1;
+                                                                Person::players[i]->victim->skeleton.broken = 0;
+
+                                                                for (int l = 0; l < Person::players[i]->victim->skeleton.num_joints; l++) {
+                                                                    Person::players[i]->victim->skeleton.joints[l].velchange = 0;
+                                                                    Person::players[i]->victim->skeleton.joints[l].locked = 0;
                                                                 }
 
                                                                 XYZ relative;
-                                                                relative=0;
-                                                                relative.y=10;
+                                                                relative = 0;
+                                                                relative.y = 10;
                                                                 Normalise(&relative);
-                                                                XYZ footvel,footpoint;
-                                                                footvel=0;
-                                                                footpoint=weapons[k].position;
-                                                                if(player[i].victim->weaponstuck!=-1){
-                                                                    if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
-                                                                        if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
-                                                                        weapons[k].bloody=2;
-                                                                        weapons[k].blooddrip=5;
-                                                                        player[i].victim->weaponstuck=-1;
-                                                                        player[i].victim->bloodloss+=2000;
-                                                                        player[i].victim->DoDamage(2000);
+                                                                XYZ footvel, footpoint;
+                                                                footvel = 0;
+                                                                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)
+                                                                            Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .8, .3);
+                                                                        weapons[k].bloody = 2;
+                                                                        weapons[k].blooddrip = 5;
+                                                                        Person::players[i]->victim->weaponstuck = -1;
+                                                                        Person::players[i]->victim->bloodloss += 2000;
+                                                                        Person::players[i]->victim->DoDamage(2000);
                                                                     }
                                                                 }
-                                                                if(player[i].victim->num_weapons>0){
-                                                                    if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
-                                                                    if(player[i].victim->weaponids[0]==k)
-                                                                        player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
+                                                                if (Person::players[i]->victim->num_weapons > 0) {
+                                                                    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)
+                                                                        Person::players[i]->victim->weaponids[0] = Person::players[i]->victim->weaponids[Person::players[i]->victim->num_weapons];
                                                                 }
 
-                                                                player[i].victim->weaponactive=-1;
+                                                                Person::players[i]->victim->weaponactive = -1;
 
-                                                                player[i].victim->getJointFor(abdomen).velocity+=relative*6;
-                                                                player[i].victim->getJointFor(neck).velocity+=relative*6;
-                                                                player[i].victim->getJointFor(rightshoulder).velocity+=relative*6;
-                                                                player[i].victim->getJointFor(leftshoulder).velocity+=relative*6;
-                                                            }
-                                                            weapons[k].owner=i;
-                                                            if(player[i].num_weapons>0){
-                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
+                                                                Person::players[i]->victim->jointVel(abdomen) += relative * 6;
+                                                                Person::players[i]->victim->jointVel(neck) += relative * 6;
+                                                                Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
+                                                                Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
                                                             }
-                                                            player[i].num_weapons++;
-                                                            player[i].weaponids[0]=k;
+                                                            Person::players[i]->takeWeapon(k);
                                                         }
                                                     }
                                                 }
                                     }
                             }
                         }
-                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                            if(weapons[player[i].weaponids[0]].getType()==knife){
-                                if(player[i].isIdle()||
-                                        player[i].isRun()||
-                                        player[i].isCrouch()||
-                                        player[i].targetanimation==sneakanim||
-                                        player[i].isFlip())
-                                    if(numplayers>1)
-                                        for(int j=0;j<numplayers;j++){
-                                            if(i!=j)
-                                                if(tutoriallevel!=1||tutorialstage==49)
-                                                    if(hostile)
-                                                        if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
-                                                                findDistancefast(&player[i].coords,&player[j].coords)<100&&
-                                                                findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
-                                                                !player[j].skeleton.free&&
-                                                                -1==checkcollide(DoRotation(player[j].getJointFor(head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].getJointFor(head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
-                                                            if(!player[i].isFlip()){
-                                                                player[i].throwtogglekeydown=1;
-                                                                player[i].victim=&player[j];
-                                                                player[i].setAnimation(knifethrowanim);
-                                                                player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
-                                                                player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
+                        if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
+                            if (weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+                                if (Person::players[i]->isIdle() ||
+                                        Person::players[i]->isRun() ||
+                                        Person::players[i]->isCrouch() ||
+                                        Person::players[i]->animTarget == sneakanim ||
+                                        Person::players[i]->isFlip())
+                                    if (Person::players.size() > 1)
+                                        for (unsigned j = 0; j < Person::players.size(); j++) {
+                                            if (i != j)
+                                                if (tutoriallevel != 1 || tutorialstage == 49)
+                                                    if (hostile)
+                                                        if (normaldotproduct(Person::players[i]->facing, Person::players[i]->coords - Person::players[j]->coords) < 0 &&
+                                                                distsq(&Person::players[i]->coords, &Person::players[j]->coords) < 100 &&
+                                                                distsq(&Person::players[i]->coords, &Person::players[j]->coords) > 1.5 &&
+                                                                !Person::players[j]->skeleton.free &&
+                                                                -1 == checkcollide(DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0)*Person::players[j]->scale + Person::players[j]->coords, DoRotation(Person::players[i]->jointPos(head), 0, Person::players[i]->yaw, 0)*Person::players[i]->scale + Person::players[i]->coords)) {
+                                                            if (!Person::players[i]->isFlip()) {
+                                                                Person::players[i]->throwtogglekeydown = 1;
+                                                                Person::players[i]->victim = Person::players[j];
+                                                                Person::players[i]->setAnimation(knifethrowanim);
+                                                                Person::players[i]->targetyaw = roughDirectionTo(Person::players[i]->coords, Person::players[j]->coords);
+                                                                Person::players[i]->targettilt2 = pitchTo(Person::players[i]->coords, Person::players[j]->coords);
                                                             }
-                                                            if(player[i].isFlip()){
-                                                                if(player[i].weaponactive!=-1){
-                                                                    player[i].throwtogglekeydown=1;
-                                                                    player[i].victim=&player[j];
+                                                            if (Person::players[i]->isFlip()) {
+                                                                if (Person::players[i]->weaponactive != -1) {
+                                                                    Person::players[i]->throwtogglekeydown = 1;
+                                                                    Person::players[i]->victim = Person::players[j];
                                                                     XYZ aim;
-                                                                    weapons[player[i].weaponids[0]].owner=-1;
-                                                                    aim=player[i].victim->coords+DoRotation(player[i].victim->getJointFor(abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].getJointFor(righthand).position,0,player[i].rotation,0)*player[i].scale);
+                                                                    aim = Person::players[i]->victim->coords + DoRotation(Person::players[i]->victim->jointPos(abdomen), 0, Person::players[i]->victim->yaw, 0) * Person::players[i]->victim->scale + Person::players[i]->victim->velocity * findDistance(&Person::players[i]->victim->coords, &Person::players[i]->coords) / 50 - (Person::players[i]->coords + DoRotation(Person::players[i]->jointPos(righthand), 0, Person::players[i]->yaw, 0) * Person::players[i]->scale);
                                                                     Normalise(&aim);
 
-                                                                    aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
-
-                                                                    weapons[player[i].weaponids[0]].velocity=aim*50;
-                                                                    weapons[player[i].weaponids[0]].tipvelocity=aim*50;
-                                                                    weapons[player[i].weaponids[0]].missed=0;
-                                                                    weapons[player[i].weaponids[0]].freetime=0;
-                                                                    weapons[player[i].weaponids[0]].firstfree=1;
-                                                                    weapons[player[i].weaponids[0]].physics=0;
-                                                                    player[i].num_weapons--;
-                                                                    if(player[i].num_weapons){
-                                                                        player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
+                                                                    aim = DoRotation(aim, (float)abs(Random() % 30) - 15, (float)abs(Random() % 30) - 15, 0);
+
+                                                                    weapons[Person::players[i]->weaponids[0]].thrown(aim * 50, 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];
                                                                     }
-                                                                    player[i].weaponactive=-1;
+                                                                    Person::players[i]->weaponactive = -1;
                                                                 }
                                                             }
                                                         }
                                         }
                             }
                         }
-                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
-                            if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
-                                player[i].throwtogglekeydown=1;
-                                weapons[player[i].weaponids[0]].owner=-1;
-                                weapons[player[i].weaponids[0]].velocity=player[i].velocity*.2;
-                                if(weapons[player[i].weaponids[0]].velocity.x==0)weapons[player[i].weaponids[0]].velocity.x=.1;
-                                weapons[player[i].weaponids[0]].tipvelocity=weapons[player[i].weaponids[0]].velocity;
-                                weapons[player[i].weaponids[0]].missed=1;
-                                weapons[player[i].weaponids[0]].freetime=0;
-                                weapons[player[i].weaponids[0]].firstfree=1;
-                                weapons[player[i].weaponids[0]].physics=1;
-                                player[i].num_weapons--;
-                                if(player[i].num_weapons){
-                                    player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
-                                    if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
+                        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)
+                                    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)
+                                        Person::players[i]->weaponstuck = 0;
                                 }
 
-                                player[i].weaponactive=-1;
-                                for(int j=0;j<numplayers;j++){
-                                    player[j].wentforweapon=0;
+                                Person::players[i]->weaponactive = -1;
+                                for (unsigned j = 0; j < Person::players.size(); j++) {
+                                    Person::players[j]->wentforweapon = 0;
                                 }
                             }
                         }
@@ -6871,528 +6248,546 @@ void Game::Tick(){
                     }
 
                     //draw weapon
-                    if(i==0||!player[0].dead||player[i].weaponactive!=-1) {
-                        if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
-                                player[i].num_weapons==2&&
-                                player[i].weaponactive==-1&&
-                                player[i].isIdle()||
-                                player[0].dead&&
-                                player[i].weaponactive!=-1&&
-                                i!=0) {
-                            bool isgood=true;
-                            if(player[i].weaponactive!=-1)
-                                if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==staff)
-                                    isgood=false;
-                            if(isgood&&player[i].creature!=wolftype){
-                                if(player[i].isIdle()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    player[i].setAnimation(drawrightanim);
-                                    player[i].drawtogglekeydown=1;
+                    if (i == 0 || !Person::players[0]->dead || (Person::players[i]->weaponactive != -1)) {
+                        if (Person::players[i]->drawkeydown && !Person::players[i]->drawtogglekeydown ||
+                                (Person::players[i]->num_weapons == 2) &&
+                                (Person::players[i]->weaponactive == -1) &&
+                                Person::players[i]->isIdle() ||
+                                Person::players[0]->dead &&
+                                (Person::players[i]->weaponactive != -1) &&
+                                i != 0) {
+                            bool isgood = true;
+                            if (Person::players[i]->weaponactive != -1)
+                                if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == staff)
+                                    isgood = false;
+                            if (isgood && Person::players[i]->creature != wolftype) {
+                                if (Person::players[i]->isIdle() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+                                    Person::players[i]->setAnimation(drawrightanim);
+                                    Person::players[i]->drawtogglekeydown = 1;
                                 }
-                                if((player[i].isIdle()||
-                                            (player[i].aitype!=playercontrolled&&
-                                             player[0].weaponactive!=-1&&
-                                             player[i].isRun()))&&
-                                        player[i].num_weapons&&
-                                        weapons[player[i].weaponids[0]].getType()==sword){
-                                    player[i].setAnimation(drawleftanim);
-                                    player[i].drawtogglekeydown=1;
+                                if ((Person::players[i]->isIdle() ||
+                                        (Person::players[i]->aitype != playercontrolled &&
+                                         Person::players[0]->weaponactive != -1 &&
+                                         Person::players[i]->isRun())) &&
+                                        Person::players[i]->num_weapons &&
+                                        weapons[Person::players[i]->weaponids[0]].getType() == sword) {
+                                    Person::players[i]->setAnimation(drawleftanim);
+                                    Person::players[i]->drawtogglekeydown = 1;
                                 }
-                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons[player[i].weaponids[0]].getType()==knife){
-                                    player[i].setAnimation(crouchdrawrightanim);
-                                    player[i].drawtogglekeydown=1;
+                                if (Person::players[i]->isCrouch() && Person::players[i]->num_weapons && weapons[Person::players[i]->weaponids[0]].getType() == knife) {
+                                    Person::players[i]->setAnimation(crouchdrawrightanim);
+                                    Person::players[i]->drawtogglekeydown = 1;
                                 }
                             }
                         }
                     }
-                    
+
                     //clean weapon
-                    if(player[i].weaponactive!=-1) {
-                                               if (player[i].isCrouch()&&
-                                                       weapons[player[i].weaponids[player[i].weaponactive]].bloody&&
-                                                       bloodtoggle&&
-                                                       player[i].onterrain&&
-                                                       player[i].num_weapons&&
-                                                       player[i].attackkeydown&&
-                                                       musictype!=stream_fighttheme) {
-                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==knife)
-                                                                       player[i].setAnimation(crouchstabanim);
-                                                               if(weapons[player[i].weaponids[player[i].weaponactive]].getType()==sword)
-                                                                       player[i].setAnimation(swordgroundstabanim);
-                                                               player[i].hasvictim=0;
-                                               }
-                                       }
-
-                    if(!player[i].drawkeydown)
-                        player[i].drawtogglekeydown=0;
+                    if (Person::players[i]->weaponactive != -1) {
+                        if (Person::players[i]->isCrouch() &&
+                                weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].bloody &&
+                                bloodtoggle &&
+                                Person::players[i]->onterrain &&
+                                Person::players[i]->num_weapons &&
+                                Person::players[i]->attackkeydown &&
+                                musictype != stream_fighttheme) {
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == knife)
+                                Person::players[i]->setAnimation(crouchstabanim);
+                            if (weapons[Person::players[i]->weaponids[Person::players[i]->weaponactive]].getType() == sword)
+                                Person::players[i]->setAnimation(swordgroundstabanim);
+                            Person::players[i]->hasvictim = 0;
+                        }
+                    }
+
+                    if (!Person::players[i]->drawkeydown)
+                        Person::players[i]->drawtogglekeydown = 0;
 
                     XYZ absflatfacing;
-                    if(i==0) {
-                        absflatfacing=0;
-                        absflatfacing.z=-1;
+                    if (i == 0) {
+                        absflatfacing = 0;
+                        absflatfacing.z = -1;
 
-                        absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
+                        absflatfacing = DoRotation(absflatfacing, 0, -yaw, 0);
                     } else
-                                               absflatfacing=flatfacing;
-
-                    if(indialogue!=-1){
-                        player[i].forwardkeydown=0;
-                        player[i].leftkeydown=0;
-                        player[i].backkeydown=0;
-                        player[i].rightkeydown=0;
-                        player[i].jumpkeydown=0;
-                        player[i].crouchkeydown=0;
-                        player[i].drawkeydown=0;
-                        player[i].throwkeydown=0;
+                        absflatfacing = flatfacing;
+
+                    if (Dialog::inDialog()) {
+                        Person::players[i]->forwardkeydown = 0;
+                        Person::players[i]->leftkeydown = 0;
+                        Person::players[i]->backkeydown = 0;
+                        Person::players[i]->rightkeydown = 0;
+                        Person::players[i]->jumpkeydown = 0;
+                        Person::players[i]->crouchkeydown = 0;
+                        Person::players[i]->drawkeydown = 0;
+                        Person::players[i]->throwkeydown = 0;
                     }
-                    movekey=0;
+                    movekey = 0;
                     //Do controls
-                    if(!animation[player[i].targetanimation].attack&&
-                            player[i].targetanimation!=staggerbackhighanim&&
-                            player[i].targetanimation!=staggerbackhardanim&&
-                            player[i].targetanimation!=backhandspringanim&&
-                            player[i].targetanimation!=dodgebackanim){
-                        if(!player[i].forwardkeydown)
-                            player[i].forwardstogglekeydown=0;
-                        if(player[i].crouchkeydown){
+                    if (!animation[Person::players[i]->animTarget].attack &&
+                            Person::players[i]->animTarget != staggerbackhighanim &&
+                            Person::players[i]->animTarget != staggerbackhardanim &&
+                            Person::players[i]->animTarget != backhandspringanim &&
+                            Person::players[i]->animTarget != dodgebackanim) {
+                        if (!Person::players[i]->forwardkeydown)
+                            Person::players[i]->forwardstogglekeydown = 0;
+                        if (Person::players[i]->crouchkeydown) {
                             //Crouch
-                            target=-2;
-                            if(i==0){
-                                player[i].superruntoggle=1;
-                                if(numplayers>1)
-                                    for(int j=0;j<numplayers;j++)
-                                        if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
-                                            if(findDistancefast(&player[j].coords,&player[i].coords)<16)
-                                                player[i].superruntoggle=0;
+                            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)
+                                                Person::players[i]->superruntoggle = 0;
                             }
 
-                            if(numplayers>1)
-                                for(int j=0;j<numplayers;j++){
-                                    if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
-                                        if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
-                                                player[j].victim==&player[i]&&
-                                                (player[j].targetanimation==sweepanim||
-                                                 player[j].targetanimation==upunchanim||
-                                                 player[j].targetanimation==wolfslapanim||
-                                                 ((player[j].targetanimation==swordslashanim||
-                                                   player[j].targetanimation==knifeslashstartanim||
-                                                   player[j].targetanimation==staffhitanim||
-                                                   player[j].targetanimation==staffspinhitanim)&&
-                                                  findDistancefast(&player[j].coords,&player[i].coords)<2))){
-                                            if(target>=0)
-                                                target=-1;
+                            if (Person::players.size() > 1)
+                                for (unsigned j = 0; j < Person::players.size(); j++) {
+                                    if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->victim && Person::players[i]->lowreversaldelay <= 0) {
+                                        if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+                                                Person::players[j]->victim == Person::players[i] &&
+                                                (Person::players[j]->animTarget == sweepanim ||
+                                                 Person::players[j]->animTarget == upunchanim ||
+                                                 Person::players[j]->animTarget == wolfslapanim ||
+                                                 ((Person::players[j]->animTarget == swordslashanim ||
+                                                   Person::players[j]->animTarget == knifeslashstartanim ||
+                                                   Person::players[j]->animTarget == staffhitanim ||
+                                                   Person::players[j]->animTarget == staffspinhitanim) &&
+                                                  distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 2))) {
+                                            if (target >= 0)
+                                                target = -1;
                                             else
-                                                target=j;
+                                                target = j;
                                         }
                                     }
                                 }
-                            if(target>=0)
-                                player[target].Reverse();
-                            player[i].lowreversaldelay=.5;
+                            if (target >= 0)
+                                Person::players[target]->Reverse();
+                            Person::players[i]->lowreversaldelay = .5;
 
-                            if(player[i].isIdle()){
-                                player[i].setAnimation(player[i].getCrouch());
-                                player[i].transspeed=10;
+                            if (Person::players[i]->isIdle()) {
+                                Person::players[i]->setAnimation(Person::players[i]->getCrouch());
+                                Person::players[i]->transspeed = 10;
                             }
-                            if(player[i].isRun()||
-                                    (player[i].isStop()&&
-                                     (player[i].leftkeydown||
-                                      player[i].rightkeydown||
-                                      player[i].forwardkeydown||
-                                      player[i].backkeydown))){
-                                player[i].setAnimation(rollanim);
-                                player[i].transspeed=20;
+                            if (Person::players[i]->isRun() ||
+                                    (Person::players[i]->isStop() &&
+                                     (Person::players[i]->leftkeydown ||
+                                      Person::players[i]->rightkeydown ||
+                                      Person::players[i]->forwardkeydown ||
+                                      Person::players[i]->backkeydown))) {
+                                Person::players[i]->setAnimation(rollanim);
+                                Person::players[i]->transspeed = 20;
                             }
                         }
-                        if(!player[i].crouchkeydown){
+                        if (!Person::players[i]->crouchkeydown) {
                             //Uncrouch
-                            if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
-                            target=-2;
-                            if(player[i].isCrouch()){
-                                if(numplayers>1)
-                                    for(int j=0;j<numplayers;j++){
-                                        if(j!=i&&
-                                                !player[j].skeleton.free&&
-                                                player[j].victim&&
-                                                player[i].highreversaldelay<=0){
-                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
-                                                    player[j].victim==&player[i]&&
-                                                    (player[j].targetanimation==spinkickanim)&&
-                                                    player[i].isCrouch()){
-                                                if(target>=0)
-                                                    target=-1;
+                            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)
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                                        if (j != i &&
+                                                !Person::players[j]->skeleton.free &&
+                                                Person::players[j]->victim &&
+                                                Person::players[i]->highreversaldelay <= 0) {
+                                            if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 3 &&
+                                                    Person::players[j]->victim == Person::players[i] &&
+                                                    (Person::players[j]->animTarget == spinkickanim) &&
+                                                    Person::players[i]->isCrouch()) {
+                                                if (target >= 0)
+                                                    target = -1;
                                                 else
-                                                    target=j;
+                                                    target = j;
                                             }
                                         }
                                     }
-                                if(target>=0)
-                                    player[target].Reverse();
-                                player[i].highreversaldelay=.5;
-
-                                if(player[i].isCrouch()){
-                                    if(!player[i].wasCrouch()){
-                                        player[i].currentanimation=player[i].getCrouch();
-                                        player[i].currentframe=0;
+                                if (target >= 0)
+                                    Person::players[target]->Reverse();
+                                Person::players[i]->highreversaldelay = .5;
+
+                                if (Person::players[i]->isCrouch()) {
+                                    if (!Person::players[i]->wasCrouch()) {
+                                        Person::players[i]->animCurrent = Person::players[i]->getCrouch();
+                                        Person::players[i]->frameCurrent = 0;
                                     }
-                                    player[i].setAnimation(player[i].getIdle());
-                                    player[i].transspeed=10;
+                                    Person::players[i]->setAnimation(Person::players[i]->getIdle());
+                                    Person::players[i]->transspeed = 10;
                                 }
                             }
-                            if(player[i].targetanimation==sneakanim){
-                                player[i].setAnimation(player[i].getIdle());
-                                player[i].transspeed=10;
+                            if (Person::players[i]->animTarget == sneakanim) {
+                                Person::players[i]->setAnimation(Person::players[i]->getIdle());
+                                Person::players[i]->transspeed = 10;
                             }
                         }
-                        if(player[i].forwardkeydown){
-                            if(player[i].isIdle()||
-                                    (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
-                                    (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown)||
-                                    (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown&&
-                                     player[i].crouchkeydown)){
-                                if(player[i].aitype==passivetype)
-                                    player[i].setAnimation(walkanim);
+                        if (Person::players[i]->forwardkeydown) {
+                            if (Person::players[i]->isIdle() ||
+                                    (Person::players[i]->isStop() &&
+                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                    (Person::players[i]->isLanding() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown) ||
+                                    (Person::players[i]->isLandhard() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown &&
+                                     Person::players[i]->crouchkeydown)) {
+                                if (Person::players[i]->aitype == passivetype)
+                                    Person::players[i]->setAnimation(walkanim);
                                 else
-                                    player[i].setAnimation(player[i].getRun());
+                                    Person::players[i]->setAnimation(Person::players[i]->getRun());
                             }
-                            if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
-                                if(player[i].wasCrouch())
-                                    player[i].target=0;
-                                player[i].targetframe=0;
+                            if (Person::players[i]->isCrouch()) {
+                                Person::players[i]->animTarget = sneakanim;
+                                if (Person::players[i]->wasCrouch())
+                                    Person::players[i]->target = 0;
+                                Person::players[i]->frameTarget = 0;
                             }
-                            if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
-                                player[i].setAnimation(climbanim);
-                                player[i].targetframe=1;
-                                player[i].jumpclimb=1;
+                            if (Person::players[i]->animTarget == hanganim/*&&(!Person::players[i]->forwardstogglekeydown||Person::players[i]->aitype!=playercontrolled)*/) {
+                                Person::players[i]->setAnimation(climbanim);
+                                Person::players[i]->frameTarget = 1;
+                                Person::players[i]->jumpclimb = 1;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                player[i].velocity+=absflatfacing*5*multiplier;
+                            if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+                                Person::players[i]->velocity += absflatfacing * 5 * multiplier;
                             }
-                            player[i].forwardstogglekeydown=1;
-                            movekey=1;
+                            Person::players[i]->forwardstogglekeydown = 1;
+                            movekey = 1;
                         }
-                        if (player[i].rightkeydown){
-                            if(player[i].isIdle()||
-                                    (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
-                                    (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown)||
-                                    (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown&&
-                                     player[i].crouchkeydown)){
-                                player[i].setAnimation(player[i].getRun());
+                        if (Person::players[i]->rightkeydown) {
+                            if (Person::players[i]->isIdle() ||
+                                    (Person::players[i]->isStop() &&
+                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                    (Person::players[i]->isLanding() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown) ||
+                                    (Person::players[i]->isLandhard() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown &&
+                                     Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setAnimation(Person::players[i]->getRun());
                             }
-                            if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
-                                if(player[i].wasCrouch())
-                                    player[i].target=0;
-                                player[i].targetframe=0;
+                            if (Person::players[i]->isCrouch()) {
+                                Person::players[i]->animTarget = sneakanim;
+                                if (Person::players[i]->wasCrouch())
+                                    Person::players[i]->target = 0;
+                                Person::players[i]->frameTarget = 0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+                            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);
                             }
-                            player[i].targetrotation-=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation+=45;
-                            if(player[i].backkeydown)player[i].targetrotation-=45;
-                            movekey=1;
+                            Person::players[i]->targetyaw -= 90;
+                            if (Person::players[i]->forwardkeydown)
+                                Person::players[i]->targetyaw += 45;
+                            if (Person::players[i]->backkeydown)
+                                Person::players[i]->targetyaw -= 45;
+                            movekey = 1;
                         }
-                        if ( player[i].leftkeydown){
-                            if(player[i].isIdle()||
-                                    (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
-                                    (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown)||
-                                    (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown&&
-                                     player[i].crouchkeydown)){
-                                player[i].setAnimation(player[i].getRun());
+                        if ( Person::players[i]->leftkeydown) {
+                            if (Person::players[i]->isIdle() ||
+                                    (Person::players[i]->isStop() &&
+                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                    (Person::players[i]->isLanding() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown) ||
+                                    (Person::players[i]->isLandhard() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown &&
+                                     Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setAnimation(Person::players[i]->getRun());
                             }
-                            if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
-                                if(player[i].wasCrouch())
-                                    player[i].target=0;
-                                player[i].targetframe=0;
+                            if (Person::players[i]->isCrouch()) {
+                                Person::players[i]->animTarget = sneakanim;
+                                if (Person::players[i]->wasCrouch())
+                                    Person::players[i]->target = 0;
+                                Person::players[i]->frameTarget = 0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
+                            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);
                             }
-                            player[i].targetrotation+=90;
-                            if(player[i].forwardkeydown)player[i].targetrotation-=45;
-                            if(player[i].backkeydown)player[i].targetrotation+=45;
-                            movekey=1;
+                            Person::players[i]->targetyaw += 90;
+                            if (Person::players[i]->forwardkeydown)
+                                Person::players[i]->targetyaw -= 45;
+                            if (Person::players[i]->backkeydown)
+                                Person::players[i]->targetyaw += 45;
+                            movekey = 1;
                         }
-                        if(player[i].backkeydown){
-                            if(player[i].isIdle()||
-                                    (player[i].isStop()&&
-                                     player[i].targetrotation==player[i].rotation)||
-                                    (player[i].isLanding()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown)||
-                                    (player[i].isLandhard()&&
-                                     player[i].targetframe>0&&
-                                     !player[i].jumpkeydown&&
-                                     player[i].crouchkeydown)){
-                                player[i].setAnimation(player[i].getRun());
+                        if (Person::players[i]->backkeydown) {
+                            if (Person::players[i]->isIdle() ||
+                                    (Person::players[i]->isStop() &&
+                                     Person::players[i]->targetyaw == Person::players[i]->yaw) ||
+                                    (Person::players[i]->isLanding() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown) ||
+                                    (Person::players[i]->isLandhard() &&
+                                     Person::players[i]->frameTarget > 0 &&
+                                     !Person::players[i]->jumpkeydown &&
+                                     Person::players[i]->crouchkeydown)) {
+                                Person::players[i]->setAnimation(Person::players[i]->getRun());
                             }
-                            if(player[i].isCrouch()){
-                                player[i].targetanimation=sneakanim;
-                                if(player[i].wasCrouch())
-                                    player[i].target=0;
-                                player[i].targetframe=0;
+                            if (Person::players[i]->isCrouch()) {
+                                Person::players[i]->animTarget = sneakanim;
+                                if (Person::players[i]->wasCrouch())
+                                    Person::players[i]->target = 0;
+                                Person::players[i]->frameTarget = 0;
                             }
-                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
-                                player[i].velocity-=absflatfacing*5*multiplier;
+                            if (Person::players[i]->animTarget == jumpupanim || Person::players[i]->animTarget == jumpdownanim || Person::players[i]->isFlip()) {
+                                Person::players[i]->velocity -= absflatfacing * 5 * multiplier;
                             }
-                            if(player[i].targetanimation==hanganim){
-                                player[i].currentanimation=jumpdownanim;
-                                player[i].targetanimation=jumpdownanim;
-                                player[i].target=0;
-                                player[i].currentframe=0;
-                                player[i].targetframe=1;
-                                player[i].velocity=0;
-                                player[i].velocity.y+=gravity;
-                                player[i].coords.y-=1.4;
-                                player[i].grabdelay=1;
+                            if (Person::players[i]->animTarget == hanganim) {
+                                Person::players[i]->animCurrent = jumpdownanim;
+                                Person::players[i]->animTarget = jumpdownanim;
+                                Person::players[i]->target = 0;
+                                Person::players[i]->frameCurrent = 0;
+                                Person::players[i]->frameTarget = 1;
+                                Person::players[i]->velocity = 0;
+                                Person::players[i]->velocity.y += gravity;
+                                Person::players[i]->coords.y -= 1.4;
+                                Person::players[i]->grabdelay = 1;
                             }
-                            if ( !player[i].leftkeydown&&!player[i].rightkeydown)
-                                player[i].targetrotation+=180;
-                            movekey=1;
+                            if ( !Person::players[i]->leftkeydown && !Person::players[i]->rightkeydown)
+                                Person::players[i]->targetyaw += 180;
+                            movekey = 1;
                         }
-                        if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
-                            if((((player[i].isLanding()&&player[i].targetframe>=3)||
-                                            player[i].isRun()||
-                                            player[i].targetanimation==walkanim||
-                                            player[i].isCrouch()||
-                                            player[i].targetanimation==sneakanim)&&
-                                        player[i].jumppower>1)&&
-                                    ((player[i].targetanimation!=rabbitrunninganim&&
-                                      player[i].targetanimation!=wolfrunninganim)||i!=0)){
-                                player[i].jumpstart=0;
-                                player[i].setAnimation(jumpupanim);
-                                player[i].rotation=player[i].targetrotation;
-                                player[i].transspeed=20;
-                                player[i].FootLand(0,1);
-                                player[i].FootLand(1,1);
-
-                                facing=0;
-                                facing.z=-1;
-                                flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
-
-                                if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
-                                if(!movekey)player[i].velocity=0;
+                        if ((Person::players[i]->jumpkeydown && !Person::players[i]->jumpclimb) || Person::players[i]->jumpstart) {
+                            if ((((Person::players[i]->isLanding() && Person::players[i]->frameTarget >= 3) ||
+                                    Person::players[i]->isRun() ||
+                                    Person::players[i]->animTarget == walkanim ||
+                                    Person::players[i]->isCrouch() ||
+                                    Person::players[i]->animTarget == sneakanim) &&
+                                    Person::players[i]->jumppower > 1) &&
+                                    ((Person::players[i]->animTarget != rabbitrunninganim &&
+                                      Person::players[i]->animTarget != wolfrunninganim) || i != 0)) {
+                                Person::players[i]->jumpstart = 0;
+                                Person::players[i]->setAnimation(jumpupanim);
+                                Person::players[i]->yaw = Person::players[i]->targetyaw;
+                                Person::players[i]->transspeed = 20;
+                                Person::players[i]->FootLand(leftfoot, 1);
+                                Person::players[i]->FootLand(rightfoot, 1);
+
+                                facing = 0;
+                                facing.z = -1;
+                                flatfacing = DoRotation(facing, 0, Person::players[i]->targetyaw + 180, 0);
+
+                                if (movekey)
+                                    Person::players[i]->velocity = flatfacing * Person::players[i]->speed * 45 * Person::players[i]->scale;
+                                if (!movekey)
+                                    Person::players[i]->velocity = 0;
 
                                 //Dodge sweep?
-                                target=-2;
-                                if(numplayers>1)
-                                    for(int j=0;j<numplayers;j++){
-                                        if(j!=i&&!player[j].skeleton.free&&player[j].victim){
-                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
-                                                    player[j].victim==&player[i]&&
-                                                    (player[j].targetanimation==sweepanim)){
-                                                if(target>=0)target=-1;
-                                                else target=j;
+                                target = -2;
+                                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)
+                                                    target = -1;
+                                                else
+                                                    target = j;
                                             }
                                         }
                                     }
-                                    if(target>=0)player[i].velocity.y=1;
-                                    else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
-                                        player[i].velocity.y=7;
-                                        player[i].crouchtogglekeydown=1;
-                                    }
-                                    else player[i].velocity.y=5;
-
-                                    if(mousejump&&i==0&&debugmode){
-                                        if(!player[i].isLanding())player[i].tempdeltav=deltav;
-                                        if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
-                                    }
+                                if (target >= 0)
+                                    Person::players[i]->velocity.y = 1;
+                                else
+                                    if (Person::players[i]->crouchkeydown || Person::players[i]->aitype != playercontrolled) {
+                                    Person::players[i]->velocity.y = 7;
+                                    Person::players[i]->crouchtogglekeydown = 1;
+                                } else Person::players[i]->velocity.y = 5;
+
+                                if (mousejump && i == 0 && debugmode) {
+                                    if (!Person::players[i]->isLanding())
+                                        Person::players[i]->tempdeltav = deltav;
+                                    if (Person::players[i]->tempdeltav < 0)
+                                        Person::players[i]->velocity.y -= (float)(Person::players[i]->tempdeltav) / multiplier / 1000;
+                                }
 
-                                    player[i].coords.y+=.2;
-                                    player[i].jumppower-=1;
+                                Person::players[i]->coords.y += .2;
+                                Person::players[i]->jumppower -= 1;
 
-                                    if (!i)
-                                      emit_sound_at(whooshsound, player[i].coords, 128.);
+                                if (!i)
+                                    emit_sound_at(whooshsound, Person::players[i]->coords, 128.);
 
-                                    emit_sound_at(jumpsound, player[i].coords, 128.);
+                                emit_sound_at(jumpsound, Person::players[i]->coords, 128.);
                             }
-                            if((player[i].isIdle())&&player[i].jumppower>1){
-                                player[i].setAnimation(player[i].getLanding());
-                                player[i].targetframe=2;
-                                player[i].landhard=0;
-                                player[i].jumpstart=1;
-                                player[i].tempdeltav=deltav;
+                            if ((Person::players[i]->isIdle()) && Person::players[i]->jumppower > 1) {
+                                Person::players[i]->setAnimation(Person::players[i]->getLanding());
+                                Person::players[i]->frameTarget = 2;
+                                Person::players[i]->landhard = 0;
+                                Person::players[i]->jumpstart = 1;
+                                Person::players[i]->tempdeltav = deltav;
                             }
-                            if(player[i].targetanimation==jumpupanim&&
-                                    (((!floatjump&&
-                                       !editorenabled)||
-                                      !debugmode)||
-                                     player[i].aitype!=playercontrolled)){
-                                if(player[i].jumppower>multiplier*6){
-                                    player[i].velocity.y+=multiplier*6;
-                                    player[i].jumppower-=multiplier*6;
+                            if (Person::players[i]->animTarget == jumpupanim &&
+                                    (((!floatjump &&
+                                       !editorenabled) ||
+                                      !debugmode) ||
+                                     Person::players[i]->aitype != playercontrolled)) {
+                                if (Person::players[i]->jumppower > multiplier * 6) {
+                                    Person::players[i]->velocity.y += multiplier * 6;
+                                    Person::players[i]->jumppower -= multiplier * 6;
                                 }
-                                if(player[i].jumppower<=multiplier*6){
-                                    player[i].velocity.y+=player[i].jumppower;
-                                    player[i].jumppower=0;
+                                if (Person::players[i]->jumppower <= multiplier * 6) {
+                                    Person::players[i]->velocity.y += Person::players[i]->jumppower;
+                                    Person::players[i]->jumppower = 0;
                                 }
                             }
-                            if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
+                            if (((floatjump || editorenabled) && debugmode) && i == 0)
+                                Person::players[i]->velocity.y += multiplier * 30;
                         }
 
-                        if(!movekey){
-                            if(player[i].isRun()||player[i].targetanimation==walkanim)
-                                player[i].setAnimation(player[i].getStop());
-                            if(player[i].targetanimation==sneakanim){
-                                player[i].targetanimation=player[i].getCrouch();
-                                if(player[i].currentanimation==sneakanim)
-                                    player[i].target=0;
-                                player[i].targetframe=0;
+                        if (!movekey) {
+                            if (Person::players[i]->isRun() || Person::players[i]->animTarget == walkanim)
+                                Person::players[i]->setAnimation(Person::players[i]->getStop());
+                            if (Person::players[i]->animTarget == sneakanim) {
+                                Person::players[i]->animTarget = Person::players[i]->getCrouch();
+                                if (Person::players[i]->animCurrent == sneakanim)
+                                    Person::players[i]->target = 0;
+                                Person::players[i]->frameTarget = 0;
                             }
                         }
-                        if(player[i].targetanimation==walkanim&&
-                                (player[i].aitype==attacktypecutoff||
-                                 player[i].aitype==searchtype||
-                                 (player[i].aitype==passivetype&&
-                                  player[i].numwaypoints<=1)))
-                            player[i].setAnimation(player[i].getStop());
-                        if(player[i].isRun()&&(player[i].aitype==passivetype))
-                            player[i].setAnimation(player[i].getStop());
+                        if (Person::players[i]->animTarget == walkanim &&
+                                (Person::players[i]->aitype == attacktypecutoff ||
+                                 Person::players[i]->aitype == searchtype ||
+                                 (Person::players[i]->aitype == passivetype &&
+                                  Person::players[i]->numwaypoints <= 1)))
+                            Person::players[i]->setAnimation(Person::players[i]->getStop());
+                        if (Person::players[i]->isRun() && (Person::players[i]->aitype == passivetype))
+                            Person::players[i]->setAnimation(Person::players[i]->getStop());
                     }
                 }
-                if(player[i].targetanimation==rollanim)
-                    player[i].targetrotation=oldtargetrotation;
+                if (Person::players[i]->animTarget == rollanim)
+                    Person::players[i]->targetyaw = oldtargetyaw;
             }
 
             //Rotation
-            for(int k=0;k<numplayers;k++){
-                if(fabs(player[k].rotation-player[k].targetrotation)>180){
-                    if(player[k].rotation>player[k].targetrotation)
-                        player[k].rotation-=360;
+            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)
+                        Person::players[k]->yaw -= 360;
                     else
-                        player[k].rotation+=360;
+                        Person::players[k]->yaw += 360;
                 }
 
                 //stop to turn in right direction
-                if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
-                    player[k].setAnimation(player[k].getStop());
-
-                if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
-                    player[k].targettilt=0;
-
-                if(player[k].targetanimation!=jumpupanim&&
-                        player[k].targetanimation!=backhandspringanim&&
-                        player[k].targetanimation!=jumpdownanim&&
-                        !player[k].isFlip()){
-                    player[k].targettilt=0;
-                    if(player[k].jumppower<0&&!player[k].jumpkeydown)
-                        player[k].jumppower=0;
-                    player[k].jumppower+=multiplier*7;
-                    if(player[k].isCrouch())
-                        player[k].jumppower+=multiplier*7;
-                    if(player[k].jumppower>5)
-                        player[k].jumppower=5;
+                if (fabs(Person::players[k]->yaw - Person::players[k]->targetyaw) > 90 && (Person::players[k]->isRun() || Person::players[k]->animTarget == walkanim))
+                    Person::players[k]->setAnimation(Person::players[k]->getStop());
+
+                if (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)
+                        Person::players[k]->jumppower = 0;
+                    Person::players[k]->jumppower += multiplier * 7;
+                    if (Person::players[k]->isCrouch())
+                        Person::players[k]->jumppower += multiplier * 7;
+                    if (Person::players[k]->jumppower > 5)
+                        Person::players[k]->jumppower = 5;
                 }
 
-                if(player[k].isRun())
-                    player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
+                if (Person::players[k]->isRun())
+                    Person::players[k]->targettilt = (Person::players[k]->yaw - Person::players[k]->targetyaw) / 4;
 
-                player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
-                player[k].grabdelay-=multiplier;
+                Person::players[k]->tilt = stepTowardf(Person::players[k]->tilt, Person::players[k]->targettilt, multiplier * 150);
+                Person::players[k]->grabdelay -= multiplier;
             }
 
             //do animations
-            for(int k=0;k<numplayers;k++){
-                player[k].DoAnimations();
-                player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
-                player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
+            for (unsigned k = 0; k < Person::players.size(); k++) {
+                Person::players[k]->DoAnimations();
+                Person::players[k]->whichpatchx = Person::players[k]->coords.x / (terrain.size / subdivision * terrain.scale);
+                Person::players[k]->whichpatchz = Person::players[k]->coords.z / (terrain.size / subdivision * terrain.scale);
             }
 
             //do stuff
             objects.DoStuff();
-            
-            for(int j=numenvsounds-1;j>=0;j--){
-                envsoundlife[j]-=multiplier;
-                if(envsoundlife[j]<0){
+
+            for (int j = numenvsounds - 1; j >= 0; j--) {
+                envsoundlife[j] -= multiplier;
+                if (envsoundlife[j] < 0) {
                     numenvsounds--;
-                    envsoundlife[j]=envsoundlife[numenvsounds];
-                    envsound[j]=envsound[numenvsounds];
+                    envsoundlife[j] = envsoundlife[numenvsounds];
+                    envsound[j] = envsound[numenvsounds];
                 }
             }
-            if(slomo)
-                OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
-            else
-                OPENAL_SetFrequency(OPENAL_ALL, 22050);
+            OPENAL_SetFrequency(OPENAL_ALL, slomo);
 
-            if(tutoriallevel==1){
+            if (tutoriallevel == 1) {
                 XYZ temp;
                 XYZ temp2;
                 XYZ temp3;
                 XYZ oldtemp;
                 XYZ oldtemp2;
-                temp.x=1011;
-                temp.y=84;
-                temp.z=491;
-                temp2.x=1025;
-                temp2.y=75;
-                temp2.z=447;
-                temp3.x=1038;
-                temp3.y=76;
-                temp3.z=453;
-                oldtemp=temp;
-                oldtemp2=temp2;
-                if(tutorialstage>=51)
-                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
+                temp.x = 1011;
+                temp.y = 84;
+                temp.z = 491;
+                temp2.x = 1025;
+                temp2.y = 75;
+                temp2.z = 447;
+                temp3.x = 1038;
+                temp3.y = 76;
+                temp3.z = 453;
+                oldtemp = temp;
+                oldtemp2 = temp2;
+                if (tutorialstage >= 51)
+                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
                         OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
-                        OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                        OPENAL_SetFrequency(OPENAL_ALL);
 
                         emit_stream_np(stream_menutheme);
 
-                        gameon=0;
-                        mainmenu=5;
+                        gameon = 0;
+                        mainmenu = 5;
 
                         fireSound();
 
                         flash();
                     }
-                if(tutorialstage<51)
-                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
-                        emit_sound_at(fireendsound, player[0].coords);
+                if (tutorialstage < 51)
+                    if (distsq(&temp, &Person::players[0]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[0]->coords) < 4) {
+                        emit_sound_at(fireendsound, Person::players[0]->coords);
 
-                        player[0].coords=(oldtemp+oldtemp2)/2;
+                        Person::players[0]->coords = (oldtemp + oldtemp2) / 2;
 
                         flash();
                     }
-                if(tutorialstage>=14&&tutorialstage<50)
-                    if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
-                        emit_sound_at(fireendsound, player[1].coords);
-
-                        for(int i=0;i<player[1].skeleton.num_joints;i++){
-                            if(Random()%2==0){
-                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                if (tutorialstage >= 14 && tutorialstage < 50)
+                    if (distsq(&temp, &Person::players[1]->coords) >= distsq(&temp, &temp2) - 1 || distsq(&temp3, &Person::players[1]->coords) < 4) {
+                        emit_sound_at(fireendsound, Person::players[1]->coords);
+
+                        for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+                            if (Random() % 2 == 0) {
+                                if (!Person::players[1]->skeleton.free)
+                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+                                if (Person::players[1]->skeleton.free)
+                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+                                if (!Person::players[1]->skeleton.free)
+                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+                                if (Person::players[1]->skeleton.free)
+                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                             }
                         }
 
-                        player[1].coords=(oldtemp+oldtemp2)/2;
-                        for(int i=0;i<player[1].skeleton.num_joints;i++){
-                            player[1].skeleton.joints[i].velocity=0;
-                            if(Random()%2==0){
-                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
-                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
-                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
-                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
-                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
+                        Person::players[1]->coords = (oldtemp + oldtemp2) / 2;
+                        for (int i = 0; i < Person::players[1]->skeleton.num_joints; i++) {
+                            Person::players[1]->skeleton.joints[i].velocity = 0;
+                            if (Random() % 2 == 0) {
+                                if (!Person::players[1]->skeleton.free)
+                                    temp2 = (Person::players[1]->coords - Person::players[1]->oldcoords) / multiplier / 2; //velocity/2;
+                                if (Person::players[1]->skeleton.free)
+                                    temp2 = Person::players[1]->skeleton.joints[i].velocity * Person::players[1]->scale / 2;
+                                if (!Person::players[1]->skeleton.free)
+                                    temp = DoRotation(DoRotation(DoRotation(Person::players[1]->skeleton.joints[i].position, 0, 0, Person::players[1]->tilt), Person::players[1]->tilt2, 0, 0), 0, Person::players[1]->yaw, 0) * Person::players[1]->scale + Person::players[1]->coords;
+                                if (Person::players[1]->skeleton.free)
+                                    temp = Person::players[1]->skeleton.joints[i].position * Person::players[1]->scale + Person::players[1]->coords;
+                                Sprite::MakeSprite(breathsprite, temp, temp2, 1, 1, 1, .6 + (float)abs(Random() % 100) / 200 - .25, 1);
                             }
                         }
                     }
@@ -7401,27 +6796,27 @@ void Game::Tick(){
 
             //3d sound
             static float gLoc[3];
-            gLoc[0]=viewer.x;
-            gLoc[1]=viewer.y;
-            gLoc[2]=viewer.z;
+            gLoc[0] = viewer.x;
+            gLoc[1] = viewer.y;
+            gLoc[2] = viewer.z;
             static float vel[3];
-            vel[0]=(viewer.x-oldviewer.x)/multiplier;
-            vel[1]=(viewer.y-oldviewer.y)/multiplier;
-            vel[2]=(viewer.z-oldviewer.z)/multiplier;
+            vel[0] = (viewer.x - oldviewer.x) / multiplier;
+            vel[1] = (viewer.y - oldviewer.y) / multiplier;
+            vel[2] = (viewer.z - oldviewer.z) / multiplier;
 
             //Set orientation with forward and up vectors
             static XYZ upvector;
-            upvector=0;
-            upvector.z=-1;
+            upvector = 0;
+            upvector.z = -1;
 
-            upvector=DoRotation(upvector,-rotation2+90,0,0);
-            upvector=DoRotation(upvector,0,0-rotation,0);
+            upvector = DoRotation(upvector, -pitch + 90, 0, 0);
+            upvector = DoRotation(upvector, 0, 0 - yaw, 0);
 
-            facing=0;
-            facing.z=-1;
+            facing = 0;
+            facing.z = -1;
 
-            facing=DoRotation(facing,-rotation2,0,0);
-            facing=DoRotation(facing,0,0-rotation,0);
+            facing = DoRotation(facing, -pitch, 0, 0);
+            facing = DoRotation(facing, 0, 0 - yaw, 0);
 
 
             static float ori[6];
@@ -7435,453 +6830,427 @@ void Game::Tick(){
             OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
             OPENAL_Update();
 
-            oldviewer=viewer;
-               }
-       }
+            oldviewer = viewer;
+        }
+    }
 
-       if(Input::isKeyPressed(SDLK_F1))
-               Screenshot();
+    if (Input::isKeyPressed(SDL_SCANCODE_F1))
+        Screenshot();
 }
 
-void Game::TickOnce(){
-       if(mainmenu)
-               rotation+=multiplier*5;
-       else
-               if(directing||indialogue==-1) {
-                       rotation+=deltah*.7;
-                       if(!invertmouse)
-                rotation2+=deltav*.7;
-                       if(invertmouse)
-                rotation2-=deltav*.7;
-                       if(rotation2>90)
-                rotation2=90;
-                       if(rotation2<-70)
-                rotation2=-70;
-               }
+void Game::TickOnce()
+{
+    if (mainmenu) {
+        yaw += multiplier * 5;
+    } else if (Dialog::directing || !Dialog::inDialog()) {
+        yaw += deltah * .7;
+        if (invertmouse) {
+            pitch -= deltav * .7;
+        } else {
+            pitch += deltav * .7;
+        }
+        if (pitch > 90)
+            pitch = 90;
+        if (pitch < -70)
+            pitch = -70;
+    }
 }
 
-void Game::TickOnceAfter(){
-       static XYZ colviewer;
-       static XYZ coltarget;
-       static XYZ target;
-       static XYZ col;
-       static XYZ facing;
-       static float changedelay;
-       static bool alldead;
-       static float unseendelay;
-       static float cameraspeed;
-
-       if(!mainmenu){
-
-               if(environment==snowyenvironment)
-            leveltheme=stream_snowtheme;
-               if(environment==grassyenvironment)
-            leveltheme=stream_grasstheme;
-               if(environment==desertenvironment)
-            leveltheme=stream_deserttheme;
-
-               realthreat=0;
-
-               musictype=leveltheme;
-               for(int i=0;i<numplayers;i++){
-                       if((player[i].aitype==attacktypecutoff||
-                        player[i].aitype==getweapontype||
-                        player[i].aitype==gethelptype||
-                        player[i].aitype==searchtype)&&
-                    !player[i].dead/*&&player[i].surprised<=0*/&&
-                    (player[i].targetanimation!=sneakattackedanim&&
-                     player[i].targetanimation!=knifesneakattackedanim&&
-                     player[i].targetanimation!=swordsneakattackedanim)){
-                               musictype=stream_fighttheme;
-                               realthreat=1;
-                       }
-               }
-               if(player[0].dead)
-            musictype=stream_menutheme;
-
-
-               if(musictype==stream_fighttheme)
-                       unseendelay=1;
-
-               if(oldmusictype==stream_fighttheme&&musictype!=stream_fighttheme){
-                       unseendelay-=multiplier;
-                       if(unseendelay>0)
-                               musictype=stream_fighttheme;
-               }
-
-
-               if(loading==2){
-                       musictype=stream_menutheme;
-                       musicvolume[2]=512;
-                       musicvolume[0]=0;
-                       musicvolume[1]=0;
-                       musicvolume[3]=0;
-               }
-
-               if(musictoggle)
-                       if(musictype!=oldmusictype&&musictype==stream_fighttheme)
-                               emit_sound_np(alarmsound);
-               musicselected=musictype;
-
-               if(musicselected==leveltheme)
-            musicvolume[0]+=multiplier*450;
-               else
-            musicvolume[0]-=multiplier*450;
-               if(musicselected==stream_fighttheme)
-            musicvolume[1]+=multiplier*450;
-               else
-            musicvolume[1]-=multiplier*450;
-               if(musicselected==stream_menutheme)
-            musicvolume[2]+=multiplier*450;
-               else
-            musicvolume[2]-=multiplier*450;
-
-               for(int i=0;i<3;i++){
-                       if(musicvolume[i]<0)
-                musicvolume[i]=0;
-                       if(musicvolume[i]>512)
-                musicvolume[i]=512;
-               }
-
-               if(musicvolume[2]>128&&!loading&&!mainmenu)
-            musicvolume[2]=128;
-
-               if(musictoggle){
-                       if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
-                         emit_stream_np(leveltheme, musicvolume[0]);
-                       if(musicvolume[1]>0&&oldmusicvolume[1]<=0)
-                         emit_stream_np(stream_fighttheme, musicvolume[1]);
-                       if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
-                         emit_stream_np(stream_menutheme, musicvolume[2]);
-                       if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
-                               pause_sound(leveltheme);
-                       if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
-                               pause_sound(stream_fighttheme);
-                       if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
-                               pause_sound(stream_menutheme);
-
-                       if(musicvolume[0]!=oldmusicvolume[0])
-                               OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
-                       if(musicvolume[1]!=oldmusicvolume[1])
-                               OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
-                       if(musicvolume[2]!=oldmusicvolume[2])
-                               OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
-
-                       for(int i=0;i<3;i++)
-                               oldmusicvolume[i]=musicvolume[i];
-               } else {
-                       pause_sound(leveltheme);
-                       pause_sound(stream_fighttheme);
-                       pause_sound(stream_menutheme);
-
-                       for(int i=0;i<4;i++){
-                               oldmusicvolume[i]=0;
-                               musicvolume[i]=0;
-                       }
-               }
-
-               killhotspot=2;
-               for(int i=0;i<numhotspots;i++){
-                       if(hotspottype[i]>10&&hotspottype[i]<20){
-                               if(player[hotspottype[i]-10].dead==0)
-                                       killhotspot=0;
-                               else if(killhotspot==2)
-                                       killhotspot=1;
-                       }
-               }
-               if(killhotspot==2)
-            killhotspot=0;
-
-
-               winhotspot=false;
-               for(int i=0;i<numhotspots;i++)
-                       if(hotspottype[i]==-1)
-                               if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
-                                       winhotspot=true;
-
-               int numalarmed=0;
-               for(int i=1;i<numplayers;i++)
-                       if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
+void Game::TickOnceAfter()
+{
+    static XYZ colviewer;
+    static XYZ coltarget;
+    static XYZ target;
+    static XYZ col;
+    static XYZ facing;
+    static float changedelay;
+    static bool alldead;
+    static float unseendelay;
+    static float cameraspeed;
+
+    if (!mainmenu) {
+        static int oldmusictype = musictype;
+
+        if (environment == snowyenvironment)
+            leveltheme = stream_snowtheme;
+        if (environment == grassyenvironment)
+            leveltheme = stream_grasstheme;
+        if (environment == desertenvironment)
+            leveltheme = stream_deserttheme;
+
+        realthreat = 0;
+
+        musictype = leveltheme;
+        for (unsigned i = 0; i < Person::players.size(); i++) {
+            if ((Person::players[i]->aitype == attacktypecutoff ||
+                    Person::players[i]->aitype == getweapontype ||
+                    Person::players[i]->aitype == gethelptype ||
+                    Person::players[i]->aitype == searchtype) &&
+                    !Person::players[i]->dead/*&&Person::players[i]->surprised<=0*/ &&
+                    (Person::players[i]->animTarget != sneakattackedanim &&
+                     Person::players[i]->animTarget != knifesneakattackedanim &&
+                     Person::players[i]->animTarget != swordsneakattackedanim)) {
+                musictype = stream_fighttheme;
+                realthreat = 1;
+            }
+        }
+        if (Person::players[0]->dead)
+            musictype = stream_menutheme;
+
+
+        if (musictype == stream_fighttheme)
+            unseendelay = 1;
+
+        if (oldmusictype == stream_fighttheme && musictype != stream_fighttheme) {
+            unseendelay -= multiplier;
+            if (unseendelay > 0)
+                musictype = stream_fighttheme;
+        }
+
+
+        if (loading == 2) {
+            musictype = stream_menutheme;
+            musicvolume[2] = 512;
+            musicvolume[0] = 0;
+            musicvolume[1] = 0;
+            musicvolume[3] = 0;
+        }
+
+        if (musictoggle)
+            if (musictype != oldmusictype && musictype == stream_fighttheme)
+                emit_sound_np(alarmsound);
+        musicselected = musictype;
+
+        if (musicselected == leveltheme)
+            musicvolume[0] += multiplier * 450;
+        else
+            musicvolume[0] -= multiplier * 450;
+        if (musicselected == stream_fighttheme)
+            musicvolume[1] += multiplier * 450;
+        else
+            musicvolume[1] -= multiplier * 450;
+        if (musicselected == stream_menutheme)
+            musicvolume[2] += multiplier * 450;
+        else
+            musicvolume[2] -= multiplier * 450;
+
+        for (int i = 0; i < 3; i++) {
+            if (musicvolume[i] < 0)
+                musicvolume[i] = 0;
+            if (musicvolume[i] > 512)
+                musicvolume[i] = 512;
+        }
+
+        if (musicvolume[2] > 128 && !loading && !mainmenu)
+            musicvolume[2] = 128;
+
+        if (musictoggle) {
+            if (musicvolume[0] > 0 && oldmusicvolume[0] <= 0)
+                emit_stream_np(leveltheme, musicvolume[0]);
+            if (musicvolume[1] > 0 && oldmusicvolume[1] <= 0)
+                emit_stream_np(stream_fighttheme, musicvolume[1]);
+            if (musicvolume[2] > 0 && oldmusicvolume[2] <= 0)
+                emit_stream_np(stream_menutheme, musicvolume[2]);
+            if (musicvolume[0] <= 0 && oldmusicvolume[0] > 0)
+                pause_sound(leveltheme);
+            if (musicvolume[1] <= 0 && oldmusicvolume[1] > 0)
+                pause_sound(stream_fighttheme);
+            if (musicvolume[2] <= 0 && oldmusicvolume[2] > 0)
+                pause_sound(stream_menutheme);
+
+            if (musicvolume[0] != oldmusicvolume[0])
+                OPENAL_SetVolume(channels[leveltheme], musicvolume[0]);
+            if (musicvolume[1] != oldmusicvolume[1])
+                OPENAL_SetVolume(channels[stream_fighttheme], musicvolume[1]);
+            if (musicvolume[2] != oldmusicvolume[2])
+                OPENAL_SetVolume(channels[stream_menutheme], musicvolume[2]);
+
+            for (int i = 0; i < 3; i++)
+                oldmusicvolume[i] = musicvolume[i];
+        } else {
+            pause_sound(leveltheme);
+            pause_sound(stream_fighttheme);
+            pause_sound(stream_menutheme);
+
+            for (int i = 0; i < 4; i++) {
+                oldmusicvolume[i] = 0;
+                musicvolume[i] = 0;
+            }
+        }
+
+        killhotspot = 2;
+        for (int i = 0; i < numhotspots; i++) {
+            if (hotspottype[i] > 10 && hotspottype[i] < 20) {
+                if (Person::players[hotspottype[i] - 10]->dead == 0)
+                    killhotspot = 0;
+                else if (killhotspot == 2)
+                    killhotspot = 1;
+            }
+        }
+        if (killhotspot == 2)
+            killhotspot = 0;
+
+
+        winhotspot = false;
+        for (int i = 0; i < numhotspots; i++)
+            if (hotspottype[i] == -1)
+                if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i])
+                    winhotspot = true;
+
+        int numalarmed = 0;
+        for (unsigned i = 1; i < Person::players.size(); i++)
+            if (!Person::players[i]->dead && Person::players[i]->aitype == attacktypecutoff && Person::players[i]->surprised <= 0)
                 numalarmed++;
-               if(numalarmed>maxalarmed)
-            maxalarmed=numalarmed;
-
-               if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
-                       if(player[0].dead&&changedelay<=0){
-                               changedelay=1;
-                               targetlevel=whichlevel;
-                       }
-                       alldead=true;
-                       for(int i=1;i<numplayers;i++) {
-                               if(!player[i].dead&&player[i].howactive<typedead1) {
-                    alldead=false;
+        if (numalarmed > maxalarmed)
+            maxalarmed = numalarmed;
+
+        if (changedelay <= 0 && !loading && !editorenabled && gameon && !tutoriallevel && changedelay != -999 && !won) {
+            if (Person::players[0]->dead && changedelay <= 0) {
+                changedelay = 1;
+                targetlevel = whichlevel;
+            }
+            alldead = true;
+            for (unsigned i = 1; i < Person::players.size(); i++) {
+                if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
+                    alldead = false;
                     break;
-                               }
-                       }
-
-
-                       if(alldead&&!player[0].dead&&maptype==mapkilleveryone) {
-                               changedelay=1;
-                               targetlevel=whichlevel+1;
-                               if(targetlevel>numchallengelevels-1)targetlevel=0;
-                       }
-                       if(winhotspot||windialogue) {
-                               changedelay=0.1;
-                               targetlevel=whichlevel+1;
-                               if(targetlevel>numchallengelevels-1)targetlevel=0;
-                       }
-
-
-                       if(killhotspot){
-                               changedelay=1;
-                               targetlevel=whichlevel+1;
-                               if(targetlevel>numchallengelevels-1)targetlevel=0;
-                       }
-
-                       if(changedelay>0&&!player[0].dead&&!won) {
-                               //high scores, awards, win
-                               if(campaign) {
-                                       accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
-                                       scoreadded=1;
-                               } else {
-                                       accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
-                               }
-                               won=1;
-                       }
-               }
-
-               if(!winfreeze){
-
-                       if(leveltime<1){
-                               loading=0;
-                               changedelay=.1;
-                               alldead=false;
-                               winhotspot=false;
-                               killhotspot=0;
-                       }
-
-                       if(!editorenabled&&gameon&&!mainmenu) {
-                               if(changedelay!=-999)
-                    changedelay-=multiplier/7;
-                               if(player[0].dead)
-                    targetlevel=whichlevel;
-                               if(loading==2&&!campaign){
-                                       flash();
-
-                                       fireSound(firestartsound);
-
-                                       if(!player[0].dead&&targetlevel!=whichlevel)
-                                               startbonustotal=bonustotal;
-                                       if(player[0].dead)
+                }
+            }
+
+
+            if (alldead && !Person::players[0]->dead && maptype == mapkilleveryone) {
+                changedelay = 1;
+                targetlevel = whichlevel + 1;
+                if (targetlevel > numchallengelevels - 1)
+                    targetlevel = 0;
+            }
+            if (winhotspot || windialogue) {
+                changedelay = 0.1;
+                targetlevel = whichlevel + 1;
+                if (targetlevel > numchallengelevels - 1)
+                    targetlevel = 0;
+            }
+
+
+            if (killhotspot) {
+                changedelay = 1;
+                targetlevel = whichlevel + 1;
+                if (targetlevel > numchallengelevels - 1)
+                    targetlevel = 0;
+            }
+
+            if (changedelay > 0 && !Person::players[0]->dead && !won) {
+                //high scores, awards, win
+                if (campaign) {
+                    accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
+                    scoreadded = 1;
+                } else {
+                    accountactive->winLevel(whichlevel, bonustotal - startbonustotal, leveltime);
+                }
+                won = 1;
+            }
+        }
+
+        if (!winfreeze) {
+
+            if (leveltime < 1) {
+                loading = 0;
+                changedelay = .1;
+                alldead = false;
+                winhotspot = false;
+                killhotspot = 0;
+            }
+
+            if (!editorenabled && gameon && !mainmenu) {
+                if (changedelay != -999)
+                    changedelay -= multiplier / 7;
+                if (Person::players[0]->dead)
+                    targetlevel = whichlevel;
+                if (loading == 2 && !campaign) {
+                    flash();
+
+                    fireSound(firestartsound);
+
+                    if (!Person::players[0]->dead && targetlevel != whichlevel)
+                        startbonustotal = bonustotal;
+                    if (Person::players[0]->dead)
                         Loadlevel(whichlevel);
-                                       else
+                    else
                         Loadlevel(targetlevel);
 
-                                       fireSound();
+                    fireSound();
 
-                                       loading=3;
-                               }
-                               if(loading==2&&targetlevel==whichlevel){
-                                       flash();
-                                       loadtime=0;
+                    loading = 3;
+                }
+                if (loading == 2 && targetlevel == whichlevel) {
+                    flash();
+                    loadtime = 0;
 
-                                       fireSound(firestartsound);
+                    fireSound(firestartsound);
 
-                                       Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
+                    Loadlevel(campaignlevels[accountactive->getCampaignChoicesMade()].mapname.c_str());
 
-                                       fireSound();
+                    fireSound();
 
-                                       loading=3;
-                               }
-                               if(changedelay<=-999&&
-                        whichlevel!=-2&&
-                        !loading&&
-                        (player[0].dead||
-                         (alldead&&maptype==mapkilleveryone)||
-                         (winhotspot)||
+                    loading = 3;
+                }
+                if (changedelay <= -999 &&
+                        whichlevel != -2 &&
+                        !loading &&
+                        (Person::players[0]->dead ||
+                         (alldead && maptype == mapkilleveryone) ||
+                         (winhotspot) ||
                          (killhotspot)))
-                    loading=1;
-                               if((player[0].dead||
-                            (alldead&&maptype==mapkilleveryone)||
-                            (winhotspot)||
-                            (windialogue)||
-                            (killhotspot))&&
-                        changedelay<=0) {
-                    if(whichlevel!=-2&&!loading&&!player[0].dead) {
-                        winfreeze=true;
-                        changedelay=-999;
+                    loading = 1;
+                if ((Person::players[0]->dead ||
+                        (alldead && maptype == mapkilleveryone) ||
+                        (winhotspot) ||
+                        (windialogue) ||
+                        (killhotspot)) &&
+                        changedelay <= 0) {
+                    if (whichlevel != -2 && !loading && !Person::players[0]->dead) {
+                        winfreeze = true;
+                        changedelay = -999;
                     }
-                    if(player[0].dead)
-                        loading=1;
-                               }
-                       }
+                    if (Person::players[0]->dead)
+                        loading = 1;
+                }
+            }
 
-                       if(campaign) {
+            if (campaign) {
                 // campaignchoosenext determines what to do when the level is complete:
                 // 0 = load next level
                 // 1 = go back to level select screen
                 // 2 = stealthload next level
-                               if(mainmenu==0&&winfreeze&&(campaignlevels[actuallevel].choosenext)==1) {
-                                       if(campaignlevels[actuallevel].nextlevel.empty())
-                                               endgame=1;
-                               } else if(mainmenu==0&&winfreeze) {
-                                       stealthloading = (campaignlevels[actuallevel].choosenext==2);
-
-                                       if(!stealthloading){
-                                               fireSound(firestartsound);
-
-                                               flash();
-                                       }
-
-                                       startbonustotal=0;
-
-                                       LoadCampaign();
-
-                                       loading=2;
-                                       loadtime=0;
-                                       targetlevel=7;
-                                       if(!firstload)
-                                               LoadStuff();
-                                       whichchoice=0;
-                                       actuallevel=campaignlevels[actuallevel].nextlevel.front();
-                                       visibleloading=1;
-                                       stillloading=1;
-                                       Loadlevel(campaignlevels[actuallevel].mapname.c_str());
-                                       campaign=1;
-                                       mainmenu=0;
-                                       gameon=1;
-                                       pause_sound(stream_menutheme);
-
-                                       stealthloading=0;
-                               }
+                if (mainmenu == 0 && winfreeze && (campaignlevels[actuallevel].choosenext) == 1) {
+                    if (campaignlevels[actuallevel].nextlevel.empty())
+                        endgame = 1;
+                } else if (mainmenu == 0 && winfreeze) {
+                    stealthloading = (campaignlevels[actuallevel].choosenext == 2);
+
+                    if (!stealthloading) {
+                        fireSound(firestartsound);
+
+                        flash();
+                    }
+
+                    startbonustotal = 0;
+
+                    LoadCampaign();
+
+                    loading = 2;
+                    loadtime = 0;
+                    targetlevel = 7;
+                    if (!firstload)
+                        LoadStuff();
+                    whichchoice = 0;
+                    actuallevel = campaignlevels[actuallevel].nextlevel.front();
+                    visibleloading = 1;
+                    stillloading = 1;
+                    Loadlevel(campaignlevels[actuallevel].mapname.c_str());
+                    campaign = 1;
+                    mainmenu = 0;
+                    gameon = 1;
+                    pause_sound(stream_menutheme);
+
+                    stealthloading = 0;
+                }
             }
 
-            if(loading==3)
-                loading=0;
+            if (loading == 3)
+                loading = 0;
 
         }
 
-        oldmusictype=musictype;
-       }
-
-       facing=0;
-       facing.z=-1;
-
-       facing=DoRotation(facing,-rotation2,0,0);
-       facing=DoRotation(facing,0,0-rotation,0);
-       viewerfacing=facing;
-
-       if(!cameramode){
-               if((animation[player[0].targetanimation].attack!=3&&animation[player[0].currentanimation].attack!=3)||player[0].skeleton.free)target=player[0].coords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
-               else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
-               target.y+=.1;
-               if(player[0].skeleton.free){
-                       for(int i=0;i<player[0].skeleton.num_joints;i++){
-                               if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
-                                       target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
-                       }
-                       target.y+=.1;
-               }
-               if(player[0].skeleton.free!=2&&!autocam){
-                       cameraspeed=20;
-                       if(findLengthfast(&player[0].velocity)>400){
-                               cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
-                       }
-                       if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
-                       coltarget=target-cameraloc;
-                       if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
-                       else {
-                               Normalise(&coltarget);
-                               if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
-                               else cameraloc=cameraloc+coltarget*multiplier*8;
-                       }
-                       if(editorenabled)cameraloc=target;
-                       cameradist+=multiplier*5;
-                       if(cameradist>2.3)cameradist=2.3;
-                       viewer=cameraloc-facing*cameradist;
-                       colviewer=viewer;
-                       coltarget=cameraloc;
-                       objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
-                       if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                               for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                       int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                                       colviewer=viewer;
-                                       coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
-                               }
-            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                    colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
-                        viewer=colviewer;
-                    }
-                }
-            cameradist=findDistance(&viewer,&target);
-            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
-            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
-                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
+        oldmusictype = musictype;
+    }
+
+    facing = 0;
+    facing.z = -1;
+
+    facing = DoRotation(facing, -pitch, 0, 0);
+    facing = DoRotation(facing, 0, 0 - yaw, 0);
+    viewerfacing = facing;
+
+    if (!cameramode) {
+        if ((animation[Person::players[0]->animTarget].attack != 3 && animation[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
+            target = Person::players[0]->oldcoords + Person::players[0]->currentoffset * (1 - Person::players[0]->target) * Person::players[0]->scale + Person::players[0]->targetoffset * Person::players[0]->target * Person::players[0]->scale - Person::players[0]->facing * .05;
+        target.y += .1;
+        if (Person::players[0]->skeleton.free) {
+            for (int i = 0; i < Person::players[0]->skeleton.num_joints; i++) {
+                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;
             }
-               }
-               if(player[0].skeleton.free!=2&&autocam){
-                       cameraspeed=20;
-                       if(findLengthfast(&player[0].velocity)>400){
-                               cameraspeed=20+(findLength(&player[0].velocity)-20)*.96;
-                       }
-                       if(player[0].skeleton.free==0&&player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim)target.y+=1.4;
-                       cameradist+=multiplier*5;
-                       if(cameradist>3.3)cameradist=3.3;
-                       coltarget=target-cameraloc;
-                       if(findLengthfast(&coltarget)<multiplier*multiplier*400)cameraloc=target;
-                       else if(findLengthfast(&coltarget)>1)
-                       {
-                               Normalise(&coltarget);
-                               if(player[0].targetanimation!=hanganim&&player[0].targetanimation!=climbanim&&player[0].currentanimation!=climbanim&&player[0].currentoffset.x==0)cameraloc=cameraloc+coltarget*multiplier*cameraspeed;
-                               else cameraloc=cameraloc+coltarget*multiplier*8;
-                       }
-                       if(editorenabled)cameraloc=target;
-                       viewer=cameraloc;
-                       colviewer=viewer;
-                       coltarget=cameraloc;
-                       objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
-                       if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                               for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                                       int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                                       colviewer=viewer;
-                                       coltarget=cameraloc;
-                                       if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
-                               }
-            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
-                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
-                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
-                    colviewer=viewer;
-                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
-                        viewer=colviewer;
+            target.y += .1;
+        }
+        if (Person::players[0]->skeleton.free != 2) {
+            cameraspeed = 20;
+            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)
+                target.y += 1.4;
+            coltarget = target - cameraloc;
+            if (findLengthfast(&coltarget) < multiplier * multiplier * 400)
+                cameraloc = target;
+            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)
+                    cameraloc = cameraloc + coltarget * multiplier * cameraspeed;
+                else
+                    cameraloc = cameraloc + coltarget * multiplier * 8;
+            }
+            if (editorenabled)
+                cameraloc = target;
+            cameradist += multiplier * 5;
+            if (cameradist > 2.3)
+                cameradist = 2.3;
+            viewer = cameraloc - facing * cameradist;
+            colviewer = viewer;
+            coltarget = cameraloc;
+            objects.SphereCheckPossible(&colviewer, findDistance(&colviewer, &coltarget));
+            if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+                for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+                    int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+                    colviewer = viewer;
+                    coltarget = cameraloc;
+                    if (objects.model[i].LineCheckPossible(&colviewer, &coltarget, &col, &objects.position[i], &objects.yaw[i]) != -1)
+                        viewer = col;
+                }
+            if (terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz])
+                for (int j = 0; j < terrain.patchobjectnum[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz]; j++) {
+                    int i = terrain.patchobjects[Person::players[0]->whichpatchx][Person::players[0]->whichpatchz][j];
+                    colviewer = viewer;
+                    if (objects.model[i].SphereCheck(&colviewer, .15, &col, &objects.position[i], &objects.yaw[i]) != -1) {
+                        viewer = colviewer;
                     }
                 }
-            cameradist=findDistance(&viewer,&target);
-            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
-            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
-                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
+            cameradist = findDistance(&viewer, &target);
+            viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .6);
+            if (cameraloc.y < terrain.getHeight(cameraloc.x, cameraloc.z)) {
+                cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
             }
-               }
-               if(camerashake>.8)camerashake=.8;
-               //if(woozy>10)woozy=10;
-               //woozy+=multiplier;
-               woozy+=multiplier;
-               if(player[0].dead)camerashake=0;
-               if(player[0].dead)woozy=0;
-               camerashake-=multiplier*2;
-               blackout-=multiplier*2;
-               //if(player[0].isCrouch())woozy-=multiplier*8;
-               if(camerashake<0)camerashake=0;
-               if(blackout<0)blackout=0;
-               //if(woozy<0)woozy=0;
-               if(camerashake){
-                       viewer.x+=(float)(Random()%100)*.0005*camerashake;
-                       viewer.y+=(float)(Random()%100)*.0005*camerashake;
-                       viewer.z+=(float)(Random()%100)*.0005*camerashake;
-               }
-       }
+        }
+        if (camerashake > .8)
+            camerashake = .8;
+        woozy += multiplier;
+        if (Person::players[0]->dead)
+            camerashake = 0;
+        if (Person::players[0]->dead)
+            woozy = 0;
+        camerashake -= multiplier * 2;
+        blackout -= multiplier * 2;
+        if (camerashake < 0)
+            camerashake = 0;
+        if (blackout < 0)
+            blackout = 0;
+        if (camerashake) {
+            viewer.x += (float)(Random() % 100) * .0005 * camerashake;
+            viewer.y += (float)(Random() % 100) * .0005 * camerashake;
+            viewer.z += (float)(Random() % 100) * .0005 * camerashake;
+        }
+    }
 }