]> 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 e062d66eff2228332ce028e00edf10d87597f6d7..9afacced235878340de42e6afb33737a163ae2db 100644 (file)
@@ -1,22 +1,21 @@
 /*
 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
@@ -42,8 +41,12 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #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;
@@ -84,8 +87,6 @@ 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;
@@ -100,7 +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;
@@ -125,7 +125,6 @@ extern float damagedealt;
 extern int maptype;
 extern int editoractive;
 extern int editorpathtype;
-extern TGAImageRec texture;
 
 extern float hostiletime;
 
@@ -146,12 +145,7 @@ extern bool winfreeze;
 
 extern bool campaign;
 
-
-
-void Loadlevel(int which);
-void Loadlevel(const char *name);
-
-
+extern void toggleFullscreen();
 
 class CampaignLevel
 {
@@ -229,7 +223,6 @@ public:
     }
 };
 
-int indemo = 0;
 bool won = false;
 int entername = 0;
 vector<CampaignLevel> campaignlevels;
@@ -246,58 +239,30 @@ float musicvolume[4] = {};
 float oldmusicvolume[4] = {};
 int musicselected = 0;
 
-
-
-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"
+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 const char *wolfskin[] = {
-    ":Data:Textures:Wolf.jpg",
-    ":Data:Textures:Darkwolf.jpg",
-    ":Data:Textures:Snowwolf.jpg"
+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)
 
-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)
-{
-    return !strncasecmp(str, pfx, strlen(pfx));
-}
-
-static const char *cmd_names[] = {
-#define DECLARE_COMMAND(cmd) #cmd,
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
-};
-
-typedef void (*console_handler)(const char *args);
-
-#define DECLARE_COMMAND(cmd) static void ch_##cmd(const char *args);
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
-
-static console_handler cmd_handlers[] = {
-#define DECLARE_COMMAND(cmd) ch_##cmd,
-#include "ConsoleCmds.h"
-#undef  DECLARE_COMMAND
-};
-
-
-
 // utility functions
 
 // TODO: this is slightly incorrect
@@ -336,16 +301,16 @@ inline float stepTowardf(float from, float to, float by)
         return from + by;
 }
 
-void playdialogueboxsound()
+void Game::playdialoguescenesound()
 {
     XYZ temppos;
-    temppos = Person::players[participantfocus[whichdialogue][indialogue]]->coords;
+    temppos = Person::players[Dialog::currentScene().participantfocus]->coords;
     temppos = temppos - viewer;
     Normalise(&temppos);
     temppos += viewer;
 
     int sound = -1;
-    switch (dialogueboxsound[whichdialogue][indialogue]) {
+    switch (Dialog::currentScene().sound) {
     case -6:
         sound = alarmsound;
         break;
@@ -412,895 +377,40 @@ void playdialogueboxsound()
     default:
         break;
     }
-    if (sound != -1)
-        emit_sound_at(sound, temppos);
-}
-
-// ================================================================
-
-bool AddClothes(const char *fileName, GLubyte *array)
-{
-    LOGFUNC;
-    //Load Image
-    unsigned char fileNamep[256];
-    CopyCStringToPascal(fileName, fileNamep);
-    bool opened;
-    opened = upload_image( fileNamep , 1);
-
-    float alphanum;
-    //Is it valid?
-    if (opened) {
-        if (tintr > 1) tintr = 1;
-        if (tintg > 1) tintg = 1;
-        if (tintb > 1) tintb = 1;
-
-        if (tintr < 0) tintr = 0;
-        if (tintg < 0) tintg = 0;
-        if (tintb < 0) tintb = 0;
-
-        int bytesPerPixel = texture.bpp / 8;
-
-        int tempnum = 0;
-        alphanum = 255;
-        for (int i = 0; i < (int)(texture.sizeY * texture.sizeX * bytesPerPixel); i++) {
-            if (bytesPerPixel == 3)
-                alphanum = 255;
-            else if ((i + 1) % 4 == 0)
-                alphanum = texture.data[i];
-            //alphanum/=2;
-            if ((i + 1) % 4 || bytesPerPixel == 3) {
-                if ((i % 4) == 0)
-                    texture.data[i] *= tintr;
-                if ((i % 4) == 1)
-                    texture.data[i] *= tintg;
-                if ((i % 4) == 2)
-                    texture.data[i] *= tintb;
-                array[tempnum] = (float)array[tempnum] * (1 - alphanum / 255) + (float)texture.data[i] * (alphanum / 255);
-                tempnum++;
-            }
-        }
-    } else
-        return 0;
-    return 1;
-}
-
-
-
-static void ch_quit(const char *args)
-{
-    tryquit = 1;
-}
-
-static void ch_map(const char *args)
-{
-    Loadlevel(args);
-    whichlevel = -2;
-    campaign = 0;
-}
-
-static void ch_save(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", 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++)
-            fpackf(tfile, "Bi", weapons[Person::players[0]->weaponids[j]].getType());
-
-    fpackf(tfile, "Bf Bf Bf", Person::players[0]->armorhead, Person::players[0]->armorhigh, Person::players[0]->armorlow);
-    fpackf(tfile, "Bf Bf Bf", Person::players[0]->protectionhead, Person::players[0]->protectionhigh, Person::players[0]->protectionlow);
-    fpackf(tfile, "Bf Bf Bf", Person::players[0]->metalhead, Person::players[0]->metalhigh, Person::players[0]->metallow);
-    fpackf(tfile, "Bf Bf", Person::players[0]->power, Person::players[0]->speedmult);
-
-    fpackf(tfile, "Bi", Person::players[0]->numclothes);
-
-    fpackf(tfile, "Bi Bi", Person::players[0]->whichskin, Person::players[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", participantyaw[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", dialoguecamerayaw[k][l], dialoguecamerapitch[k][l]);
-        }
-    }
-
-    for (int k = 0; k < Person::players[0]->numclothes; k++) {
-        int templength = strlen(Person::players[0]->clothes[k]);
-        fpackf(tfile, "Bi", templength);
-        for (int l = 0; l < templength; l++)
-            fpackf(tfile, "Bb", Person::players[0]->clothes[k][l]);
-        fpackf(tfile, "Bf Bf Bf", Person::players[0]->clothestintr[k], Person::players[0]->clothestintg[k], Person::players[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.yaw[k], objects.pitch[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", Person::players.size());
-    if (Person::players.size() > maxplayers) {
-        cout << "Warning: this level contains more players than allowed" << endl;
-    }
-    for (int j = 1; j < Person::players.size(); j++) {
-        fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", Person::players[j]->whichskin, Person::players[j]->creature,
-               Person::players[j]->coords.x, Person::players[j]->coords.y, Person::players[j]->coords.z,
-               Person::players[j]->num_weapons, Person::players[j]->howactive, Person::players[j]->scale, Person::players[j]->immobile, Person::players[j]->yaw);
-        if (Person::players[j]->num_weapons < 5)
-            for (int k = 0; k < Person::players[j]->num_weapons; k++)
-                fpackf(tfile, "Bi", weapons[Person::players[j]->weaponids[k]].getType());
-        if (Person::players[j]->numwaypoints < 30) {
-            fpackf(tfile, "Bi", Person::players[j]->numwaypoints);
-            for (int k = 0; k < Person::players[j]->numwaypoints; k++) {
-                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].x);
-                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].y);
-                fpackf(tfile, "Bf", Person::players[j]->waypoints[k].z);
-                fpackf(tfile, "Bi", Person::players[j]->waypointtype[k]);
-            }
-            fpackf(tfile, "Bi", Person::players[j]->waypoint);
-        } else {
-            Person::players[j]->numwaypoints = 0;
-            Person::players[j]->waypoint = 0;
-            fpackf(tfile, "Bi Bi Bi", Person::players[j]->numwaypoints, Person::players[j]->waypoint, Person::players[j]->waypoint);
-        }
-
-        fpackf(tfile, "Bf Bf Bf", Person::players[j]->armorhead, Person::players[j]->armorhigh, Person::players[j]->armorlow);
-        fpackf(tfile, "Bf Bf Bf", Person::players[j]->protectionhead, Person::players[j]->protectionhigh, Person::players[j]->protectionlow);
-        fpackf(tfile, "Bf Bf Bf", Person::players[j]->metalhead, Person::players[j]->metalhigh, Person::players[j]->metallow);
-        fpackf(tfile, "Bf Bf", Person::players[j]->power, Person::players[j]->speedmult);
-
-        float headprop, bodyprop, armprop, legprop;
-        if (Person::players[j]->creature == wolftype) {
-            headprop = Person::players[j]->proportionhead.x / 1.1;
-            bodyprop = Person::players[j]->proportionbody.x / 1.1;
-            armprop = Person::players[j]->proportionarms.x / 1.1;
-            legprop = Person::players[j]->proportionlegs.x / 1.1;
-        } else if (Person::players[j]->creature == rabbittype) {
-            headprop = Person::players[j]->proportionhead.x / 1.2;
-            bodyprop = Person::players[j]->proportionbody.x / 1.05;
-            armprop = Person::players[j]->proportionarms.x / 1.00;
-            legprop = Person::players[j]->proportionlegs.x / 1.1;
-        }
-
-        fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
-
-        fpackf(tfile, "Bi", Person::players[j]->numclothes);
-        if (Person::players[j]->numclothes)
-            for (int k = 0; k < Person::players[j]->numclothes; k++) {
-                int templength;
-                templength = strlen(Person::players[j]->clothes[k]);
-                fpackf(tfile, "Bi", templength);
-                for (int l = 0; l < templength; l++)
-                    fpackf(tfile, "Bb", Person::players[j]->clothes[k][l]);
-                fpackf(tfile, "Bf Bf Bf", Person::players[j]->clothestintr[k], Person::players[j]->clothestintg[k], Person::players[j]->clothestintb[k]);
-            }
-    }
-
-    fpackf(tfile, "Bi", numpathpoints);
-    for (int j = 0; j < numpathpoints; j++) {
-        fpackf(tfile, "Bf Bf Bf Bi", pathpoint[j].x, pathpoint[j].y, pathpoint[j].z, numpathpointconnect[j]);
-        for (int k = 0; k < numpathpointconnect[j]; k++)
-            fpackf(tfile, "Bi", pathpointconnect[j][k]);
-    }
-
-    fpackf(tfile, "Bf Bf Bf Bf", mapcenter.x, mapcenter.y, mapcenter.z, mapradius);
-
-    fclose(tfile);
-}
-
-static void ch_cellar(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Furdarko.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_tint(const char *args)
-{
-    sscanf(args, "%f%f%f", &tintr, &tintg, &tintb);
-}
-
-static void ch_tintr(const char *args)
-{
-    tintr = atof(args);
-}
-
-static void ch_tintg(const char *args)
-{
-    tintg = atof(args);
-}
-
-static void ch_tintb(const char *args)
-{
-    tintb = atof(args);
-}
-
-static void ch_speed(const char *args)
-{
-    Person::players[0]->speedmult = atof(args);
-}
-
-static void ch_strength(const char *args)
-{
-    Person::players[0]->power = atof(args);
-}
-
-static void ch_power(const char *args)
-{
-    Person::players[0]->power = atof(args);
-}
-
-static void ch_size(const char *args)
-{
-    Person::players[0]->scale = atof(args) * .2;
-}
-
-static int findClosestPlayer()
-{
-    int closest = -1;
-    float closestdist = std::numeric_limits<float>::max();
-
-    for (int i = 1; i < Person::players.size(); i++) {
-        float distance = distsq(&Person::players[i]->coords, &Person::players[0]->coords);
-        if (distance < closestdist) {
-            closestdist = distance;
-            closest = i;
-        }
-    }
-    return closest;
-}
-
-static int findClosestObject()
-{
-    int closest = -1;
-    float closestdist = std::numeric_limits<float>::max();
-
-    for (int i = 0; i < objects.numobjects; i++) {
-        float distance = distsq(&objects.position[i], &Person::players[0]->coords);
-        if (distance < closestdist) {
-            closestdist = distance;
-            closest = i;
-        }
-    }
-    return closest;
-}
-
-static void ch_sizenear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        Person::players[closest]->scale = atof(args) * .2;
-}
-
-static void set_proportion(int pnum, const char *args)
-{
-    float headprop, bodyprop, armprop, legprop;
-
-    sscanf(args, "%f%f%f%f", &headprop, &bodyprop, &armprop, &legprop);
-
-    if (Person::players[pnum]->creature == wolftype) {
-        Person::players[pnum]->proportionhead = 1.1 * headprop;
-        Person::players[pnum]->proportionbody = 1.1 * bodyprop;
-        Person::players[pnum]->proportionarms = 1.1 * armprop;
-        Person::players[pnum]->proportionlegs = 1.1 * legprop;
-    } else if (Person::players[pnum]->creature == rabbittype) {
-        Person::players[pnum]->proportionhead = 1.2 * headprop;
-        Person::players[pnum]->proportionbody = 1.05 * bodyprop;
-        Person::players[pnum]->proportionarms = 1.00 * armprop;
-        Person::players[pnum]->proportionlegs = 1.1 * legprop;
-        Person::players[pnum]->proportionlegs.y = 1.05 * legprop;
-    }
-}
-
-static void ch_proportion(const char *args)
-{
-    set_proportion(0, args);
-}
-
-static void ch_proportionnear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        set_proportion(closest, args);
-}
-
-static void set_protection(int pnum, const char *args)
-{
-    float head, high, low;
-    sscanf(args, "%f%f%f", &head, &high, &low);
-
-    Person::players[pnum]->protectionhead = head;
-    Person::players[pnum]->protectionhigh = high;
-    Person::players[pnum]->protectionlow  = low;
-}
-
-static void ch_protection(const char *args)
-{
-    set_protection(0, args);
-}
-
-static void ch_protectionnear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        set_protection(closest, args);
-}
-
-static void set_armor(int pnum, const char *args)
-{
-    float head, high, low;
-    sscanf(args, "%f%f%f", &head, &high, &low);
-
-    Person::players[pnum]->armorhead = head;
-    Person::players[pnum]->armorhigh = high;
-    Person::players[pnum]->armorlow  = low;
-}
-
-static void ch_armor(const char *args)
-{
-    set_armor(0, args);
-}
-
-static void ch_armornear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        set_armor(closest, args);
-}
-
-static void ch_protectionreset(const char *args)
-{
-    set_protection(0, "1 1 1");
-    set_armor(0, "1 1 1");
-}
-
-static void set_metal(int pnum, const char *args)
-{
-    float head, high, low;
-    sscanf(args, "%f%f%f", &head, &high, &low);
-
-    Person::players[pnum]->metalhead = head;
-    Person::players[pnum]->metalhigh = high;
-    Person::players[pnum]->metallow  = low;
-}
-
-static void ch_metal(const char *args)
-{
-    set_metal(0, args);
-}
-
-static void set_noclothes(int pnum, const char *args)
-{
-    Person::players[pnum]->numclothes = 0;
-    Person::players[pnum]->skeleton.drawmodel.textureptr.load(
-        creatureskin[Person::players[pnum]->creature][Person::players[pnum]->whichskin], 1,
-        &Person::players[pnum]->skeleton.skinText[0], &Person::players[pnum]->skeleton.skinsize);
-}
-
-static void ch_noclothes(const char *args)
-{
-    set_noclothes(0, args);
-}
-
-static void ch_noclothesnear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        set_noclothes(closest, args);
-}
-
-
-static void set_clothes(int pnum, const char *args)
-{
-    char buf[64];
-    snprintf(buf, 63, ":Data:Textures:%s.png", args);
-
-    if (!AddClothes(buf, &Person::players[pnum]->skeleton.skinText[pnum]))
-        return;
-
-    Person::players[pnum]->DoMipmaps();
-    strcpy(Person::players[pnum]->clothes[Person::players[pnum]->numclothes], buf);
-    Person::players[pnum]->clothestintr[Person::players[pnum]->numclothes] = tintr;
-    Person::players[pnum]->clothestintg[Person::players[pnum]->numclothes] = tintg;
-    Person::players[pnum]->clothestintb[Person::players[pnum]->numclothes] = tintb;
-    Person::players[pnum]->numclothes++;
-}
-
-static void ch_clothes(const char *args)
-{
-    set_clothes(0, args);
-}
-
-static void ch_clothesnear(const char *args)
-{
-    int closest = findClosestPlayer();
-    if (closest >= 0)
-        set_clothes(closest, args);
-}
-
-static void ch_belt(const char *args)
-{
-    Person::players[0]->skeleton.clothes = !Person::players[0]->skeleton.clothes;
-}
-
-
-static void ch_cellophane(const char *args)
-{
-    cellophane = !cellophane;
-    float mul = (cellophane ? 0 : 1);
-
-    for (auto player : Person::players) {
-        player->proportionhead.z = player->proportionhead.x * mul;
-        player->proportionbody.z = player->proportionbody.x * mul;
-        player->proportionarms.z = player->proportionarms.x * mul;
-        player->proportionlegs.z = player->proportionlegs.x * mul;
-    }
-}
-
-static void ch_funnybunny(const char *args)
-{
-    Person::players[0]->skeleton.id = 0;
-    Person::players[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);
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-    Person::players[0]->creature = rabbittype;
-    Person::players[0]->scale = .2;
-    Person::players[0]->headless = 0;
-    Person::players[0]->damagetolerance = 200;
-    set_proportion(0, "1 1 1 1");
-}
-
-static void ch_wolfie(const char *args)
-{
-    Person::players[0]->skeleton.id = 0;
-    Person::players[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);
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-    Person::players[0]->creature = wolftype;
-    Person::players[0]->damagetolerance = 300;
-    set_proportion(0, "1 1 1 1");
-}
-
-static void ch_wolfieisgod(const char *args)
-{
-    ch_wolfie(args);
-}
-
-static void ch_wolf(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_snowwolf(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:SnowWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_darkwolf(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:DarkWolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_lizardwolf(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:Lizardwolf.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_white(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_brown(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur3.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_black(const char *args)
-{
-    Person::players[0]->skeleton.drawmodel.textureptr.load(":Data:Textures:fur2.jpg", 1, &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-}
-
-static void ch_sizemin(const char *args)
-{
-    for (int i = 1; i < Person::players.size(); i++)
-        if (Person::players[i]->scale < 0.8 * 0.2)
-            Person::players[i]->scale = 0.8 * 0.2;
-}
-
-static void ch_tutorial(const char *args)
-{
-    tutoriallevel = atoi(args);
-}
-
-static void ch_hostile(const char *args)
-{
-    hostile = atoi(args);
-}
-
-static void ch_indemo(const char *args)
-{
-    indemo = 1;
-    hotspot[numhotspots] = Person::players[0]->coords;
-    hotspotsize[numhotspots] = 0;
-    hotspottype[numhotspots] = -111;
-    strcpy(hotspottext[numhotspots], "mapname");
-    numhotspots++;
-}
-
-static void ch_notindemo(const char *args)
-{
-    indemo = 0;
-    numhotspots--;
-}
-
-static void ch_type(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;
-        }
-}
-
-static void ch_path(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(const char *args)
-{
-    hotspot[numhotspots] = Person::players[0]->coords;
-
-    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");
-
-    numhotspots++;
-}
-
-static void ch_dialogue(const char *args)
-{
-    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';
-        }
-        ipstream.ignore(256, ':');
-        ipstream >> dialogueboxsound[numdialogues][i];
-    }
-
-    for (int i = 0; i < numdialogueboxes[numdialogues]; i++) {
-        for (int j = 0; j < Person::players.size(); j++) {
-            participantfacing[numdialogues][i][j] = Person::players[j]->facing;
-        }
-    }
-    ipstream.close();
-
-    directing = 1;
-    indialogue = 0;
-    whichdialogue = numdialogues;
-
-    numdialogues++;
-}
-
-static void ch_fixdialogue(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';
-        }
-        ipstream.ignore(256, ':');
-        ipstream >> dialogueboxsound[whichdi][i];
-    }
-
-    ipstream.close();
-}
-
-static void ch_fixtype(const char *args)
-{
-    int dlg;
-    sscanf(args, "%d", &dlg);
-    dialoguetype[0] = dlg;
-}
-
-static void ch_fixrotation(const char *args)
-{
-    participantyaw[whichdialogue][participantfocus[whichdialogue][indialogue]] = Person::players[participantfocus[whichdialogue][indialogue]]->yaw;
-}
-
-static void ch_ddialogue(const char *args)
-{
-    if (numdialogues)
-        numdialogues--;
-}
-
-static void ch_dhs(const char *args)
-{
-    if (numhotspots)
-        numhotspots--;
-}
-
-static void ch_immobile(const char *args)
-{
-    Person::players[0]->immobile = 1;
-}
-
-static void ch_allimmobile(const char *args)
-{
-    for (int i = 1; i < Person::players.size(); i++)
-        Person::players[i]->immobile = 1;
-}
-
-static void ch_mobile(const char *args)
-{
-    Person::players[0]->immobile = 0;
-}
-
-static void ch_default(const char *args)
-{
-    Person::players[0]->armorhead = 1;
-    Person::players[0]->armorhigh = 1;
-    Person::players[0]->armorlow = 1;
-    Person::players[0]->protectionhead = 1;
-    Person::players[0]->protectionhigh = 1;
-    Person::players[0]->protectionlow = 1;
-    Person::players[0]->metalhead = 1;
-    Person::players[0]->metalhigh = 1;
-    Person::players[0]->metallow = 1;
-    Person::players[0]->power = 1;
-    Person::players[0]->speedmult = 1;
-    Person::players[0]->scale = 1;
-
-    if (Person::players[0]->creature == wolftype) {
-        Person::players[0]->proportionhead = 1.1;
-        Person::players[0]->proportionbody = 1.1;
-        Person::players[0]->proportionarms = 1.1;
-        Person::players[0]->proportionlegs = 1.1;
-    } else if (Person::players[0]->creature == rabbittype) {
-        Person::players[0]->proportionhead = 1.2;
-        Person::players[0]->proportionbody = 1.05;
-        Person::players[0]->proportionarms = 1.00;
-        Person::players[0]->proportionlegs = 1.1;
-        Person::players[0]->proportionlegs.y = 1.05;
-    }
-
-    Person::players[0]->numclothes = 0;
-    Person::players[0]->skeleton.drawmodel.textureptr.load(
-        creatureskin[Person::players[0]->creature][Person::players[0]->whichskin], 1,
-        &Person::players[0]->skeleton.skinText[0], &Person::players[0]->skeleton.skinsize);
-
-    editoractive = typeactive;
-    Person::players[0]->immobile = 0;
-}
-
-static void ch_play(const char *args)
-{
-    int dlg;
-    sscanf(args, "%d", &dlg);
-    whichdialogue = dlg;
-
-    if (whichdialogue >= numdialogues)
-        return;
-
-    for (int i = 0; i < numdialogueboxes[whichdialogue]; i++) {
-        Person::players[participantfocus[whichdialogue][i]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
-        Person::players[participantfocus[whichdialogue][i]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
-        Person::players[participantfocus[whichdialogue][i]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][i]];
-        Person::players[participantfocus[whichdialogue][i]]->velocity = 0;
-        Person::players[participantfocus[whichdialogue][i]]->animTarget = Person::players[participantfocus[whichdialogue][i]]->getIdle();
-        Person::players[participantfocus[whichdialogue][i]]->frameTarget = 0;
-    }
-
-    directing = 0;
-    indialogue = 0;
-
-    playdialogueboxsound();
-}
-
-static void ch_mapkilleveryone(const char *args)
-{
-    maptype = mapkilleveryone;
-}
-
-static void ch_mapkillmost(const char *args)
-{
-    maptype = mapkillmost;
-}
-
-static void ch_mapkillsomeone(const char *args)
-{
-    maptype = mapkillsomeone;
-}
-
-static void ch_mapgosomewhere(const char *args)
-{
-    maptype = mapgosomewhere;
-}
-
-static void ch_viewdistance(const char *args)
-{
-    viewdistance = atof(args) * 100;
-}
-
-static void ch_fadestart(const char *args)
-{
-    fadestart = atof(args);
-}
-
-static void ch_slomo(const char *args)
-{
-    slomospeed = atof(args);
-    slomo = !slomo;
-    slomodelay = 1000;
-}
-
-static void ch_slofreq(const char *args)
-{
-    slomofreq = atof(args);
+    if (sound != -1)
+        emit_sound_at(sound, temppos);
 }
 
-static void ch_skytint(const char *args)
-{
-    sscanf(args, "%f%f%f", &skyboxr, &skyboxg, &skyboxb);
-
-    skyboxlightr = skyboxr;
-    skyboxlightg = skyboxg;
-    skyboxlightb = skyboxb;
-
-    SetUpLighting();
-
-    terrain.DoShadows();
-    objects.DoShadows();
-}
+// ================================================================
 
-static void ch_skylight(const char *args)
+int Game::findClosestPlayer()
 {
-    sscanf(args, "%f%f%f", &skyboxlightr, &skyboxlightg, &skyboxlightb);
-
-    SetUpLighting();
+    int closest = -1;
+    float closestdist = std::numeric_limits<float>::max();
 
-    terrain.DoShadows();
-    objects.DoShadows();
+    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 void ch_skybox(const char *args)
+static int findClosestObject()
 {
-    skyboxtexture = !skyboxtexture;
-
-    SetUpLighting();
+    int closest = -1;
+    float closestdist = std::numeric_limits<float>::max();
 
-    terrain.DoShadows();
-    objects.DoShadows();
+    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;
 }
 
 static void cmd_dispatch(const string cmd)
@@ -1317,21 +427,20 @@ static void cmd_dispatch(const string cmd)
 }
 
 /********************> Tick() <*****/
-extern bool save_image(const char * fname);
+extern bool save_screenshot(const char * fname);
 void Screenshot (void)
 {
-    char temp[1024];
+    char filename[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);
+    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");
-#else
-    mkdir("Screenshots", S_IRWXU);
 #endif
 
-    save_image(temp);
+    save_screenshot(filename);
 }
 
 void Game::SetUpLighting()
@@ -1429,8 +538,6 @@ int Game::checkcollide(XYZ startpoint, XYZ endpoint)
         }
     }
 
-    //if(terrain.lineTerrain(startpoint,endpoint,&colpoint)!=-1)return 1000;
-
     return -1;
 }
 
@@ -1495,33 +602,29 @@ void Setenvironment(int which)
         if (ambientsound)
             emit_stream_np(stream_wind);
 
-        objects.treetextureptr.load(":Data:Textures:snowtree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bushsnow.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:bouldersnow.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:snowbox.jpg", 1, 0);
+        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);
 
         footstepsound = footstepsn1;
         footstepsound2 = footstepsn2;
         footstepsound3 = footstepst1;
         footstepsound4 = footstepst2;
 
-        terraintexture.load(":Data:Textures:snow.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:rock.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
-
+        terraintexture.load("Textures/Snow.jpg", 1);
+        terraintexture2.load("Textures/Rock.jpg", 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");
+        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");
 
 
 
@@ -1530,10 +633,10 @@ void Setenvironment(int which)
     } else if (environment == desertenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load(":Data:Textures:deserttree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bushdesert.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:boulderdesert.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:desertbox.jpg", 1, 0);
+        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);
 
 
         if (ambientsound)
@@ -1544,22 +647,19 @@ void Setenvironment(int which)
         footstepsound3 = footstepsn1;
         footstepsound4 = footstepsn2;
 
-        terraintexture.load(":Data:Textures:sand.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:sandslope.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detailgrain.png",&terraintexture3,1);
-
+        terraintexture.load("Textures/Sand.jpg", 1);
+        terraintexture2.load("Textures/SandSlope.jpg", 1);
 
 
         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");
+        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");
 
 
 
@@ -1568,10 +668,10 @@ void Setenvironment(int which)
     } else if (environment == grassyenvironment) {
         windvector = 0;
         windvector.z = 2;
-        objects.treetextureptr.load(":Data:Textures:tree.png", 0, 1);
-        objects.bushtextureptr.load(":Data:Textures:bush.png", 0, 1);
-        objects.rocktextureptr.load(":Data:Textures:boulder.jpg", 1, 0);
-        objects.boxtextureptr.load(":Data:Textures:grassbox.jpg", 1, 0);
+        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);
 
         if (ambientsound)
             emit_stream_np(stream_wind, 100.);
@@ -1581,22 +681,19 @@ void Setenvironment(int which)
         footstepsound3 = footstepst1;
         footstepsound4 = footstepst2;
 
-        terraintexture.load(":Data:Textures:grassdirt.jpg", 1, 0);
-        terraintexture2.load(":Data:Textures:mossrock.jpg", 1, 0);
-
-        //LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-
+        terraintexture.load("Textures/GrassDirt.jpg", 1);
+        terraintexture2.load("Textures/MossRock.jpg", 1);
 
 
         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");
+        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");
 
 
 
@@ -1604,7 +701,7 @@ void Setenvironment(int which)
     }
     temptexdetail = texdetail;
     texdetail = 1;
-    terrain.load(":Data:Textures:heightmap.png");
+    terrain.load("Textures/HeightMap.png");
 
     texdetail = temptexdetail;
 }
@@ -1613,7 +710,7 @@ void LoadCampaign()
 {
     if (!accountactive)
         return;
-    ifstream ipstream(ConvertFileName((":Data:Campaigns:" + accountactive->getCurrentCampaign() + ".txt").c_str()));
+    ifstream ipstream(Folders::getResourcePath("Campaigns/" + accountactive->getCurrentCampaign() + ".txt"));
     if (!ipstream.good()) {
         if (accountactive->getCurrentCampaign() == "main") {
             cerr << "Could not found main campaign!" << endl;
@@ -1634,11 +731,11 @@ void LoadCampaign()
     }
     ipstream.close();
 
-    ifstream test(ConvertFileName((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str()));
+    ifstream test(Folders::getResourcePath("Textures/" + accountactive->getCurrentCampaign() + "/World.png"));
     if (test.good()) {
-        Mainmenuitems[7].load((":Data:Textures:" + accountactive->getCurrentCampaign() + ":World.png").c_str(), 0, 0);
+        Mainmenuitems[7].load("Textures/" + accountactive->getCurrentCampaign() + "/World.png", 0);
     } else {
-        Mainmenuitems[7].load(":Data:Textures:World.png", 0, 0);
+        Mainmenuitems[7].load("Textures/World.png", 0);
     }
 
     if (accountactive->getCampaignChoicesMade() == 0) {
@@ -1649,11 +746,11 @@ void LoadCampaign()
 
 vector<string> ListCampaigns()
 {
-    DIR *campaigns = opendir(ConvertFileName(":Data:Campaigns"));
+    errno = 0;
+    DIR *campaigns = opendir(Folders::getResourcePath("Campaigns").c_str());
     struct dirent *campaign = NULL;
     if (!campaigns) {
-        perror("Problem while loading campaigns");
-        cerr << "campaign folder was : " << ConvertFileName(":Data:Campaigns") << endl;
+        perror(("Problem while loading campaigns from " + Folders::getResourcePath("Campaigns")).c_str());
         exit(EXIT_FAILURE);
     }
     vector<string> campaignNames;
@@ -1669,7 +766,7 @@ vector<string> ListCampaigns()
     return campaignNames;
 }
 
-void Loadlevel(int which)
+void Game::Loadlevel(int which)
 {
     stealthloading = 0;
     whichlevel = which;
@@ -1685,14 +782,11 @@ void Loadlevel(int which)
         Loadlevel("mapsave");
 }
 
-void Loadlevel(const char *name)
+void Game::Loadlevel(const std::string& name)
 {
+    int indemo; // FIXME this should be removed
     int templength;
     float lamefloat;
-    static const char *pfx = ":Data:Maps:";
-    char *buf;
-
-    float headprop, legprop, armprop, bodyprop;
 
     LOGFUNC;
 
@@ -1719,559 +813,385 @@ void Loadlevel(const char *name)
         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;
+    errno = 0;
+    tfile = Folders::openMandatoryFile( Folders::getResourcePath("Maps/"+name), "rb" );
 
-        animation[bounceidleanim].Load((char *)"Idle", middleheight, neutral);
-
-        numdialogues = 0;
-
-        for (int i = 0; i < 20; i++)
-            dialoguegonethrough[i] = 0;
+    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;
+    }
 
-        indialogue = -1;
-        cameramode = 0;
+    if (!stealthloading) {
+        terrain.numdecals = 0;
+        Sprite::deleteSprites();
+        for (int i = 0; i < objects.numobjects; i++)
+            objects.model[i].numdecals = 0;
 
-        damagedealt = 0;
-        damagetaken = 0;
+        int j = objects.numobjects;
+        for (int i = 0; i < j; i++) {
+            objects.DeleteObject(0);
+            if (visibleloading)
+                LoadingScreen();
+        }
 
-        if (accountactive)
-            difficulty = accountactive->getDifficulty();
+        for (int i = 0; i < subdivision; i++)
+            for (int j = 0; j < subdivision; j++)
+                terrain.patchobjectnum[i][j] = 0;
+        if (visibleloading)
+            LoadingScreen();
+    }
 
-        numhotspots = 0;
-        currenthotspot = -1;
-        bonustime = 1;
+    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;
-
-        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();
+    }
+    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));
         }
 
-        weapons.clear();
+    if (visibleloading)
+        LoadingScreen();
 
-        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", &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 (stealthloading)
-            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat, &lamefloat, &lamefloat, &lamefloat, &lamefloat, &Person::players[0]->num_weapons);
-        Person::players[0]->originalcoords = Person::players[0]->coords;
-        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));
-            }
+    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);
 
-        if (visibleloading)
-            LoadingScreen();
+    funpackf(tfile, "Bi", &Person::players[0]->numclothes);
 
-        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);
+    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;
+    }
 
-        funpackf(tfile, "Bi", &Person::players[0]->numclothes);
+    Person::players[0]->lastattack = -1;
+    Person::players[0]->lastattack2 = -1;
+    Person::players[0]->lastattack3 = -1;
 
-        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;
-        }
+    //dialogues
+    if (mapvers >= 8) {
+        Dialog::loadDialogs(tfile);
+    }
 
-        Person::players[0]->lastattack = -1;
-        Person::players[0]->lastattack2 = -1;
-        Person::players[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", &participantyaw[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]);
+    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]);
+    }
 
-                    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);
+    funpackf(tfile, "Bi", &environment);
 
-                    funpackf(tfile, "Bf Bf", &dialoguecamerayaw[k][l], &dialoguecamerapitch[k][l]);
-                }
-            }
-        } else
-            numdialogues = 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];
+    }
 
-        for (int k = 0; k < Person::players[0]->numclothes; k++) {
+    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);
-            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]);
+            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;
 
-        funpackf(tfile, "Bi", &environment);
+    if (visibleloading)
+        LoadingScreen();
 
-        funpackf(tfile, "Bi", &objects.numobjects);
-        for (int i = 0; i < objects.numobjects; i++) {
-            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i], &objects.yaw[i], &objects.pitch[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z, &objects.scale[i]);
-            if (objects.type[i] == treeleavestype)
-                objects.scale[i] = objects.scale[i - 1];
-        }
+    if (!stealthloading) {
+        objects.center = 0;
+        for (int i = 0; i < objects.numobjects; i++)
+            objects.center += objects.position[i];
+        objects.center /= objects.numobjects;
 
-        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;
 
         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;
-
-
-            if (visibleloading)
-                LoadingScreen();
-
-            float maxdistance = 0;
-            float tempdist;
-            //~ int whichclosest;
-            for (int i = 0; i < objects.numobjects; i++) {
-                tempdist = distsq(&objects.center, &objects.position[i]);
-                if (tempdist > maxdistance) {
-                    //~ whichclosest=i;
-                    maxdistance = tempdist;
-                }
+        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);
         }
+        objects.radius = fast_sqrt(maxdistance);
+    }
 
-        if (visibleloading)
-            LoadingScreen();
+    if (visibleloading)
+        LoadingScreen();
 
-        int numplayers;
-        funpackf(tfile, "Bi", &numplayers);
-        int howmanyremoved = 0;
-        bool removeanother = 0;
-        if (numplayers > maxplayers) {
-            cout << "Warning: this level contains more players than allowed" << endl;
+    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 (numplayers > 1) {
-            for (int i = 1; i < numplayers; i++) {
-                Person::players.push_back(shared_ptr<Person>(new Person()));
-                if (visibleloading)
-                    LoadingScreen();
-                removeanother = 0;
-
-                funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &Person::players[i - howmanyremoved]->whichskin, &Person::players[i - howmanyremoved]->creature, &Person::players[i - howmanyremoved]->coords.x, &Person::players[i - howmanyremoved]->coords.y, &Person::players[i - howmanyremoved]->coords.z, &Person::players[i - howmanyremoved]->num_weapons);
-                if (mapvers >= 5)
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->howactive);
-                else
-                    Person::players[i - howmanyremoved]->howactive = typeactive;
-                if (mapvers >= 3)
-                    funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->scale);
-                else
-                    Person::players[i - howmanyremoved]->scale = -1;
-                if (mapvers >= 11)
-                    funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->immobile);
-                else
-                    Person::players[i - howmanyremoved]->immobile = 0;
-                if (mapvers >= 12)
-                    funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->yaw);
-                else
-                    Person::players[i - howmanyremoved]->yaw = 0;
-                Person::players[i - howmanyremoved]->targetyaw = Person::players[i - howmanyremoved]->yaw;
-                if (Person::players[i - howmanyremoved]->num_weapons < 0 || Person::players[i - howmanyremoved]->num_weapons > 5) {
-                    removeanother = 1;
-                    howmanyremoved++;
-                }
-                if (!removeanother) {
-                    if (Person::players[i - howmanyremoved]->num_weapons > 0 && Person::players[i - howmanyremoved]->num_weapons < 5) {
-                        for (int j = 0; j < Person::players[i - howmanyremoved]->num_weapons; j++) {
-                            Person::players[i - howmanyremoved]->weaponids[j] = weapons.size();
-                            int type;
-                            funpackf(tfile, "Bi", &type);
-                            weapons.push_back(Weapon(type, i));
-                        }
-                    }
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numwaypoints);
-                    //Person::players[i-howmanyremoved]->numwaypoints=10;
-                    for (int j = 0; j < Person::players[i - howmanyremoved]->numwaypoints; j++) {
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].x);
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].y);
-                        funpackf(tfile, "Bf", &Person::players[i - howmanyremoved]->waypoints[j].z);
-                        if (mapvers >= 5)
-                            funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypointtype[j]);
-                        else
-                            Person::players[i - howmanyremoved]->waypointtype[j] = wpkeepwalking;
-                    }
-
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->waypoint);
-                    if (Person::players[i - howmanyremoved]->waypoint > Person::players[i - howmanyremoved]->numwaypoints - 1)
-                        Person::players[i - howmanyremoved]->waypoint = 0;
-
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->armorhead, &Person::players[i - howmanyremoved]->armorhigh, &Person::players[i - howmanyremoved]->armorlow);
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->protectionhead, &Person::players[i - howmanyremoved]->protectionhigh, &Person::players[i - howmanyremoved]->protectionlow);
-                    funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->metalhead, &Person::players[i - howmanyremoved]->metalhigh, &Person::players[i - howmanyremoved]->metallow);
-                    funpackf(tfile, "Bf Bf", &Person::players[i - howmanyremoved]->power, &Person::players[i - howmanyremoved]->speedmult);
+    }
+    if (visibleloading)
+        LoadingScreen();
 
-                    if (mapvers >= 4)
-                        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
-                    else {
-                        headprop = 1;
-                        bodyprop = 1;
-                        armprop = 1;
-                        legprop = 1;
-                    }
-                    if (Person::players[i - howmanyremoved]->creature == wolftype) {
-                        Person::players[i - howmanyremoved]->proportionhead = 1.1 * headprop;
-                        Person::players[i - howmanyremoved]->proportionbody = 1.1 * bodyprop;
-                        Person::players[i - howmanyremoved]->proportionarms = 1.1 * armprop;
-                        Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
-                    }
+    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();
 
-                    if (Person::players[i - howmanyremoved]->creature == rabbittype) {
-                        Person::players[i - howmanyremoved]->proportionhead = 1.2 * headprop;
-                        Person::players[i - howmanyremoved]->proportionbody = 1.05 * bodyprop;
-                        Person::players[i - howmanyremoved]->proportionarms = 1.00 * armprop;
-                        Person::players[i - howmanyremoved]->proportionlegs = 1.1 * legprop;
-                        Person::players[i - howmanyremoved]->proportionlegs.y = 1.05 * legprop;
-                    }
+    funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x, &mapcenter.y, &mapcenter.z, &mapradius);
 
-                    funpackf(tfile, "Bi", &Person::players[i - howmanyremoved]->numclothes);
-                    if (Person::players[i - howmanyremoved]->numclothes) {
-                        for (int k = 0; k < Person::players[i - howmanyremoved]->numclothes; k++) {
-                            int templength;
-                            funpackf(tfile, "Bi", &templength);
-                            for (int l = 0; l < templength; l++)
-                                funpackf(tfile, "Bb", &Person::players[i - howmanyremoved]->clothes[k][l]);
-                            Person::players[i - howmanyremoved]->clothes[k][templength] = '\0';
-                            funpackf(tfile, "Bf Bf Bf", &Person::players[i - howmanyremoved]->clothestintr[k], &Person::players[i - howmanyremoved]->clothestintg[k], &Person::players[i - howmanyremoved]->clothestintb[k]);
-                        }
-                    }
-                }
-            }
+    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();
         }
+
+        terrain.DoShadows();
         if (visibleloading)
             LoadingScreen();
-
-        numplayers -= howmanyremoved;
-        Person::players.resize(numplayers);
-
-        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]);
-            }
-        }
+        objects.DoShadows();
         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();
-            }
-
-            terrain.DoShadows();
-            if (visibleloading)
-                LoadingScreen();
-            objects.DoShadows();
-            if (visibleloading)
-                LoadingScreen();
-        }
-
-        fclose(tfile);
+    fclose(tfile);
 
-        for (int i = 0; i < Person::players.size(); i++) {
-            if (visibleloading)
-                LoadingScreen();
+    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;
-            if (i == 0 || Person::players[i]->scale < 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 *)":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 (Person::players[i]->creature != wolftype) {
-                    Person::players[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);
-                    Person::players[i]->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 1, 1);
-                }
-                if (Person::players[i]->creature == wolftype) {
-                    Person::players[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);
-                }
-            }
+            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);
+        }
 
-            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);
+        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);
 
-            if (Person::players[i]->numclothes) {
-                for (int j = 0; j < Person::players[i]->numclothes; j++) {
-                    tintr = Person::players[i]->clothestintr[j];
-                    tintg = Person::players[i]->clothestintg[j];
-                    tintb = Person::players[i]->clothestintb[j];
-                    AddClothes((char *)Person::players[i]->clothes[j], &Person::players[i]->skeleton.skinText[0]);
-                }
-                Person::players[i]->DoMipmaps();
-            }
+        Person::players[i]->addClothes();
 
+        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;
+        }
+        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]->skeleton.id = i;
             Person::players[i]->updatedelay = 0;
             Person::players[i]->normalsupdatedelay = 0;
 
-            Person::players[i]->aitype = passivetype;
-            Person::players[i]->madskills = 0;
-
-            if (i == 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]->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;
-
-            Person::players[i]->damagetolerance = 200;
-
             if (Person::players[i]->creature == wolftype) {
-                if (i == 0 || Person::players[i]->scale < 0)
-                    Person::players[i]->scale = .23;
+                Person::players[i]->scale = .23;
                 Person::players[i]->damagetolerance = 300;
+            } else {
+                Person::players[i]->damagetolerance = 200;
             }
+        }
 
-            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;
-            }
 
-            Person::players[i]->tempanimation.Load((char *)"Tempanim", 0, 0);
+        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;
+        }
+
+        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;
@@ -2304,55 +1224,52 @@ void Loadlevel(const char *name)
             Person::players[i]->hasvictim = 0;
             Person::players[i]->wentforweapon = 0;
         }
+    }
 
-        Person::players[0]->aitype = playercontrolled;
-        Person::players[0]->weaponactive = -1;
-
-        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;
-        }
+    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;
+    }
 
-        cameraloc = Person::players[0]->coords;
-        cameraloc.y += 5;
-        yaw = Person::players[0]->yaw;
+    cameraloc = Person::players[0]->coords;
+    cameraloc.y += 5;
+    yaw = Person::players[0]->yaw;
 
-        hawkcoords = Person::players[0]->coords;
-        hawkcoords.y += 30;
+    hawkcoords = Person::players[0]->coords;
+    hawkcoords.y += 30;
 
-        if (visibleloading)
-            LoadingScreen();
+    if (visibleloading)
+        LoadingScreen();
 
-        LOG("Starting background music...");
+    LOG("Starting background music...");
 
-        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.);
-            }
+    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.);
         }
-        oldmusicvolume[0] = 0;
-        oldmusicvolume[1] = 0;
-        oldmusicvolume[2] = 0;
-        oldmusicvolume[3] = 0;
-
-        if (!firstload)
-            firstload = 1;
-    } else {
-        perror("Problem");
     }
+    oldmusicvolume[0] = 0;
+    oldmusicvolume[1] = 0;
+    oldmusicvolume[2] = 0;
+    oldmusicvolume[3] = 0;
+
+    if (!firstload)
+        firstload = 1;
+
     leveltime = 0;
-    loadingstuff = 0;
     visibleloading = 0;
 }
 
@@ -2451,7 +1368,6 @@ void doTutorial()
             break;
         case 19:
             tutorialstage = 20;
-            //tutorialmaxtime=500;
             break;
         case 20:
             tutorialmaxtime = 500;
@@ -2906,7 +1822,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_C)) {
-            cameramode = 1 - cameramode;
+            cameramode = !cameramode;
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_X) && !Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2966,15 +1882,7 @@ void doDebugKeys()
                         &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
             }
 
-            if (Person::players[closest]->numclothes) {
-                for (int i = 0; i < Person::players[closest]->numclothes; i++) {
-                    tintr = Person::players[closest]->clothestintr[i];
-                    tintg = Person::players[closest]->clothestintg[i];
-                    tintb = Person::players[closest]->clothestintb[i];
-                    AddClothes((char *)Person::players[closest]->clothes[i], &Person::players[closest]->skeleton.skinText[0]);
-                }
-                Person::players[closest]->DoMipmaps();
-            }
+            Person::players[closest]->addClothes();
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_O) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
@@ -2997,8 +1905,8 @@ void doDebugKeys()
 
                 if (Person::players[closest]->creature == rabbittype) {
                     Person::players[closest]->skeleton.id = closest;
-                    Person::players[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);
-                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Wolf.jpg", 1, &Person::players[closest]->skeleton.skinText[closest], &Person::players[closest]->skeleton.skinsize);
+                    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;
 
@@ -3012,8 +1920,8 @@ void doDebugKeys()
                     Person::players[closest]->damagetolerance = 300;
                 } else {
                     Person::players[closest]->skeleton.id = closest;
-                    Person::players[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);
-                    Person::players[closest]->skeleton.drawmodel.textureptr.load(":Data:Textures:Fur3.jpg", 1, &Person::players[closest]->skeleton.skinText[0], &Person::players[closest]->skeleton.skinsize);
+                    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;
 
@@ -3055,7 +1963,7 @@ void doDebugKeys()
             int closest = -1;
             float closestdist = std::numeric_limits<float>::max();
 
-            for (int i = 1; i < Person::players.size(); i++) {
+            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) {
@@ -3180,8 +2088,8 @@ void doDebugKeys()
                 }
 
                 XYZ temppos;
-                for (int j = 0; j < Person::players.size(); j++) {
-                    if (j != closest) {
+                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)
@@ -3223,10 +2131,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_N) && !Input::isKeyDown(SDL_SCANCODE_LCTRL)) {
-            //if(!Person::players[0]->skeleton.free)Person::players[0]->damage+=500;
             Person::players[0]->RagDoll(0);
-            //Person::players[0]->spurt=1;
-            //Person::players[0]->DoDamage(1000);
 
             emit_sound_at(whooshsound, Person::players[0]->coords, 128.);
         }
@@ -3240,7 +2145,7 @@ void doDebugKeys()
         }
 
         if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-            editorenabled = 1 - editorenabled;
+            editorenabled = !editorenabled;
             if (editorenabled) {
                 Person::players[0]->damagetolerance = 100000;
             } else {
@@ -3277,18 +2182,16 @@ void doDebugKeys()
             }
 
             if (Input::isKeyPressed(SDL_SCANCODE_M) && Input::isKeyDown(SDL_SCANCODE_LSHIFT)) {
-                //drawmode++;
-                //if(drawmode>2)drawmode=0;
                 if (objects.numobjects < max_objects - 1) {
-                    XYZ boxcoords;
-                    boxcoords.x = Person::players[0]->coords.x;
-                    boxcoords.z = Person::players[0]->coords.z;
-                    boxcoords.y = Person::players[0]->coords.y - 3;
+                    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)
-                        boxcoords.y = Person::players[0]->coords.y - .5;
+                        scenecoords.y = Person::players[0]->coords.y - .5;
                     if (editortype == firetype)
-                        boxcoords.y = Person::players[0]->coords.y - .5;
-                    //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
+                        scenecoords.y = Person::players[0]->coords.y - .5;
+                    //objects.MakeObject(abs(Random()%3),scenecoords,Random()%360);
                     float temprotat, temprotat2;
                     temprotat = editoryaw;
                     temprotat2 = editorpitch;
@@ -3297,9 +2200,9 @@ void doDebugKeys()
                     if (temprotat2 < 0)
                         temprotat2 = Random() % 360;
 
-                    objects.MakeObject(editortype, boxcoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
+                    objects.MakeObject(editortype, scenecoords, (int)temprotat - ((int)temprotat) % 30, (int)temprotat2, editorsize);
                     if (editortype == treetrunktype)
-                        objects.MakeObject(treeleavestype, boxcoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
+                        objects.MakeObject(treeleavestype, scenecoords, Random() % 360 * (temprotat2 < 2) + (int)editoryaw - ((int)editoryaw) % 30, editorpitch, editorsize);
                 }
             }
 
@@ -3310,21 +2213,21 @@ void doDebugKeys()
                 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 *)":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);
+                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(":Data:Textures:Fur3.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    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(":Data:Textures:Fur.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    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(":Data:Textures:Fur2.jpg", 1, &Person::players.back()->skeleton.skinText[0], &Person::players.back()->skeleton.skinsize);
+                    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;
                 }
 
-                Person::players.back()->skeleton.drawmodelclothes.textureptr.load(":Data:Textures:Belt.png", 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;
@@ -3405,20 +2308,13 @@ void doDebugKeys()
                 Person::players.back()->immobile = Person::players[0]->immobile;
 
                 Person::players.back()->numclothes = Person::players[0]->numclothes;
-                if (Person::players.back()->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];
-                        tintr = Person::players.back()->clothestintr[i];
-                        tintg = Person::players.back()->clothestintg[i];
-                        tintb = Person::players.back()->clothestintb[i];
-                        AddClothes((char *)Person::players.back()->clothes[i], &Person::players.back()->skeleton.skinText[0]);
-                    }
-                if (Person::players.back()->numclothes) {
-                    Person::players.back()->DoMipmaps();
+                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;
@@ -3430,7 +2326,6 @@ void doDebugKeys()
                 Person::players.back()->bleeding = 0;
                 Person::players.back()->numwaypoints = 0;
                 Person::players.back()->waypoint = 0;
-                Person::players.back()->jumppath = 0;
                 Person::players.back()->weaponstuck = -1;
                 Person::players.back()->weaponactive = -1;
                 Person::players.back()->num_weapons = 0;
@@ -3577,8 +2472,8 @@ void doDebugKeys()
 
 void doJumpReversals()
 {
-    for (int k = 0; k < Person::players.size(); k++)
-        for (int i = k; i < Person::players.size(); i++) {
+    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 &&
@@ -3587,8 +2482,8 @@ void doJumpReversals()
                       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)) {
+                     ((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
@@ -3597,7 +2492,7 @@ void doJumpReversals()
                             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[k]->attackkeydown) ||
                              Person::players[k]->aitype != playercontrolled)) {
                         Person::players[i]->victim = Person::players[k];
                         Person::players[i]->velocity = 0;
@@ -3678,7 +2573,7 @@ void doJumpReversals()
 void doAerialAcrobatics()
 {
     static XYZ facing, flatfacing;
-    for (int k = 0; k < Person::players.size(); k++) {
+    for (unsigned k = 0; k < Person::players.size(); k++) {
         Person::players[k]->turnspeed = 500;
 
         if ((Person::players[k]->isRun() &&
@@ -3713,7 +2608,6 @@ void doAerialAcrobatics()
             Person::players[k]->yaw = stepTowardf(Person::players[k]->yaw, Person::players[k]->targetyaw, multiplier * Person::players[k]->turnspeed * 4);
         }
 
-        /*if(Person::players[k]->aitype!=passivetype||(distsq(&Person::players[k]->coords,&viewer)<viewdistance*viewdistance))*/
         Person::players[k]->DoStuff();
         if (Person::players[k]->immobile && k != 0)
             Person::players[k]->coords = Person::players[k]->realoldcoords;
@@ -3877,19 +2771,15 @@ void doAerialAcrobatics()
                                 Person::players[k]->animTarget = Person::players[k]->getLanding();
                                 emit_sound_at(landsound, Person::players[k]->coords, 128.);
                                 if (k == 0) {
-                                    envsound[numenvsounds] = Person::players[k]->coords;
-                                    envsoundvol[numenvsounds] = 16;
-                                    envsoundlife[numenvsounds] = .4;
-                                    numenvsounds++;
+                                    addEnvSound(Person::players[k]->coords);
                                 }
-
                             }
                         }
                     }
                 }
             }
 
-            if (tempcollide && (/*Person::players[k]->jumptogglekeydown*/1 == 1 || Person::players[k]->aitype != playercontrolled))
+            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;
@@ -3971,7 +2861,6 @@ void doAerialAcrobatics()
                                                                 if (j <= 6 || j <= 25 && Person::players[k]->animTarget == jumpdownanim)
                                                                     break;
                                                                 if (Person::players[k]->animTarget == jumpupanim || Person::players[k]->animTarget == jumpdownanim) {
-                                                                    lowpoint = DoRotation(objects.model[i].facenormals[whichhit], 0, objects.yaw[k], 0);
                                                                     lowpoint = Person::players[k]->coords;
                                                                     lowpoint.y += (float)j / 13;
                                                                     lowpointtarget = lowpoint + facing * 1.3;
@@ -4055,7 +2944,6 @@ void doAerialAcrobatics()
 
 void doAttacks()
 {
-    static XYZ relative;
     static int randattack;
     static bool playerrealattackkeydown = 0;
 
@@ -4079,7 +2967,7 @@ void doAttacks()
     if (Input::isKeyDown(attackkey) &&
             !oldattackkey &&
             !Person::players[0]->backkeydown) {
-        for (int k = 0; k < Person::players.size(); k++) {
+        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) &&
@@ -4089,11 +2977,11 @@ void doAttacks()
         }
     }
 
-    if (!hostile || indialogue != -1)
+    if (!hostile || Dialog::inDialog())
         Person::players[0]->attackkeydown = 0;
 
-    for (int k = 0; k < Person::players.size(); k++) {
-        if (indialogue != -1)
+    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)
@@ -4110,7 +2998,7 @@ void doAttacks()
                     if (Person::players[k]->jumppower <= 1) {
                         Person::players[k]->jumppower -= 2;
                     } else {
-                        for (int i = 0; i < Person::players.size(); i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k)
                                 continue;
                             if (Person::players[i]->animTarget == swordslashanim ||
@@ -4149,7 +3037,7 @@ void doAttacks()
                     //normal attacks (?)
                     Person::players[k]->hasvictim = 0;
                     if (Person::players.size() > 1)
-                        for (int i = 0; i < Person::players.size(); i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k || !(k == 0 || i == 0))
                                 continue;
                             if (!Person::players[k]->hasvictim)
@@ -4324,8 +3212,7 @@ void doAttacks()
                                             !Person::players[i]->skeleton.free &&
                                             Person::players[i]->animTarget != getupfrombackanim &&
                                             Person::players[i]->animTarget != getupfromfrontanim &&
-                                            (Person::players[i]->stunned > 0 && Person::players[k]->madskills ||
-                                             Person::players[i]->surprised > 0 ||
+                                            (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) {
@@ -4420,7 +3307,7 @@ void doAttacks()
                         }
                     const bool hasstaff = attackweapon == staff;
                     if (k == 0 && Person::players.size() > 1)
-                        for (int i = 0; i < Person::players.size(); i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k)
                                 continue;
                             if ((playerrealattackkeydown || Person::players[i]->dead || !hasstaff) &&
@@ -4545,7 +3432,7 @@ void doAttacks()
                         }
                     if (!Person::players[k]->hasvictim) {
                         //find victim
-                        for (int i = 0; i < Person::players.size(); i++) {
+                        for (unsigned i = 0; i < Person::players.size(); i++) {
                             if (i == k || !(i == 0 || k == 0))
                                 continue;
                             if (!Person::players[i]->skeleton.free) {
@@ -4608,8 +3495,8 @@ void doPlayerCollisions()
     static XYZ rotatetarget;
     static float collisionradius;
     if (Person::players.size() > 1)
-        for (int k = 0; k < Person::players.size(); k++)
-            for (int i = k + 1; i < Person::players.size(); i++) {
+        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 &&
@@ -4807,10 +3694,10 @@ void doPlayerCollisions()
             }
 }
 
-void doAI(int i)
+void doAI(unsigned i)
 {
     static bool connected;
-    if (Person::players[i]->aitype != playercontrolled && indialogue == -1) {
+    if (Person::players[i]->aitype != playercontrolled && !Dialog::inDialog()) {
         Person::players[i]->jumpclimb = 0;
         //disable movement in editor
         if (editorenabled)
@@ -4967,7 +3854,7 @@ void doAI(int i)
 
                 if (Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
                     Person::players[i]->losupdatedelay = .2;
-                    for (int j = 0; j < Person::players.size(); j++)
+                    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)
@@ -5088,7 +3975,7 @@ void doAI(int i)
                 //wolf smell
                 if (Person::players[i]->creature == wolftype) {
                     XYZ windsmell;
-                    for (int j = 0; j < Person::players.size(); j++) {
+                    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) {
@@ -5111,7 +3998,7 @@ void doAI(int i)
 
                 if (Person::players[i]->howactive < typesleeping && Person::players[i]->losupdatedelay < 0 && !editorenabled && Person::players[i]->occluded < 2) {
                     Person::players[i]->losupdatedelay = .2;
-                    for (int j = 0; j < Person::players.size(); j++) {
+                    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)
@@ -5301,7 +4188,7 @@ void doAI(int i)
                 if (!Person::players[i]->ally) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (int k = 0; k < Person::players.size(); k++) {
+                    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 &&
@@ -5401,7 +4288,7 @@ void doAI(int i)
                 if (Person::players[i]->ally < 0) {
                     int closest = -1;
                     float closestdist = -1;
-                    for (int k = 0; k < weapons.size(); k++)
+                    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) {
@@ -5488,7 +4375,7 @@ void doAI(int i)
                     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))
+                                if (abs(Random() % 2) == 0)
                                     Person::players[i]->setAnimation(backhandspringanim);
                                 else
                                     Person::players[i]->setAnimation(rollanim);
@@ -5513,7 +4400,7 @@ void doAI(int i)
             }
             //go for weapon on the ground
             if (Person::players[i]->wentforweapon < 3)
-                for (int k = 0; k < weapons.size(); k++)
+                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 &&
@@ -5650,7 +4537,7 @@ void doAI(int i)
                          Person::players[i]->isCrouch() ||
                          Person::players[i]->isRun())) {
                     int target = -2;
-                    for (int j = 0; j < Person::players.size(); j++)
+                    for (unsigned j = 0; j < Person::players.size(); j++)
                         if (j != i && !Person::players[j]->skeleton.free &&
                                 Person::players[j]->hasvictim &&
                                 (tutoriallevel == 1 && reversaltrain ||
@@ -5794,6 +4681,7 @@ void updateSettingsMenu()
     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");
@@ -5874,6 +4762,7 @@ void Game::LoadMenu()
         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);
@@ -6009,7 +4898,7 @@ void Game::LoadMenu()
     }
 }
 
-extern SDL_Rect **resolutions;
+extern set<pair<int,int>> resolutions;
 
 void MenuTick()
 {
@@ -6030,9 +4919,8 @@ void MenuTick()
 
     static int oldmainmenu = mainmenu;
 
-    char sbuf[256];
-
     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:
@@ -6081,40 +4969,17 @@ void MenuTick()
             break;
         case 3:
             fireSound();
-            bool isCustomResolution, found;
             switch (selected) {
             case 0:
-                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;
+                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++;
@@ -6186,6 +5051,9 @@ void MenuTick()
             case 13:
                 showdamagebar = !showdamagebar;
                 break;
+            case 14:
+                toggleFullscreen();
+                break;
             }
             updateSettingsMenu();
             break;
@@ -6370,14 +5238,7 @@ void MenuTick()
         }
     }
 
-    if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-        tryquit = 1;
-        if (mainmenu == 3) {
-            SaveSettings();
-        }
-    }
-
-    OPENAL_SetFrequency(channels[stream_menutheme], 22050);
+    OPENAL_SetFrequency(channels[stream_menutheme]);
 
     if (entername) {
         inputText(displaytext[0], &displayselected);
@@ -6402,7 +5263,7 @@ void MenuTick()
         displayblinkdelay -= multiplier;
         if (displayblinkdelay <= 0) {
             displayblinkdelay = .3;
-            displayblink = 1 - displayblink;
+            displayblink = !displayblink;
         }
     }
 
@@ -6426,7 +5287,6 @@ void Game::Tick()
         displaytime[i] += multiplier;
     }
 
-    keyboardfrozen = false;
     Input::Tick();
 
     if (Input::isKeyPressed(SDL_SCANCODE_F6)) {
@@ -6492,7 +5352,7 @@ void Game::Tick()
             fireSound();
             flash();
             if (musictoggle) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
@@ -6509,7 +5369,7 @@ void Game::Tick()
             }
             //play menu theme
             if (musictoggle && (mainmenu == 1 || mainmenu == 2)) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
                 emit_stream_np(stream_menutheme);
                 pause_sound(leveltheme);
             }
@@ -6561,16 +5421,16 @@ void Game::Tick()
 
         //keys
         if (Input::isKeyPressed(SDL_SCANCODE_V) && debugmode) {
-            freeze = 1 - freeze;
+            freeze = !freeze;
             if (freeze) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
             }
         }
 
         if (Input::isKeyPressed(consolekey) && debugmode) {
             console = !console;
             if (console) {
-                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+                OPENAL_SetFrequency(OPENAL_ALL);
             } else {
                 freeze = 0;
                 waiting = false;
@@ -6595,22 +5455,13 @@ void Game::Tick()
             consoleblinkdelay -= multiplier;
             if (consoleblinkdelay <= 0) {
                 consoleblinkdelay = .3;
-                consoleblink = 1 - consoleblink;
-            }
-        }
-
-
-
-        if (Input::isKeyDown(SDL_SCANCODE_Q) && Input::isKeyDown(SDL_SCANCODE_LGUI)) {
-            tryquit = 1;
-            if (mainmenu == 3) {
-                SaveSettings();
+                consoleblink = !consoleblink;
             }
         }
 
         static int oldwinfreeze;
         if (winfreeze && !oldwinfreeze) {
-            OPENAL_SetFrequency(OPENAL_ALL, 0.001);
+            OPENAL_SetFrequency(OPENAL_ALL);
             emit_sound_np(consolesuccesssound);
         }
         if (winfreeze == 0)
@@ -6638,60 +5489,15 @@ void Game::Tick()
             //dialogues
             static float talkdelay = 0;
 
-            if (indialogue != -1)
+            if (Dialog::inDialog())
                 talkdelay = 1;
             talkdelay -= multiplier;
 
-            if (talkdelay <= 0 && indialogue == -1 && animation[Person::players[0]->animTarget].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 < Person::players.size() &&
-                            realdialoguetype > 0 &&
-                            (dialoguegonethrough[i] == 0 || !special) &&
-                            (special || Input::isKeyPressed(attackkey))) {
-                        if (distsq(&Person::players[0]->coords, &Person::players[realdialoguetype]->coords) < 6 ||
-                                Person::players[realdialoguetype]->howactive >= typedead1 ||
-                                dialoguetype[i] > 40 && dialoguetype[i] < 50) {
-                            whichdialogue = i;
-                            for (int j = 0; j < numdialogueboxes[whichdialogue]; j++) {
-                                Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
-                                Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
-                                Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
-                                Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
-                            }
-                            directing = 0;
-                            indialogue = 0;
-                            dialoguetime = 0;
-                            dialoguegonethrough[i]++;
-                            if (dialogueboxsound[whichdialogue][indialogue] != 0) {
-                                playdialogueboxsound();
-                            }
-                        }
-                    }
+            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;
@@ -6706,7 +5512,6 @@ void Game::Tick()
                         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];
@@ -6784,7 +5589,7 @@ void Game::Tick()
             static XYZ oldviewer;
 
             //control keys
-            if (indialogue == -1) {
+            if (!Dialog::inDialog()) {
                 Person::players[0]->forwardkeydown = Input::isKeyDown(forwardkey);
                 Person::players[0]->leftkeydown = Input::isKeyDown(leftkey);
                 Person::players[0]->backkeydown = Input::isKeyDown(backkey);
@@ -6808,9 +5613,9 @@ void Game::Tick()
                 Person::players[0]->jumpclimb = 0;
 
 
-            if (indialogue != -1) {
+            if (Dialog::inDialog()) {
                 cameramode = 1;
-                if (directing) {
+                if (Dialog::directing) {
                     facing = 0;
                     facing.z = -1;
 
@@ -6859,30 +5664,31 @@ void Game::Tick()
                         if (Input::isKeyPressed(SDL_SCANCODE_MINUS))
                             whichend = -1;
                         if (whichend != -1) {
-                            participantfocus[whichdialogue][indialogue] = whichend;
-                            participantlocation[whichdialogue][whichend] = Person::players[whichend]->coords;
-                            participantyaw[whichdialogue][whichend] = Person::players[whichend]->yaw;
+                            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;
+                            Dialog::currentScene().participantfocus = -1;
                         }
-                        if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
-                            indialogue = -1;
-                            directing = 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;
-                        dialoguecamerayaw[whichdialogue][indialogue] = yaw;
-                        dialoguecamerapitch[whichdialogue][indialogue] = pitch;
-                        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 < Person::players.size(); 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?
@@ -6907,69 +5713,59 @@ void Game::Tick()
                         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;
-                        participantfacing[whichdialogue][indialogue][whichend] = facing;
+                        Dialog::currentScene().participantfacing[whichend] = facing;
                     }
-                    if (indialogue >= numdialogueboxes[whichdialogue]) {
-                        indialogue = -1;
-                        directing = 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 = Dialog::currentScene().camera;
                     viewer.y = max((double)viewer.y, terrain.getHeight(viewer.x, viewer.z) + .1);
-                    yaw = dialoguecamerayaw[whichdialogue][indialogue];
-                    pitch = dialoguecamerapitch[whichdialogue][indialogue];
-                    if (dialoguetime > 0.5)
-                        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) ||
-                                 Input::isKeyPressed(attackkey)) {
-                            indialogue++;
-                            if (indialogue < numdialogueboxes[whichdialogue]) {
-                                if (dialogueboxsound[whichdialogue][indialogue] != 0) {
-                                    playdialogueboxsound();
-                                    if (dialogueboxsound[whichdialogue][indialogue] == -5) {
+                    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) {
+                                    if (Dialog::currentScene().sound == -6) {
                                         hostile = 1;
                                     }
 
-                                    if (Person::players[participantfocus[whichdialogue][indialogue]]->dead) {
-                                        indialogue = -1;
-                                        directing = 0;
+                                    if (Person::players[Dialog::currentScene().participantfocus]->dead) {
+                                        Dialog::indialogue = -1;
+                                        Dialog::directing = false;
                                         cameramode = 0;
                                     }
                                 }
                             }
                         }
-                    if (indialogue >= numdialogueboxes[whichdialogue]) {
-                        indialogue = -1;
-                        directing = 0;
+                    }
+                    if (Dialog::indialogue >= Dialog::currentDialog().scenes.size()) {
+                        Dialog::indialogue = -1;
+                        Dialog::directing = false;
                         cameramode = 0;
-                        if (dialoguetype[whichdialogue] > 19 && dialoguetype[whichdialogue] < 30) {
+                        if (Dialog::currentDialog().type > 19 && Dialog::currentDialog().type < 30) {
                             hostile = 1;
                         }
-                        if (dialoguetype[whichdialogue] > 29 && dialoguetype[whichdialogue] < 40) {
+                        if (Dialog::currentDialog().type > 29 && Dialog::currentDialog().type < 40) {
                             windialogue = true;
                         }
-                        if (dialoguetype[whichdialogue] > 49 && dialoguetype[whichdialogue] < 60) {
+                        if (Dialog::currentDialog().type > 49 && Dialog::currentDialog().type < 60) {
                             hostile = 1;
-                            for (int i = 1; i < Person::players.size(); i++) {
+                            for (unsigned i = 1; i < Person::players.size(); i++) {
                                 Person::players[i]->aitype = attacktypecutoff;
                             }
                         }
@@ -6987,7 +5783,7 @@ void Game::Tick()
                 Person::players[0]->jumptogglekeydown = 1;
 
 
-            dialoguetime += multiplier;
+            Dialog::dialoguetime += multiplier;
             hawkyaw += multiplier * 25;
             realhawkcoords = 0;
             realhawkcoords.x = 25;
@@ -7008,11 +5804,11 @@ void Game::Tick()
 
             doJumpReversals();
 
-            for (int k = 0; k < Person::players.size(); k++)
+            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 < Person::players.size(); k++) {
+            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);
@@ -7046,11 +5842,11 @@ void Game::Tick()
             static bool movekey;
 
             //?
-            for (int i = 0; i < Person::players.size(); i++) {
+            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 && indialogue == -1) {
+                    if (i == 0 && !Dialog::inDialog()) {
                         //TODO: refactor repetitive code
                         if (!animation[Person::players[0]->animTarget].attack &&
                                 Person::players[0]->animTarget != staggerbackhighanim &&
@@ -7083,7 +5879,7 @@ void Game::Tick()
                         Person::players[i]->targetheadyaw = yaw;
                         Person::players[i]->targetheadpitch = pitch;
                     }
-                    if (i != 0 && Person::players[i]->aitype == playercontrolled && indialogue == -1) {
+                    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 &&
@@ -7107,9 +5903,9 @@ void Game::Tick()
                         Person::players[i]->targetheadyaw = Person::players[i]->lookyaw;
                         Person::players[i]->targetheadpitch = Person::players[i]->lookpitch;
                     }
-                    if (indialogue != -1) {
-                        Person::players[i]->targetheadyaw = 180 - roughDirection(participantfacing[whichdialogue][indialogue][i]);
-                        Person::players[i]->targetheadpitch = pitchOf(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)
@@ -7134,7 +5930,7 @@ void Game::Tick()
                                 }
 
                     //avoid flaming players
-                    for (int j = 0; j < Person::players.size(); j++)
+                    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) <
@@ -7166,7 +5962,7 @@ void Game::Tick()
                         Person::players[i]->throwkeydown = 0;
                     }
 
-                    if (indialogue != -1) {
+                    if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
                         Person::players[i]->leftkeydown = 0;
                         Person::players[i]->backkeydown = 0;
@@ -7215,9 +6011,8 @@ void Game::Tick()
                                  Person::players[i]->animTarget == rollanim ||
                                  Person::players[i]->animTarget == backhandspringanim ||
                                  Person::players[i]->isFlip() ||
-                                 Person::players[i]->isFlip() ||
                                  Person::players[i]->aitype != playercontrolled)) {
-                            for (int j = 0; j < weapons.size(); j++) {
+                            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 &&
@@ -7242,18 +6037,13 @@ void Game::Tick()
                                                         Person::players[i]->aitype == playercontrolled) &&
                                                         weapons[j].owner == -1 ||
                                                         Person::players[i]->victim &&
-                                                        weapons[j].owner == Person::players[i]->victim->id)
+                                                        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]->weaponactive = 0;
-                                                            weapons[j].owner = Person::players[i]->id;
-                                                            if (Person::players[i]->num_weapons > 0)
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = j;
+                                                            Person::players[i]->takeWeapon(j);
                                                         }
                                             }
                                         } else if ((Person::players[i]->isIdle() ||
@@ -7270,24 +6060,19 @@ void Game::Tick()
                                                 Person::players[i]->throwtogglekeydown = 1;
                                                 Person::players[i]->hasvictim = 0;
 
-                                                for (int k = 0; k < weapons.size(); k++) {
+                                                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 == Person::players[i]->victim->id)
+                                                                weapons[k].owner == int(Person::players[i]->victim->id))
                                                             if (distsqflat(&Person::players[i]->coords, &weapons[k].position) < 3 &&
                                                                     Person::players[i]->weaponactive == -1) {
                                                                 if (weapons[k].getType() != staff)
                                                                     emit_sound_at(knifedrawsound, Person::players[i]->coords, 128.);
 
-                                                                Person::players[i]->weaponactive = 0;
-                                                                weapons[k].owner = Person::players[i]->id;
-                                                                if (Person::players[i]->num_weapons > 0)
-                                                                    Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                                Person::players[i]->num_weapons++;
-                                                                Person::players[i]->weaponids[0] = k;
+                                                                Person::players[i]->takeWeapon(k);
                                                             }
                                                 }
                                             }
@@ -7300,7 +6085,7 @@ void Game::Tick()
                                     Person::players[i]->isIdle() || Person::players[i]->animTarget == rollanim ||
                                     Person::players[i]->animTarget == backhandspringanim) {
                                 if (Person::players.size() > 1)
-                                    for (int j = 0; j < Person::players.size(); j++) {
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (Person::players[i]->weaponactive == -1)
                                             if (j != i)
                                                 if (Person::players[j]->num_weapons &&
@@ -7339,7 +6124,6 @@ void Game::Tick()
                                                             if (fleshstuck)
                                                                 emit_sound_at(fleshstabremovesound, Person::players[i]->coords, 128.);
 
-                                                            Person::players[i]->weaponactive = 0;
                                                             if (weapons[k].owner != -1) {
                                                                 if (Person::players[i]->victim->num_weapons == 1)
                                                                     Person::players[i]->victim->num_weapons = 0;
@@ -7387,12 +6171,7 @@ void Game::Tick()
                                                                 Person::players[i]->victim->jointVel(rightshoulder) += relative * 6;
                                                                 Person::players[i]->victim->jointVel(leftshoulder) += relative * 6;
                                                             }
-                                                            weapons[k].owner = i;
-                                                            if (Person::players[i]->num_weapons > 0) {
-                                                                Person::players[i]->weaponids[Person::players[i]->num_weapons] = Person::players[i]->weaponids[0];
-                                                            }
-                                                            Person::players[i]->num_weapons++;
-                                                            Person::players[i]->weaponids[0] = k;
+                                                            Person::players[i]->takeWeapon(k);
                                                         }
                                                     }
                                                 }
@@ -7407,7 +6186,7 @@ void Game::Tick()
                                         Person::players[i]->animTarget == sneakanim ||
                                         Person::players[i]->isFlip())
                                     if (Person::players.size() > 1)
-                                        for (int j = 0; j < Person::players.size(); j++) {
+                                        for (unsigned j = 0; j < Person::players.size(); j++) {
                                             if (i != j)
                                                 if (tutoriallevel != 1 || tutorialstage == 49)
                                                     if (hostile)
@@ -7428,18 +6207,12 @@ void Game::Tick()
                                                                     Person::players[i]->throwtogglekeydown = 1;
                                                                     Person::players[i]->victim = Person::players[j];
                                                                     XYZ aim;
-                                                                    weapons[Person::players[i]->weaponids[0]].owner = -1;
                                                                     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[Person::players[i]->weaponids[0]].velocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].tipvelocity = aim * 50;
-                                                                    weapons[Person::players[i]->weaponids[0]].missed = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                                                    weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                                                    weapons[Person::players[i]->weaponids[0]].physics = 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];
@@ -7454,15 +6227,10 @@ void Game::Tick()
                         if (Person::players[i]->weaponactive != -1 && Person::players[i]->aitype == playercontrolled) {
                             if (Person::players[i]->isCrouch() || Person::players[i]->animTarget == sneakanim) {
                                 Person::players[i]->throwtogglekeydown = 1;
-                                weapons[Person::players[i]->weaponids[0]].owner = -1;
-                                weapons[Person::players[i]->weaponids[0]].velocity = Person::players[i]->velocity * .2;
-                                if (weapons[Person::players[i]->weaponids[0]].velocity.x == 0)
-                                    weapons[Person::players[i]->weaponids[0]].velocity.x = .1;
-                                weapons[Person::players[i]->weaponids[0]].tipvelocity = weapons[Person::players[i]->weaponids[0]].velocity;
-                                weapons[Person::players[i]->weaponids[0]].missed = 1;
-                                weapons[Person::players[i]->weaponids[0]].freetime = 0;
-                                weapons[Person::players[i]->weaponids[0]].firstfree = 1;
-                                weapons[Person::players[i]->weaponids[0]].physics = 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];
@@ -7471,7 +6239,7 @@ void Game::Tick()
                                 }
 
                                 Person::players[i]->weaponactive = -1;
-                                for (int j = 0; j < Person::players.size(); j++) {
+                                for (unsigned j = 0; j < Person::players.size(); j++) {
                                     Person::players[j]->wentforweapon = 0;
                                 }
                             }
@@ -7543,7 +6311,7 @@ void Game::Tick()
                     } else
                         absflatfacing = flatfacing;
 
-                    if (indialogue != -1) {
+                    if (Dialog::inDialog()) {
                         Person::players[i]->forwardkeydown = 0;
                         Person::players[i]->leftkeydown = 0;
                         Person::players[i]->backkeydown = 0;
@@ -7568,14 +6336,14 @@ void Game::Tick()
                             if (i == 0) {
                                 Person::players[i]->superruntoggle = 1;
                                 if (Person::players.size() > 1)
-                                    for (int j = 0; j < Person::players.size(); j++)
+                                    for (unsigned j = 0; j < Person::players.size(); j++)
                                         if (j != i && !Person::players[j]->skeleton.free && Person::players[j]->aitype == passivetype)
                                             if (distsq(&Person::players[j]->coords, &Person::players[i]->coords) < 16)
                                                 Person::players[i]->superruntoggle = 0;
                             }
 
                             if (Person::players.size() > 1)
-                                for (int j = 0; j < Person::players.size(); j++) {
+                                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] &&
@@ -7619,7 +6387,7 @@ void Game::Tick()
                             target = -2;
                             if (Person::players[i]->isCrouch()) {
                                 if (Person::players.size() > 1)
-                                    for (int j = 0; j < Person::players.size(); j++) {
+                                    for (unsigned j = 0; j < Person::players.size(); j++) {
                                         if (j != i &&
                                                 !Person::players[j]->skeleton.free &&
                                                 Person::players[j]->victim &&
@@ -7794,8 +6562,8 @@ void Game::Tick()
                                 Person::players[i]->setAnimation(jumpupanim);
                                 Person::players[i]->yaw = Person::players[i]->targetyaw;
                                 Person::players[i]->transspeed = 20;
-                                Person::players[i]->FootLand(0, 1);
-                                Person::players[i]->FootLand(1, 1);
+                                Person::players[i]->FootLand(leftfoot, 1);
+                                Person::players[i]->FootLand(rightfoot, 1);
 
                                 facing = 0;
                                 facing.z = -1;
@@ -7809,7 +6577,7 @@ void Game::Tick()
                                 //Dodge sweep?
                                 target = -2;
                                 if (Person::players.size() > 1)
-                                    for (int j = 0; j < Person::players.size(); j++) {
+                                    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]) &&
@@ -7894,7 +6662,7 @@ void Game::Tick()
             }
 
             //Rotation
-            for (int k = 0; k < Person::players.size(); k++) {
+            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;
@@ -7931,7 +6699,7 @@ void Game::Tick()
             }
 
             //do animations
-            for (int k = 0; k < Person::players.size(); k++) {
+            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);
@@ -7948,10 +6716,7 @@ void Game::Tick()
                     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) {
                 XYZ temp;
@@ -7973,7 +6738,7 @@ void Game::Tick()
                 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);
 
@@ -8075,14 +6840,15 @@ void Game::Tick()
 
 void Game::TickOnce()
 {
-    if (mainmenu)
+    if (mainmenu) {
         yaw += multiplier * 5;
-    else if (directing || indialogue == -1) {
+    } else if (Dialog::directing || !Dialog::inDialog()) {
         yaw += deltah * .7;
-        if (!invertmouse)
-            pitch += deltav * .7;
-        if (invertmouse)
+        if (invertmouse) {
             pitch -= deltav * .7;
+        } else {
+            pitch += deltav * .7;
+        }
         if (pitch > 90)
             pitch = 90;
         if (pitch < -70)
@@ -8115,7 +6881,7 @@ void Game::TickOnceAfter()
         realthreat = 0;
 
         musictype = leveltheme;
-        for (int i = 0; i < Person::players.size(); i++) {
+        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 ||
@@ -8232,7 +6998,7 @@ void Game::TickOnceAfter()
                     winhotspot = true;
 
         int numalarmed = 0;
-        for (int i = 1; i < Person::players.size(); i++)
+        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)
@@ -8244,7 +7010,7 @@ void Game::TickOnceAfter()
                 targetlevel = whichlevel;
             }
             alldead = true;
-            for (int i = 1; i < Person::players.size(); i++) {
+            for (unsigned i = 1; i < Person::players.size(); i++) {
                 if (!Person::players[i]->dead && Person::players[i]->howactive < typedead1) {
                     alldead = false;
                     break;
@@ -8419,7 +7185,7 @@ void Game::TickOnceAfter()
             }
             target.y += .1;
         }
-        if (Person::players[0]->skeleton.free != 2/*&&!autocam*/) {
+        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;
@@ -8467,55 +7233,8 @@ void Game::TickOnceAfter()
                 cameraloc.y = terrain.getHeight(cameraloc.x, cameraloc.z);
             }
         }
-        /*
-        //what did autocam do?
-        if(Person::players[0]->skeleton.free!=2&&autocam){
-            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;
-            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(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;
-            viewer=cameraloc;
-            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);
-            }
-        }
-        */
         if (camerashake > .8)
             camerashake = .8;
-        //if(woozy>10)woozy=10;
-        //woozy+=multiplier;
         woozy += multiplier;
         if (Person::players[0]->dead)
             camerashake = 0;
@@ -8523,12 +7242,10 @@ void Game::TickOnceAfter()
             woozy = 0;
         camerashake -= multiplier * 2;
         blackout -= multiplier * 2;
-        //if(Person::players[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;