]> git.jsancho.org Git - lugaru.git/blobdiff - Source/Objects/Person.cpp
Applied clang-format on all files
[lugaru.git] / Source / Objects / Person.cpp
index 9969e61194413125dd5b4fbaec5d5fe40af5aca5..3c893260672d34a192e4ec21426b573b9fcf1ea7 100644 (file)
@@ -21,13 +21,13 @@ along with Lugaru.  If not, see <http://www.gnu.org/licenses/>.
 #include "Objects/Person.hpp"
 
 #include "Animation/Animation.hpp"
-#include "Audio/openal_wrapper.hpp"
 #include "Audio/Sounds.hpp"
+#include "Audio/openal_wrapper.hpp"
 #include "Game.hpp"
 #include "Level/Awards.hpp"
 #include "Level/Dialog.hpp"
-#include "Utils/Folders.hpp"
 #include "Tutorial.hpp"
+#include "Utils/Folders.hpp"
 
 extern float multiplier;
 extern Terrain terrain;
@@ -51,7 +51,7 @@ extern float woozy;
 extern float viewdistance;
 extern float blackout;
 extern int difficulty;
-extern bool decals;
+extern bool decalstoggle;
 extern float fadestart;
 extern bool freeze;
 extern bool winfreeze;
@@ -67,246 +67,308 @@ extern float hostiletime;
 
 extern bool gamestarted;
 
+extern XYZ envsound[30];
+extern float envsoundvol[30];
+extern int numenvsounds;
+extern float envsoundlife[30];
+
+extern XYZ windvector;
+
 std::vector<std::shared_ptr<Person>> Person::players(1, std::shared_ptr<Person>(new Person()));
 
-Person::Person() :
-    whichpatchx(0),
-    whichpatchz(0),
-    animCurrent(bounceidleanim),
-    animTarget(bounceidleanim),
-    frameCurrent(0),
-    frameTarget(1),
-    oldanimCurrent(0),
-    oldanimTarget(0),
-    oldframeCurrent(0),
-    oldframeTarget(0),
-    howactive(typeactive),
-    parriedrecently(0),
-    superruntoggle(false),
-    lastattack(0), lastattack2(0), lastattack3(0),
-    currentoffset(), targetoffset(), offset(),
-    target(0),
-    transspeed(0),
-
-    realoldcoords(),
-    oldcoords(),
-    coords(),
-    velocity(),
-
-    proportionhead(),
-    proportionlegs(),
-    proportionarms(),
-    proportionbody(),
-
-    unconscioustime(0),
-
-    immobile(false),
-
-    velspeed(0),
-    targetyaw(0),
-    targetrot(0),
-    rot(0),
-    oldrot(0),
-    lookyaw(0),
-    lookpitch(0),
-    yaw(0),
-    pitch(0),
-    lowyaw(0),
-    tilt(0),
-    targettilt(0),
-    tilt2(0),
-    targettilt2(0),
-    rabbitkickenabled(false),
-
-    bloodloss(0),
-    bleeddelay(0),
-    skiddelay(0),
-    skiddingdelay(0),
-    deathbleeding(0),
-    tempdeltav(0),
-
-    damagetolerance(200),
-    damage(0),
-    permanentdamage(0),
-    superpermanentdamage(0),
-    lastcollide(0),
-    dead(0),
-
-    jumppower(5),
-    onground(false),
-
-    wentforweapon(0),
-
-    calcrot(false),
-
-    facing(),
-
-    bleeding(0),
-    bleedx(0), bleedy(0),
-    direction(0),
-    texupdatedelay(0),
-
-    headyaw(0), headpitch(0),
-    targetheadyaw(0), targetheadpitch(0),
-
-    onterrain(false),
-    pause(false),
-
-    grabdelay(0),
-
-    victim(nullptr),
-    hasvictim(false),
-
-    updatedelay(0),
-    normalsupdatedelay(0),
-
-    jumpstart(false),
-    forwardkeydown(false),
-    forwardstogglekeydown(false),
-    rightkeydown(false),
-    leftkeydown(false),
-    backkeydown(false),
-    jumpkeydown(false),
-    jumptogglekeydown(false),
-    crouchkeydown(false),
-    crouchtogglekeydown(false),
-    drawkeydown(false),
-    drawtogglekeydown(false),
-    throwkeydown(false),
-    throwtogglekeydown(false),
-    attackkeydown(false),
-    feint(false),
-    lastfeint(false),
-    headless(false),
-
-    crouchkeydowntime(0),
-    jumpkeydowntime(0),
-    freefall(false),
-
-    turnspeed(0),
-
-    aitype(passivetype),
-    aiupdatedelay(0),
-    losupdatedelay(0),
-    ally(0),
-    collide(0),
-    collided(-10),
-    avoidcollided(0),
-    loaded(false),
-    whichdirection(false),
-    whichdirectiondelay(0),
-    avoidsomething(false),
-    avoidwhere(),
-    blooddimamount(0),
-
-    staggerdelay(0),
-    blinkdelay(0),
-    twitchdelay(0),
-    twitchdelay2(0),
-    twitchdelay3(0),
-    lefthandmorphness(0),
-    righthandmorphness(0),
-    headmorphness(0),
-    chestmorphness(0),
-    tailmorphness(0),
-    targetlefthandmorphness(0),
-    targetrighthandmorphness(0),
-    targetheadmorphness(1),
-    targetchestmorphness(0),
-    targettailmorphness(0),
-    lefthandmorphstart(0), lefthandmorphend(0),
-    righthandmorphstart(0), righthandmorphend(0),
-    headmorphstart(0), headmorphend(0),
-    chestmorphstart(0), chestmorphend(0),
-    tailmorphstart(0), tailmorphend(0),
-
-    weaponmissdelay(0),
-    highreversaldelay(0),
-    lowreversaldelay(0),
-
-    creature(rabbittype),
-
-    id(0),
-
-    skeleton(),
-
-    speed(0),
-    scale(-1),
-    power(0),
-    speedmult(0),
-
-    protectionhead(0),
-    protectionhigh(0),
-    protectionlow(0),
-    armorhead(0),
-    armorhigh(0),
-    armorlow(0),
-    metalhead(false),
-    metalhigh(false),
-    metallow(false),
-
-    numclothes(0),
-
-    landhard(false),
-    bled(false),
-    spurt(false),
-    onfire(false),
-    onfiredelay(0),
-    burnt(0),
-
-    flamedelay(0),
-
-    playerdetail(0),
-
-    num_weapons(0),
-    weaponactive(-1),
-    weaponstuck(-1),
-    weaponstuckwhere(0),
-
-    numwaypoints(0),
-    pausetime(0),
-
-    headtarget(),
-    interestdelay(0),
-
-    finalfinaltarget(),
-    finaltarget(),
-    finalpathfindpoint(0),
-    targetpathfindpoint(0),
-    lastpathfindpoint(0),
-    lastpathfindpoint2(0),
-    lastpathfindpoint3(0),
-    lastpathfindpoint4(0),
-
-    waypoint(0),
-
-    lastseen(),
-    lastseentime(0),
-    lastchecktime(0),
-    stunned(0),
-    surprised(0),
-    runninghowlong(0),
-    occluded(0),
-    lastoccluded(0),
-    laststanding(0),
-    escapednum(0),
-
-    speechdelay(0),
-    neckspurtdelay(0),
-    neckspurtparticledelay(0),
-    neckspurtamount(0),
-
-    whichskin(0),
-    rabbitkickragdoll(false),
-
-    tempanimation(),
+Person::Person()
+    : whichpatchx(0)
+    , whichpatchz(0)
+    , animCurrent(bounceidleanim)
+    , animTarget(bounceidleanim)
+    , frameCurrent(0)
+    , frameTarget(1)
+    , oldanimCurrent(0)
+    , oldanimTarget(0)
+    , oldframeCurrent(0)
+    , oldframeTarget(0)
+    , howactive(typeactive)
+    , parriedrecently(0)
+    , superruntoggle(false)
+    , lastattack(0)
+    , lastattack2(0)
+    , lastattack3(0)
+    , currentoffset()
+    , targetoffset()
+    , offset()
+    , target(0)
+    , transspeed(0)
+    ,
+
+    realoldcoords()
+    , oldcoords()
+    , coords()
+    , velocity()
+    ,
+
+    proportionhead()
+    , proportionlegs()
+    , proportionarms()
+    , proportionbody()
+    ,
+
+    unconscioustime(0)
+    ,
+
+    immobile(false)
+    ,
+
+    velspeed(0)
+    , targetyaw(0)
+    , targetrot(0)
+    , rot(0)
+    , oldrot(0)
+    , lookyaw(0)
+    , lookpitch(0)
+    , yaw(0)
+    , pitch(0)
+    , lowyaw(0)
+    , tilt(0)
+    , targettilt(0)
+    , tilt2(0)
+    , targettilt2(0)
+    , rabbitkickenabled(false)
+    ,
+
+    bloodloss(0)
+    , bleeddelay(0)
+    , skiddelay(0)
+    , skiddingdelay(0)
+    , deathbleeding(0)
+    , tempdeltav(0)
+    ,
+
+    damagetolerance(200)
+    , damage(0)
+    , permanentdamage(0)
+    , superpermanentdamage(0)
+    , lastcollide(0)
+    , dead(0)
+    ,
+
+    jumppower(5)
+    , onground(false)
+    ,
+
+    wentforweapon(0)
+    ,
+
+    calcrot(false)
+    ,
+
+    facing()
+    ,
+
+    bleeding(0)
+    , bleedx(0)
+    , bleedy(0)
+    , direction(0)
+    , texupdatedelay(0)
+    ,
+
+    headyaw(0)
+    , headpitch(0)
+    , targetheadyaw(0)
+    , targetheadpitch(0)
+    ,
+
+    onterrain(false)
+    , pause(false)
+    ,
+
+    grabdelay(0)
+    ,
+
+    victim(nullptr)
+    , hasvictim(false)
+    ,
+
+    updatedelay(0)
+    , normalsupdatedelay(0)
+    ,
+
+    jumpstart(false)
+    , forwardkeydown(false)
+    , forwardstogglekeydown(false)
+    , rightkeydown(false)
+    , leftkeydown(false)
+    , backkeydown(false)
+    , jumpkeydown(false)
+    , jumptogglekeydown(false)
+    , crouchkeydown(false)
+    , crouchtogglekeydown(false)
+    , drawkeydown(false)
+    , drawtogglekeydown(false)
+    , throwkeydown(false)
+    , throwtogglekeydown(false)
+    , attackkeydown(false)
+    , feint(false)
+    , lastfeint(false)
+    , headless(false)
+    ,
+
+    crouchkeydowntime(0)
+    , jumpkeydowntime(0)
+    , freefall(false)
+    ,
+
+    turnspeed(0)
+    ,
+
+    aitype(passivetype)
+    , aiupdatedelay(0)
+    , losupdatedelay(0)
+    , ally(0)
+    , collide(0)
+    , collided(-10)
+    , avoidcollided(0)
+    , loaded(false)
+    , whichdirection(false)
+    , whichdirectiondelay(0)
+    , avoidsomething(false)
+    , avoidwhere()
+    , blooddimamount(0)
+    ,
+
+    staggerdelay(0)
+    , blinkdelay(0)
+    , twitchdelay(0)
+    , twitchdelay2(0)
+    , twitchdelay3(0)
+    , lefthandmorphness(0)
+    , righthandmorphness(0)
+    , headmorphness(0)
+    , chestmorphness(0)
+    , tailmorphness(0)
+    , targetlefthandmorphness(0)
+    , targetrighthandmorphness(0)
+    , targetheadmorphness(1)
+    , targetchestmorphness(0)
+    , targettailmorphness(0)
+    , lefthandmorphstart(0)
+    , lefthandmorphend(0)
+    , righthandmorphstart(0)
+    , righthandmorphend(0)
+    , headmorphstart(0)
+    , headmorphend(0)
+    , chestmorphstart(0)
+    , chestmorphend(0)
+    , tailmorphstart(0)
+    , tailmorphend(0)
+    ,
+
+    weaponmissdelay(0)
+    , highreversaldelay(0)
+    , lowreversaldelay(0)
+    ,
+
+    creature(rabbittype)
+    ,
+
+    id(0)
+    ,
+
+    skeleton()
+    ,
+
+    speed(0)
+    , scale(-1)
+    , power(0)
+    , speedmult(0)
+    ,
+
+    protectionhead(0)
+    , protectionhigh(0)
+    , protectionlow(0)
+    , armorhead(0)
+    , armorhigh(0)
+    , armorlow(0)
+    , metalhead(false)
+    , metalhigh(false)
+    , metallow(false)
+    ,
+
+    numclothes(0)
+    ,
+
+    landhard(false)
+    , bled(false)
+    , spurt(false)
+    , onfire(false)
+    , onfiredelay(0)
+    , burnt(0)
+    ,
+
+    flamedelay(0)
+    ,
+
+    playerdetail(0)
+    ,
+
+    num_weapons(0)
+    , weaponactive(-1)
+    , weaponstuck(-1)
+    , weaponstuckwhere(0)
+    ,
+
+    numwaypoints(0)
+    , pausetime(0)
+    ,
+
+    headtarget()
+    , interestdelay(0)
+    ,
+
+    finalfinaltarget()
+    , finaltarget()
+    , finalpathfindpoint(0)
+    , targetpathfindpoint(0)
+    , lastpathfindpoint(0)
+    , lastpathfindpoint2(0)
+    , lastpathfindpoint3(0)
+    , lastpathfindpoint4(0)
+    ,
+
+    waypoint(0)
+    ,
+
+    lastseen()
+    , lastseentime(0)
+    , lastchecktime(0)
+    , stunned(0)
+    , surprised(0)
+    , runninghowlong(0)
+    , occluded(0)
+    , lastoccluded(0)
+    , laststanding(0)
+    , escapednum(0)
+    ,
+
+    speechdelay(0)
+    , neckspurtdelay(0)
+    , neckspurtparticledelay(0)
+    , neckspurtamount(0)
+    ,
+
+    whichskin(0)
+    , rabbitkickragdoll(false)
+    ,
+
+    tempanimation()
+    ,
 
     jumpclimb(false)
 {
 }
 
 /* Read a person in tfile. Throws an error if it’s not valid */
-Person::Person(FILE *tfile, int mapvers, unsigned i) : Person()
+Person::Person(FILE* tfile, int mapvers, unsigned i)
+    : Person()
 {
     id = i;
     funpackf(tfile, "Bi Bi Bf Bf Bf Bi", &whichskin, &creature, &coords.x, &coords.y, &coords.z, &num_weapons);
@@ -430,8 +492,7 @@ void Person::skeletonLoad(bool clothes)
             "Models/Body7.solid",
             "Models/BodyLow.solid",
             "Models/Belt.solid",
-            clothes
-        );
+            clothes);
     } else {
         skeleton.Load(
             "Skeleton/BasicFigureWolf",
@@ -446,8 +507,7 @@ void Person::skeletonLoad(bool clothes)
             "Models/Wolf7.solid",
             "Models/WolfLow.solid",
             "Models/Belt.solid",
-            clothes
-        );
+            clothes);
     }
 
     skeleton.drawmodel.textureptr.load(creatureskin[creature][whichskin], 1, &skeleton.skinText[0], &skeleton.skinsize);
@@ -460,14 +520,7 @@ void Person::skeletonLoad(bool clothes)
  */
 void Person::CheckKick()
 {
-    if (!(hasvictim
-            && (animTarget == rabbitkickanim
-                && victim
-                && victim != this->shared_from_this()
-                && frameCurrent >= 2
-                && animCurrent == rabbitkickanim)
-            && distsq(&coords, &victim->coords) < 1.2
-            && !victim->skeleton.free))
+    if (!(hasvictim && (animTarget == rabbitkickanim && victim && victim != this->shared_from_this() && frameCurrent >= 2 && animCurrent == rabbitkickanim) && distsq(&coords, &victim->coords) < 1.2 && !victim->skeleton.free))
         return;
 
     if (Animation::animations[victim->animTarget].height != lowheight) {
@@ -558,10 +611,10 @@ int Person::getIdle()
 {
     if (Dialog::inDialog() && (howactive == typeactive) && (creature == rabbittype))
         return talkidleanim;
-    if (hasvictim && (victim != this->shared_from_this())/*||(id==0&&attackkeydown)*/)
-        if (/*(id==0&&attackkeydown)||*/(!victim->dead && victim->aitype != passivetype &&
-            victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
-            victim->id < Person::players.size())) {
+    if (hasvictim && (victim != this->shared_from_this())) {
+        if ((!victim->dead && victim->aitype != passivetype &&
+             victim->aitype != searchtype && aitype != passivetype && aitype != searchtype &&
+             victim->id < Person::players.size())) {
             if ((aitype == playercontrolled && stunned <= 0 && weaponactive == -1) || pause) {
                 if (creature == rabbittype)
                     return fightidleanim;
@@ -581,17 +634,27 @@ int Person::getIdle()
             if (aitype != playercontrolled && stunned <= 0 && creature != wolftype && !pause)
                 return fightsidestep;
         }
+    }
     if ((damage > permanentdamage || damage > damagetolerance * .8 || deathbleeding > 0) && creature != wolftype)
         return hurtidleanim;
-    if (howactive == typesitting) return sitanim;
-    if (howactive == typesittingwall) return sitwallanim;
-    if (howactive == typesleeping) return sleepanim;
-    if (howactive == typedead1) return dead1anim;
-    if (howactive == typedead2) return dead2anim;
-    if (howactive == typedead3) return dead3anim;
-    if (howactive == typedead4) return dead4anim;
-    if (creature == rabbittype) return bounceidleanim;
-    if (creature == wolftype) return wolfidle;
+    if (howactive == typesitting)
+        return sitanim;
+    if (howactive == typesittingwall)
+        return sitwallanim;
+    if (howactive == typesleeping)
+        return sleepanim;
+    if (howactive == typedead1)
+        return dead1anim;
+    if (howactive == typedead2)
+        return dead2anim;
+    if (howactive == typedead3)
+        return dead3anim;
+    if (howactive == typedead4)
+        return dead4anim;
+    if (creature == rabbittype)
+        return bounceidleanim;
+    if (creature == wolftype)
+        return wolfidle;
     return 0;
 }
 
@@ -694,8 +757,8 @@ void Person::DoBlood(float howmuch, int which)
                     bloodvel.z = 10;
                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
             }
             if (Random() % 2 == 0) // 50% chance
@@ -715,13 +778,13 @@ void Person::DoBlood(float howmuch, int which)
                         if (skeleton.free) {
                             Sprite::MakeSprite(splintersprite, jointPos(head) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         } else {
-                            Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                            Sprite::MakeSprite(splintersprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                         }
                         Sprite::setLastSpriteSpecial(3); // sets it to teeth
                     }
                 }
         }
-        if (decals) {
+        if (decalstoggle) {
             // FIXME: manipulating attributes
             bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
             bleedxint = 0;
@@ -742,7 +805,6 @@ void Person::DoBlood(float howmuch, int which)
             bleedx /= realtexdetail;
             direction = abs(Random() % 2) * 2 - 1;
         }
-
     }
     if (bleeding > 2)
         bleeding = 2;
@@ -789,7 +851,7 @@ void Person::DoBloodBig(float howmuch, int which)
         Game::flash(.5, 0);
     }
 
-    if (bloodtoggle && decals && !Tutorial::active) {
+    if (bloodtoggle && decalstoggle && !Tutorial::active) {
         if (bleeding <= 0 && spurt) {
             spurt = 0;
             for (int i = 0; i < 3; i++) {
@@ -805,8 +867,8 @@ void Person::DoBloodBig(float howmuch, int which)
                     bloodvel.z = 10;
                     bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                 }
             }
         }
@@ -836,7 +898,6 @@ void Person::DoBloodBig(float howmuch, int which)
             offsetx = 20;
         }
 
-
         int startx = 512;
         int starty = 512;
         int endx = 0;
@@ -846,10 +907,14 @@ void Person::DoBloodBig(float howmuch, int which)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) startx = i;
-                        if (j < starty) starty = j;
-                        if (i > endx) endx = i;
-                        if (j > endy) endy = j;
+                        if (i < startx)
+                            startx = i;
+                        if (j < starty)
+                            starty = j;
+                        if (i > endx)
+                            endx = i;
+                        if (j > endy)
+                            endy = j;
                     }
                 }
             }
@@ -857,10 +922,14 @@ void Person::DoBloodBig(float howmuch, int which)
             for (i = 0; i < 512; i++) {
                 for (j = 0; j < 512; j++) {
                     if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                        if (i < startx) startx = i;
-                        if (j < starty) starty = j;
-                        if (i > endx) endx = i;
-                        if (j > endy) endy = j;
+                        if (i < startx)
+                            startx = i;
+                        if (j < starty)
+                            starty = j;
+                        if (i > endx)
+                            endx = i;
+                        if (j > endy)
+                            endy = j;
                     }
                 }
             }
@@ -870,12 +939,18 @@ void Person::DoBloodBig(float howmuch, int which)
         starty += offsety;
         endy += offsety;
 
-        if (startx < 0) startx = 0;
-        if (starty < 0) starty = 0;
-        if (endx > 512 - 1) endx = 512 - 1;
-        if (endy > 512 - 1) endy = 512 - 1;
-        if (endx < startx) endx = startx;
-        if (endy < starty) endy = starty;
+        if (startx < 0)
+            startx = 0;
+        if (starty < 0)
+            starty = 0;
+        if (endx > 512 - 1)
+            endx = 512 - 1;
+        if (endy > 512 - 1)
+            endy = 512 - 1;
+        if (endx < startx)
+            endx = startx;
+        if (endy < starty)
+            endy = starty;
 
         startx /= realtexdetail;
         starty /= realtexdetail;
@@ -938,7 +1013,6 @@ void Person::DoBloodBig(float howmuch, int which)
         if (bleedy > skeleton.skinsize - 1)
             bleedy = skeleton.skinsize - 1;
         direction = abs(Random() % 2) * 2 - 1;
-
     }
     bleeding = howmuch + (float)abs(Random() % 100) / 200 - .25;
     deathbleeding += bleeding;
@@ -972,7 +1046,7 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     float coordsx, coordsy;
     float total;
 
-    if (bloodtoggle && decals && !Tutorial::active) {
+    if (bloodtoggle && decalstoggle && !Tutorial::active) {
         where -= coords;
         if (!skeleton.free)
             where = DoRotation(where, 0, -yaw, 0);
@@ -988,9 +1062,9 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
         if (whichtri != -1) {
             // low level geometry math
             p0 = colpoint;
-            p1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[0]];
-            p2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[1]];
-            p3 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[whichtri].vertex[2]];
+            p1 = skeleton.drawmodel.getTriangleVertex(whichtri, 0);
+            p2 = skeleton.drawmodel.getTriangleVertex(whichtri, 1);
+            p3 = skeleton.drawmodel.getTriangleVertex(whichtri, 2);
 
             bary.x = distsq(&p0, &p1);
             bary.y = distsq(&p0, &p2);
@@ -1010,7 +1084,6 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             bary.y /= total;
             bary.z /= total;
 
-
             gxx.x = skeleton.drawmodel.Triangles[whichtri].gx[0];
             gxx.y = skeleton.drawmodel.Triangles[whichtri].gx[1];
             gxx.z = skeleton.drawmodel.Triangles[whichtri].gx[2];
@@ -1035,8 +1108,8 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                         bloodvel.z = 10;
                         bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 4, yaw + ((float)(Random() % 100)) / 4, 0) * scale;
                         bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                        Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
-                        Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .3, 1);
+                        Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                        Sprite::MakeSprite(bloodflamesprite, DoRotation((jointPos(head) + jointPos(neck)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .3, 1);
                     }
                 }
             }
@@ -1056,10 +1129,14 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (bloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && bloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) startx = i;
-                            if (j < starty) starty = j;
-                            if (i > endx) endx = i;
-                            if (j > endy) endy = j;
+                            if (i < startx)
+                                startx = i;
+                            if (j < starty)
+                                starty = j;
+                            if (i > endx)
+                                endx = i;
+                            if (j > endy)
+                                endy = j;
                         }
                     }
                 }
@@ -1067,10 +1144,14 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
                 for (i = 0; i < 512; i++) {
                     for (j = 0; j < 512; j++) {
                         if (wolfbloodText[i * 512 * 3 + j * 3 + 0] <= which + 4 && wolfbloodText[i * 512 * 3 + j * 3 + 0] >= which - 4) {
-                            if (i < startx) startx = i;
-                            if (j < starty) starty = j;
-                            if (i > endx) endx = i;
-                            if (j > endy) endy = j;
+                            if (i < startx)
+                                startx = i;
+                            if (j < starty)
+                                starty = j;
+                            if (i > endx)
+                                endx = i;
+                            if (j > endy)
+                                endy = j;
                         }
                     }
                 }
@@ -1079,12 +1160,18 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
             starty += offsety;
             endy += offsety;
 
-            if (startx < 0) startx = 0;
-            if (starty < 0) starty = 0;
-            if (endx > 512 - 1) endx = 512 - 1;
-            if (endy > 512 - 1) endy = 512 - 1;
-            if (endx < startx) endx = startx;
-            if (endy < starty) endy = starty;
+            if (startx < 0)
+                startx = 0;
+            if (starty < 0)
+                starty = 0;
+            if (endx > 512 - 1)
+                endx = 512 - 1;
+            if (endy > 512 - 1)
+                endy = 512 - 1;
+            if (endx < startx)
+                endx = startx;
+            if (endy < starty)
+                endy = starty;
 
             startx /= realtexdetail;
             starty /= realtexdetail;
@@ -1170,25 +1257,15 @@ bool Person::DoBloodBigWhere(float howmuch, int which, XYZ where)
     return 1;
 }
 
-
-
 /* EFFECT
  * guessing this performs a reversal
  */
 void Person::Reverse()
 {
-    if (!((victim->aitype == playercontrolled
-            || hostiletime > 1
-            || staggerdelay <= 0)
-            && victim->animTarget != jumpupanim
-            && victim->animTarget != jumpdownanim
-            && (!Tutorial::active || cananger)
-            && hostile))
+    if (!((victim->aitype == playercontrolled || hostiletime > 1 || staggerdelay <= 0) && victim->animTarget != jumpupanim && victim->animTarget != jumpdownanim && (!Tutorial::active || cananger) && hostile))
         return;
 
-    if (normaldotproduct (victim->facing, victim->coords - coords) > 0
-            && (victim->id != 0 || difficulty >= 2)
-            && (creature != wolftype || victim->creature == wolftype))
+    if (normaldotproduct(victim->facing, victim->coords - coords) > 0 && (victim->id != 0 || difficulty >= 2) && (creature != wolftype || victim->creature == wolftype))
         return;
 
     if (animTarget == sweepanim) {
@@ -1418,8 +1495,6 @@ void Person::Reverse()
             for (unsigned i = 0; i < Person::players.size(); i++) {
                 Person::players[i]->wentforweapon = 0;
             }
-
-
         }
     }
     if (hasvictim)
@@ -1485,35 +1560,39 @@ void Person::Reverse()
  */
 void Person::DoDamage(float howmuch)
 {
-    // subtract health (temporary?)
-    if (!Tutorial::active)
-        damage += howmuch / power;
     // stats?
-    if (id != 0)
-        damagedealt += howmuch / power;
-    if (id == 0)
+    if (id == 0) {
         damagetaken += howmuch / power;
+    } else {
+        damagedealt += howmuch / power;
+    }
 
     // reset bonuses
-    if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo))
+    if (id == 0 && (bonus == solidhit || bonus == twoxcombo || bonus == threexcombo || bonus == fourxcombo || bonus == megacombo)) {
         bonus = 0;
+    }
+
     // subtract health
-    if (!Tutorial::active)
+    if (!Tutorial::active) {
+        damage += howmuch / power;
         permanentdamage += howmuch / 2 / power;
-    if (!Tutorial::active)
         superpermanentdamage += howmuch / 4 / power;
+    }
     // visual effects
     if (permanentdamage > damagetolerance / 2 && permanentdamage - howmuch < damagetolerance / 2 && Random() % 2)
         DoBlood(1, 255);
     if ((permanentdamage > damagetolerance * .8 && Random() % 2 && !deathbleeding) || spurt)
         DoBlood(1, 255);
     spurt = 0;
-    if (id == 0)
+    if (id == 0) {
         camerashake += howmuch / 100;
-    if (id == 0 && ((howmuch > 50 && damage > damagetolerance / 2)))
-        blackout = damage / damagetolerance;
-    if (blackout > 1)
-        blackout = 1;
+        if ((howmuch > 50 && damage > damagetolerance / 2)) {
+            blackout = damage / damagetolerance;
+            if (blackout > 1) {
+                blackout = 1;
+            }
+        }
+    }
 
     // cancel attack?
     if (aitype == passivetype && damage < damagetolerance && ((!Tutorial::active || cananger) && hostile))
@@ -1559,7 +1638,7 @@ void Person::DoDamage(float howmuch)
     }
 
     // play sounds
-    if (!Tutorial::active || id == 0)
+    if (!Tutorial::active || id == 0) {
         if (speechdelay <= 0 && !dead && aitype != playercontrolled) {
             int whichsound = -1;
 
@@ -1583,6 +1662,7 @@ void Person::DoDamage(float howmuch)
                 addEnvSound(coords);
             }
         }
+    }
     speechdelay = .3;
 }
 
@@ -1601,8 +1681,10 @@ void Person::DoHead()
         targetheadyaw = (float)((int)((0 - yaw - targetheadyaw + 180) * 100) % 36000) / 100;
         targetheadpitch = (float)((int)(targetheadpitch * 100) % 36000) / 100;
 
-        while (targetheadyaw > 180)targetheadyaw -= 360;
-        while (targetheadyaw < -180)targetheadyaw += 360;
+        while (targetheadyaw > 180)
+            targetheadyaw -= 360;
+        while (targetheadyaw < -180)
+            targetheadyaw += 360;
 
         if (targetheadyaw > 160)
             targetheadpitch = targetheadpitch * -1;
@@ -1687,7 +1769,7 @@ void Person::DoHead()
 void Person::RagDoll(bool checkcollision)
 {
     static XYZ change;
-    static int l, i;
+    static int i;
     static float speed;
     if (!skeleton.free) {
         if (id == 0)
@@ -1711,20 +1793,29 @@ void Person::RagDoll(bool checkcollision)
         freefall = 1;
         skeleton.freefall = 1;
 
-        if (!isnormal(velocity.x)) velocity.x = 0;
-        if (!isnormal(velocity.y)) velocity.y = 0;
-        if (!isnormal(velocity.z)) velocity.z = 0;
-        if (!isnormal(yaw)) yaw = 0;
-        if (!isnormal(coords.x)) coords = 0;
-        if (!isnormal(tilt)) tilt = 0;
-        if (!isnormal(tilt2)) tilt2 = 0;
+        if (!isnormal(velocity.x))
+            velocity.x = 0;
+        if (!isnormal(velocity.y))
+            velocity.y = 0;
+        if (!isnormal(velocity.z))
+            velocity.z = 0;
+        if (!isnormal(yaw))
+            yaw = 0;
+        if (!isnormal(coords.x))
+            coords = 0;
+        if (!isnormal(tilt))
+            tilt = 0;
+        if (!isnormal(tilt2))
+            tilt2 = 0;
 
         for (unsigned i = 0; i < skeleton.joints.size(); i++) {
             skeleton.joints[i].delay = 0;
             skeleton.joints[i].locked = 0;
             skeleton.joints[i].position = DoRotation(DoRotation(DoRotation(skeleton.joints[i].position, 0, 0, tilt), tilt2, 0, 0), 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
-            if (!isnormal(skeleton.joints[i].position.x)) skeleton.joints[i].position = coords;
+            if (!isnormal(skeleton.joints[i].position.x))
+                skeleton.joints[i].position = DoRotation(skeleton.joints[i].position, 0, yaw, 0);
+            if (!isnormal(skeleton.joints[i].position.x))
+                skeleton.joints[i].position = coords;
             skeleton.joints[i].position.y += .1;
             skeleton.joints[i].oldposition = skeleton.joints[i].position;
             skeleton.joints[i].realoldposition = skeleton.joints[i].position * scale + coords;
@@ -1787,16 +1878,15 @@ void Person::RagDoll(bool checkcollision)
 
             whichpatchx = coords.x / (terrain.size / subdivision * terrain.scale);
             whichpatchz = coords.z / (terrain.size / subdivision * terrain.scale);
-            if (terrain.patchobjectnum[whichpatchx][whichpatchz])
-                for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
-                    i = terrain.patchobjects[whichpatchx][whichpatchz][l];
-                    lowpoint = coords;
-                    lowpoint.y += 1;
-                    if (SphereCheck(&lowpoint, 3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
-                        coords.x = lowpoint.x;
-                        coords.z = lowpoint.z;
-                    }
+            for (unsigned int l = 0; l < terrain.patchobjects[whichpatchx][whichpatchz].size(); l++) {
+                i = terrain.patchobjects[whichpatchx][whichpatchz][l];
+                lowpoint = coords;
+                lowpoint.y += 1;
+                if (SphereCheck(&lowpoint, 3, &colpoint, &Object::objects[i]->position, &Object::objects[i]->yaw, &Object::objects[i]->model) != -1) {
+                    coords.x = lowpoint.x;
+                    coords.z = lowpoint.z;
                 }
+            }
         }
 
         yaw = 0;
@@ -1833,8 +1923,6 @@ void Person::RagDoll(bool checkcollision)
     }
 }
 
-
-
 /* EFFECT
  */
 void Person::FootLand(bodypart whichfoot, float opacity)
@@ -1900,7 +1988,7 @@ void Person::Puff(int whichlabel)
 /* EFFECT
  * I think I added this in an attempt to clean up code
  */
-void Person::setAnimation(int animation)
+void Person::setTargetAnimation(int animation)
 {
     animTarget = animation;
     frameTarget = 0;
@@ -1933,7 +2021,7 @@ void Person::DoAnimations()
             vel[2] = velocity.z;
 
             if (id == 0) {
-                OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
+                OPENAL_3D_SetAttributes(channels[whooshsound], gLoc);
                 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
             }
             if (((velocity.y < -15) || (crouchkeydown && velocity.y < -8)) && abs(velocity.y) * 4 > fast_sqrt(velocity.x * velocity.x * velocity.z * velocity.z))
@@ -1941,7 +2029,7 @@ void Person::DoAnimations()
             if (!crouchkeydown && velocity.y >= -15)
                 landhard = 0;
         }
-        if ((animCurrent == jumpupanim || animTarget == jumpdownanim)/*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
+        if ((animCurrent == jumpupanim || animTarget == jumpdownanim) /*&&velocity.y<40*/ && !isFlip() && (!isLanding() && !isLandhard()) && ((crouchkeydown && !crouchtogglekeydown))) {
             XYZ targfacing;
             targfacing = 0;
             targfacing.z = 1;
@@ -1973,7 +2061,6 @@ void Person::DoAnimations()
                 crouchtogglekeydown = 1;
         }
 
-
         if (Animation::animations[animTarget].attack || animCurrent == getupfrombackanim || animCurrent == getupfromfrontanim) {
             if (detail)
                 normalsupdatedelay = 0;
@@ -2047,7 +2134,6 @@ void Person::DoAnimations()
                                 FootLand(rightfoot, 1);
                                 FootLand(leftfoot, 1);
                             }
-
                         }
                         if (terrain.getOpacity(coords.x, coords.z) >= .2) {
                             if (targetFrame().label == 1)
@@ -2112,16 +2198,24 @@ void Person::DoAnimations()
                                 if (Animation::animations[animTarget].attack != neutral) {
                                     unsigned r = abs(Random() % 4);
                                     if (creature == rabbittype) {
-                                        if (r == 0) whichsound = rabbitattacksound;
-                                        if (r == 1) whichsound = rabbitattack2sound;
-                                        if (r == 2) whichsound = rabbitattack3sound;
-                                        if (r == 3) whichsound = rabbitattack4sound;
+                                        if (r == 0)
+                                            whichsound = rabbitattacksound;
+                                        if (r == 1)
+                                            whichsound = rabbitattack2sound;
+                                        if (r == 2)
+                                            whichsound = rabbitattack3sound;
+                                        if (r == 3)
+                                            whichsound = rabbitattack4sound;
                                     }
                                     if (creature == wolftype) {
-                                        if (r == 0) whichsound = barksound;
-                                        if (r == 1) whichsound = bark2sound;
-                                        if (r == 2) whichsound = bark3sound;
-                                        if (r == 3) whichsound = barkgrowlsound;
+                                        if (r == 0)
+                                            whichsound = barksound;
+                                        if (r == 1)
+                                            whichsound = bark2sound;
+                                        if (r == 2)
+                                            whichsound = bark3sound;
+                                        if (r == 3)
+                                            whichsound = barkgrowlsound;
                                     }
                                     speechdelay = .3;
                                 }
@@ -2132,8 +2226,6 @@ void Person::DoAnimations()
                             }
                         }
 
-
-
             if ((!wasLanding() && !wasLandhard()) && animCurrent != getIdle() && (isLanding() || isLandhard())) {
                 FootLand(leftfoot, 1);
                 FootLand(rightfoot, 1);
@@ -2256,7 +2348,6 @@ void Person::DoAnimations()
                 }
             }
 
-
             if ((animCurrent == walljumprightkickanim && animTarget == walljumprightkickanim) || (animCurrent == walljumpleftkickanim && animTarget == walljumpleftkickanim)) {
                 XYZ rotatetarget = DoRotation(skeleton.forward, 0, yaw, 0);
                 Normalise(&rotatetarget);
@@ -2276,7 +2367,7 @@ void Person::DoAnimations()
             if ((animTarget == rabbitrunninganim || animTarget == wolfrunninganim) && frameTarget == 3 && (jumpkeydown || attackkeydown || id != 0))
                 dojumpattack = 1;
             if (hasvictim)
-                if (distsq(&victim->coords, &/*Person::players[i]->*/coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
+                if (distsq(&victim->coords, &/*Person::players[i]->*/ coords) < 5 && victim->aitype == gethelptype && (attackkeydown) && !victim->skeleton.free && victim->isRun() && victim->runninghowlong >= 1)
                     dojumpattack = 1;
             if (!hostile)
                 dojumpattack = 0;
@@ -2335,7 +2426,7 @@ void Person::DoAnimations()
             }
             if ((Animation::animations[animTarget].attack == normalattack || animTarget == walljumprightkickanim || animTarget == walljumpleftkickanim) && (!feint) && (victim->skeleton.free != 2 || animTarget == killanim || animTarget == dropkickanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || animTarget == staffgroundsmashanim)) {
                 if (animTarget == spinkickanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
-                    if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && Animation::animations[victim->animTarget].height != lowheight) {
+                    if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
                         if (id == 0)
                             camerashake += .4;
@@ -2371,7 +2462,7 @@ void Person::DoAnimations()
                 }
 
                 if (animTarget == wolfslapanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
-                    if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && 3 && Animation::animations[victim->animTarget].height != lowheight) {
+                    if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 3 && Animation::animations[victim->animTarget].height != lowheight) {
                         escapednum = 0;
                         if (id == 0)
                             camerashake += .4;
@@ -2592,8 +2683,6 @@ void Person::DoAnimations()
                         staggerdelay = .5;
                         if (!victim->dead)
                             staggerdelay = 1.2;
-
-
                     }
                 }
 
@@ -2672,7 +2761,6 @@ void Person::DoAnimations()
                                     //victim->skeleton.joints[i].velocity=0;
                                 }
                                 emit_sound_at(fleshstabsound, coords, 128);
-
                             }
                             if (whichtri != -1 || weapons[weaponids[weaponactive]].bloody) {
                                 weapons[weaponids[weaponactive]].blooddrip += 5;
@@ -2822,7 +2910,6 @@ void Person::DoAnimations()
                     }
                 }
 
-
                 if (animTarget == winduppunchanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 2) {
                         escapednum = 0;
@@ -2917,10 +3004,11 @@ void Person::DoAnimations()
 
                 if (animTarget == knifeslashstartanim && Animation::animations[animTarget].frames[frameCurrent].label == 5) {
                     if (hasvictim)
-                        if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 &&/*Animation::animations[victim->animTarget].height!=lowheight&&*/victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
+                        if (distsq(&coords, &victim->coords) < (scale * 5) * (scale * 5) * 4.5 && /*Animation::animations[victim->animTarget].height!=lowheight&&*/ victim->animTarget != dodgebackanim && victim->animTarget != rollanim) {
                             escapednum = 0;
-                            if (!Tutorial::active)
+                            if (!Tutorial::active) {
                                 victim->DoBloodBig(1.5 / victim->armorhigh, 225);
+                            }
 
                             award_bonus(id, Slicebonus);
                             if (!Tutorial::active) {
@@ -2940,11 +3028,12 @@ void Person::DoAnimations()
                             if (aitype != playercontrolled)
                                 weaponmissdelay = .6;
 
-                            if (!Tutorial::active)
-                                if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
+                            if (!Tutorial::active) {
+                                if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) {
                                     weapons[weaponids[weaponactive]].bloody = 1;
-                            if (!Tutorial::active)
+                                }
                                 weapons[weaponids[weaponactive]].blooddrip += 3;
+                            }
 
                             XYZ footvel, footpoint;
                             footvel = 0;
@@ -2953,19 +3042,18 @@ void Person::DoAnimations()
                             } else {
                                 footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                             }
-                            if (!Tutorial::active) {
-                                if (bloodtoggle)
+                            if (Tutorial::active) {
+                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
+                            } else {
+                                if (bloodtoggle) {
                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .6, .3);
+                                }
                                 footvel = DoRotation(facing, 0, 90, 0) * .8;
-                                //footvel.y-=.3;
                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
                                 Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
                             }
-                            if (Tutorial::active) {
-                                Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 1, 1, .6, .3);
-                            }
                             victim->DoDamage(damagemult * 0);
                         }
                 }
@@ -2981,24 +3069,18 @@ void Person::DoAnimations()
                                     victim->DoBloodBig(2 / victim->armorhigh, 185);
                                 victim->deathbleeding = 1;
                                 emit_sound_at(swordslicesound, victim->coords);
-                            }
-                            //victim->jointVel(abdomen)+=relative*damagemult*200;
-                            if (!Tutorial::active) {
                                 victim->frameTarget = 0;
                                 victim->animTarget = staggerbackhardanim;
                                 victim->targetyaw = targetyaw + 180;
                                 victim->target = 0;
-                            }
-
-                            if (!Tutorial::active) {
-                                if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody)
+                                if (bloodtoggle && !weapons[weaponids[weaponactive]].bloody) {
                                     weapons[weaponids[weaponactive]].bloody = 1;
+                                }
                                 weapons[weaponids[weaponactive]].blooddrip += 3;
 
                                 float bloodlossamount;
                                 bloodlossamount = 200 + abs((float)(Random() % 40)) - 20;
                                 victim->bloodloss += bloodlossamount / victim->armorhigh;
-                                //victim->bloodloss+=100*(6.5-distsq(&coords,&victim->coords));
                                 victim->DoDamage(damagemult * 0);
 
                                 XYZ footvel, footpoint;
@@ -3008,8 +3090,9 @@ void Person::DoAnimations()
                                 } else {
                                     footpoint = DoRotation((victim->jointPos(abdomen) + victim->jointPos(neck)) / 2, 0, victim->yaw, 0) * victim->scale + victim->coords;
                                 }
-                                if (bloodtoggle)
+                                if (bloodtoggle) {
                                     Sprite::MakeSprite(cloudimpactsprite, footpoint, footvel, 1, 0, 0, .9, .3);
+                                }
                                 footvel = DoRotation(facing, 0, 90, 0) * .8;
                                 footvel.y -= .3;
                                 Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 7, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
@@ -3031,7 +3114,6 @@ void Person::DoAnimations()
                                 }
                             }
 
-
                             XYZ aim;
                             victim->Puff(righthand);
                             victim->target = 0;
@@ -3052,7 +3134,6 @@ void Person::DoAnimations()
                             for (unsigned i = 0; i < Person::players.size(); i++) {
                                 Person::players[i]->wentforweapon = 0;
                             }
-
                         }
                     }
                 }
@@ -3229,7 +3310,6 @@ void Person::DoAnimations()
                                 victim->DoBloodBig(2 / victim->armorhigh, 170);
                             }
                         }
-
                     }
                 }
 
@@ -3287,7 +3367,6 @@ void Person::DoAnimations()
                         }
 
                         SolidHitBonus(id);
-
                     }
                 }
             }
@@ -3435,8 +3514,6 @@ void Person::DoAnimations()
                     }
                 }
 
-
-
                 if (animTarget == swordslashreversalanim && Animation::animations[animTarget].frames[frameCurrent].label == 7) {
                     escapednum = 0;
                     victim->RagDoll(1);
@@ -3558,7 +3635,6 @@ void Person::DoAnimations()
                             Sprite::MakeSprite(bloodsprite, footpoint, DoRotation(footvel * 3, (float)(Random() % 20), (float)(Random() % 20), 0), 1, 1, 1, .05, .9);
                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 5, 1, 1, 1, .2, 1);
                             Sprite::MakeSprite(bloodflamesprite, footpoint, footvel * 2, 1, 1, 1, .2, 1);
-
                         }
                         victim->bloodloss += 10000;
                         victim->velocity = 0;
@@ -3730,7 +3806,6 @@ void Person::DoAnimations()
                     }
             }
 
-
             //Animation end
             if (frameTarget > int(Animation::animations[animCurrent].frames.size()) - 1) {
                 frameTarget = 0;
@@ -3810,7 +3885,6 @@ void Person::DoAnimations()
                     if (!isnormal(coords.x))
                         coords = oldcoords;
                     oldcoords = coords;
-                    collided = 0;
                     targetoffset = 0;
                     currentoffset = 0;
                     grabdelay = 1;
@@ -4232,12 +4306,18 @@ void Person::DoAnimations()
                             skeleton.muscles[i].newrotate2 = (float)((int)(skeleton.muscles[i].rotate2 * 100) % 36000) / 100;
                         if (isnormal((float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100))
                             skeleton.muscles[i].newrotate3 = (float)((int)(skeleton.muscles[i].rotate3 * 100) % 36000) / 100;
-                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180) skeleton.muscles[i].newrotate3 -= 360;
-                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180) skeleton.muscles[i].newrotate3 += 360;
-                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180) skeleton.muscles[i].newrotate2 -= 360;
-                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180) skeleton.muscles[i].newrotate2 += 360;
-                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180) skeleton.muscles[i].newrotate1 -= 360;
-                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180) skeleton.muscles[i].newrotate1 += 360;
+                        if (skeleton.muscles[i].newrotate3 > skeleton.muscles[i].oldrotate3 + 180)
+                            skeleton.muscles[i].newrotate3 -= 360;
+                        if (skeleton.muscles[i].newrotate3 < skeleton.muscles[i].oldrotate3 - 180)
+                            skeleton.muscles[i].newrotate3 += 360;
+                        if (skeleton.muscles[i].newrotate2 > skeleton.muscles[i].oldrotate2 + 180)
+                            skeleton.muscles[i].newrotate2 -= 360;
+                        if (skeleton.muscles[i].newrotate2 < skeleton.muscles[i].oldrotate2 - 180)
+                            skeleton.muscles[i].newrotate2 += 360;
+                        if (skeleton.muscles[i].newrotate1 > skeleton.muscles[i].oldrotate1 + 180)
+                            skeleton.muscles[i].newrotate1 -= 360;
+                        if (skeleton.muscles[i].newrotate1 < skeleton.muscles[i].oldrotate1 - 180)
+                            skeleton.muscles[i].newrotate1 += 360;
                     }
                 }
             }
@@ -4248,15 +4328,15 @@ void Person::DoAnimations()
             oldframeCurrent = frameCurrent;
 
             for (unsigned i = 0; i < skeleton.joints.size(); i++) {
-                skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target) - skeleton.joints[i].position) / multiplier;
-                skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * (target);
+                skeleton.joints[i].velocity = (currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * target - skeleton.joints[i].position) / multiplier;
+                skeleton.joints[i].position = currentFrame().joints[i].position * (1 - target) + targetFrame().joints[i].position * target;
             }
             offset = currentoffset * (1 - target) + targetoffset * target;
             for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
                 if (skeleton.muscles[i].visible) {
-                    skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * (target);
-                    skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * (target);
-                    skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * (target);
+                    skeleton.muscles[i].rotate1 = skeleton.muscles[i].oldrotate1 * (1 - target) + skeleton.muscles[i].newrotate1 * target;
+                    skeleton.muscles[i].rotate2 = skeleton.muscles[i].oldrotate2 * (1 - target) + skeleton.muscles[i].newrotate2 * target;
+                    skeleton.muscles[i].rotate3 = skeleton.muscles[i].oldrotate3 * (1 - target) + skeleton.muscles[i].newrotate3 * target;
                 }
             }
         }
@@ -4283,7 +4363,6 @@ void Person::DoStuff()
     static XYZ flatfacing;
     static XYZ flatvelocity;
     static float flatvelspeed;
-    static int i, l;
     static int bloodsize;
     static int startx, starty, endx, endy;
     static GLubyte color;
@@ -4375,7 +4454,7 @@ void Person::DoStuff()
             vel[2] = velocity.z;
 
             if (id == 0) {
-                OPENAL_3D_SetAttributes(channels[whooshsound], gLoc, vel);
+                OPENAL_3D_SetAttributes(channels[whooshsound], gLoc);
                 OPENAL_SetVolume(channels[whooshsound], 64 * findLength(&velocity) / 5);
             }
         }
@@ -4425,12 +4504,12 @@ void Person::DoStuff()
             if (skeleton.free) {
                 bloodvel -= DoRotation(skeleton.forward * 10 * scale, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0);
                 bloodvel += DoRotation(jointVel(head), ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
-                Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+                Sprite::MakeSprite(bloodsprite, (jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5) * scale + coords, bloodvel, 1, 1, 1, .05, .9);
             } else {
                 bloodvel.z = 5 * neckspurtamount;
                 bloodvel = DoRotation(bloodvel, ((float)(Random() % 100)) / 40, yaw + ((float)(Random() % 100)) / 40, 0) * scale;
                 bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 40, ((float)(Random() % 100)) / 40, 0) * scale;
-                Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, .9);
+                Sprite::MakeSprite(bloodsprite, DoRotation(jointPos(neck) + (jointPos(neck) - jointPos(head)) / 5, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, .9);
             }
             neckspurtparticledelay = .05;
         }
@@ -4454,7 +4533,7 @@ void Person::DoStuff()
                     Sprite::MakeSprite(bloodsprite, jointPos(abdomen) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                 } else {
                     bloodvel += DoRotation(velocity, ((float)(Random() % 100)) / 4, ((float)(Random() % 100)) / 4, 0) * scale;
-                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0)*scale + coords, bloodvel, 1, 1, 1, .05, 1);
+                    Sprite::MakeSprite(bloodsprite, DoRotation((jointPos(abdomen) + jointPos(abdomen)) / 2, 0, yaw, 0) * scale + coords, bloodvel, 1, 1, 1, .05, 1);
                 }
             }
         }
@@ -4533,7 +4612,7 @@ void Person::DoStuff()
         if (endy < starty)
             endy = starty;
 
-        for (i = startx; i < endx; i++) {
+        for (int i = startx; i < endx; i++) {
             for (int j = starty; j < endy; j++) {
                 if (Random() % 2 == 0) {
                     color = Random() % 85 + 170;
@@ -4704,7 +4783,8 @@ void Person::DoStuff()
                         righthandmorphness = 0;
                         targetrighthandmorphness = 1;
                         righthandmorphend = 1;
-                        if (Random() % 2 == 0)twitchdelay3 = (float)(abs(Random() % 40)) / 5;
+                        if (Random() % 2 == 0)
+                            twitchdelay3 = (float)(abs(Random() % 40)) / 5;
                     }
                     if (righthandmorphstart == 1 && righthandmorphend == 1) {
                         righthandmorphness = 0;
@@ -4799,8 +4879,9 @@ void Person::DoStuff()
         }
     }
 
-    if (dead != 1)
+    if (dead != 1) {
         unconscioustime = 0;
+    }
 
     if (dead == 1 || howactive == typesleeping) {
         unconscioustime += multiplier;
@@ -4821,22 +4902,20 @@ void Person::DoStuff()
         targetheadmorphness = 1;
     }
 
-
     if (howactive > typesleeping) {
         XYZ headpoint;
         headpoint = coords;
         if (bloodtoggle && !bled) {
             terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
-        }
-        if (bloodtoggle && !bled)
-            for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
-                int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+            for (unsigned int l = 0; l < terrain.patchobjects[whichpatchx][whichpatchz].size(); l++) {
+                unsigned int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
                 XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                 float size = .8;
                 float opacity = .6;
                 float yaw = 0;
                 Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
             }
+        }
         bled = 1;
     }
 
@@ -4891,8 +4970,6 @@ void Person::DoStuff()
             }
         }
 
-
-
         if ((id == 0 || distsq(&coords, &viewer) < 50) && autoslomo) {
             slomo = 1;
             slomodelay = .2;
@@ -4901,13 +4978,12 @@ void Person::DoStuff()
         damage += 20;
     }
 
-    if (!dead)
+    if (!dead) {
         damage -= multiplier * 13;
-    if (!dead)
         permanentdamage -= multiplier * 4;
-    if (isIdle() || isCrouch()) {
-        if (!dead)
+        if (isIdle() || isCrouch()) {
             permanentdamage -= multiplier * 4;
+        }
     }
     if (damage < 0)
         damage = 0;
@@ -5037,16 +5113,15 @@ void Person::DoStuff()
                     DoBlood(1, 255);
                     if (bloodtoggle && !bled) {
                         terrain.MakeDecal(blooddecal, headpoint, .2 * 1.2, .5, 0);
-                    }
-                    if (bloodtoggle && !bled)
-                        for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
-                            int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+                        for (unsigned int l = 0; l < terrain.patchobjects[whichpatchx][whichpatchz].size(); l++) {
+                            unsigned int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
                             XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                             float size = .2 * 1.2;
                             float opacity = .6;
                             float yaw = 0;
                             Object::objects[j]->model.MakeDecal(blooddecal, &point, &size, &opacity, &yaw);
                         }
+                    }
                     bled = 1;
                 }
                 if (dead == 2 && bloodloss >= damagetolerance) {
@@ -5056,16 +5131,15 @@ void Person::DoStuff()
                         DoBlood(1, 255);
                     if (bloodtoggle && !bled) {
                         terrain.MakeDecal(blooddecalslow, headpoint, .8, .5, 0);
-                    }
-                    if (bloodtoggle && !bled)
-                        for (l = 0; l < terrain.patchobjectnum[whichpatchx][whichpatchz]; l++) {
-                            int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
+                        for (unsigned int l = 0; l < terrain.patchobjects[whichpatchx][whichpatchz].size(); l++) {
+                            unsigned int j = terrain.patchobjects[whichpatchx][whichpatchz][l];
                             XYZ point = DoRotation(headpoint - Object::objects[j]->position, 0, -Object::objects[j]->yaw, 0);
                             float size = .8;
                             float opacity = .6;
                             float yaw = 0;
                             Object::objects[j]->model.MakeDecal(blooddecalslow, &point, &size, &opacity, &yaw);
                         }
+                    }
                     bled = 1;
                 }
             }
@@ -5081,7 +5155,7 @@ void Person::DoStuff()
                 canrecover = 0;
             if (velocity.y < -30)
                 canrecover = 0;
-            for (i = 0; i < Object::objects.size(); i++) {
+            for (unsigned int i = 0; i < Object::objects.size(); i++) {
                 if (Object::objects[i]->type != treeleavestype && Object::objects[i]->type != bushtype && Object::objects[i]->type != firetype) {
                     colviewer = startpoint;
                     coltarget = endpoint;
@@ -5166,7 +5240,6 @@ void Person::DoStuff()
 
                 targettilt2 = asin(terrainnormal.y) * 180 / 3.14 * -1;
 
-
                 if (skeleton.forward.y < 0) {
                     animTarget = getupfrombackanim;
                     frameTarget = 0;
@@ -5200,7 +5273,7 @@ void Person::DoStuff()
                                 targetyaw += 45;
                         }
                         if (backkeydown) {
-                            if ( !leftkeydown && !rightkeydown)
+                            if (!leftkeydown && !rightkeydown)
                                 targetyaw += 180;
                         }
                         targetyaw += 180;
@@ -5268,14 +5341,13 @@ void Person::DoStuff()
         }
         if (skeleton.freefall == 0)
             freefall = 0;
-
     }
 
     if (aitype != passivetype || skeleton.free == 1)
         if (findLengthfast(&velocity) > .1)
-            for (i = 0; i < Object::objects.size(); i++) {
+            for (unsigned int i = 0; i < Object::objects.size(); i++) {
                 if (Object::objects[i]->type == firetype)
-                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
+                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
                                 emit_sound_at(firestartsound, Object::objects[i]->position);
@@ -5289,7 +5361,7 @@ void Person::DoStuff()
                         }
                     }
                 if (Object::objects[i]->type == bushtype)
-                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 49) {
+                    if (distsqflat(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 12 && distsq(&coords, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 49) {
                         if (onfire) {
                             if (!Object::objects[i]->onfire) {
                                 emit_sound_at(firestartsound, Object::objects[i]->position);
@@ -5361,7 +5433,7 @@ void Person::DoStuff()
                         tempcoord = DoRotation(tempcoord, -Object::objects[i]->pitch, 0, 0);
                         tempcoord += Object::objects[i]->position;
                     }
-                    if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale*Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) {
+                    if (distsqflat(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 8 && distsq(&tempcoord, &Object::objects[i]->position) < Object::objects[i]->scale * Object::objects[i]->scale * 300 && tempcoord.y > Object::objects[i]->position.y + 3 * Object::objects[i]->scale) {
                         if (Object::objects[i]->messedwith <= 0) {
                             XYZ tempvel;
                             XYZ pos;
@@ -5426,8 +5498,8 @@ void Person::DoStuff()
             play = 0;
         if (play && aitype != playercontrolled) {
             int whichsound = -1;
-            i = abs(Random() % 4);
             if (speechdelay <= 0) {
+                unsigned int i = abs(Random() % 4);
                 if (creature == rabbittype) {
                     if (i == 0)
                         whichsound = rabbitchitter;
@@ -5543,15 +5615,46 @@ void Person::DoStuff()
             }
         }
 
-        if (animTarget == spinkickanim || animTarget == staffspinhitreversalanim || animTarget == staffspinhitreversedanim || animTarget == staffhitreversalanim || animTarget == staffhitreversedanim || animTarget == hurtidleanim || animTarget == winduppunchanim || animTarget == swordslashreversalanim || animTarget == swordslashreversedanim || animTarget == knifeslashreversalanim || animTarget == knifeslashreversedanim || animTarget == knifethrowanim || animTarget == knifefollowanim || animTarget == knifefollowedanim || animTarget == killanim || animTarget == dropkickanim || animTarget == upunchanim || animTarget == knifeslashstartanim || animTarget == swordslashanim || animTarget == staffhitanim || animTarget == staffspinhitanim || animTarget == staffgroundsmashanim || animTarget == spinkickreversalanim || animTarget == sweepreversalanim || animTarget == lowkickanim || animTarget == sweepreversedanim || animTarget == rabbitkickreversalanim || animTarget == rabbitkickreversedanim || animTarget == jumpreversalanim || animTarget == jumpreversedanim) {
+        if (animTarget == spinkickanim ||
+            animTarget == staffspinhitreversalanim ||
+            animTarget == staffspinhitreversedanim ||
+            animTarget == staffhitreversalanim ||
+            animTarget == staffhitreversedanim ||
+            animTarget == hurtidleanim ||
+            animTarget == winduppunchanim ||
+            animTarget == swordslashreversalanim ||
+            animTarget == swordslashreversedanim ||
+            animTarget == knifeslashreversalanim ||
+            animTarget == knifeslashreversedanim ||
+            animTarget == knifethrowanim ||
+            animTarget == knifefollowanim ||
+            animTarget == knifefollowedanim ||
+            animTarget == killanim ||
+            animTarget == dropkickanim ||
+            animTarget == upunchanim ||
+            animTarget == knifeslashstartanim ||
+            animTarget == swordslashanim ||
+            animTarget == staffhitanim ||
+            animTarget == staffspinhitanim ||
+            animTarget == staffgroundsmashanim ||
+            animTarget == spinkickreversalanim ||
+            animTarget == sweepreversalanim ||
+            animTarget == lowkickanim ||
+            animTarget == sweepreversedanim ||
+            animTarget == rabbitkickreversalanim ||
+            animTarget == rabbitkickreversedanim ||
+            animTarget == jumpreversalanim ||
+            animTarget == jumpreversedanim) {
             //close hands and yell
-            if (righthandmorphend != 1 && righthandmorphness == targetrighthandmorphness) {
+            if (righthandmorphend != 1 &&
+                righthandmorphness == targetrighthandmorphness) {
                 righthandmorphness = 0;
                 righthandmorphend = 1;
                 targetrighthandmorphness = 1;
             }
 
-            if (lefthandmorphend != 1 && lefthandmorphness == targetlefthandmorphness) {
+            if (lefthandmorphend != 1 &&
+                lefthandmorphness == targetlefthandmorphness) {
                 lefthandmorphness = 0;
                 lefthandmorphend = 1;
                 targetlefthandmorphness = 1;
@@ -5611,7 +5714,8 @@ void Person::DoStuff()
         ReflectVector(&facing, terrainnormal);
         Normalise(&facing);
 
-        if (isRun() || animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
+        if (isRun() ||
+            animTarget == sneakanim || animTarget == rollanim || animTarget == walkanim) {
             if (onterrain)
                 targettilt2 = -facing.y * 20;
             else
@@ -5756,7 +5860,6 @@ void Person::DoStuff()
             velocity = flatfacing * velspeed;
         }
 
-
         if ((animTarget == bounceidleanim || animCurrent == hurtidleanim) && (animCurrent == fightidleanim || animCurrent == knifefightidleanim)) {
             velocity -= facing * multiplier * speed * 700 * scale;
             velspeed = findLength(&velocity);
@@ -5827,7 +5930,6 @@ void Person::DoStuff()
             velspeed = findLength(&velocity);
         }
 
-
         if (animTarget == jumpupanim || animTarget == jumpdownanim || isFlip()) {
             velocity.y += gravity * multiplier;
         }
@@ -5853,7 +5955,8 @@ void Person::DoStuff()
             }
 
             if (animTarget == jumpdownanim || isFlip()) {
-                if (isFlip())jumppower = -4;
+                if (isFlip())
+                    jumppower = -4;
                 animTarget = getLanding();
                 emit_sound_at(landsound, coords, 128.);
 
@@ -5870,14 +5973,14 @@ void Person::DoStuff()
             onterrain = 1;
         }
 
-
         if (isIdle() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim || animTarget == crouchstabanim || animTarget == swordgroundstabanim || isStop() || animTarget == removeknifeanim || animTarget == crouchremoveknifeanim || isLanding() || isCrouch() || Animation::animations[animTarget].attack || (animTarget == rollanim && targetFrame().label == 6)) {
             velspeed = findLength(&velocity);
             velocity.y = 0;
             if (velspeed < multiplier * 300 * scale) {
                 velocity = 0;
-            } else
+            } else {
                 velocity -= velocity / velspeed * multiplier * 300 * scale;
+            }
             if (velspeed > 5 && (isLanding() || isLandhard())) {
                 skiddingdelay += multiplier;
                 if (skiddelay <= 0) {
@@ -5885,17 +5988,13 @@ void Person::DoStuff()
                     FootLand(rightfoot, .5);
                     skiddelay = .02;
                 }
-            } else
+            } else {
                 skiddingdelay = 0;
+            }
         }
 
         if (isLandhard()) {
             velspeed = findLength(&velocity);
-            velocity.y = 0;
-            if (velspeed < multiplier * 600 * scale) {
-                velocity = 0;
-            } else
-                velocity -= velocity / velspeed * multiplier * 600 * scale;
             velocity = 0;
             if (velspeed > 5 && (isLanding() || isLandhard())) {
                 skiddingdelay += multiplier;
@@ -5904,8 +6003,9 @@ void Person::DoStuff()
                     FootLand(rightfoot, .5);
                     skiddelay = .02;
                 }
-            } else
+            } else {
                 skiddingdelay = 0;
+            }
         }
 
         if (skiddingdelay < 0)
@@ -5953,11 +6053,10 @@ void Person::DoStuff()
     }
 }
 
-
 /* EFFECT
  * inverse kinematics helper function
  */
-void IKHelper(Person *p, float interp)
+void IKHelper(Personp, float interp)
 {
     XYZ point, change, change2;
     float heightleft, heightright;
@@ -6052,7 +6151,7 @@ int Person::DrawSkeleton()
         }
         static XYZ mid;
         static float M[16];
-        static int i, k;
+        static int k;
         static int weaponattachmuscle;
         static int weaponrotatemuscle;
         static XYZ weaponpoint;
@@ -6060,10 +6159,8 @@ int Person::DrawSkeleton()
         if ((dead != 2 || skeleton.free != 2) && updatedelay <= 0) {
             if (!isSleeping() && !isSitting()) {
                 // TODO: give these meaningful names
-                const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard()
-                                    || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
-                const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard()
-                                    || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
+                const bool cond1 = (isIdle() || isCrouch() || isLanding() || isLandhard() || animTarget == drawrightanim || animTarget == drawleftanim || animTarget == crouchdrawrightanim);
+                const bool cond2 = (wasIdle() || wasCrouch() || wasLanding() || wasLandhard() || animCurrent == drawrightanim || animCurrent == drawleftanim || animCurrent == crouchdrawrightanim);
 
                 if (onterrain && (cond1 && cond2) && !skeleton.free) {
                     IKHelper(this, 1);
@@ -6092,19 +6189,19 @@ int Person::DrawSkeleton()
                 if (Animation::animations[animTarget].attack == 3)
                     targetheadyaw += 180;
             }
-            for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
+            for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
                 skeleton.drawmodel.vertex[i] = 0;
                 skeleton.drawmodel.vertex[i].y = 999;
             }
-            for (i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
+            for (int i = 0; i < skeleton.drawmodellow.vertexNum; i++) {
                 skeleton.drawmodellow.vertex[i] = 0;
                 skeleton.drawmodellow.vertex[i].y = 999;
             }
-            for (i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
+            for (int i = 0; i < skeleton.drawmodelclothes.vertexNum; i++) {
                 skeleton.drawmodelclothes.vertex[i] = 0;
                 skeleton.drawmodelclothes.vertex[i].y = 999;
             }
-            for (unsigned i = 0; i < skeleton.muscles.size(); i++) {
+            for (unsigned int i = 0; i < skeleton.muscles.size(); i++) {
                 // convenience renames
                 const int p1 = skeleton.muscles[i].parent1->label;
                 const int p2 = skeleton.muscles[i].parent2->label;
@@ -6150,7 +6247,6 @@ int Person::DrawSkeleton()
                     if (!skeleton.free)
                         glRotatef(tilt, 0, 0, 1);
 
-
                     glTranslatef(mid.x, mid.y, mid.z);
 
                     skeleton.muscles[i].lastrotate1 = skeleton.muscles[i].rotate1;
@@ -6164,8 +6260,8 @@ int Person::DrawSkeleton()
 
                     if (playerdetail || skeleton.free == 3) {
                         for (unsigned j = 0; j < skeleton.muscles[i].vertices.size(); j++) {
-                            XYZ &v0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
-                            XYZ &v1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
+                            XYZv0 = skeleton.model[start].vertex[skeleton.muscles[i].vertices[j]];
+                            XYZv1 = skeleton.model[endthing].vertex[skeleton.muscles[i].vertices[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen)
@@ -6193,7 +6289,7 @@ int Person::DrawSkeleton()
                     }
                     if (!playerdetail || skeleton.free == 3) {
                         for (unsigned j = 0; j < skeleton.muscles[i].verticeslow.size(); j++) {
-                            XYZ &v0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
+                            XYZv0 = skeleton.modellow.vertex[skeleton.muscles[i].verticeslow[j]];
                             glMatrixMode(GL_MODELVIEW);
                             glPushMatrix();
                             if (p1 == abdomen || p2 == abdomen)
@@ -6243,7 +6339,7 @@ int Person::DrawSkeleton()
                     glRotatef(-skeleton.muscles[i].lastrotate3, 0, 1, 0);
 
                     for (unsigned j = 0; j < skeleton.muscles[i].verticesclothes.size(); j++) {
-                        XYZ &v0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
+                        XYZv0 = skeleton.modelclothes.vertex[skeleton.muscles[i].verticesclothes[j]];
                         glMatrixMode(GL_MODELVIEW);
                         glPushMatrix();
                         if (p1 == abdomen || p2 == abdomen)
@@ -6315,19 +6411,20 @@ int Person::DrawSkeleton()
             glDisable(GL_LIGHTING);
             glDisable(GL_TEXTURE_2D);
             glBegin(GL_POINTS);
-            if (playerdetail)
-                for (i = 0; i < skeleton.drawmodel.vertexNum; i++) {
-                    XYZ &v0 = skeleton.drawmodel.vertex[i];
+            if (playerdetail) {
+                for (int i = 0; i < skeleton.drawmodel.vertexNum; i++) {
+                    XYZv0 = skeleton.drawmodel.vertex[i];
                     glVertex3f(v0.x, v0.y, v0.z);
                 }
+            }
             glEnd();
             glBegin(GL_LINES);
 
-            if (playerdetail)
-                for (i = 0; i < skeleton.drawmodel.TriangleNum; i++) {
-                    XYZ &v0 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[0]];
-                    XYZ &v1 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[1]];
-                    XYZ &v2 = skeleton.drawmodel.vertex[skeleton.drawmodel.Triangles[i].vertex[2]];
+            if (playerdetail) {
+                for (unsigned int i = 0; i < skeleton.drawmodel.Triangles.size(); i++) {
+                    const XYZ& v0 = skeleton.drawmodel.getTriangleVertex(i, 0);
+                    const XYZ& v1 = skeleton.drawmodel.getTriangleVertex(i, 1);
+                    const XYZ& v2 = skeleton.drawmodel.getTriangleVertex(i, 2);
                     glVertex3f(v0.x, v0.y, v0.z);
                     glVertex3f(v1.x, v1.y, v1.z);
                     glVertex3f(v1.x, v1.y, v1.z);
@@ -6335,6 +6432,7 @@ int Person::DrawSkeleton()
                     glVertex3f(v2.x, v2.y, v2.z);
                     glVertex3f(v0.x, v0.y, v0.z);
                 }
+            }
 
             glEnd();
         }
@@ -6426,7 +6524,6 @@ int Person::DrawSkeleton()
                     }
                 }
 
-
             if (Tutorial::active && id != 0) {
                 glPopMatrix();
                 glMatrixMode(GL_MODELVIEW);
@@ -6446,7 +6543,7 @@ int Person::DrawSkeleton()
 
         if (num_weapons > 0) {
             for (k = 0; k < num_weapons; k++) {
-                i = weaponids[k];
+                int i = weaponids[k];
                 if (weaponactive == k) {
                     if (weapons[i].getType() != staff) {
                         for (unsigned j = 0; j < skeleton.muscles.size(); j++) {
@@ -6679,12 +6776,10 @@ int Person::DrawSkeleton()
     return 0;
 }
 
-
 /* FUNCTION?
  */
-int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate, Model *model)
+int Person::SphereCheck(XYZ* p1, float radius, XYZ* p, XYZ* move, float* rotate, Model* model)
 {
-    static int i, j;
     static float distance;
     static float olddistance;
     static int intersecting;
@@ -6702,14 +6797,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
         return -1;
     if (*rotate)
         *p1 = DoRotation(*p1, 0, -*rotate, 0);
-    for (i = 0; i < 4; i++) {
-        for (j = 0; j < model->TriangleNum; j++) {
-            if (model->facenormals[j].y <= slopethreshold) {
+    for (int i = 0; i < 4; i++) {
+        for (unsigned int j = 0; j < model->Triangles.size(); j++) {
+            if (model->Triangles[j].facenormal.y <= slopethreshold) {
                 intersecting = 0;
-                distance = abs((model->facenormals[j].x * p1->x) + (model->facenormals[j].y * p1->y) + (model->facenormals[j].z * p1->z) - ((model->facenormals[j].x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->facenormals[j].y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->facenormals[j].z * model->vertex[model->Triangles[j].vertex[0]].z)));
+                distance = abs((model->Triangles[j].facenormal.x * p1->x) + (model->Triangles[j].facenormal.y * p1->y) + (model->Triangles[j].facenormal.z * p1->z) - ((model->Triangles[j].facenormal.x * model->vertex[model->Triangles[j].vertex[0]].x) + (model->Triangles[j].facenormal.y * model->vertex[model->Triangles[j].vertex[0]].y) + (model->Triangles[j].facenormal.z * model->vertex[model->Triangles[j].vertex[0]].z)));
                 if (distance < radius) {
-                    point = *p1 - model->facenormals[j] * distance;
-                    if (PointInTriangle( &point, model->facenormals[j], &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
+                    point = *p1 - model->Triangles[j].facenormal * distance;
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]]))
                         intersecting = 1;
                     if (!intersecting)
                         intersecting = sphere_line_intersection(&model->vertex[model->Triangles[j].vertex[0]],
@@ -6724,11 +6819,11 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                                                                 &model->vertex[model->Triangles[j].vertex[2]],
                                                                 p1, &radius);
                     end = *p1 - point;
-                    if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+                    if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
                         start = *p1;
                         end = *p1;
                         end.y -= radius;
-                        if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->facenormals[j], &point)) {
+                        if (LineFacetd(&start, &end, &model->vertex[model->Triangles[j].vertex[0]], &model->vertex[model->Triangles[j].vertex[1]], &model->vertex[model->Triangles[j].vertex[2]], &model->Triangles[j].facenormal, &point)) {
                             p1->y = point.y + radius;
                             if ((animTarget == jumpdownanim || isFlip())) {
                                 if (isFlip() && (frameTarget < 5 || targetFrame().label == 7 || targetFrame().label == 4))
@@ -6768,23 +6863,18 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                 }
             }
         }
-        for (j = 0; j < model->TriangleNum; j++) {
-            if (model->facenormals[j].y > slopethreshold) {
+        for (unsigned int j = 0; j < model->Triangles.size(); j++) {
+            if (model->Triangles[j].facenormal.y > slopethreshold) {
                 intersecting = 0;
                 start = *p1;
                 start.y -= radius / 4;
-                XYZ &v0 = model->vertex[model->Triangles[j].vertex[0]];
-                XYZ &v1 = model->vertex[model->Triangles[j].vertex[1]];
-                XYZ &v2 = model->vertex[model->Triangles[j].vertex[2]];
-                distance = abs((model->facenormals[j].x * start.x)
-                               + (model->facenormals[j].y * start.y)
-                               + (model->facenormals[j].z * start.z)
-                               - ((model->facenormals[j].x * v0.x)
-                                  + (model->facenormals[j].y * v0.y)
-                                  + (model->facenormals[j].z * v0.z)));
+                XYZ& v0 = model->vertex[model->Triangles[j].vertex[0]];
+                XYZ& v1 = model->vertex[model->Triangles[j].vertex[1]];
+                XYZ& v2 = model->vertex[model->Triangles[j].vertex[2]];
+                distance = abs((model->Triangles[j].facenormal.x * start.x) + (model->Triangles[j].facenormal.y * start.y) + (model->Triangles[j].facenormal.z * start.z) - ((model->Triangles[j].facenormal.x * v0.x) + (model->Triangles[j].facenormal.y * v0.y) + (model->Triangles[j].facenormal.z * v0.z)));
                 if (distance < radius * .5) {
-                    point = start - model->facenormals[j] * distance;
-                    if (PointInTriangle( &point, model->facenormals[j], &v0, &v1, &v2))
+                    point = start - model->Triangles[j].facenormal * distance;
+                    if (PointInTriangle(&point, model->Triangles[j].facenormal, &v0, &v1, &v2))
                         intersecting = 1;
                     if (!intersecting)
                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, p1->x, p1->y, p1->z, radius / 2);
@@ -6793,14 +6883,14 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
                     if (!intersecting)
                         intersecting = sphere_line_intersection(v0.x, v0.y, v0.z, v2.x, v2.y, v2.z, p1->x, p1->y, p1->z, radius / 2);
                     end = *p1 - point;
-                    if (dotproduct(&model->facenormals[j], &end) > 0 && intersecting) {
+                    if (dotproduct(&model->Triangles[j].facenormal, &end) > 0 && intersecting) {
                         if ((animTarget == jumpdownanim || animTarget == jumpupanim || isFlip())) {
                             start = velocity;
-                            velocity -= DoRotation(model->facenormals[j], 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->facenormals[j], 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
+                            velocity -= DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0) * findLength(&velocity) * abs(normaldotproduct(velocity, DoRotation(model->Triangles[j].facenormal, 0, *rotate, 0))); //(distance-radius*.5)/multiplier;
                             if (findLengthfast(&start) < findLengthfast(&velocity))
                                 velocity = start;
                         }
-                        *p1 += model->facenormals[j] * (distance - radius * .5);
+                        *p1 += model->Triangles[j].facenormal * (distance - radius * .5);
                     }
                 }
                 if ((distance < olddistance || firstintersecting == -1) && intersecting) {
@@ -6820,6 +6910,53 @@ int Person::SphereCheck(XYZ *p1, float radius, XYZ *p, XYZ *move, float *rotate,
     return firstintersecting;
 }
 
+int findPathDist(int start, int end)
+{
+    int connected;
+    int closest;
+
+    unsigned int smallestcount = 1000;
+    for (char i = 0; i < 50; i++) {
+        unsigned int count = 0;
+        int last = start;
+        int last2 = -1;
+        int last3 = -1;
+        int last4 = -1;
+        while (last != end && count < 30) {
+            closest = -1;
+            for (int j = 0; j < Game::numpathpoints; j++) {
+                if (j != last && j != last2 && j != last3 && j != last4) {
+                    connected = 0;
+                    if (Game::numpathpointconnect[j])
+                        for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
+                            if (Game::pathpointconnect[j][k] == last)
+                                connected = 1;
+                        }
+                    if (!connected)
+                        if (Game::numpathpointconnect[last])
+                            for (int k = 0; k < Game::numpathpointconnect[last]; k++) {
+                                if (Game::pathpointconnect[last][k] == j)
+                                    connected = 1;
+                            }
+                    if (connected)
+                        if (closest == -1 || Random() % 2 == 0) {
+                            closest = j;
+                        }
+                }
+            }
+            last4 = last3;
+            last3 = last2;
+            last2 = last;
+            last = closest;
+            count++;
+        }
+        if (count < smallestcount) {
+            smallestcount = count;
+        }
+    }
+    return smallestcount;
+}
+
 void Person::takeWeapon(int weaponId)
 {
     weaponactive = 0;
@@ -6859,13 +6996,19 @@ bool Person::addClothes(const int& clothesId)
         float tintg = clothestintg[clothesId];
         float tintb = clothestintb[clothesId];
 
-        if (tintr > 1) tintr = 1;
-        if (tintg > 1) tintg = 1;
-        if (tintb > 1) tintb = 1;
+        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;
+        if (tintr < 0)
+            tintr = 0;
+        if (tintg < 0)
+            tintg = 0;
+        if (tintb < 0)
+            tintb = 0;
 
         int bytesPerPixel = texture.bpp / 8;
 
@@ -6892,3 +7035,976 @@ bool Person::addClothes(const int& clothesId)
         return 0;
     }
 }
+
+void Person::doAI()
+{
+    if (aitype != playercontrolled && !Dialog::inDialog()) {
+        jumpclimb = 0;
+        //disable movement in editor
+        if (Game::editorenabled)
+            stunned = 1;
+
+        pause = 0;
+        if (distsqflat(&Person::players[0]->coords, &coords) < 30 &&
+            Person::players[0]->coords.y > coords.y + 2 &&
+            !Person::players[0]->onterrain)
+            pause = 1;
+
+        //pathfinding
+        if (aitype == pathfindtype) {
+            if (finalpathfindpoint == -1) {
+                float closestdistance;
+                float tempdist;
+                int closest;
+                XYZ colpoint;
+                closest = -1;
+                closestdistance = -1;
+                for (int j = 0; j < Game::numpathpoints; j++) {
+                    if (closest == -1 || distsq(&finalfinaltarget, &Game::pathpoint[j]) < closestdistance) {
+                        closestdistance = distsq(&finalfinaltarget, &Game::pathpoint[j]);
+                        closest = j;
+                        finaltarget = Game::pathpoint[j];
+                    }
+                }
+                finalpathfindpoint = closest;
+                for (int j = 0; j < Game::numpathpoints; j++) {
+                    for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
+                        DistancePointLine(&finalfinaltarget, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
+                        if (sq(tempdist) < closestdistance)
+                            if (findDistance(&colpoint, &Game::pathpoint[j]) + findDistance(&colpoint, &Game::pathpoint[Game::pathpointconnect[j][k]]) <
+                                findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
+                                closestdistance = sq(tempdist);
+                                closest = j;
+                                finaltarget = colpoint;
+                            }
+                    }
+                }
+                finalpathfindpoint = closest;
+            }
+            if (targetpathfindpoint == -1) {
+                float closestdistance;
+                float tempdist;
+                int closest;
+                XYZ colpoint;
+                closest = -1;
+                closestdistance = -1;
+                if (lastpathfindpoint == -1) {
+                    for (int j = 0; j < Game::numpathpoints; j++) {
+                        if (j != lastpathfindpoint)
+                            if (closest == -1 || (distsq(&coords, &Game::pathpoint[j]) < closestdistance)) {
+                                closestdistance = distsq(&coords, &Game::pathpoint[j]);
+                                closest = j;
+                            }
+                    }
+                    targetpathfindpoint = closest;
+                    for (int j = 0; j < Game::numpathpoints; j++)
+                        if (j != lastpathfindpoint)
+                            for (int k = 0; k < Game::numpathpointconnect[j]; k++) {
+                                DistancePointLine(&coords, &Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]], &tempdist, &colpoint);
+                                if (sq(tempdist) < closestdistance) {
+                                    if (findDistance(&colpoint, &Game::pathpoint[j]) + findDistance(&colpoint, &Game::pathpoint[Game::pathpointconnect[j][k]]) <
+                                        findDistance(&Game::pathpoint[j], &Game::pathpoint[Game::pathpointconnect[j][k]]) + .1) {
+                                        closestdistance = sq(tempdist);
+                                        closest = j;
+                                    }
+                                }
+                            }
+                    targetpathfindpoint = closest;
+                } else {
+                    for (int j = 0; j < Game::numpathpoints; j++)
+                        if (j != lastpathfindpoint &&
+                            j != lastpathfindpoint2 &&
+                            j != lastpathfindpoint3 &&
+                            j != lastpathfindpoint4) {
+                            bool connected = 0;
+                            if (Game::numpathpointconnect[j])
+                                for (int k = 0; k < Game::numpathpointconnect[j]; k++)
+                                    if (Game::pathpointconnect[j][k] == lastpathfindpoint)
+                                        connected = 1;
+                            if (!connected)
+                                if (Game::numpathpointconnect[lastpathfindpoint])
+                                    for (int k = 0; k < Game::numpathpointconnect[lastpathfindpoint]; k++)
+                                        if (Game::pathpointconnect[lastpathfindpoint][k] == j)
+                                            connected = 1;
+                            if (connected) {
+                                tempdist = findPathDist(j, finalpathfindpoint);
+                                if (closest == -1 || tempdist < closestdistance) {
+                                    closestdistance = tempdist;
+                                    closest = j;
+                                }
+                            }
+                        }
+                    targetpathfindpoint = closest;
+                }
+            }
+            losupdatedelay -= multiplier;
+
+            targetyaw = roughDirectionTo(coords, Game::pathpoint[targetpathfindpoint]);
+            lookyaw = targetyaw;
+
+            //reached target point
+            if (distsqflat(&coords, &Game::pathpoint[targetpathfindpoint]) < .6) {
+                lastpathfindpoint4 = lastpathfindpoint3;
+                lastpathfindpoint3 = lastpathfindpoint2;
+                lastpathfindpoint2 = lastpathfindpoint;
+                lastpathfindpoint = targetpathfindpoint;
+                if (lastpathfindpoint2 == -1)
+                    lastpathfindpoint2 = lastpathfindpoint;
+                if (lastpathfindpoint3 == -1)
+                    lastpathfindpoint3 = lastpathfindpoint2;
+                if (lastpathfindpoint4 == -1)
+                    lastpathfindpoint4 = lastpathfindpoint3;
+                targetpathfindpoint = -1;
+            }
+            if (distsqflat(&coords, &finalfinaltarget) <
+                    distsqflat(&coords, &finaltarget) ||
+                distsqflat(&coords, &finaltarget) < .6 * sq(scale * 5) ||
+                lastpathfindpoint == finalpathfindpoint) {
+                aitype = passivetype;
+            }
+
+            forwardkeydown = 1;
+            leftkeydown = 0;
+            backkeydown = 0;
+            rightkeydown = 0;
+            crouchkeydown = 0;
+            attackkeydown = 0;
+            throwkeydown = 0;
+
+            if (avoidcollided > .8 && !jumpkeydown && collided < .8)
+                targetyaw += 90 * (whichdirection * 2 - 1);
+
+            if (collided < 1 || animTarget != jumpupanim)
+                jumpkeydown = 0;
+            if ((collided > .8 && jumppower >= 5))
+                jumpkeydown = 1;
+
+            if ((!Tutorial::active || cananger) &&
+                hostile &&
+                !Person::players[0]->dead &&
+                distsq(&coords, &Person::players[0]->coords) < 400 &&
+                occluded < 25) {
+                if (distsq(&coords, &Person::players[0]->coords) < 12 &&
+                    Animation::animations[Person::players[0]->animTarget].height != lowheight &&
+                    !Game::editorenabled &&
+                    (Person::players[0]->coords.y < coords.y + 5 || Person::players[0]->onterrain))
+                    aitype = attacktypecutoff;
+                if (distsq(&coords, &Person::players[0]->coords) < 30 &&
+                    Animation::animations[Person::players[0]->animTarget].height == highheight &&
+                    !Game::editorenabled)
+                    aitype = attacktypecutoff;
+
+                if (losupdatedelay < 0 && !Game::editorenabled && occluded < 2) {
+                    losupdatedelay = .2;
+                    for (unsigned j = 0; j < Person::players.size(); j++)
+                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype)
+                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
+                                if (distsq(&coords, &Person::players[j]->coords) < 400)
+                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
+                                        if (Person::players[j]->coords.y < coords.y + 5 || Person::players[j]->onterrain)
+                                            if (!Person::players[j]->isWallJump() && -1 == Object::checkcollide(DoRotation(jointPos(head), 0, yaw, 0) * scale + coords, DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) * Person::players[j]->scale + Person::players[j]->coords) ||
+                                                (Person::players[j]->animTarget == hanganim &&
+                                                 normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
+                                                aitype = searchtype;
+                                                lastchecktime = 12;
+                                                lastseen = Person::players[j]->coords;
+                                                lastseentime = 12;
+                                            }
+                }
+            }
+            if (aitype == attacktypecutoff && Game::musictype != 2)
+                if (creature != wolftype) {
+                    stunned = .6;
+                    surprised = .6;
+                }
+        }
+
+        if (aitype != passivetype && Game::leveltime > .5)
+            howactive = typeactive;
+
+        if (aitype == passivetype) {
+            aiupdatedelay -= multiplier;
+            losupdatedelay -= multiplier;
+            lastseentime += multiplier;
+            pausetime -= multiplier;
+            if (lastseentime > 1)
+                lastseentime = 1;
+
+            if (aiupdatedelay < 0) {
+                if (numwaypoints > 1 && howactive == typeactive && pausetime <= 0) {
+                    targetyaw = roughDirectionTo(coords, waypoints[waypoint]);
+                    lookyaw = targetyaw;
+                    aiupdatedelay = .05;
+
+                    if (distsqflat(&coords, &waypoints[waypoint]) < 1) {
+                        if (waypointtype[waypoint] == wppause)
+                            pausetime = 4;
+                        waypoint++;
+                        if (waypoint > numwaypoints - 1)
+                            waypoint = 0;
+                    }
+                }
+
+                if (numwaypoints > 1 && howactive == typeactive && pausetime <= 0)
+                    forwardkeydown = 1;
+                else
+                    forwardkeydown = 0;
+                leftkeydown = 0;
+                backkeydown = 0;
+                rightkeydown = 0;
+                crouchkeydown = 0;
+                attackkeydown = 0;
+                throwkeydown = 0;
+
+                if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
+                    if (!avoidsomething)
+                        targetyaw += 90 * (whichdirection * 2 - 1);
+                    else {
+                        XYZ leftpos, rightpos;
+                        float leftdist, rightdist;
+                        leftpos = coords + DoRotation(facing, 0, 90, 0);
+                        rightpos = coords - DoRotation(facing, 0, 90, 0);
+                        leftdist = distsq(&leftpos, &avoidwhere);
+                        rightdist = distsq(&rightpos, &avoidwhere);
+                        if (leftdist < rightdist)
+                            targetyaw += 90;
+                        else
+                            targetyaw -= 90;
+                    }
+                }
+            }
+            if (collided < 1 || animTarget != jumpupanim)
+                jumpkeydown = 0;
+            if ((collided > .8 && jumppower >= 5))
+                jumpkeydown = 1;
+
+            //hearing sounds
+            if (!Game::editorenabled) {
+                if (howactive <= typesleeping)
+                    if (numenvsounds > 0 && (!Tutorial::active || cananger) && hostile)
+                        for (int j = 0; j < numenvsounds; j++) {
+                            float vol = howactive == typesleeping ? envsoundvol[j] - 14 : envsoundvol[j];
+                            if (vol > 0 && distsq(&coords, &envsound[j]) < 2 * (vol + vol * (creature == rabbittype) * 3))
+                                aitype = attacktypecutoff;
+                        }
+
+                if (aitype != passivetype) {
+                    if (howactive == typesleeping)
+                        setTargetAnimation(getupfromfrontanim);
+                    howactive = typeactive;
+                }
+            }
+
+            if (howactive < typesleeping &&
+                ((!Tutorial::active || cananger) && hostile) &&
+                !Person::players[0]->dead &&
+                distsq(&coords, &Person::players[0]->coords) < 400 &&
+                occluded < 25) {
+                if (distsq(&coords, &Person::players[0]->coords) < 12 &&
+                    Animation::animations[Person::players[0]->animTarget].height != lowheight && !Game::editorenabled)
+                    aitype = attacktypecutoff;
+                if (distsq(&coords, &Person::players[0]->coords) < 30 &&
+                    Animation::animations[Person::players[0]->animTarget].height == highheight && !Game::editorenabled)
+                    aitype = attacktypecutoff;
+
+                //wolf smell
+                if (creature == wolftype) {
+                    XYZ windsmell;
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (j == 0 || (Person::players[j]->dead && Person::players[j]->bloodloss > 0)) {
+                            float smelldistance = 50;
+                            if (j == 0 && Person::players[j]->num_weapons > 0) {
+                                if (weapons[Person::players[j]->weaponids[0]].bloody)
+                                    smelldistance = 100;
+                                if (Person::players[j]->num_weapons == 2)
+                                    if (weapons[Person::players[j]->weaponids[1]].bloody)
+                                        smelldistance = 100;
+                            }
+                            if (j != 0)
+                                smelldistance = 100;
+                            windsmell = windvector;
+                            Normalise(&windsmell);
+                            windsmell = windsmell * 2 + Person::players[j]->coords;
+                            if (distsq(&coords, &windsmell) < smelldistance && !Game::editorenabled)
+                                aitype = attacktypecutoff;
+                        }
+                    }
+                }
+
+                if (howactive < typesleeping && losupdatedelay < 0 && !Game::editorenabled && occluded < 2) {
+                    losupdatedelay = .2;
+                    for (unsigned j = 0; j < Person::players.size(); j++) {
+                        if (j == 0 || Person::players[j]->skeleton.free || Person::players[j]->aitype != passivetype) {
+                            if (abs(Random() % 2) || Animation::animations[Person::players[j]->animTarget].height != lowheight || j != 0)
+                                if (distsq(&coords, &Person::players[j]->coords) < 400)
+                                    if (normaldotproduct(facing, Person::players[j]->coords - coords) > 0)
+                                        if ((-1 == Object::checkcollide(
+                                                       DoRotation(jointPos(head), 0, yaw, 0) *
+                                                               scale +
+                                                           coords,
+                                                       DoRotation(Person::players[j]->jointPos(head), 0, Person::players[j]->yaw, 0) *
+                                                               Person::players[j]->scale +
+                                                           Person::players[j]->coords) &&
+                                             !Person::players[j]->isWallJump()) ||
+                                            (Person::players[j]->animTarget == hanganim &&
+                                             normaldotproduct(Person::players[j]->facing, coords - Person::players[j]->coords) < 0)) {
+                                            lastseentime -= .2;
+                                            if (j == 0 && Animation::animations[Person::players[j]->animTarget].height == lowheight)
+                                                lastseentime -= .4;
+                                            else
+                                                lastseentime -= .6;
+                                        }
+                            if (lastseentime <= 0) {
+                                aitype = searchtype;
+                                lastchecktime = 12;
+                                lastseen = Person::players[j]->coords;
+                                lastseentime = 12;
+                            }
+                        }
+                    }
+                }
+            }
+            //alerted surprise
+            if (aitype == attacktypecutoff && Game::musictype != 2) {
+                if (creature != wolftype) {
+                    stunned = .6;
+                    surprised = .6;
+                }
+                if (creature == wolftype) {
+                    stunned = .47;
+                    surprised = .47;
+                }
+                numseen++;
+            }
+        }
+
+        //search for player
+        int j;
+        if (aitype == searchtype) {
+            aiupdatedelay -= multiplier;
+            losupdatedelay -= multiplier;
+            if (!pause)
+                lastseentime -= multiplier;
+            lastchecktime -= multiplier;
+
+            if (isRun() && !onground) {
+                if (coords.y > terrain.getHeight(coords.x, coords.z) + 10) {
+                    XYZ test2 = coords + facing;
+                    test2.y += 5;
+                    XYZ test = coords + facing;
+                    test.y -= 10;
+                    j = Object::checkcollide(test2, test, laststanding);
+                    if (j == -1)
+                        j = Object::checkcollide(test2, test);
+                    if (j == -1) {
+                        velocity = 0;
+                        setTargetAnimation(getStop());
+                        targetyaw += 180;
+                        stunned = .5;
+                        //aitype=passivetype;
+                        aitype = pathfindtype;
+                        finalfinaltarget = waypoints[waypoint];
+                        finalpathfindpoint = -1;
+                        targetpathfindpoint = -1;
+                        lastpathfindpoint = -1;
+                        lastpathfindpoint2 = -1;
+                        lastpathfindpoint3 = -1;
+                        lastpathfindpoint4 = -1;
+                    } else
+                        laststanding = j;
+                }
+            }
+            //check out last seen location
+            if (aiupdatedelay < 0) {
+                targetyaw = roughDirectionTo(coords, lastseen);
+                lookyaw = targetyaw;
+                aiupdatedelay = .05;
+                forwardkeydown = 1;
+
+                if (distsqflat(&coords, &lastseen) < 1 * sq(scale * 5) || lastchecktime < 0) {
+                    forwardkeydown = 0;
+                    aiupdatedelay = 1;
+                    lastseen.x += (float(Random() % 100) - 50) / 25;
+                    lastseen.z += (float(Random() % 100) - 50) / 25;
+                    lastchecktime = 3;
+                }
+
+                leftkeydown = 0;
+                backkeydown = 0;
+                rightkeydown = 0;
+                crouchkeydown = 0;
+                attackkeydown = 0;
+                throwkeydown = 0;
+
+                if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
+                    if (!avoidsomething)
+                        targetyaw += 90 * (whichdirection * 2 - 1);
+                    else {
+                        XYZ leftpos, rightpos;
+                        float leftdist, rightdist;
+                        leftpos = coords + DoRotation(facing, 0, 90, 0);
+                        rightpos = coords - DoRotation(facing, 0, 90, 0);
+                        leftdist = distsq(&leftpos, &avoidwhere);
+                        rightdist = distsq(&rightpos, &avoidwhere);
+                        if (leftdist < rightdist)
+                            targetyaw += 90;
+                        else
+                            targetyaw -= 90;
+                    }
+                }
+            }
+            if (collided < 1 || animTarget != jumpupanim)
+                jumpkeydown = 0;
+            if ((collided > .8 && jumppower >= 5))
+                jumpkeydown = 1;
+
+            if (numenvsounds > 0 && ((!Tutorial::active || cananger) && hostile))
+                for (int k = 0; k < numenvsounds; k++) {
+                    if (distsq(&coords, &envsound[k]) < 2 * (envsoundvol[k] + envsoundvol[k] * (creature == rabbittype) * 3)) {
+                        aitype = attacktypecutoff;
+                    }
+                }
+
+            if (!Person::players[0]->dead &&
+                losupdatedelay < 0 &&
+                !Game::editorenabled &&
+                occluded < 2 &&
+                ((!Tutorial::active || cananger) && hostile)) {
+                losupdatedelay = .2;
+                if (distsq(&coords, &Person::players[0]->coords) < 4 && Animation::animations[animTarget].height != lowheight) {
+                    aitype = attacktypecutoff;
+                    lastseentime = 1;
+                }
+                if (abs(Random() % 2) || Animation::animations[animTarget].height != lowheight)
+                    //TODO: factor out canSeePlayer()
+                    if (distsq(&coords, &Person::players[0]->coords) < 400)
+                        if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
+                            if ((Object::checkcollide(
+                                     DoRotation(jointPos(head), 0, yaw, 0) *
+                                             scale +
+                                         coords,
+                                     DoRotation(Person::players[0]->jointPos(head), 0, Person::players[0]->yaw, 0) *
+                                             Person::players[0]->scale +
+                                         Person::players[0]->coords) == -1) ||
+                                (Person::players[0]->animTarget == hanganim && normaldotproduct(Person::players[0]->facing, coords - Person::players[0]->coords) < 0)) {
+                                /* //TODO: changed j to 0 on a whim, make sure this is correct
+                                (Person::players[j]->animTarget==hanganim&&normaldotproduct(
+                                    Person::players[j]->facing,coords-Person::players[j]->coords)<0)
+                                */
+                                aitype = attacktypecutoff;
+                                lastseentime = 1;
+                            }
+            }
+            //player escaped
+            if (lastseentime < 0) {
+                //aitype=passivetype;
+                numescaped++;
+                aitype = pathfindtype;
+                finalfinaltarget = waypoints[waypoint];
+                finalpathfindpoint = -1;
+                targetpathfindpoint = -1;
+                lastpathfindpoint = -1;
+                lastpathfindpoint2 = -1;
+                lastpathfindpoint3 = -1;
+                lastpathfindpoint4 = -1;
+            }
+        }
+
+        if (aitype != gethelptype)
+            runninghowlong = 0;
+
+        //get help from buddies
+        if (aitype == gethelptype) {
+            runninghowlong += multiplier;
+            aiupdatedelay -= multiplier;
+
+            if (aiupdatedelay < 0 || ally == 0) {
+                aiupdatedelay = .2;
+
+                //find closest ally
+                //TODO: factor out closest search somehow
+                if (!ally) {
+                    int closest = -1;
+                    float closestdist = -1;
+                    for (unsigned k = 0; k < Person::players.size(); k++) {
+                        if ((k != id) && (k != 0) && !Person::players[k]->dead &&
+                            (Person::players[k]->howactive < typedead1) &&
+                            !Person::players[k]->skeleton.free &&
+                            (Person::players[k]->aitype == passivetype)) {
+                            float distance = distsq(&coords, &Person::players[k]->coords);
+                            if (closestdist == -1 || distance < closestdist) {
+                                closestdist = distance;
+                                closest = k;
+                            }
+                            closest = k;
+                        }
+                    }
+                    if (closest != -1) {
+                        ally = closest;
+                    } else {
+                        ally = 0;
+                    }
+                    lastseen = Person::players[0]->coords;
+                    lastseentime = 12;
+                }
+
+                lastchecktime = 12;
+
+                XYZ facing = coords;
+                XYZ flatfacing = Person::players[ally]->coords;
+                facing.y += jointPos(head).y * scale;
+                flatfacing.y += Person::players[ally]->jointPos(head).y * Person::players[ally]->scale;
+                if (-1 != Object::checkcollide(facing, flatfacing))
+                    lastseentime -= .1;
+
+                //no available ally, run back to player
+                if (ally <= 0 ||
+                    Person::players[ally]->skeleton.free ||
+                    Person::players[ally]->aitype != passivetype ||
+                    lastseentime <= 0) {
+                    aitype = searchtype;
+                    lastseentime = 12;
+                }
+
+                //seek out ally
+                if (ally > 0) {
+                    targetyaw = roughDirectionTo(coords, Person::players[ally]->coords);
+                    lookyaw = targetyaw;
+                    aiupdatedelay = .05;
+                    forwardkeydown = 1;
+
+                    if (distsqflat(&coords, &Person::players[ally]->coords) < 3) {
+                        aitype = searchtype;
+                        lastseentime = 12;
+                        Person::players[ally]->aitype = searchtype;
+                        if (Person::players[ally]->lastseentime < lastseentime) {
+                            Person::players[ally]->lastseen = lastseen;
+                            Person::players[ally]->lastseentime = lastseentime;
+                            Person::players[ally]->lastchecktime = lastchecktime;
+                        }
+                    }
+
+                    if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
+                        if (!avoidsomething)
+                            targetyaw += 90 * (whichdirection * 2 - 1);
+                        else {
+                            XYZ leftpos, rightpos;
+                            float leftdist, rightdist;
+                            leftpos = coords + DoRotation(facing, 0, 90, 0);
+                            rightpos = coords - DoRotation(facing, 0, 90, 0);
+                            leftdist = distsq(&leftpos, &avoidwhere);
+                            rightdist = distsq(&rightpos, &avoidwhere);
+                            if (leftdist < rightdist)
+                                targetyaw += 90;
+                            else
+                                targetyaw -= 90;
+                        }
+                    }
+                }
+
+                leftkeydown = 0;
+                backkeydown = 0;
+                rightkeydown = 0;
+                crouchkeydown = 0;
+                attackkeydown = 0;
+            }
+            if (collided < 1 || animTarget != jumpupanim)
+                jumpkeydown = 0;
+            if (collided > .8 && jumppower >= 5)
+                jumpkeydown = 1;
+        }
+
+        //retreiving a weapon on the ground
+        if (aitype == getweapontype) {
+            aiupdatedelay -= multiplier;
+            lastchecktime -= multiplier;
+
+            if (aiupdatedelay < 0) {
+                aiupdatedelay = .2;
+
+                //ALLY IS WEPON
+                if (ally < 0) {
+                    int closest = -1;
+                    float closestdist = -1;
+                    for (unsigned k = 0; k < weapons.size(); k++)
+                        if (weapons[k].owner == -1) {
+                            float distance = distsq(&coords, &weapons[k].position);
+                            if (closestdist == -1 || distance < closestdist) {
+                                closestdist = distance;
+                                closest = k;
+                            }
+                            closest = k;
+                        }
+                    if (closest != -1)
+                        ally = closest;
+                    else
+                        ally = -1;
+                }
+
+                lastseentime = 12;
+
+                if (!Person::players[0]->dead && ((!Tutorial::active || cananger) && hostile))
+                    if (ally < 0 || weaponactive != -1 || lastchecktime <= 0) {
+                        aitype = attacktypecutoff;
+                        lastseentime = 1;
+                    }
+                if (!Person::players[0]->dead)
+                    if (ally >= 0) {
+                        if (weapons[ally].owner != -1 ||
+                            distsq(&coords, &weapons[ally].position) > 16) {
+                            aitype = attacktypecutoff;
+                            lastseentime = 1;
+                        }
+                        //TODO: factor these out as moveToward()
+                        targetyaw = roughDirectionTo(coords, weapons[ally].position);
+                        lookyaw = targetyaw;
+                        aiupdatedelay = .05;
+                        forwardkeydown = 1;
+
+                        if (avoidcollided > .8 && !jumpkeydown && collided < .8) {
+                            if (!avoidsomething)
+                                targetyaw += 90 * (whichdirection * 2 - 1);
+                            else {
+                                XYZ leftpos, rightpos;
+                                float leftdist, rightdist;
+                                leftpos = coords + DoRotation(facing, 0, 90, 0);
+                                rightpos = coords - DoRotation(facing, 0, 90, 0);
+                                leftdist = distsq(&leftpos, &avoidwhere);
+                                rightdist = distsq(&rightpos, &avoidwhere);
+                                if (leftdist < rightdist)
+                                    targetyaw += 90;
+                                else
+                                    targetyaw -= 90;
+                            }
+                        }
+                    }
+
+                leftkeydown = 0;
+                backkeydown = 0;
+                rightkeydown = 0;
+                attackkeydown = 0;
+                throwkeydown = 1;
+                crouchkeydown = 0;
+                if (animTarget != crouchremoveknifeanim &&
+                    animTarget != removeknifeanim)
+                    throwtogglekeydown = 0;
+                drawkeydown = 0;
+            }
+            if (collided < 1 || animTarget != jumpupanim)
+                jumpkeydown = 0;
+            if ((collided > .8 && jumppower >= 5))
+                jumpkeydown = 1;
+        }
+
+        if (aitype == attacktypecutoff) {
+            aiupdatedelay -= multiplier;
+            //dodge or reverse rabbit kicks, knife throws, flips
+            if (damage < damagetolerance * 2 / 3)
+                if ((Person::players[0]->animTarget == rabbitkickanim ||
+                     Person::players[0]->animTarget == knifethrowanim ||
+                     (Person::players[0]->isFlip() &&
+                      normaldotproduct(Person::players[0]->facing, Person::players[0]->coords - coords) < 0)) &&
+                    !Person::players[0]->skeleton.free &&
+                    (aiupdatedelay < .1)) {
+                    attackkeydown = 0;
+                    if (isIdle())
+                        crouchkeydown = 1;
+                    if (Person::players[0]->animTarget != rabbitkickanim && Person::players[0]->weaponactive != -1) {
+                        if (weapons[Person::players[0]->weaponids[0]].getType() == knife) {
+                            if (isIdle() || isCrouch() || isRun() || isFlip()) {
+                                if (abs(Random() % 2) == 0) {
+                                    setTargetAnimation(backhandspringanim);
+                                } else {
+                                    setTargetAnimation(rollanim);
+                                }
+                                targetyaw += 90 * (abs(Random() % 2) * 2 - 1);
+                                wentforweapon = 0;
+                            }
+                            if (animTarget == jumpupanim || animTarget == jumpdownanim) {
+                                setTargetAnimation(flipanim);
+                            }
+                        }
+                    }
+                    forwardkeydown = 0;
+                    aiupdatedelay = .02;
+                }
+            //get confused by flips
+            if (Person::players[0]->isFlip() &&
+                !Person::players[0]->skeleton.free &&
+                Person::players[0]->animTarget != walljumprightkickanim &&
+                Person::players[0]->animTarget != walljumpleftkickanim) {
+                if (distsq(&Person::players[0]->coords, &coords) < 25)
+                    if ((1 - damage / damagetolerance) > .5)
+                        stunned = 1;
+            }
+            //go for weapon on the ground
+            if (wentforweapon < 3)
+                for (unsigned k = 0; k < weapons.size(); k++)
+                    if (creature != wolftype)
+                        if (num_weapons == 0 &&
+                            weapons[k].owner == -1 &&
+                            weapons[k].velocity.x == 0 &&
+                            weapons[k].velocity.z == 0 &&
+                            weapons[k].velocity.y == 0) {
+                            if (distsq(&coords, &weapons[k].position) < 16) {
+                                wentforweapon++;
+                                lastchecktime = 6;
+                                aitype = getweapontype;
+                                ally = -1;
+                            }
+                        }
+            //dodge/reverse walljump kicks
+            if (damage < damagetolerance / 2)
+                if (Animation::animations[animTarget].height != highheight)
+                    if (damage < damagetolerance * .5 &&
+                        ((Person::players[0]->animTarget == walljumprightkickanim ||
+                          Person::players[0]->animTarget == walljumpleftkickanim) &&
+                         ((aiupdatedelay < .15 &&
+                           difficulty == 2) ||
+                          (aiupdatedelay < .08 &&
+                           difficulty != 2)))) {
+                        crouchkeydown = 1;
+                    }
+            //walked off a ledge (?)
+            if (isRun() && !onground)
+                if (coords.y > terrain.getHeight(coords.x, coords.z) + 10) {
+                    XYZ test2 = coords + facing;
+                    test2.y += 5;
+                    XYZ test = coords + facing;
+                    test.y -= 10;
+                    j = Object::checkcollide(test2, test, laststanding);
+                    if (j == -1)
+                        j = Object::checkcollide(test2, test);
+                    if (j == -1) {
+                        velocity = 0;
+                        setTargetAnimation(getStop());
+                        targetyaw += 180;
+                        stunned = .5;
+                        aitype = pathfindtype;
+                        finalfinaltarget = waypoints[waypoint];
+                        finalpathfindpoint = -1;
+                        targetpathfindpoint = -1;
+                        lastpathfindpoint = -1;
+                        lastpathfindpoint2 = -1;
+                        lastpathfindpoint3 = -1;
+                        lastpathfindpoint4 = -1;
+                    } else
+                        laststanding = j;
+                }
+            //lose sight of player in the air (?)
+            if (Person::players[0]->coords.y > coords.y + 5 &&
+                Animation::animations[Person::players[0]->animTarget].height != highheight &&
+                !Person::players[0]->onterrain) {
+                aitype = pathfindtype;
+                finalfinaltarget = waypoints[waypoint];
+                finalpathfindpoint = -1;
+                targetpathfindpoint = -1;
+                lastpathfindpoint = -1;
+                lastpathfindpoint2 = -1;
+                lastpathfindpoint3 = -1;
+                lastpathfindpoint4 = -1;
+            }
+            //it's time to think (?)
+            if (aiupdatedelay < 0 &&
+                !Animation::animations[animTarget].attack &&
+                animTarget != staggerbackhighanim &&
+                animTarget != staggerbackhardanim &&
+                animTarget != backhandspringanim &&
+                animTarget != dodgebackanim) {
+                //draw weapon
+                if (weaponactive == -1 && num_weapons > 0)
+                    drawkeydown = Random() % 2;
+                else
+                    drawkeydown = 0;
+                rabbitkickenabled = Random() % 2;
+                //chase player
+                XYZ rotatetarget = Person::players[0]->coords + Person::players[0]->velocity;
+                XYZ targetpoint = Person::players[0]->coords;
+                if (distsq(&Person::players[0]->coords, &coords) <
+                    distsq(&rotatetarget, &coords))
+                    targetpoint += Person::players[0]->velocity *
+                                   findDistance(&Person::players[0]->coords, &coords) / findLength(&velocity);
+                targetyaw = roughDirectionTo(coords, targetpoint);
+                lookyaw = targetyaw;
+                aiupdatedelay = .2 + fabs((float)(Random() % 100) / 1000);
+
+                if (distsq(&coords, &Person::players[0]->coords) > 5 && (Person::players[0]->weaponactive == -1 || weaponactive != -1))
+                    forwardkeydown = 1;
+                else if ((distsq(&coords, &Person::players[0]->coords) > 16 ||
+                          distsq(&coords, &Person::players[0]->coords) < 9) &&
+                         Person::players[0]->weaponactive != -1)
+                    forwardkeydown = 1;
+                else if (Random() % 6 == 0 || (creature == wolftype && Random() % 3 == 0))
+                    forwardkeydown = 1;
+                else
+                    forwardkeydown = 0;
+                //chill out around the corpse
+                if (Person::players[0]->dead) {
+                    forwardkeydown = 0;
+                    if (Random() % 10 == 0)
+                        forwardkeydown = 1;
+                    if (Random() % 100 == 0) {
+                        aitype = pathfindtype;
+                        finalfinaltarget = waypoints[waypoint];
+                        finalpathfindpoint = -1;
+                        targetpathfindpoint = -1;
+                        lastpathfindpoint = -1;
+                        lastpathfindpoint2 = -1;
+                        lastpathfindpoint3 = -1;
+                        lastpathfindpoint4 = -1;
+                    }
+                }
+                leftkeydown = 0;
+                backkeydown = 0;
+                rightkeydown = 0;
+                crouchkeydown = 0;
+                throwkeydown = 0;
+
+                if (avoidcollided > .8 && !jumpkeydown && collided < .8)
+                    targetyaw += 90 * (whichdirection * 2 - 1);
+                //attack!!!
+                if (Random() % 2 == 0 || weaponactive != -1 || creature == wolftype)
+                    attackkeydown = 1;
+                else
+                    attackkeydown = 0;
+                if (isRun() && Random() % 6 && distsq(&coords, &Person::players[0]->coords) > 7)
+                    attackkeydown = 0;
+
+                //TODO: wat
+                if (aitype != playercontrolled &&
+                    (isIdle() ||
+                     isCrouch() ||
+                     isRun())) {
+                    int target = -2;
+                    for (unsigned j = 0; j < Person::players.size(); j++)
+                        if (j != id && !Person::players[j]->skeleton.free &&
+                            Person::players[j]->hasvictim &&
+                            (Tutorial::active && reversaltrain ||
+                             Random() % 2 == 0 && difficulty == 2 ||
+                             Random() % 4 == 0 && difficulty == 1 ||
+                             Random() % 8 == 0 && difficulty == 0 ||
+                             Person::players[j]->lastattack2 == Person::players[j]->animTarget &&
+                                 Person::players[j]->lastattack3 == Person::players[j]->animTarget &&
+                                 (Random() % 2 == 0 || difficulty == 2) ||
+                             (isIdle() || isRun()) &&
+                                 Person::players[j]->weaponactive != -1 ||
+                             Person::players[j]->animTarget == swordslashanim &&
+                                 weaponactive != -1 ||
+                             Person::players[j]->animTarget == staffhitanim ||
+                             Person::players[j]->animTarget == staffspinhitanim))
+                            if (distsq(&Person::players[j]->coords, &Person::players[j]->victim->coords) < 4 &&
+                                Person::players[j]->victim == Person::players[id] &&
+                                (Person::players[j]->animTarget == sweepanim ||
+                                 Person::players[j]->animTarget == spinkickanim ||
+                                 Person::players[j]->animTarget == staffhitanim ||
+                                 Person::players[j]->animTarget == staffspinhitanim ||
+                                 Person::players[j]->animTarget == winduppunchanim ||
+                                 Person::players[j]->animTarget == upunchanim ||
+                                 Person::players[j]->animTarget == wolfslapanim ||
+                                 Person::players[j]->animTarget == knifeslashstartanim ||
+                                 Person::players[j]->animTarget == swordslashanim &&
+                                     (distsq(&Person::players[j]->coords, &coords) < 2 ||
+                                      weaponactive != -1))) {
+                                if (target >= 0) {
+                                    target = -1;
+                                } else {
+                                    target = j;
+                                }
+                            }
+                    if (target >= 0)
+                        Person::players[target]->Reverse();
+                }
+
+                if (collided < 1)
+                    jumpkeydown = 0;
+                if (collided > .8 && jumppower >= 5 ||
+                    distsq(&coords, &Person::players[0]->coords) > 400 &&
+                        onterrain &&
+                        creature == rabbittype)
+                    jumpkeydown = 1;
+                //TODO: why are we controlling the human?
+                if (normaldotproduct(facing, Person::players[0]->coords - coords) > 0)
+                    Person::players[0]->jumpkeydown = 0;
+                if (Person::players[0]->animTarget == jumpdownanim &&
+                    distsq(&Person::players[0]->coords, &coords) < 40)
+                    crouchkeydown = 1;
+                if (jumpkeydown)
+                    attackkeydown = 0;
+
+                if (Tutorial::active)
+                    if (!canattack)
+                        attackkeydown = 0;
+
+                XYZ facing = coords;
+                XYZ flatfacing = Person::players[0]->coords;
+                facing.y += jointPos(head).y * scale;
+                flatfacing.y += Person::players[0]->jointPos(head).y * Person::players[0]->scale;
+                if (occluded >= 2)
+                    if (-1 != Object::checkcollide(facing, flatfacing)) {
+                        if (!pause)
+                            lastseentime -= .2;
+                        if (lastseentime <= 0 &&
+                            (creature != wolftype ||
+                             weaponstuck == -1)) {
+                            aitype = searchtype;
+                            lastchecktime = 12;
+                            lastseen = Person::players[0]->coords;
+                            lastseentime = 12;
+                        }
+                    } else
+                        lastseentime = 1;
+            }
+        }
+        if (Animation::animations[Person::players[0]->animTarget].height == highheight &&
+            (aitype == attacktypecutoff ||
+             aitype == searchtype))
+            if (Person::players[0]->coords.y > terrain.getHeight(Person::players[0]->coords.x, Person::players[0]->coords.z) + 10) {
+                XYZ test = Person::players[0]->coords;
+                test.y -= 40;
+                if (-1 == Object::checkcollide(Person::players[0]->coords, test))
+                    stunned = 1;
+            }
+        //stunned
+        if (aitype == passivetype && !(numwaypoints > 1) ||
+            stunned > 0 ||
+            pause && damage > superpermanentdamage) {
+            if (pause)
+                lastseentime = 1;
+            targetyaw = yaw;
+            forwardkeydown = 0;
+            leftkeydown = 0;
+            backkeydown = 0;
+            rightkeydown = 0;
+            jumpkeydown = 0;
+            attackkeydown = 0;
+            crouchkeydown = 0;
+            throwkeydown = 0;
+        }
+
+        XYZ facing;
+        facing = 0;
+        facing.z = -1;
+
+        XYZ flatfacing = DoRotation(facing, 0, yaw + 180, 0);
+        facing = flatfacing;
+
+        if (aitype == attacktypecutoff) {
+            targetheadyaw = 180 - roughDirectionTo(coords, Person::players[0]->coords);
+            targetheadpitch = pitchTo(coords, Person::players[0]->coords);
+        } else if (howactive >= typesleeping) {
+            targetheadyaw = targetyaw;
+            targetheadpitch = 0;
+        } else {
+            if (interestdelay <= 0) {
+                interestdelay = .7 + (float)(abs(Random() % 100)) / 100;
+                headtarget = coords;
+                headtarget.x += (float)(abs(Random() % 200) - 100) / 100;
+                headtarget.z += (float)(abs(Random() % 200) - 100) / 100;
+                headtarget.y += (float)(abs(Random() % 200) - 100) / 300;
+                headtarget += facing * 1.5;
+            }
+            targetheadyaw = 180 - roughDirectionTo(coords, headtarget);
+            targetheadpitch = pitchTo(coords, headtarget);
+        }
+    }
+}