]> git.jsancho.org Git - lugaru.git/commitdiff
merge
authorsf17k <sf171k@gmail.com>
Mon, 9 May 2011 07:44:27 +0000 (03:44 -0400)
committersf17k <sf171k@gmail.com>
Mon, 9 May 2011 07:44:27 +0000 (03:44 -0400)
1  2 
Source/GameTick.cpp

diff --combined Source/GameTick.cpp
index d5ddeb41c1145626da341555137d53462c034cec,58a3bde7c19f1def242f24b06a1f1499db0a8298..05bb4ce08dd6c9f5430d30e2b019d5c6fcb7700d
@@@ -27,6 -27,7 +27,7 @@@ Foundation, Inc., 59 Temple Place - Sui
  #include <direct.h>
  #endif
  
+ #include <limits>
  #include <ctime>
  #include "Game.h"
  #include "openal_wrapper.h"
@@@ -47,7 -48,9 +48,7 @@@ using namespace std
  extern float multiplier;
  extern XYZ viewer;
  extern int environment;
 -extern float texscale;
  extern Terrain terrain;
 -extern int kTextureSize;
  extern float screenwidth,screenheight;
  extern float gravity;
  extern int detail;
@@@ -58,6 -61,9 +59,6 @@@ extern float slomodelay
  extern bool floatjump;
  extern float volume;
  extern Light light;
 -extern float texdetail;
 -extern GLubyte bloodText[512*512*3];
 -extern GLubyte wolfbloodText[512*512*3];
  extern float camerashake;
  extern float woozy;
  extern float blackout;
@@@ -73,21 -79,36 +74,21 @@@ extern bool ambientsound
  extern bool mousejump;
  extern float viewdistance;
  extern bool freeze;
 -extern bool autoslomo;
  extern bool keyboardfrozen;
 -extern int netdatanew;
  extern bool loadingstuff;
  extern XYZ windvector;
  extern bool debugmode;
  static int music1;
  extern int mainmenu;
 -extern int oldmainmenu;
  extern bool visibleloading;
 -extern int loadscreencolor;
 -extern float flashamount,flashr,flashg,flashb;
 -extern int flashdelay;
  extern XYZ envsound[30];
  extern float envsoundvol[30];
  extern int numenvsounds;
  extern float envsoundlife[30];
  extern float usermousesensitivity;
  extern bool ismotionblur;
 -extern bool foliage;
 -extern bool trilinear;
 -extern bool damageeffects;
 -extern bool showpoints;
  extern bool showdamagebar; // (des)activate the damage bar
 -extern bool texttoggle;
 -extern bool alwaysblur;
 -extern float gamespeed;
  extern bool decals;
 -extern bool immediate;
 -extern bool velocityblur;
  extern float tintr,tintg,tintb;
  extern bool skyboxtexture;
  extern float skyboxr;
@@@ -128,6 -149,7 +129,6 @@@ extern float hotspotsize[40]
  extern char hotspottext[40][256];
  extern int currenthotspot;
  
 -extern int kBitsPerPixel;
  extern int hostile;
  
  extern bool stillloading;
@@@ -135,6 -157,8 +136,6 @@@ extern bool winfreeze
  
  extern bool campaign;
  
 -extern float oldgamespeed;
 -
  static const char *rabbitskin[] = {
  ":Data:Textures:Fur3.jpg",
  ":Data:Textures:Fur.jpg",
@@@ -183,93 -207,6 +184,93 @@@ static console_handler cmd_handlers[] 
  #undef  DECLARE_COMMAND
  };
  
 +
 +
 +// added utility functions -sf17k =============================================================
 +
 +//TODO: try to hide these variables completely with a better interface
 +inline void setAnimation(int playerid,int animation){
 +    player[playerid].targetanimation=animation;
 +    player[playerid].targetframe=0;
 +    player[playerid].target=0;
 +}
 +
 +//TODO: this is incorrect but I'm afraid to change it and break something,
 +//probably causes quirky behavior that I might want to preserve
 +inline float roughDirection(XYZ vec){
 +    Normalise(&vec);
 +    float angle=-asin(-vec.x)*180/M_PI;
 +    if(vec.z<0)
 +        angle=180-angle;
 +    return angle;
 +}
 +inline float roughDirectionTo(XYZ start, XYZ end){
 +    return roughDirection(end-start);
 +}
 +
 +//TODO: gotta be a better way
 +inline float pitch(XYZ vec){
 +    Normalise(&vec);
 +    return -asin(vec.y)*180/M_PI;
 +}
 +inline float pitchTo(XYZ start, XYZ end){
 +    return pitch(end-start);
 +}
 +
 +//change these to a Person method
 +inline Joint& playerJoint(int playerid, int bodypart){
 +    return player[playerid].skeleton.joints[player[playerid].skeleton.jointlabels[bodypart]]; }
 +inline Joint& playerJoint(Person* pplayer, int bodypart){
 +    return pplayer->skeleton.joints[pplayer->skeleton.jointlabels[bodypart]]; }
 +
 +inline float sq(float n){ return n*n; }
 +
 +inline float stepTowardf(float from, float to, float by){
 +    if(fabs(from-to)<by) return to;
 +    else if(from>to) return from-by;
 +    else return from+by;
 +}
 +
 +void playdialogueboxsound(){
 +    XYZ temppos;
 +    temppos=player[participantfocus[whichdialogue][indialogue]].coords;
 +    temppos=temppos-viewer;
 +    Normalise(&temppos);
 +    temppos+=viewer;
 +
 +    int sound=-1;
 +    switch(dialogueboxsound[whichdialogue][indialogue]){
 +        case -6: sound=alarmsound; break;
 +        case -4: sound=consolefailsound; break;
 +        case -3: sound=consolesuccesssound; break;
 +        case -2: sound=firestartsound; break;
 +        case -1: sound=fireendsound; break;
 +        case 1: sound=rabbitchitter; break;
 +        case 2: sound=rabbitchitter2; break;
 +        case 3: sound=rabbitpainsound; break;
 +        case 4: sound=rabbitpain1sound; break;
 +        case 5: sound=rabbitattacksound; break;
 +        case 6: sound=rabbitattack2sound; break;
 +        case 7: sound=rabbitattack3sound; break;
 +        case 8: sound=rabbitattack4sound; break;
 +        case 9: sound=growlsound; break;
 +        case 10: sound=growl2sound; break;
 +        case 11: sound=snarlsound; break;
 +        case 12: sound=snarl2sound; break;
 +        case 13: sound=barksound; break;
 +        case 14: sound=bark2sound; break;
 +        case 15: sound=bark3sound; break;
 +        case 16: sound=barkgrowlsound; break;
 +        default: break;
 +    }
 +    if(sound!=-1)
 +        emit_sound_at(sound, temppos);
 +}
 +
 +// end added utility functions ================================================================
 +
 +
 +
  static void ch_quit(Game *game, const char *args)
  {
    game->tryquit = 1;
@@@ -282,169 -219,169 +283,169 @@@ static void ch_map(Game *game, const ch
    campaign = 0;
  }
  
 -static void ch_save(Game *game, const char *args)
 -{
 -  char buf[64];
 -  int i, j, k, l, m, templength;
 -  float headprop, bodyprop, armprop, legprop;
 -  snprintf(buf, 63, ":Data:Maps:%s", args);
 -
 -
 -  int mapvers = 12;;
 -
 -  FILE                        *tfile;
 -  tfile=fopen( ConvertFileName(buf), "wb" );
 -  fpackf(tfile, "Bi", mapvers);
 -  fpackf(tfile, "Bi", maptype);
 -  fpackf(tfile, "Bi", hostile);
 -  fpackf(tfile, "Bf Bf", viewdistance, fadestart);
 -  fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
 -  fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
 -  fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z, player[0].rotation, player[0].targetrotation, player[0].num_weapons);
 -  if(player[0].num_weapons>0&&player[0].num_weapons<5)
 -    for(j=0;j<player[0].num_weapons;j++){
 -      fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
 -    }
 +static void ch_save(Game *game, const char *args){
 +    char buf[64];
 +    snprintf(buf, 63, ":Data:Maps:%s", args);
 +
 +    int mapvers = 12;
 +
 +    FILE *tfile;
 +    tfile=fopen( ConvertFileName(buf), "wb" );
 +    fpackf(tfile, "Bi", mapvers);
 +    fpackf(tfile, "Bi", maptype);
 +    fpackf(tfile, "Bi", hostile);
 +    fpackf(tfile, "Bf Bf", viewdistance, fadestart);
 +    fpackf(tfile, "Bb Bf Bf Bf", skyboxtexture, skyboxr, skyboxg, skyboxb);
 +    fpackf(tfile, "Bf Bf Bf", skyboxlightr, skyboxlightg, skyboxlightb);
 +    fpackf(tfile, "Bf Bf Bf Bf Bf Bi", player[0].coords.x, player[0].coords.y, player[0].coords.z,
 +            player[0].rotation, player[0].targetrotation, player[0].num_weapons);
 +    if(player[0].num_weapons>0&&player[0].num_weapons<5)
 +        for(int j=0;j<player[0].num_weapons;j++)
 +          fpackf(tfile, "Bi", weapons.type[player[0].weaponids[j]]);
  
 -  fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
 -  fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
 -  fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
 -  fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
 +    fpackf(tfile, "Bf Bf Bf", player[0].armorhead, player[0].armorhigh, player[0].armorlow);
 +    fpackf(tfile, "Bf Bf Bf", player[0].protectionhead, player[0].protectionhigh, player[0].protectionlow);
 +    fpackf(tfile, "Bf Bf Bf", player[0].metalhead, player[0].metalhigh, player[0].metallow);
 +    fpackf(tfile, "Bf Bf", player[0].power, player[0].speedmult);
  
 -  fpackf(tfile, "Bi", player[0].numclothes);
 +    fpackf(tfile, "Bi", player[0].numclothes);
  
 -  fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
 +    fpackf(tfile, "Bi Bi", player[0].whichskin, player[0].creature);
  
 -  fpackf(tfile, "Bi", numdialogues);
 -      for(k=0;k<numdialogues;k++){
 +    fpackf(tfile, "Bi", numdialogues);
 +
 +      for(int k=0;k<numdialogues;k++){
                fpackf(tfile, "Bi", numdialogueboxes[k]);
                fpackf(tfile, "Bi", dialoguetype[k]);
 -              for(l=0;l<10;l++){
 +              for(int l=0;l<10;l++){
                        fpackf(tfile, "Bf Bf Bf", participantlocation[k][l].x, participantlocation[k][l].y, participantlocation[k][l].z);
                        fpackf(tfile, "Bf", participantrotation[k][l]);
                }
 -              for(l=0;l<numdialogueboxes[k];l++){
 +              for(int l=0;l<numdialogueboxes[k];l++){
                        fpackf(tfile, "Bi", dialogueboxlocation[k][l]);
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][0]);
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][1]);
                        fpackf(tfile, "Bf", dialogueboxcolor[k][l][2]);
                        fpackf(tfile, "Bi", dialogueboxsound[k][l]);
  
 -                      templength=strlen(dialoguetext[k][l]);
 +                      int templength=strlen(dialoguetext[k][l]);
                        fpackf(tfile, "Bi",(templength));
 -                      for(m=0;m<templength;m++){
 +                      for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguetext[k][l][m]);
 -                              if(dialoguetext[k][l][m]=='\0')break;
 +                              if(dialoguetext[k][l][m]=='\0')
 +                    break;
                        }
  
                        templength=strlen(dialoguename[k][l]);
                        fpackf(tfile, "Bi",templength);
 -                      for(m=0;m<templength;m++){
 +                      for(int m=0;m<templength;m++){
                                fpackf(tfile, "Bb", dialoguename[k][l][m]);
 -                              if(dialoguename[k][l][m]=='\0')break;
 +                              if(dialoguename[k][l][m]=='\0')
 +                    break;
                        }
  
                        fpackf(tfile, "Bf Bf Bf", dialoguecamera[k][l].x, dialoguecamera[k][l].y, dialoguecamera[k][l].z);
                        fpackf(tfile, "Bi", participantfocus[k][l]);
                        fpackf(tfile, "Bi", participantaction[k][l]);
  
 -                      for(m=0;m<10;m++)
 +                      for(int m=0;m<10;m++)
                                fpackf(tfile, "Bf Bf Bf", participantfacing[k][l][m].x, participantfacing[k][l][m].y, participantfacing[k][l][m].z);
  
                        fpackf(tfile, "Bf Bf",dialoguecamerarotation[k][l],dialoguecamerarotation2[k][l]);
                }
        }
  
 -      for(k=0;k<player[0].numclothes;k++){
 -              templength=strlen(player[0].clothes[k]);
 +      for(int k=0;k<player[0].numclothes;k++){
 +              int templength=strlen(player[0].clothes[k]);
                fpackf(tfile, "Bi", templength);
 -              for(l=0;l<templength;l++)
 +              for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", player[0].clothes[k][l]);
                fpackf(tfile, "Bf Bf Bf", player[0].clothestintr[k], player[0].clothestintg[k], player[0].clothestintb[k]);
        }
  
 -  fpackf(tfile, "Bi", environment);
 +    fpackf(tfile, "Bi", environment);
  
 -  fpackf(tfile, "Bi", objects.numobjects);
 +    fpackf(tfile, "Bi", objects.numobjects);
  
 -    for(k=0;k<objects.numobjects;k++){
 -      fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k], objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
 -    }
 +    for(int k=0;k<objects.numobjects;k++)
 +        fpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", objects.type[k], objects.rotation[k], objects.rotation2[k],
 +            objects.position[k].x, objects.position[k].y, objects.position[k].z, objects.scale[k]);
  
 -  fpackf(tfile, "Bi", numhotspots);
 -      for(i=0;i<numhotspots;i++){
 +    fpackf(tfile, "Bi", numhotspots);
 +      for(int i=0;i<numhotspots;i++){
                fpackf(tfile, "Bi Bf Bf Bf Bf", hotspottype[i],hotspotsize[i],hotspot[i].x,hotspot[i].y,hotspot[i].z);
 -              templength=strlen(hotspottext[i]);
 +              int templength=strlen(hotspottext[i]);
                fpackf(tfile, "Bi",templength);
 -              for(l=0;l<templength;l++)
 +              for(int l=0;l<templength;l++)
                        fpackf(tfile, "Bb", hotspottext[i][l]);
        }
  
 -  fpackf(tfile, "Bi", numplayers);
 -  if(numplayers<maxplayers)
 -    for(j=1;j<numplayers;j++){
 -              fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature, player[j].coords.x, player[j].coords.y, player[j].coords.z, player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
 -              if(player[j].num_weapons<5)
 -                      for(k=0;k<player[j].num_weapons;k++){
 -                              fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
 -                      }
 -              if(player[j].numwaypoints<30){
 -                      fpackf(tfile, "Bi", player[j].numwaypoints);
 -                      for(k=0;k<player[j].numwaypoints;k++){
 -                              fpackf(tfile, "Bf", player[j].waypoints[k].x);
 -                              fpackf(tfile, "Bf", player[j].waypoints[k].y);
 -                              fpackf(tfile, "Bf", player[j].waypoints[k].z);
 -                              fpackf(tfile, "Bi", player[j].waypointtype[k]);
 -                      }
 -                      fpackf(tfile, "Bi", player[j].waypoint);
 -              } else {
 -                      player[j].numwaypoints=0;
 -                      player[j].waypoint=0;
 -                      fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
 -              }
 -
 -              fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
 -              fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
 -              fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
 -              fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
 -
 -              if(player[j].creature==wolftype) {
 -                      headprop=player[j].proportionhead.x/1.1;
 -                      bodyprop=player[j].proportionbody.x/1.1;
 -                      armprop=player[j].proportionarms.x/1.1;
 -                      legprop=player[j].proportionlegs.x/1.1;
 -              } else if(player[j].creature==rabbittype){
 -                      headprop=player[j].proportionhead.x/1.2;
 -                      bodyprop=player[j].proportionbody.x/1.05;
 -                      armprop=player[j].proportionarms.x/1.00;
 -                      legprop=player[j].proportionlegs.x/1.1;
 -              }
 -
 -              fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
 -
 -              fpackf(tfile, "Bi", player[j].numclothes);
 -              if(player[j].numclothes)
 -                      for(k=0;k<player[j].numclothes;k++){
 -                              int templength;
 -                              templength=strlen(player[j].clothes[k]);
 -                              fpackf(tfile, "Bi", templength);
 -                              for(l=0;l<templength;l++)
 -                                      fpackf(tfile, "Bb", player[j].clothes[k][l]);
 -                              fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
 -                      }
 -    }
 -
 -  fpackf(tfile, "Bi", game->numpathpoints);
 -      for(j=0;j<game->numpathpoints;j++){
 +    fpackf(tfile, "Bi", numplayers);
 +    if(numplayers<maxplayers)
 +        for(int j=1;j<numplayers;j++){
 +            fpackf(tfile, "Bi Bi Bf Bf Bf Bi Bi Bf Bb Bf", player[j].whichskin, player[j].creature,
 +                    player[j].coords.x, player[j].coords.y, player[j].coords.z,
 +                    player[j].num_weapons, player[j].howactive, player[j].scale, player[j].immobile, player[j].rotation);
 +            if(player[j].num_weapons<5)
 +                for(int k=0;k<player[j].num_weapons;k++)
 +                    fpackf(tfile, "Bi", weapons.type[player[j].weaponids[k]]);
 +            if(player[j].numwaypoints<30){
 +                fpackf(tfile, "Bi", player[j].numwaypoints);
 +                for(int k=0;k<player[j].numwaypoints;k++){
 +                    fpackf(tfile, "Bf", player[j].waypoints[k].x);
 +                    fpackf(tfile, "Bf", player[j].waypoints[k].y);
 +                    fpackf(tfile, "Bf", player[j].waypoints[k].z);
 +                    fpackf(tfile, "Bi", player[j].waypointtype[k]);
 +                }
 +                fpackf(tfile, "Bi", player[j].waypoint);
 +            }else{
 +                player[j].numwaypoints=0;
 +                player[j].waypoint=0;
 +                fpackf(tfile, "Bi Bi Bi", player[j].numwaypoints, player[j].waypoint, player[j].waypoint);
 +            }
 +
 +            fpackf(tfile, "Bf Bf Bf", player[j].armorhead, player[j].armorhigh, player[j].armorlow);
 +            fpackf(tfile, "Bf Bf Bf", player[j].protectionhead, player[j].protectionhigh, player[j].protectionlow);
 +            fpackf(tfile, "Bf Bf Bf", player[j].metalhead, player[j].metalhigh, player[j].metallow);
 +            fpackf(tfile, "Bf Bf", player[j].power, player[j].speedmult);
 +
 +            float headprop, bodyprop, armprop, legprop;
 +            if(player[j].creature==wolftype){
 +                headprop=player[j].proportionhead.x/1.1;
 +                bodyprop=player[j].proportionbody.x/1.1;
 +                armprop=player[j].proportionarms.x/1.1;
 +                legprop=player[j].proportionlegs.x/1.1;
 +            }else if(player[j].creature==rabbittype){
 +                headprop=player[j].proportionhead.x/1.2;
 +                bodyprop=player[j].proportionbody.x/1.05;
 +                armprop=player[j].proportionarms.x/1.00;
 +                legprop=player[j].proportionlegs.x/1.1;
 +            }
 +
 +            fpackf(tfile, "Bf Bf Bf Bf", headprop, bodyprop, armprop, legprop);
 +
 +            fpackf(tfile, "Bi", player[j].numclothes);
 +            if(player[j].numclothes)
 +                for(int k=0;k<player[j].numclothes;k++){
 +                    int templength;
 +                    templength=strlen(player[j].clothes[k]);
 +                    fpackf(tfile, "Bi", templength);
 +                    for(int l=0;l<templength;l++)
 +                        fpackf(tfile, "Bb", player[j].clothes[k][l]);
 +                    fpackf(tfile, "Bf Bf Bf", player[j].clothestintr[k], player[j].clothestintg[k], player[j].clothestintb[k]);
 +                }
 +        }
 +
 +    fpackf(tfile, "Bi", game->numpathpoints);
 +      for(int j=0;j<game->numpathpoints;j++){
                fpackf(tfile, "Bf Bf Bf Bi", game->pathpoint[j].x, game->pathpoint[j].y, game->pathpoint[j].z, game->numpathpointconnect[j]);
 -              for(k=0;k<game->numpathpointconnect[j];k++){
 +              for(int k=0;k<game->numpathpointconnect[j];k++)
                        fpackf(tfile, "Bi", game->pathpointconnect[j][k]);
 -              }
        }
  
 -  fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
 +    fpackf(tfile, "Bf Bf Bf Bf", game->mapcenter.x, game->mapcenter.y, game->mapcenter.z, game->mapradius);
  
 -  fclose(tfile);
 +    fclose(tfile);
  }
  
  static void ch_cellar(Game *game, const char *args)
@@@ -495,7 -432,7 +496,7 @@@ static void ch_size(Game *game, const c
  static int find_closest()
  {
    int closest = 0;
-   float closestdist = 1.0/0.0;
+   float closestdist = std::numeric_limits<float>::max();
  
    for (int i = 1; i < numplayers; i++) {
      float distance;
@@@ -639,7 -576,7 +640,7 @@@ static void set_clothes(int pnum, Game 
    char buf[64];
    snprintf(buf, 63, ":Data:Textures:%s.png", args);
  
 -  if (!game->AddClothes(buf,0,1,&player[pnum].skeleton.skinText[pnum],&player[pnum].skeleton.skinsize))
 +  if (!game->AddClothes(buf,&player[pnum].skeleton.skinText[pnum]))
      return;
  
    player[pnum].DoMipmaps();
@@@ -764,7 -701,8 +765,7 @@@ static void ch_black(Game *game, const 
  
  static void ch_sizemin(Game *game, const char *args)
  {
 -  int i;
 -  for (i = 1; i < numplayers; i++)
 +  for (int i = 1; i < numplayers; i++)
      if (player[i].scale < 0.8 * 0.2)
        player[i].scale = 0.8 * 0.2;
  }
@@@ -797,8 -735,8 +798,8 @@@ static void ch_notindemo(Game *game, co
  
  static void ch_type(Game *game, const char *args)
  {
 -  int i, n = sizeof(editortypenames) / sizeof(editortypenames[0]);
 -      for (i = 0; i < n; i++)
 +  int n = sizeof(editortypenames) / sizeof(editortypenames[0]);
 +      for (int i = 0; i < n; i++)
                if (stripfx(args, editortypenames[i])) {
                        editoractive = i;
                        break;
  
  static void ch_path(Game *game, const char *args)
  {
 -  int i, n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
 -  for (i = 0; i < n; i++)
 +  int n = sizeof(pathtypenames) / sizeof(pathtypenames[0]);
 +  for (int i = 0; i < n; i++)
      if (stripfx(args, pathtypenames[i])) {
                editorpathtype = i;
                break;
@@@ -834,7 -772,7 +835,7 @@@ static void ch_hs(Game *game, const cha
  
  static void ch_dialogue(Game *game, const char *args)
  {
 -  int dlg, i, j;
 +  int dlg;
    char buf1[32], buf2[64];
  
    sscanf(args, "%d %31s", &dlg, buf1);
    ifstream ipstream(ConvertFileName(buf2));
    ipstream.ignore(256,':');
    ipstream >> numdialogueboxes[numdialogues];
 -  for(i=0;i<numdialogueboxes[numdialogues];i++){
 +  for(int i=0;i<numdialogueboxes[numdialogues];i++){
      ipstream.ignore(256,':');
      ipstream.ignore(256,':');
      ipstream.ignore(256,' ');
      ipstream.ignore(256,':');
      ipstream.ignore(256,' ');
      ipstream.getline(dialoguetext[numdialogues][i],128);
 -    for(j=0;j<128;j++){
 +    for(int j=0;j<128;j++){
        if(dialoguetext[numdialogues][i][j]=='\\')dialoguetext[numdialogues][i][j]='\n';
      }
      ipstream.ignore(256,':');
      ipstream >> dialogueboxsound[numdialogues][i];
    }
  
 -  for(i=0;i<numdialogueboxes[numdialogues];i++){
 -    for(j=0;j<numplayers;j++){
 +  for(int i=0;i<numdialogueboxes[numdialogues];i++){
 +    for(int j=0;j<numplayers;j++){
        participantfacing[numdialogues][i][j]=player[j].facing;
      }
    }
  static void ch_fixdialogue(Game *game, const char *args)
  {
    char buf1[32], buf2[64];
 -  int whichdi, i, j;
 +  int whichdi;
  
    sscanf(args, "%d %31s", &whichdi, buf1);
    snprintf(buf2, 63, ":Data:Dialogues:%s.txt", buf1);
    ifstream ipstream(ConvertFileName(buf2));
    ipstream.ignore(256,':');
    ipstream >> numdialogueboxes[whichdi];
 -  for(i=0;i<numdialogueboxes[whichdi];i++){
 +  for(int i=0;i<numdialogueboxes[whichdi];i++){
      ipstream.ignore(256,':');
      ipstream.ignore(256,':');
      ipstream.ignore(256,' ');
      ipstream.ignore(256,':');
      ipstream.ignore(256,' ');
      ipstream.getline(dialoguetext[whichdi][i],128);
 -    for(j=0;j<128;j++){
 +    for(int j=0;j<128;j++){
        if(dialoguetext[whichdi][i][j]=='\\')dialoguetext[whichdi][i][j]='\n';
      }
      ipstream.ignore(256,':');
@@@ -1000,14 -938,14 +1001,14 @@@ static void ch_default(Game *game, cons
  
  static void ch_play(Game *game, const char *args)
  {
 -  int dlg, i;
 +  int dlg;
    sscanf(args, "%d", &dlg);
    whichdialogue = dlg;
  
    if (whichdialogue >= numdialogues)
      return;
  
 -  for(i=0;i<numdialogueboxes[whichdialogue];i++){
 +  for(int i=0;i<numdialogueboxes[whichdialogue];i++){
      player[participantfocus[whichdialogue][i]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][i]];
      player[participantfocus[whichdialogue][i]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
      player[participantfocus[whichdialogue][i]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][i]];
    directing=0;
    indialogue=0;
  
 -  XYZ temppos;
 -  temppos=player[participantfocus[whichdialogue][indialogue]].coords;
 -  temppos=temppos-viewer;
 -  Normalise(&temppos);
 -  temppos+=viewer;
 -
 -  int whichsoundplay;
 -  whichsoundplay=rabbitchitter;
 -  if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
 -  if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
 -  if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
 -  emit_sound_at(whichsoundplay, temppos);
 +  playdialogueboxsound();
  }
  
  static void ch_mapkilleveryone(Game *game, const char *args)
@@@ -1131,32 -1096,61 +1132,32 @@@ void Screenshot      (void
  
  
  
 -void  Game::SetUpLighting(){
 -      if(environment==snowyenvironment){
 -              light.color[0]=.65;
 -              light.color[1]=.65;
 -              light.color[2]=.7;
 -              light.ambient[0]=.4;
 -              light.ambient[1]=.4;
 -              light.ambient[2]=.44;
 -      }
 -      if(environment==desertenvironment){
 -              light.color[0]=.95;
 -              light.color[1]=.95;
 -              light.color[2]=.95;
 -              light.ambient[0]=.4;
 -              light.ambient[1]=.35;
 -              light.ambient[2]=.3;
 -      }
 -
 -      if(environment==grassyenvironment){
 -              light.color[0]=.95;
 -              light.color[1]=.95;
 -              light.color[2]=1;
 -              light.ambient[0]=.4;
 -              light.ambient[1]=.4;
 -              light.ambient[2]=.44;
 -      }
 -      if(!skyboxtexture){
 -              light.color[0]=1;
 -              light.color[1]=1;
 -              light.color[2]=1;
 -              light.ambient[0]=.4;
 -              light.ambient[1]=.4;
 -              light.ambient[2]=.4;
 -      }
 +void Game::SetUpLighting(){
 +      if(environment==snowyenvironment)
 +        light.setColors(.65,.65,.7,.4,.4,.44);
 +      if(environment==desertenvironment)
 +        light.setColors(.95,.95,.95,.4,.35,.3);
 +      if(environment==grassyenvironment)
 +        light.setColors(.95,.95,1,.4,.4,.44);
 +      if(!skyboxtexture)
 +        light.setColors(1,1,1,.4,.4,.4);
        float average;
        average=(skyboxlightr+skyboxlightg+skyboxlightb)/3;
        light.color[0]*=(skyboxlightr+average)/2;
        light.color[1]*=(skyboxlightg+average)/2;
        light.color[2]*=(skyboxlightb+average)/2;
 -      light.ambient[0]=light.ambient[0]*(skyboxlightr+average)/2*1;
 -      light.ambient[1]=light.ambient[1]*(skyboxlightg+average)/2*1;
 -      light.ambient[2]=light.ambient[2]*(skyboxlightb+average)/2*1;
 -      /*
 -      light.ambient[0]=0;
 -      light.ambient[1]=0;
 -      light.ambient[2]=0;     */
 +      light.ambient[0]*=(skyboxlightr+average)/2;
 +      light.ambient[1]*=(skyboxlightg+average)/2;
 +      light.ambient[2]*=(skyboxlightb+average)/2;
  }
  
  int Game::findPathDist(int start,int end){
 -      int i,j,k,smallestcount,count,connected;
 +      int smallestcount,count,connected;
        int last,last2,last3,last4;
        int closest;
  
        smallestcount=1000;
 -      for(i=0;i<50;i++){
 +      for(int i=0;i<50;i++){
                count=0;
                last=start;
                last2=-1;
                last4=-1;
                while(last!=end&&count<30){
                        closest=-1;
 -                      for(j=0;j<numpathpoints;j++){
 +                      for(int j=0;j<numpathpoints;j++){
                                if(j!=last&&j!=last2&&j!=last3&&j!=last4)
                                {
                                        connected=0;
                                        if(numpathpointconnect[j])
 -                                              for(k=0;k<numpathpointconnect[j];k++){
 +                                              for(int k=0;k<numpathpointconnect[j];k++){
                                                        if(pathpointconnect[j][k]==last)connected=1;
                                                }
 -                                              if(!connected)
 -                                                      if(numpathpointconnect[last])
 -                                                              for(k=0;k<numpathpointconnect[last];k++){
 -                                                                      if(pathpointconnect[last][k]==j)connected=1;
 -                                                              }
 -                                                              if(connected)
 -                                                                      if(closest==-1||Random()%2==0){
 -                                                                              closest=j;
 -                                                                      }
 +                    if(!connected)
 +                        if(numpathpointconnect[last])
 +                            for(int k=0;k<numpathpointconnect[last];k++){
 +                                if(pathpointconnect[last][k]==j)connected=1;
 +                            }
 +                    if(connected)
 +                        if(closest==-1||Random()%2==0){
 +                            closest=j;
 +                        }
                                }
                        }
                        last4=last3;
  int Game::checkcollide(XYZ startpoint,XYZ endpoint){
        static XYZ colpoint,colviewer,coltarget;
        static float minx,minz,maxx,maxz,miny,maxy;
 -      static int i;
 -
 -      //startpoint.y+=.7;
 -      //endpoint.y+=.7;
 -      //startpoint.y-=.1;
 -      //endpoint.y-=.1;
 -
 -      minx=startpoint.x;
 -      if(minx>endpoint.x)minx=endpoint.x;
 -      miny=startpoint.y;
 -      if(miny>endpoint.y)miny=endpoint.y;
 -      minz=startpoint.z;
 -      if(minz>endpoint.z)minz=endpoint.z;
 -
 -      maxx=startpoint.x;
 -      if(maxx<endpoint.x)maxx=endpoint.x;
 -      maxy=startpoint.y;
 -      if(maxy<endpoint.y)maxy=endpoint.y;
 -      maxz=startpoint.z;
 -      if(maxz<endpoint.z)maxz=endpoint.z;
 -
 -      minx-=1;
 -      miny-=1;
 -      minz-=1;
 -      maxx+=1;
 -      maxy+=1;
 -      maxz+=1;
 -
 -      for(i=0;i<objects.numobjects;i++){
 -              if(objects.position[i].x>minx-objects.model[i].boundingsphereradius&&objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&objects.position[i].y>miny-objects.model[i].boundingsphereradius&&objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&objects.position[i].z>minz-objects.model[i].boundingsphereradius&&objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
 -                      if(objects.type[i]!=treeleavestype&&objects.type[i]!=bushtype&&objects.type[i]!=firetype){
 +
 +    minx=min(startpoint.x,endpoint.x)-1;
 +    miny=min(startpoint.y,endpoint.y)-1;
 +    minz=min(startpoint.z,endpoint.z)-1;
 +    maxx=max(startpoint.x,endpoint.x)+1;
 +    maxy=max(startpoint.y,endpoint.y)+1;
 +    maxz=max(startpoint.z,endpoint.z)+1;
 +
 +      for(int i=0;i<objects.numobjects;i++){
 +              if(     objects.position[i].x>minx-objects.model[i].boundingsphereradius&&
 +                objects.position[i].x<maxx+objects.model[i].boundingsphereradius&&
 +                objects.position[i].y>miny-objects.model[i].boundingsphereradius&&
 +                objects.position[i].y<maxy+objects.model[i].boundingsphereradius&&
 +                objects.position[i].z>minz-objects.model[i].boundingsphereradius&&
 +                objects.position[i].z<maxz+objects.model[i].boundingsphereradius){
 +                      if(     objects.type[i]!=treeleavestype&&
 +                    objects.type[i]!=bushtype&&
 +                    objects.type[i]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
                                if(objects.model[i].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)return i;
  int Game::checkcollide(XYZ startpoint,XYZ endpoint,int what){
        static XYZ colpoint,colviewer,coltarget;
        static float minx,minz,maxx,maxz,miny,maxy;
 -      static int i;
 -
 -      //startpoint.y+=.7;
 -      //endpoint.y+=.7;
 -      //startpoint.y-=.1;
 -      //endpoint.y-=.1;
 -
 -      minx=startpoint.x;
 -      if(minx>endpoint.x)minx=endpoint.x;
 -      miny=startpoint.y;
 -      if(miny>endpoint.y)miny=endpoint.y;
 -      minz=startpoint.z;
 -      if(minz>endpoint.z)minz=endpoint.z;
 -
 -      maxx=startpoint.x;
 -      if(maxx<endpoint.x)maxx=endpoint.x;
 -      maxy=startpoint.y;
 -      if(maxy<endpoint.y)maxy=endpoint.y;
 -      maxz=startpoint.z;
 -      if(maxz<endpoint.z)maxz=endpoint.z;
 -
 -      minx-=1;
 -      miny-=1;
 -      minz-=1;
 -      maxx+=1;
 -      maxy+=1;
 -      maxz+=1;
 +      static int i; //FIXME: see below
 +
 +    minx=min(startpoint.x,endpoint.x)-1;
 +    miny=min(startpoint.y,endpoint.y)-1;
 +    minz=min(startpoint.z,endpoint.z)-1;
 +    maxx=max(startpoint.x,endpoint.x)+1;
 +    maxy=max(startpoint.y,endpoint.y)+1;
 +    maxz=max(startpoint.z,endpoint.z)+1;
  
        if(what!=1000){
 -              if(objects.position[what].x>minx-objects.model[what].boundingsphereradius&&objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&objects.position[what].y>miny-objects.model[what].boundingsphereradius&&objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&objects.position[what].z>minz-objects.model[what].boundingsphereradius&&objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
 -                      if(objects.type[what]!=treeleavestype&&objects.type[what]!=bushtype&&objects.type[what]!=firetype){
 +              if(     objects.position[what].x>minx-objects.model[what].boundingsphereradius&&
 +                objects.position[what].x<maxx+objects.model[what].boundingsphereradius&&
 +                objects.position[what].y>miny-objects.model[what].boundingsphereradius&&
 +                objects.position[what].y<maxy+objects.model[what].boundingsphereradius&&
 +                objects.position[what].z>minz-objects.model[what].boundingsphereradius&&
 +                objects.position[what].z<maxz+objects.model[what].boundingsphereradius){
 +                      if(     objects.type[what]!=treeleavestype&&
 +                    objects.type[what]!=bushtype&&
 +                    objects.type[what]!=firetype){
                                colviewer=startpoint;
                                coltarget=endpoint;
 +                //FIXME: i/what
                                if(objects.model[what].LineCheck(&colviewer,&coltarget,&colpoint,&objects.position[what],&objects.rotation[what])!=-1)return i;
                        }
                }
@@@ -1401,22 -1419,27 +1402,22 @@@ void Game::Setenvironment(int which
  }
  
  
 -void  Game::Loadlevel(int which){
 +void Game::Loadlevel(int which){
        stealthloading=0;
        whichlevel=which;
  
 -      if (which == -1)
 -        {
 +      if (which == -1) {
            tutoriallevel = -1;
            Loadlevel("tutorial");
 -        }
 -      else if (which >= 0 && which <= 15)
 -        {
 +      } else if (which >= 0 && which <= 15) {
            char buf[32];
            snprintf(buf, 32, "map%d", which + 1);
            Loadlevel(buf);
 -        }
 -      else
 -        Loadlevel("mapsave");
 +      } else
 +          Loadlevel("mapsave");
  }
  
 -void  Game::Loadlevel(const char *name){
 -      int i,j,k,l,m;
 +void Game::Loadlevel(const char *name){
        static int oldlevel;
        int templength;
        float lamefloat;
  
        LOG(std::string("Loading level...") + name);
  
 -      if(!gameon)visibleloading=1;
 -
 -      if(stealthloading)visibleloading=0;
 -
 -      if(!stillloading)loadtime=0;
 +      if(!gameon)
 +        visibleloading=1;
 +      if(stealthloading)
 +        visibleloading=0;
 +      if(!stillloading)
 +        loadtime=0;
        gamestarted=1;
  
        numenvsounds=0;
        //visibleloading=1;
 -      if(tutoriallevel!=-1)tutoriallevel=0;
 -      else tutoriallevel=1;
 +      if(tutoriallevel!=-1)
 +        tutoriallevel=0;
 +      else
 +        tutoriallevel=1;
  
 -      if(tutoriallevel==1)tutorialstage=0;
 +      if(tutoriallevel==1)
 +        tutorialstage=0;
        if(tutorialstage==0){
                tutorialstagetime=0;
                tutorialmaxtime=1;
        }
        loadingstuff=1;
 -      if(!firstload){
 +      if(!firstload)
                oldlevel=50;
 -      }
        pause_sound(whooshsound);
        pause_sound(stream_firesound);
  
        const char *FixedFN = ConvertFileName(buf);
  
        int mapvers;
 -      FILE                    *tfile;
 +      FILE *tfile;
        tfile=fopen( FixedFN, "rb" );
 -      if(tfile)
 -      {
 +      if(tfile){
                pause_sound(stream_firesound);
 -
 -
                scoreadded=0;
                windialogue=0;
 -
                hostiletime=0;
 -
                won=0;
  
 -              //campaign=0;
                animation[bounceidleanim].Load((char *)"Idle",middleheight,neutral);
  
                numdialogues=0;
  
 -              for(i=0;i<20;i++)
 -              {
 +              for(int i=0;i<20;i++)
                        dialoguegonethrough[i]=0;
 -              }
  
                indialogue=-1;
                cameramode=0;
                damagedealt=0;
                damagetaken=0;
  
 -              if(accountactive)difficulty=accountactive->getDifficulty();
 +              if(accountactive)
 +            difficulty=accountactive->getDifficulty();
  
 -              if(difficulty!=2)minimap=1;
 -              else minimap=0;
 +              if(difficulty!=2)
 +            minimap=1;
 +              else
 +            minimap=0;
  
                numhotspots=0;
                currenthotspot=-1;
                freeze=0;
                winfreeze=0;
  
 -              for(i=0;i<100;i++)
 -              {
 +              for(int i=0;i<100;i++)
                        bonusnum[i]=0;
 -              }
  
                numfalls=0;
                numflipfail=0;
                bonus=0;
                gameon=1;
                changedelay=0;
 -              if(console)
 -              {
 +              if(console){
                        emit_sound_np(consolesuccesssound);
                        freeze=0;
                        console=0;
                }
  
 -              if(!stealthloading)
 -              {
 +              if(!stealthloading){
                        terrain.numdecals=0;
                        Sprite::deleteSprites();
 -                      for(i=0;i<objects.numobjects;i++)
 -                      {
 +                      for(int i=0;i<objects.numobjects;i++)
                                objects.model[i].numdecals=0;
 -                      }
  
 -                      j=objects.numobjects;
 -                      for(i=0;i<j;i++)
 -                      {
 +                      int j=objects.numobjects;
 +                      for(int i=0;i<j;i++){
                                objects.DeleteObject(0);
 -                              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +                              if(visibleloading)
 +                    LoadingScreen();
                        }
  
 -                      for(i=0;i<subdivision;i++)
 -                      {
 -                              for(j=0;j<subdivision;j++)
 -                              {
 +                      for(int i=0;i<subdivision;i++)
 +                              for(int j=0;j<subdivision;j++)
                                        terrain.patchobjectnum[i][j]=0;
 -                              }
 -                      }
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +                      if(visibleloading)
 +                LoadingScreen();
                }
  
                weapons.numweapons=0;
  
                funpackf(tfile, "Bi", &mapvers);
 -              if(mapvers>=15)funpackf(tfile, "Bi", &indemo);
 -              else indemo=0;
 -              if(mapvers>=5)funpackf(tfile, "Bi", &maptype);
 -              else maptype=mapkilleveryone;
 -              if(mapvers>=6)funpackf(tfile, "Bi", &hostile);
 -              else hostile=1;
 -              if(mapvers>=4)funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
 +              if(mapvers>=15)
 +            funpackf(tfile, "Bi", &indemo);
 +              else
 +            indemo=0;
 +              if(mapvers>=5)
 +            funpackf(tfile, "Bi", &maptype);
                else
 -              {
 +            maptype=mapkilleveryone;
 +              if(mapvers>=6)
 +            funpackf(tfile, "Bi", &hostile);
 +              else
 +            hostile=1;
 +              if(mapvers>=4)
 +            funpackf(tfile, "Bf Bf", &viewdistance, &fadestart);
 +              else{
                        viewdistance=100;
                        fadestart=.6;
                }
 -              if(mapvers>=2)funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
 -              else
 -              {
 +              if(mapvers>=2)
 +            funpackf(tfile, "Bb Bf Bf Bf", &skyboxtexture, &skyboxr, &skyboxg, &skyboxb);
 +              else{
                        skyboxtexture=1;
                        skyboxr=1;
                        skyboxg=1;
                        skyboxb=1;
                }
 -              if(mapvers>=10)funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 -              else
 -              {
 +              if(mapvers>=10)
 +            funpackf(tfile, "Bf Bf Bf", &skyboxlightr, &skyboxlightg, &skyboxlightb);
 +              else{
                        skyboxlightr=skyboxr;
                        skyboxlightg=skyboxg;
                        skyboxlightb=skyboxb;
                }
 -              if(!stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
 -              if(stealthloading)funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
 +              if(!stealthloading)
 +            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &player[0].coords.x,&player[0].coords.y,&player[0].coords.z,&player[0].rotation,&player[0].targetrotation, &player[0].num_weapons);
 +              if(stealthloading)
 +            funpackf(tfile, "Bf Bf Bf Bf Bf Bi", &lamefloat,&lamefloat,&lamefloat,&lamefloat,&lamefloat, &player[0].num_weapons);
                player[0].originalcoords=player[0].coords;
                if(player[0].num_weapons>0&&player[0].num_weapons<5)
 -              {
 -                      for(j=0;j<player[0].num_weapons;j++)
 -                      {
 +                      for(int j=0;j<player[0].num_weapons;j++){
                                player[0].weaponids[j]=weapons.numweapons;
                                funpackf(tfile, "Bi", &weapons.type[weapons.numweapons]);
                                weapons.owner[weapons.numweapons]=0;
                                weapons.numweapons++;
                        }
 -              }
  
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +              if(visibleloading)
 +            LoadingScreen();
  
                funpackf(tfile, "Bf Bf Bf", &player[0].armorhead, &player[0].armorhigh, &player[0].armorlow);
                funpackf(tfile, "Bf Bf Bf", &player[0].protectionhead, &player[0].protectionhigh, &player[0].protectionlow);
                funpackf(tfile, "Bi", &player[0].numclothes);
  
                if(mapvers>=9)
 -              {
                        funpackf(tfile, "Bi Bi", &player[0].whichskin, &player[0].creature);
 -              }
 -              else
 -              {
 +              else{
                        player[0].whichskin=0;
                        player[0].creature=rabbittype;
                }
                player[0].lastattack2=-1;
                player[0].lastattack3=-1;
  
 -              if(mapvers>=8)
 -              {
 +        //dialogues
 +              if(mapvers>=8){
                        funpackf(tfile, "Bi", &numdialogues);
 -                      if(numdialogues)
 -                      {
 -                              for(k=0;k<numdialogues;k++)
 -                              {
 -                                      funpackf(tfile, "Bi", &numdialogueboxes[k]);
 -                                      funpackf(tfile, "Bi", &dialoguetype[k]);
 -                                      for(l=0;l<10;l++)
 -                                      {
 -                                              funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
 -                                              funpackf(tfile, "Bf", &participantrotation[k][l]);
 -                                      }
 -                                      if(numdialogueboxes)
 -                                      {
 -                                              for(l=0;l<numdialogueboxes[k];l++)
 -                                              {
 -                                                      funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
 -                                                      funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
 -                                                      funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
 -                                                      funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
 -                                                      funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
 -
 -                                                      bool doneread;
 -
 -                                                      funpackf(tfile, "Bi",&templength);
 -                                                      if(templength>128||templength<=0)templength=128;
 -                                                      for(m=0;m<templength;m++){
 -                                                              funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
 -                                                              if(dialoguetext[k][l][m]=='\0')break;
 -                                                      }
 -                                                      dialoguetext[k][l][m] = 0;
 -
 -                                                      funpackf(tfile, "Bi",&templength);
 -                                                      if(templength>64||templength<=0)templength=64;
 -                                                      for(m=0;m<templength;m++){
 -                                                              funpackf(tfile, "Bb", &dialoguename[k][l][m]);
 -                                                              if(dialoguename[k][l][m]=='\0'){
 -                                                                      break;
 -                                                              }
 -                                                      }
 -                                                      dialoguename[k][l][m] = 0;
 -                                                      funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
 -                                                      funpackf(tfile, "Bi", &participantfocus[k][l]);
 -                                                      funpackf(tfile, "Bi", &participantaction[k][l]);
 -
 -                                                      for(m=0;m<10;m++)
 -                                                              funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
 -
 -                                                      funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
 -                                              }
 -                                      }
 -                              }
 -                      }
 -              }
 -              else numdialogues=0;
 -
 -              if(player[0].numclothes)
 -              {
 -                      for(k=0;k<player[0].numclothes;k++)
 -                      {
 -                              funpackf(tfile, "Bi", &templength);
 -                              for(l=0;l<templength;l++)
 -                                      funpackf(tfile, "Bb", &player[0].clothes[k][l]);
 -                              player[0].clothes[k][templength]='\0';
 -                              funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
 -                      }
 -              }
 +            for(int k=0;k<numdialogues;k++){
 +                funpackf(tfile, "Bi", &numdialogueboxes[k]);
 +                funpackf(tfile, "Bi", &dialoguetype[k]);
 +                for(int l=0;l<10;l++){
 +                    funpackf(tfile, "Bf Bf Bf", &participantlocation[k][l].x, &participantlocation[k][l].y, &participantlocation[k][l].z);
 +                    funpackf(tfile, "Bf", &participantrotation[k][l]);
 +                }
 +                for(int l=0;l<numdialogueboxes[k];l++){
 +                    funpackf(tfile, "Bi", &dialogueboxlocation[k][l]);
 +                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][0]);
 +                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][1]);
 +                    funpackf(tfile, "Bf", &dialogueboxcolor[k][l][2]);
 +                    funpackf(tfile, "Bi", &dialogueboxsound[k][l]);
 +
 +                    bool doneread;
 +
 +                    funpackf(tfile, "Bi",&templength);
 +                    if(templength>128||templength<=0)
 +                        templength=128;
 +                    int m;
 +                    for(m=0;m<templength;m++){
 +                        funpackf(tfile, "Bb", &dialoguetext[k][l][m]);
 +                        if(dialoguetext[k][l][m]=='\0')
 +                            break;
 +                    }
 +                    dialoguetext[k][l][m] = 0;
 +
 +                    funpackf(tfile, "Bi",&templength);
 +                    if(templength>64||templength<=0)templength=64;
 +                    for(m=0;m<templength;m++){
 +                        funpackf(tfile, "Bb", &dialoguename[k][l][m]);
 +                        if(dialoguename[k][l][m]=='\0')
 +                            break;
 +                    }
 +                    dialoguename[k][l][m] = 0;
 +                    funpackf(tfile, "Bf Bf Bf", &dialoguecamera[k][l].x, &dialoguecamera[k][l].y, &dialoguecamera[k][l].z);
 +                    funpackf(tfile, "Bi", &participantfocus[k][l]);
 +                    funpackf(tfile, "Bi", &participantaction[k][l]);
 +
 +                    for(m=0;m<10;m++)
 +                        funpackf(tfile, "Bf Bf Bf", &participantfacing[k][l][m].x, &participantfacing[k][l][m].y, &participantfacing[k][l][m].z);
 +
 +                    funpackf(tfile, "Bf Bf",&dialoguecamerarotation[k][l],&dialoguecamerarotation2[k][l]);
 +                }
 +            }
 +              }else
 +            numdialogues=0;
 +
 +        for(int k=0;k<player[0].numclothes;k++){
 +            funpackf(tfile, "Bi", &templength);
 +            for(int l=0;l<templength;l++)
 +                funpackf(tfile, "Bb", &player[0].clothes[k][l]);
 +            player[0].clothes[k][templength]='\0';
 +            funpackf(tfile, "Bf Bf Bf", &player[0].clothestintr[k], &player[0].clothestintg[k], &player[0].clothestintb[k]);
 +        }
  
                funpackf(tfile, "Bi", &environment);
  
                funpackf(tfile, "Bi", &objects.numobjects);
 -              if(objects.numobjects)
 -              {
 -                      for(i=0;i<objects.numobjects;i++)
 -                      {
 -                              funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
 -                              if(objects.type[i]==treeleavestype)objects.scale[i]=objects.scale[i-1];
 -                      }
 -              }
 +        for(int i=0;i<objects.numobjects;i++){
 +            funpackf(tfile, "Bi Bf Bf Bf Bf Bf Bf", &objects.type[i],&objects.rotation[i],&objects.rotation2[i], &objects.position[i].x, &objects.position[i].y, &objects.position[i].z,&objects.scale[i]);
 +            if(objects.type[i]==treeleavestype)
 +                objects.scale[i]=objects.scale[i-1];
 +        }
  
 -              if(mapvers>=7)
 -              {
 +              if(mapvers>=7){
                        funpackf(tfile, "Bi", &numhotspots);
 -                      if(numhotspots)
 -                      {
 -                              for(i=0;i<numhotspots;i++)
 -                              {
 -                                      funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
 -                                      funpackf(tfile, "Bi", &templength);
 -                                      if(templength)
 -                                              for(l=0;l<templength;l++)
 -                                                      funpackf(tfile, "Bb", &hotspottext[i][l]);
 -                                      hotspottext[i][templength]='\0';
 -                                      if(hotspottype[i]==-111)indemo=1;
 -                              }
 -                      }
 -              }
 -              else numhotspots=0;
 -
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 -
 -              if(!stealthloading)
 -              {
 +            for(int i=0;i<numhotspots;i++){
 +                funpackf(tfile, "Bi Bf Bf Bf Bf", &hotspottype[i],&hotspotsize[i],&hotspot[i].x,&hotspot[i].y,&hotspot[i].z);
 +                funpackf(tfile, "Bi", &templength);
 +                if(templength)
 +                    for(int l=0;l<templength;l++)
 +                        funpackf(tfile, "Bb", &hotspottext[i][l]);
 +                hotspottext[i][templength]='\0';
 +                if(hotspottype[i]==-111)
 +                    indemo=1;
 +            }
 +              }else
 +            numhotspots=0;
 +
 +              if(visibleloading)
 +            LoadingScreen();
 +
 +              if(!stealthloading){
                        objects.center=0;
 -                      for(i=0;i<objects.numobjects;i++)
 -                      {
 +                      for(int i=0;i<objects.numobjects;i++)
                                objects.center+=objects.position[i];
 -                      }
                        objects.center/=objects.numobjects;
  
  
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +                      if(visibleloading)
 +                LoadingScreen();
  
                        float maxdistance=0;
                        float tempdist;
                        int whichclosest;
 -                      for(i=0;i<objects.numobjects;i++)
 -                      {
 +                      for(int i=0;i<objects.numobjects;i++){
                                tempdist=findDistancefast(&objects.center,&objects.position[i]);
 -                              if(tempdist>maxdistance)
 -                              {
 +                              if(tempdist>maxdistance){
                                        whichclosest=i;
                                        maxdistance=tempdist;
                                }
                        objects.radius=fast_sqrt(maxdistance);
                }
  
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +              if(visibleloading)
 +            LoadingScreen();
                //mapcenter=objects.center;
                //mapradius=objects.radius;
  
                funpackf(tfile, "Bi", &numplayers);
                int howmanyremoved=0;
                bool removeanother=0;
 -              if(numplayers>1&&numplayers<maxplayers)
 -              {
 -                      for(i=1;i<numplayers;i++)
 -                      {
 -                              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +              if(numplayers>1&&numplayers<maxplayers){
 +                      for(int i=1;i<numplayers;i++){
 +                              if(visibleloading)
 +                    LoadingScreen();
                                removeanother=0;
  
                                funpackf(tfile, "Bi Bi Bf Bf Bf Bi",&player[i-howmanyremoved].whichskin,&player[i-howmanyremoved].creature, &player[i-howmanyremoved].coords.x,&player[i-howmanyremoved].coords.y,&player[i-howmanyremoved].coords.z,&player[i-howmanyremoved].num_weapons);
 -                              if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
 -                              else player[i-howmanyremoved].howactive=typeactive;
 -                              if(mapvers>=3)funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
 -                              else player[i-howmanyremoved].scale=-1;
 -                              if(mapvers>=11)funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
 -                              else player[i-howmanyremoved].immobile=0;
 -                              if(mapvers>=12)funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
 -                              else player[i-howmanyremoved].rotation=0;
 +                              if(mapvers>=5)
 +                    funpackf(tfile, "Bi", &player[i-howmanyremoved].howactive);
 +                              else
 +                    player[i-howmanyremoved].howactive=typeactive;
 +                              if(mapvers>=3)
 +                    funpackf(tfile, "Bf",&player[i-howmanyremoved].scale);
 +                              else
 +                    player[i-howmanyremoved].scale=-1;
 +                              if(mapvers>=11)
 +                    funpackf(tfile, "Bb",&player[i-howmanyremoved].immobile);
 +                              else
 +                    player[i-howmanyremoved].immobile=0;
 +                              if(mapvers>=12)
 +                    funpackf(tfile, "Bf",&player[i-howmanyremoved].rotation);
 +                              else
 +                    player[i-howmanyremoved].rotation=0;
                                player[i-howmanyremoved].targetrotation=player[i-howmanyremoved].rotation;
                                if(player[i-howmanyremoved].num_weapons<0||player[i-howmanyremoved].num_weapons>5){
                                        removeanother=1;
                                        howmanyremoved++;
                                }
 -                              if(!removeanother)
 -                              {
 -                                      if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5)
 -                                      {
 -                                              for(j=0;j<player[i-howmanyremoved].num_weapons;j++)
 -                                              {
 +                              if(!removeanother){
 +                                      if(player[i-howmanyremoved].num_weapons>0&&player[i-howmanyremoved].num_weapons<5){
 +                                              for(int j=0;j<player[i-howmanyremoved].num_weapons;j++){
                                                        player[i-howmanyremoved].weaponids[j]=weapons.numweapons;
                                                        funpackf(tfile, "Bi", &weapons.type[player[i-howmanyremoved].weaponids[j]]);
                                                        weapons.owner[player[i-howmanyremoved].weaponids[j]]=i;
                                        }
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numwaypoints);
                                        //player[i-howmanyremoved].numwaypoints=10;
 -                                      for(j=0;j<player[i-howmanyremoved].numwaypoints;j++)
 -                                      {
 +                                      for(int j=0;j<player[i-howmanyremoved].numwaypoints;j++){
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].x);
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].y);
                                                funpackf(tfile, "Bf", &player[i-howmanyremoved].waypoints[j].z);
 -                                              if(mapvers>=5)funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
 -                                              else player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
 +                                              if(mapvers>=5)
 +                            funpackf(tfile, "Bi", &player[i-howmanyremoved].waypointtype[j]);
 +                                              else
 +                            player[i-howmanyremoved].waypointtype[j] = wpkeepwalking;
                                        }
  
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].waypoint);
 -                                      if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)player[i-howmanyremoved].waypoint=0;
 +                                      if(player[i-howmanyremoved].waypoint>player[i-howmanyremoved].numwaypoints-1)
 +                        player[i-howmanyremoved].waypoint=0;
  
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].armorhead, &player[i-howmanyremoved].armorhigh, &player[i-howmanyremoved].armorlow);
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].protectionhead, &player[i-howmanyremoved].protectionhigh, &player[i-howmanyremoved].protectionlow);
                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].metalhead, &player[i-howmanyremoved].metalhigh, &player[i-howmanyremoved].metallow);
                                        funpackf(tfile, "Bf Bf", &player[i-howmanyremoved].power, &player[i-howmanyremoved].speedmult);
  
 -                                      if(mapvers>=4)funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
 -                                      else
 -                                      {
 +                                      if(mapvers>=4)
 +                        funpackf(tfile, "Bf Bf Bf Bf", &headprop, &bodyprop, &armprop, &legprop);
 +                                      else{
                                                headprop=1;
                                                bodyprop=1;
                                                armprop=1;
                                                legprop=1;
                                        }
 -                                      if(player[i-howmanyremoved].creature==wolftype)
 -                                      {
 +                                      if(player[i-howmanyremoved].creature==wolftype){
                                                player[i-howmanyremoved].proportionhead=1.1*headprop;
                                                player[i-howmanyremoved].proportionbody=1.1*bodyprop;
                                                player[i-howmanyremoved].proportionarms=1.1*armprop;
                                                player[i-howmanyremoved].proportionlegs=1.1*legprop;
                                        }
  
 -                                      if(player[i-howmanyremoved].creature==rabbittype)
 -                                      {
 +                                      if(player[i-howmanyremoved].creature==rabbittype){
                                                player[i-howmanyremoved].proportionhead=1.2*headprop;
                                                player[i-howmanyremoved].proportionbody=1.05*bodyprop;
                                                player[i-howmanyremoved].proportionarms=1.00*armprop;
                                        }
  
                                        funpackf(tfile, "Bi", &player[i-howmanyremoved].numclothes);
 -                                      if(player[i-howmanyremoved].numclothes)
 -                                      {
 -                                              for(k=0;k<player[i-howmanyremoved].numclothes;k++)
 -                                              {
 +                                      if(player[i-howmanyremoved].numclothes){
 +                                              for(int k=0;k<player[i-howmanyremoved].numclothes;k++){
                                                        int templength;
                                                        funpackf(tfile, "Bi", &templength);
 -                                                      for(l=0;l<templength;l++)
 +                                                      for(int l=0;l<templength;l++)
                                                                funpackf(tfile, "Bb", &player[i-howmanyremoved].clothes[k][l]);
                                                        player[i-howmanyremoved].clothes[k][templength]='\0';
                                                        funpackf(tfile, "Bf Bf Bf", &player[i-howmanyremoved].clothestintr[k], &player[i-howmanyremoved].clothestintg[k], &player[i-howmanyremoved].clothestintb[k]);
                                }
                        }
                }
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +              if(visibleloading)
 +            LoadingScreen();
  
                numplayers-=howmanyremoved;
                funpackf(tfile, "Bi", &numpathpoints);
                if(numpathpoints>30||numpathpoints<0)
                        numpathpoints=0;
 -              if(numpathpoints)
 -              {
 -                      for(j=0;j<numpathpoints;j++)
 -                      {
 -                              funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
 -                              for(k=0;k<numpathpointconnect[j];k++){
 -                                      funpackf(tfile, "Bi", &pathpointconnect[j][k]);
 -                              }
 -                      }
 -              }
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +        for(int j=0;j<numpathpoints;j++){
 +            funpackf(tfile, "Bf Bf Bf Bi", &pathpoint[j].x,&pathpoint[j].y,&pathpoint[j].z,&numpathpointconnect[j]);
 +            for(int k=0;k<numpathpointconnect[j];k++){
 +                funpackf(tfile, "Bi", &pathpointconnect[j][k]);
 +            }
 +        }
 +              if(visibleloading)
 +            LoadingScreen();
  
                funpackf(tfile, "Bf Bf Bf Bf", &mapcenter.x,&mapcenter.y,&mapcenter.z,&mapradius);
  
                SetUpLighting();
 -              if(environment!=oldenvironment)Setenvironment(environment);
 +              if(environment!=oldenvironment)
 +            Setenvironment(environment);
                oldenvironment=environment;
  
 -              if(!stealthloading)
 -              {
 -                      j=objects.numobjects;
 +              if(!stealthloading){
 +                      int j=objects.numobjects;
                        objects.numobjects=0;
 -                      for(i=0;i<j;i++)
 -                      {
 -                              //if(objects.type[i]!=spiketype)
 +                      for(int i=0;i<j;i++){
                                objects.MakeObject(objects.type[i],objects.position[i],objects.rotation[i],objects.rotation2[i],objects.scale[i]);
 -                              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +                              if(visibleloading)
 +                    LoadingScreen();
                        }
  
 -                      //if(skyboxtexture){
                        terrain.DoShadows();
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +                      if(visibleloading)
 +                LoadingScreen();
                        objects.DoShadows();
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 -                      /*}
 -                      else terrain.DoLighting();
 -                      */
 +                      if(visibleloading)
 +                LoadingScreen();
                }
  
                fclose(tfile);
                oldlevel=whichlevel;
  
  
 -              if(numplayers>maxplayers-1)numplayers=maxplayers-1;
 -              for(i=0;i<numplayers;i++)
 -              {
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 +              if(numplayers>maxplayers-1)
 +            numplayers=maxplayers-1;
 +              for(int i=0;i<numplayers;i++){
 +                      if(visibleloading)
 +                LoadingScreen();
                        player[i].burnt=0;
                        player[i].bled=0;
                        player[i].onfire=0;
 -                      if(i==0||player[i].scale<0)player[i].scale=.2;
 +                      if(i==0||player[i].scale<0)
 +                player[i].scale=.2;
                        player[i].skeleton.free=0;
                        player[i].skeleton.id=i;
 -                      //if(Random()%2==0)player[i].creature=wolftype;
 -                      //else player[i].creature=rabbittype;
 -                      if(i==0&&mapvers<9)player[i].creature=rabbittype;
 -                      if(player[i].creature!=wolftype)player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",0);
 -                      else
 -                      {
 +                      if(i==0&&mapvers<9)
 +                player[i].creature=rabbittype;
 +                      if(player[i].creature!=wolftype){
 +                player[i].skeleton.Load(
 +                    (char *)":Data:Skeleton:Basic Figure",
 +                    (char *)":Data:Skeleton:Basic Figurelow",
 +                    (char *)":Data:Skeleton:Rabbitbelt",
 +                    (char *)":Data:Models:Body.solid",
 +                    (char *)":Data:Models:Body2.solid",
 +                    (char *)":Data:Models:Body3.solid",
 +                    (char *)":Data:Models:Body4.solid",
 +                    (char *)":Data:Models:Body5.solid",
 +                    (char *)":Data:Models:Body6.solid",
 +                    (char *)":Data:Models:Body7.solid",
 +                    (char *)":Data:Models:Bodylow.solid",
 +                    (char *)":Data:Models:Belt.solid",0);
 +            }else{
                                if(player[i].creature!=wolftype){
 -                                      player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
 +                                      player[i].skeleton.Load(
 +                            (char *)":Data:Skeleton:Basic Figure",
 +                            (char *)":Data:Skeleton:Basic Figurelow",
 +                            (char *)":Data:Skeleton:Rabbitbelt",
 +                            (char *)":Data:Models:Body.solid",
 +                            (char *)":Data:Models:Body2.solid",
 +                            (char *)":Data:Models:Body3.solid",
 +                            (char *)":Data:Models:Body4.solid",
 +                            (char *)":Data:Models:Body5.solid",
 +                            (char *)":Data:Models:Body6.solid",
 +                            (char *)":Data:Models:Body7.solid",
 +                            (char *)":Data:Models:Bodylow.solid",
 +                            (char *)":Data:Models:Belt.solid",1);
                                        LoadTexture(":Data:Textures:Belt.png",&player[i].skeleton.drawmodelclothes.textureptr,1,1);
                                }
                                if(player[i].creature==wolftype){
 -                                      player[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
 +                                      player[i].skeleton.Load(
 +                            (char *)":Data:Skeleton:Basic Figure Wolf",
 +                            (char *)":Data:Skeleton:Basic Figure Wolf Low",
 +                            (char *)":Data:Skeleton:Rabbitbelt",
 +                            (char *)":Data:Models:Wolf.solid",
 +                            (char *)":Data:Models:Wolf2.solid",
 +                            (char *)":Data:Models:Wolf3.solid",
 +                            (char *)":Data:Models:Wolf4.solid",
 +                            (char *)":Data:Models:Wolf5.solid",
 +                            (char *)":Data:Models:Wolf6.solid",
 +                            (char *)":Data:Models:Wolf7.solid",
 +                            (char *)":Data:Models:Wolflow.solid",
 +                            (char *)":Data:Models:Belt.solid",0);
                                }
                        }
  
  
                        int texsize;
                        texsize=512*512*3/texdetail/texdetail;
 -                      //if(!player[i].loaded)player[i].skeleton.skinText = new GLubyte[texsize];
 -                      //player[i].skeleton.skinText.resize(texsize);
  
                        LoadTextureSave(creatureskin[player[i].creature][player[i].whichskin],&player[i].skeleton.drawmodel.textureptr,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
  
 -                      if(player[i].numclothes)
 -                      {
 -                              for(j=0;j<player[i].numclothes;j++)
 -                              {
 +                      if(player[i].numclothes){
 +                              for(int j=0;j<player[i].numclothes;j++){
                                        tintr=player[i].clothestintr[j];
                                        tintg=player[i].clothestintg[j];
                                        tintb=player[i].clothestintb[j];
 -                                      AddClothes((char *)player[i].clothes[j],0,1,&player[i].skeleton.skinText[0],&player[i].skeleton.skinsize);
 +                                      AddClothes((char *)player[i].clothes[j],&player[i].skeleton.skinText[0]);
                                }
                                player[i].DoMipmaps();
                        }
                        player[i].targetframe=1;
                        player[i].target=0;
                        player[i].speed=1+(float)(Random()%100)/1000;
 -                      if(difficulty==0)player[i].speed-=.2;
 -                      if(difficulty==1)player[i].speed-=.1;
 +                      if(difficulty==0)
 +                player[i].speed-=.2;
 +                      if(difficulty==1)
 +                player[i].speed-=.1;
  
                        player[i].velocity=0;
                        player[i].oldcoords=player[i].coords;
                        player[i].normalsupdatedelay=0;
  
                        player[i].aitype=passivetype;
 -                      player[i].aitarget=0;
                        player[i].madskills=0;
  
 -                      if(i==0)
 -                      {
 +                      if(i==0){
                                player[i].proportionhead=1.2;
                                player[i].proportionbody=1.05;
                                player[i].proportionarms=1.00;
                        player[i].headless=0;
                        player[i].currentoffset=0;
                        player[i].targetoffset=0;
 -                      /*player[i].armorhead=1;
 -                      player[i].armorhigh=1;
 -                      player[i].armorlow=1;
 -                      player[i].protectionhead=1;
 -                      player[i].protectionhigh=1;
 -                      player[i].protectionlow=1;
 -                      player[i].metalhead=1;
 -                      player[i].metalhigh=1;
 -                      player[i].metallow=1;
 -                      player[i].power=1;
 -                      player[i].speedmult=1;*/
  
                        player[i].damagetolerance=200;
  
 -                      if(player[i].creature==wolftype)
 -                      {
 -                              /*player[i].proportionhead=1.1;
 -                              player[i].proportionbody=1.1;
 -                              player[i].proportionarms=1.1;
 -                              player[i].proportionlegs=1.1;
 -                              player[i].proportionlegs.y=1.1;*/
 -                              if(i==0||player[i].scale<0)player[i].scale=.23;
 -
 +                      if(player[i].creature==wolftype){
 +                              if(i==0||player[i].scale<0)
 +                    player[i].scale=.23;
                                player[i].damagetolerance=300;
                        }
  
 -                      if(visibleloading){loadscreencolor=4; LoadingScreen();}
 -                      if(cellophane)
 -                      {
 +                      if(visibleloading)
 +                LoadingScreen();
 +                      if(cellophane){
                                player[i].proportionhead.z=0;
                                player[i].proportionbody.z=0;
                                player[i].proportionarms.z=0;
                player[0].weaponactive=-1;
  
                if(difficulty==1)
 -              {
 -                      //player[0].speedmult=1/.9;
                        player[0].power=1/.9;
 -              }
  
                if(difficulty==0)
 -              {
 -                      //player[0].speedmult=1/.8;
                        player[0].power=1/.8;
 -              }
  
 -              //player[0].weaponstuck=1;
 -
 -              if(difficulty==1)player[0].damagetolerance=250;
 -              if(difficulty==0)player[0].damagetolerance=300;
 -              if(difficulty==0)player[0].armorhead*=1.5;
 -              if(difficulty==0)player[0].armorhigh*=1.5;
 -              if(difficulty==0)player[0].armorlow*=1.5;
 +              if(difficulty==1)
 +            player[0].damagetolerance=250;
 +              if(difficulty==0)
 +            player[0].damagetolerance=300;
 +              if(difficulty==0)
 +            player[0].armorhead*=1.5;
 +              if(difficulty==0)
 +            player[0].armorhigh*=1.5;
 +              if(difficulty==0)
 +            player[0].armorlow*=1.5;
                cameraloc=player[0].coords;
                cameraloc.y+=5;
                rotation=player[0].rotation;
                hawkcoords=player[0].coords;
                hawkcoords.y+=30;
  
 -              if(visibleloading){loadscreencolor=4; LoadingScreen();}
 -              //weapons.numweapons=numplayers;
 -              for(i=0;i<weapons.numweapons;i++)
 -              {
 +              if(visibleloading)
 +            LoadingScreen();
 +              for(int i=0;i<weapons.numweapons;i++){
                        weapons.bloody[i]=0;
                        weapons.blooddrip[i]=0;
                        weapons.blooddripdelay[i]=0;
                        weapons.onfire[i]=0;
                        weapons.flamedelay[i]=0;
                        weapons.damage[i]=0;
 -                      //weapons.type[i]=sword;
                        if(weapons.type[i]==sword){
                                weapons.mass[i]=1.5;
                                weapons.tipmass[i]=1;
                LOG("Starting background music...");
  
                OPENAL_StopSound(OPENAL_ALL);
 -              if(environment==snowyenvironment)
 -              {
 +              if(environment==snowyenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_wind);
 -              }
 -              else if(environment==desertenvironment)
 -              {
 +              }else if(environment==desertenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_desertambient);
 -              }
 -              else if(environment==grassyenvironment)
 -              {
 +              }else if(environment==grassyenvironment){
                        if(ambientsound)
                          emit_stream_np(stream_wind, 100.);
                }
                oldmusicvolume[3]=0;
  
                if(!firstload)
 -              {
                        firstload=1;
 -              }
        }
        leveltime=0;
        loadingstuff=0;
        visibleloading=0;
  }
  
 -void  Game::Tick()
 -{
 -      static int i,k,j,l,m;
 -      static XYZ facing,flatfacing,absflatfacing;
 -      static XYZ rotatetarget;
 -      static bool oldkey;
 -      static float oldtargetrotation;
 -      static int target, numgood;
 -      static XYZ tempcoords1,tempcoords2;
 -      static XYZ test;
 -      static XYZ test2;
 -      static XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
 -      static int whichhit;
 -      static bool oldjumpkeydown;
  
 -      int templength;
  
 +void Game::MenuTick(){
 +    //menu buttons
 +    if(mainmenu==1||mainmenu==2){
 +        if(Input::MouseClicked()&&selected==1){
 +            if(!gameon){
 +                fireSound(firestartsound);
 +                flash();
 +                //new game
 +                if(accountactive) {
 +                    mainmenu=5;
 +                } else {
 +                    mainmenu=7;
 +                }
 +                selected=-1;
 +            }else{
 +                //resume
 +                mainmenu=0;
 +                pause_sound(stream_music3);
 +                resume_stream(music1);
 +            }
 +        }
 +
 +        if(Input::MouseClicked()&&selected==2){
 +            fireSound();
 +            flash();
 +            //options
 +            mainmenu=3;
 +            if(newdetail>2)newdetail=detail;
 +            if(newdetail<0)newdetail=detail;
 +            if(newscreenwidth>3000)newscreenwidth=screenwidth;
 +            if(newscreenwidth<0)newscreenwidth=screenwidth;
 +            if(newscreenheight>3000)newscreenheight=screenheight;
 +            if(newscreenheight<0)newscreenheight=screenheight;
 +        }
 +
 +        if(Input::MouseClicked()&&selected==3){
 +            fireSound();
 +            flash();
 +            if(!gameon){
 +                //quit
 +                tryquit=1;
 +                pause_sound(stream_music3);
 +            }else{
 +                //end game
 +                gameon=0;
 +                mainmenu=1;
 +            }
 +        }
 +    }else if(mainmenu==3){
 +        if(Input::MouseClicked()){
 +
 +            if(selected!=-1)
 +                fireSound();
 +
 +            switch(selected){
 +                case 0: {
 +                    extern SDL_Rect **resolutions;
 +                    bool isCustomResolution = true;
 +                    bool found = false;
 +                    for(int i = 0; (!found) && (resolutions[i]); i++){
 +                        if((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
 +                            isCustomResolution = false;
 +
 +                        if((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight)){
 +                            i++;
 +                            if(resolutions[i] != NULL){
 +                                newscreenwidth = (int) resolutions[i]->w;
 +                                newscreenheight = (int) resolutions[i]->h;
 +                            }else if(isCustomResolution){
 +                                if((screenwidth == newscreenwidth) && (screenheight == newscreenheight)){
 +                                    newscreenwidth = (int) resolutions[0]->w;
 +                                    newscreenheight = (int) resolutions[0]->h;
 +                                }else{
 +                                    newscreenwidth = screenwidth;
 +                                    newscreenheight = screenheight;
 +                                }
 +                            }else{
 +                                newscreenwidth = (int) resolutions[0]->w;
 +                                newscreenheight = (int) resolutions[0]->h;
 +                            }
 +                            found = true;
 +                        }
 +                    }
 +
 +                    if(!found){
 +                        newscreenwidth = (int) resolutions[0]->w;
 +                        newscreenheight = (int) resolutions[0]->h;
 +                    }
 +                    } break;
 +                case 1:
 +                    newdetail++;
 +                    if(newdetail>2)newdetail=0;
 +                    break;
 +                case 2:
 +                    bloodtoggle++;
 +                    if(bloodtoggle>2)bloodtoggle=0;
 +                    break;
 +                case 3:
 +                    difficulty++;
 +                    if(difficulty>2)difficulty=0;
 +                    break;
 +                case 4:
 +                    ismotionblur=1-ismotionblur;
 +                    break;
 +                case 5:
 +                    decals=1-decals;
 +                    break;
 +                case 6:
 +                    musictoggle=1-musictoggle;
 +
 +                    if(!musictoggle){
 +                        pause_sound(music1);
 +                        pause_sound(stream_music2);
 +                        pause_sound(stream_music3);
 +
 +                        for(int i=0;i<4;i++){
 +                            oldmusicvolume[i]=0;
 +                            musicvolume[i]=0;
 +                        }
 +                    }
 +
 +                    if(musictoggle)
 +                      emit_stream_np(stream_music3);
 +                    break;
 +                case 7:
 +                    flash();
 +                    //options
 +                    mainmenu=4;
 +                    selected=-1;
 +                    keyselect=-1;
 +                    break;
 +                case 8:
 +                    flash();
 +
 +                    if(newdetail>2)newdetail=detail;
 +                    if(newdetail<0)newdetail=detail;
 +                    if(newscreenwidth<0)newscreenwidth=screenwidth;
 +                    if(newscreenheight<0)newscreenheight=screenheight;
 +
 +                    SaveSettings(*this);
 +                    if(mainmenu==3&&gameon)mainmenu=2;
 +                    if(mainmenu==3&&!gameon)mainmenu=1;
 +                    break;
 +                case 9:
 +                    invertmouse=1-invertmouse;
 +                    break;
 +                case 10:
 +                    usermousesensitivity+=.2;
 +                    if(usermousesensitivity>2)usermousesensitivity=.2;
 +                    break;
 +                case 11:
 +                    volume+=.1f;
 +                    if(volume>1.0001f)volume=0;
 +                    OPENAL_SetSFXMasterVolume((int)(volume*255));
 +                    break;
 +                case 12:
 +                    flash();
 +                    
 +                    newstereomode = stereomode;
 +                    mainmenu=18;
 +                    keyselect=-1;
 +                    break;
 +                case 13:
 +                    showdamagebar=!showdamagebar;
 +                    break;
 +            }
 +        }
 +    }else if(mainmenu==4){
 +        if(Input::MouseClicked()&&selected!=-1&&!waiting){
 +            fireSound();
 +            if(selected<9&&keyselect==-1)
 +                keyselect=selected;
 +            if(keyselect!=-1)
 +                setKeySelected();
 +            if(selected==9){
 +                flash();
 +
 +                mainmenu=3;
 +
 +                if(newdetail>2)newdetail=detail;
 +                if(newdetail<0)newdetail=detail;
 +                if(newscreenwidth>3000)newscreenwidth=screenwidth;
 +                if(newscreenwidth<0)newscreenwidth=screenwidth;
 +                if(newscreenheight>3000)newscreenheight=screenheight;
 +                if(newscreenheight<0)newscreenheight=screenheight;
 +            }
 +        }
 +    }else if(mainmenu==5){
 +
 +        if(endgame==2){
 +            accountactive->endGame();
 +            endgame=0;
 +        }
 +
 +        if(Input::MouseClicked()){
 +            if((selected-7>=accountactive->getCampaignChoicesMade())){
 +                fireSound();
 +                flash();
 +                startbonustotal=0;
 +
 +                loading=2;
 +                loadtime=0;
 +                targetlevel=7;
 +                if(firstload) TickOnceAfter();
 +                else LoadStuff();
 +                whichchoice=selected-7-accountactive->getCampaignChoicesMade();
 +                visibleloading=1;
 +                stillloading=1;
 +                Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
 +                //Loadlevel(campaignmapname[levelorder[selected-7]]);
 +                campaign=1;
 +                mainmenu=0;
 +                gameon=1;
 +                pause_sound(stream_music3);
 +            }
 +            if(selected>=1 && selected<=5){
 +                fireSound();
 +                flash();
 +            }
 +            switch(selected){
 +                case 1:
 +                    startbonustotal=0;
 +
 +                    loading=2;
 +                    loadtime=0;
 +                    targetlevel=-1;
 +                    if(firstload)TickOnceAfter();
 +                    if(!firstload)LoadStuff();
 +                    else {
 +                        Loadlevel(-1);
 +                    }
 +
 +                    mainmenu=0;
 +                    gameon=1;
 +                    pause_sound(stream_music3);
 +                    break;
 +                case 2:
 +                    mainmenu=9;
 +                    break;
 +                case 3:
 +                    mainmenu=6;
 +                    break;
 +                case 4:
 +                    if(mainmenu==5&&gameon)mainmenu=2;
 +                    if(mainmenu==5&&!gameon)mainmenu=1;
 +                    break;
 +                case 5:
 +                    mainmenu=7;
 +                    break;
 +            }
 +        }
 +    }else if(mainmenu==9){
 +        if(Input::MouseClicked()&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
 +            fireSound();
 +            flash();
 +
 +            startbonustotal=0;
 +
 +            loading=2;
 +            loadtime=0;
 +            targetlevel=selected;
 +            if(firstload)TickOnceAfter();
 +            if(!firstload)LoadStuff();
 +            else {
 +                Loadlevel(selected);
 +            }
 +            campaign=0;
 +
 +            mainmenu=0;
 +            gameon=1;
 +            pause_sound(stream_music3);
 +        }
 +        if(Input::MouseClicked()&&selected==numchallengelevels){
 +            fireSound();
 +            flash();
 +            mainmenu=5;
 +        }
 +    }else if(mainmenu==10){
 +        endgame=2;
 +        if(Input::MouseClicked()&&selected==3){
 +            fireSound();
 +            flash();
 +            mainmenu=5;
 +        }
 +    }else if(mainmenu==6){
 +        if(Input::MouseClicked()) {
 +            if(selected>-1){
 +                fireSound();
 +                if(selected==1) {
 +                    flash();
 +                    accountactive = Account::destroy(accountactive);
 +                    mainmenu=7;
 +                } else if(selected==2) {
 +                    flash();
 +                    mainmenu=5;
 +                }
 +            }
 +        }
 +    }else if(mainmenu==7){
 +        if(Input::MouseClicked()) {
 +            if(selected!=-1){
 +                fireSound();
 +                if(selected==0&&Account::getNbAccounts()<8){
 +                    entername=1;
 +                } else if (selected<Account::getNbAccounts()+1) {
 +                    accountactive=Account::get(selected-1);
 +                    mainmenu=5;
 +                    flash();
 +                } else if (selected==Account::getNbAccounts()+1) {
 +                    flash();
 +
 +                    mainmenu=1;
 +
 +                    for(int j=0;j<255;j++){
 +                        displaytext[0][j]=0;
 +                    }
 +                    displaychars[0]=0;
 +                    displayselected=0;
 +                    entername=0;
 +                }
 +            }
 +        }
 +    }else if(mainmenu==8){
 +        if(Input::MouseClicked()&&selected>-1){
 +            fireSound();
 +            flash();
 +            if(selected<=2)
 +                accountactive->setDifficulty(selected);
 +            mainmenu=5;
 +        }
 +    }else if(mainmenu==18){                   
 +        if(Input::MouseClicked()&&selected==0) {
 +            newstereomode = (StereoMode)(newstereomode + 1);
 +            while(!CanInitStereo(newstereomode)) {
 +                printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
 +                newstereomode = (StereoMode)(newstereomode + 1);
 +                if ( newstereomode >= stereoCount ) {
 +                    newstereomode = stereoNone;
 +                }
 +            }
 +        }
 +        
 +        if(Input::isKeyPressed(MOUSEBUTTON1)&&selected==1)
 +            stereoseparation+=0.001;
 +        if(Input::isKeyPressed(MOUSEBUTTON2)&&selected==1)
 +            stereoseparation-=0.001;
 +
 +        if(Input::MouseClicked()&&selected==2) {
 +            stereoreverse =! stereoreverse;
 +        }
 +        
 +        if(Input::MouseClicked()&&selected==3) {
 +            flash();
 +
 +            stereomode = newstereomode;
 +            InitStereo(stereomode);
 +            
 +            mainmenu=3;
 +        }
 +    }
 +
 +    if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
 +        tryquit=1;
 +        if(mainmenu==3){
 +            if(newdetail>2)newdetail=detail;
 +            if(newdetail<0)newdetail=detail;
 +            if(newscreenwidth<0)newscreenwidth=screenwidth;
 +            if(newscreenheight<0)newscreenheight=screenheight;
 +
 +            SaveSettings(*this);
 +        }
 +    }
 +
 +    if(mainmenu==1||mainmenu==2){
 +        if(loaddistrib>4)transition+=multiplier/8;
 +        if(transition>1){
 +            transition=0;
 +            anim++;
 +            if(anim>4)anim=0;
 +            loaddistrib=0;
 +        }
 +    }
 +    OPENAL_SetFrequency(channels[stream_music3], 22050);
 +
 +    if(entername) {
 +        inputText(displaytext[0],&displayselected,&displaychars[0]);
 +        if(!waiting) { // the input as finished
 +            if(displaychars[0]){ // with enter
 +                accountactive = Account::add(string(displaytext[0]));
 +
 +                mainmenu=8;
 +
 +                flash();
 +
 +                fireSound(firestartsound);
 +
 +                for(int i=0;i<255;i++){
 +                    displaytext[0][i]=0;
 +                }
 +                displaychars[0]=0;
 +
 +                displayselected=0;
 +            }
 +            entername=0;
 +        }
 +        
 +        displayblinkdelay-=multiplier;
 +        if(displayblinkdelay<=0){
 +            displayblinkdelay=.3;
 +            displayblink=1-displayblink;
 +        }
 +    }
 +}
 +
 +void Game::doTutorial(){
 +    if(tutorialstagetime>tutorialmaxtime){
 +        tutorialstage++;
 +        tutorialsuccess=0;
 +        if(tutorialstage<=1){
 +            canattack=0;
 +            cananger=0;
 +            reversaltrain=0;
 +        }
 +        switch(tutorialstage){
 +            case 1:
 +                tutorialmaxtime=5;
 +            break; case 2:
 +                tutorialmaxtime=2;
 +            break; case 3:
 +                tutorialmaxtime=600;
 +            break; case 4:
 +                tutorialmaxtime=1000;
 +            break; case 5:
 +                tutorialmaxtime=600;
 +            break; case 6:
 +                tutorialmaxtime=600;
 +            break; case 7:
 +                tutorialmaxtime=600;
 +            break; case 8:
 +                tutorialmaxtime=600;
 +            break; case 9:
 +                tutorialmaxtime=600;
 +            break; case 10:
 +                tutorialmaxtime=2;
 +            break; case 11:
 +                tutorialmaxtime=1000;
 +            break; case 12:
 +                tutorialmaxtime=1000;
 +            break; case 13:
 +                tutorialmaxtime=2;
 +            break; case 14: {
 +                tutorialmaxtime=3;
 +
 +                XYZ temp,temp2;
 +
 +                temp.x=1011;
 +                temp.y=84;
 +                temp.z=491;
 +                temp2.x=1025;
 +                temp2.y=75;
 +                temp2.z=447;
 +
 +                player[1].coords=(temp+temp2)/2;
 +
 +                emit_sound_at(fireendsound, player[1].coords);
 +
 +                for(int i=0;i<player[1].skeleton.num_joints;i++){
 +                    if(Random()%2==0){
 +                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 +                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 +                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 +                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 +                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 +                    }
 +                }
 +            }
 +            break; case 15:
 +                tutorialmaxtime=500;
 +            break; case 16:
 +                tutorialmaxtime=500;
 +            break; case 17:
 +                tutorialmaxtime=500;
 +            break; case 18:
 +                tutorialmaxtime=500;
 +            break; case 19:
 +                tutorialstage=20;
 +                //tutorialmaxtime=500;
 +            break; case 20:
 +                tutorialmaxtime=500;
 +            break; case 21:
 +                tutorialmaxtime=500;
 +                if(bonus==cannon){
 +                    bonus=Slicebonus;
 +                    againbonus=1;
 +                }
 +                else againbonus=0;
 +            break; case 22:
 +                tutorialmaxtime=500;
 +            break; case 23:
 +                tutorialmaxtime=500;
 +            break; case 24:
 +                tutorialmaxtime=500;
 +            break; case 25:
 +                tutorialmaxtime=500;
 +            break; case 26:
 +                tutorialmaxtime=2;
 +            break; case 27:
 +                tutorialmaxtime=4;
 +                reversaltrain=1;
 +                cananger=1;
 +                player[1].aitype=attacktypecutoff;
 +            break; case 28:
 +                tutorialmaxtime=400;
 +            break; case 29:
 +                tutorialmaxtime=400;
 +                player[0].escapednum=0;
 +            break; case 30:
 +                tutorialmaxtime=4;
 +                reversaltrain=0;
 +                cananger=0;
 +                player[1].aitype=passivetype;
 +            break; case 31:
 +                tutorialmaxtime=13;
 +            break; case 32:
 +                tutorialmaxtime=8;
 +            break; case 33:
 +                tutorialmaxtime=400;
 +                cananger=1;
 +                canattack=1;
 +                player[1].aitype=attacktypecutoff;
 +            break; case 34:
 +                tutorialmaxtime=400;
 +            break; case 35:
 +                tutorialmaxtime=400;
 +            break; case 36:
 +                tutorialmaxtime=2;
 +                reversaltrain=0;
 +                cananger=0;
 +                player[1].aitype=passivetype;
 +            break; case 37:
 +                damagedealt=0;
 +                damagetaken=0;
 +                tutorialmaxtime=50;
 +                cananger=1;
 +                canattack=1;
 +                player[1].aitype=attacktypecutoff;
 +            break; case 38:
 +                tutorialmaxtime=4;
 +                canattack=0;
 +                cananger=0;
 +                player[1].aitype=passivetype;
 +            break; case 39: {
 +                XYZ temp,temp2;
 +
 +                temp.x=1011;
 +                temp.y=84;
 +                temp.z=491;
 +                temp2.x=1025;
 +                temp2.y=75;
 +                temp2.z=447;
 +
 +
 +                weapons.owner[weapons.numweapons]=-1;
 +                weapons.type[weapons.numweapons]=knife;
 +                weapons.damage[weapons.numweapons]=0;
 +                weapons.mass[weapons.numweapons]=1;
 +                weapons.tipmass[weapons.numweapons]=1.2;
 +                weapons.length[weapons.numweapons]=.25;
 +                weapons.position[weapons.numweapons]=(temp+temp2)/2;
 +                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
 +
 +                weapons.velocity[weapons.numweapons]=0.1;
 +                weapons.tipvelocity[weapons.numweapons]=0.1;
 +                weapons.missed[weapons.numweapons]=1;
 +                weapons.hitsomething[weapons.numweapons]=0;
 +                weapons.freetime[weapons.numweapons]=0;
 +                weapons.firstfree[weapons.numweapons]=1;
 +                weapons.physics[weapons.numweapons]=1;
 +
 +                weapons.numweapons++;
 +            }
 +            break; case 40:
 +                tutorialmaxtime=300;
 +            break; case 41:
 +                tutorialmaxtime=300;
 +            break; case 42:
 +                tutorialmaxtime=8;
 +            break; case 43:
 +                tutorialmaxtime=300;
 +            break; case 44:
 +                weapons.owner[0]=1;
 +                player[0].weaponactive=-1;
 +                player[0].num_weapons=0;
 +                player[1].weaponactive=0;
 +                player[1].num_weapons=1;
 +                player[1].weaponids[0]=0;
 +
 +                cananger=1;
 +                canattack=1;
 +                player[1].aitype=attacktypecutoff;
 +
 +                tutorialmaxtime=300;
 +            break; case 45:
 +                weapons.owner[0]=1;
 +                player[0].weaponactive=-1;
 +                player[0].num_weapons=0;
 +                player[1].weaponactive=0;
 +                player[1].num_weapons=1;
 +                player[1].weaponids[0]=0;
 +
 +                tutorialmaxtime=300;
 +            break; case 46:
 +                weapons.owner[0]=1;
 +                player[0].weaponactive=-1;
 +                player[0].num_weapons=0;
 +                player[1].weaponactive=0;
 +                player[1].num_weapons=1;
 +                player[1].weaponids[0]=0;
 +
 +                weapons.type[0]=sword;
 +
 +                tutorialmaxtime=300;
 +            break; case 47: {
 +                tutorialmaxtime=10;
 +
 +                XYZ temp,temp2;
 +
 +                temp.x=1011;
 +                temp.y=84;
 +                temp.z=491;
 +                temp2.x=1025;
 +                temp2.y=75;
 +                temp2.z=447;
 +
 +                weapons.owner[weapons.numweapons]=-1;
 +                weapons.type[weapons.numweapons]=sword;
 +                weapons.damage[weapons.numweapons]=0;
 +                weapons.mass[weapons.numweapons]=1;
 +                weapons.tipmass[weapons.numweapons]=1.2;
 +                weapons.length[weapons.numweapons]=.25;
 +                weapons.position[weapons.numweapons]=(temp+temp2)/2;
 +                weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
 +
 +                weapons.velocity[weapons.numweapons]=0.1;
 +                weapons.tipvelocity[weapons.numweapons]=0.1;
 +                weapons.missed[weapons.numweapons]=1;
 +                weapons.hitsomething[weapons.numweapons]=0;
 +                weapons.freetime[weapons.numweapons]=0;
 +                weapons.firstfree[weapons.numweapons]=1;
 +                weapons.physics[weapons.numweapons]=1;
 +
 +                weapons.owner[0]=1;
 +                weapons.owner[1]=0;
 +                player[0].weaponactive=0;
 +                player[0].num_weapons=1;
 +                player[0].weaponids[0]=1;
 +                player[1].weaponactive=0;
 +                player[1].num_weapons=1;
 +                player[1].weaponids[0]=0;
 +
 +                weapons.numweapons++;
 +            }
 +            break; case 48:
 +                canattack=0;
 +                cananger=0;
 +                player[1].aitype=passivetype;
 +
 +                tutorialmaxtime=15;
 +
 +                weapons.owner[0]=1;
 +                weapons.owner[1]=0;
 +                player[0].weaponactive=0;
 +                player[0].num_weapons=1;
 +                player[0].weaponids[0]=1;
 +                player[1].weaponactive=0;
 +                player[1].num_weapons=1;
 +                player[1].weaponids[0]=0;
 +
 +                if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
 +                else weapons.type[0]=staff;
 +
 +                weapons.numweapons++;
 +            break; case 49:
 +                canattack=0;
 +                cananger=0;
 +                player[1].aitype=passivetype;
 +
 +                tutorialmaxtime=200;
 +
 +                weapons.position[1]=1000;
 +                weapons.tippoint[1]=1000;
 +
 +                weapons.numweapons=1;
 +                weapons.owner[0]=0;
 +                player[1].weaponactive=-1;
 +                player[1].num_weapons=0;
 +                player[0].weaponactive=0;
 +                player[0].num_weapons=1;
 +                player[0].weaponids[0]=0;
 +
 +                weapons.type[0]=knife;
 +
 +                weapons.numweapons++;
 +            break; case 50: {
 +                tutorialmaxtime=8;
 +
 +                XYZ temp,temp2;
 +                emit_sound_at(fireendsound, player[1].coords);
 +
 +                for(int i=0;i<player[1].skeleton.num_joints;i++){
 +                    if(Random()%2==0){
 +                        if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 +                        if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 +                        if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 +                        if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 +                        Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 +                    }
 +                }
 +
 +                player[1].num_weapons=0;
 +                player[1].weaponstuck=-1;
 +                player[1].weaponactive=-1;
 +
 +                weapons.numweapons=0;
 +
 +                weapons.owner[0]=-1;
 +                weapons.velocity[0]=0.1;
 +                weapons.tipvelocity[0]=-0.1;
 +                weapons.missed[0]=1;
 +                weapons.hitsomething[0]=0;
 +                weapons.freetime[0]=0;
 +                weapons.firstfree[0]=1;
 +                weapons.physics[0]=1;
 +            }
 +            break; case 51:
 +                tutorialmaxtime=80000;
 +            break; default: break;
 +        }
 +        if(tutorialstage<=51)tutorialstagetime=0;
 +    }
 +
 +    //Tutorial success
 +    if(tutorialstagetime<tutorialmaxtime-3){
 +        switch(tutorialstage){
 +            case 3: if(deltah||deltav)tutorialsuccess+=multiplier;
 +            break; case 4: if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
 +            break; case 5: if(player[0].jumpkeydown)tutorialsuccess=1;
 +            break; case 6: if(player[0].isCrouch())tutorialsuccess=1;
 +            break; case 7: if(player[0].targetanimation==rollanim)tutorialsuccess=1;
 +            break; case 8: if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
 +            break; case 9: if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
 +            break; case 11: if(player[0].isWallJump())tutorialsuccess=1;
 +            break; case 12: if(player[0].targetanimation==flipanim)tutorialsuccess=1;
 +            break; case 15: if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
 +            break; case 16: if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
 +            break; case 17: if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
 +            break; case 18: if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
 +            break; case 19: if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
 +            break; case 20: if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
 +            break; case 21: if(bonus==cannon)tutorialsuccess=1;
 +            break; case 22: if(bonus==spinecrusher)tutorialsuccess=1;
 +            break; case 23: if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
 +            break; case 24: if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
 +            break; case 25: if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
 +            break; case 28: if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
 +            break; case 29:
 +                if(player[0].escapednum==2){
 +                    tutorialsuccess=1;
 +                    reversaltrain=0;
 +                    cananger=0;
 +                    player[1].aitype=passivetype;
 +                }
 +            break; case 33: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 +            break; case 34: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 +            break; case 35:
 +                if(animation[player[0].targetanimation].attack==reversal){
 +                    tutorialsuccess=1;
 +                    reversaltrain=0;
 +                    cananger=0;
 +                    player[1].aitype=passivetype;
 +                }
 +            break; case 40: if(player[0].num_weapons>0)tutorialsuccess=1;
 +            break; case 41: if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
 +            break; case 43: if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
 +            break; case 44: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 +            break; case 45: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 +            break; case 46: if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 +            break; case 49: if(player[1].weaponstuck!=-1)tutorialsuccess=1;
 +            break; default: break;
 +        }
 +        if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
 +
 +
 +        if(tutorialstagetime==tutorialmaxtime-3){
 +            emit_sound_np(consolesuccesssound);
 +        }
 +
 +        if(tutorialsuccess>=1){
 +            if(tutorialstage==34||tutorialstage==35)
 +                tutorialstagetime=tutorialmaxtime-1;
 +        }
 +    }
 +
 +    if(tutorialstage<14||tutorialstage>=50){
 +        player[1].coords.y=300;
 +        player[1].velocity=0;
 +    }
 +}
 +
 +
 +
 +void Game::doDebugKeys(){
        float headprop,bodyprop,armprop,legprop;
 +    if(debugmode){
 +        if(Input::isKeyPressed(SDLK_h)){
 +            player[0].damagetolerance=200000;
 +            player[0].damage=0;
 +            player[0].burnt=0;
 +            player[0].permanentdamage=0;
 +            player[0].superpermanentdamage=0;
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_j)){
 +            environment++;
 +            if(environment>2)
 +                environment=0;
 +            Setenvironment(environment);
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_c)){
 +            cameramode=1-cameramode;
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)){
 +            if(player[0].num_weapons>0){
 +                if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
 +                else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
 +                else weapons.type[player[0].weaponids[0]]=sword;
 +                if(weapons.type[player[0].weaponids[0]]==sword){
 +                    weapons.mass[player[0].weaponids[0]]=1.5;
 +                    weapons.tipmass[player[0].weaponids[0]]=1;
 +                    weapons.length[player[0].weaponids[0]]=.8;
 +                }
 +                if(weapons.type[player[0].weaponids[0]]==staff){
 +                    weapons.mass[player[0].weaponids[0]]=2;
 +                    weapons.tipmass[player[0].weaponids[0]]=1;
 +                    weapons.length[player[0].weaponids[0]]=1.5;
 +                }
 +
 +                if(weapons.type[player[0].weaponids[0]]==knife){
 +                    weapons.mass[player[0].weaponids[0]]=1;
 +                    weapons.tipmass[player[0].weaponids[0]]=1.2;
 +                    weapons.length[player[0].weaponids[0]]=.25;
 +                }
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(closestdist==-1||distance<closestdist){
 +                        closestdist=distance;
 +                        closest=i;
 +                    }
 +                }
 +            if(closest!=-1){
 +                if(player[closest].num_weapons){
 +                    if(weapons.type[player[closest].weaponids[0]]==sword)
 +                        weapons.type[player[closest].weaponids[0]]=staff;
 +                    else if(weapons.type[player[closest].weaponids[0]]==staff)
 +                        weapons.type[player[closest].weaponids[0]]=knife;
 +                    else weapons.type[player[closest].weaponids[0]]=sword;
 +                    if(weapons.type[player[closest].weaponids[0]]==sword){
 +                        weapons.mass[player[closest].weaponids[0]]=1.5;
 +                        weapons.tipmass[player[closest].weaponids[0]]=1;
 +                        weapons.length[player[closest].weaponids[0]]=.8;
 +                    }
 +                    if(weapons.type[player[0].weaponids[0]]==staff){
 +                        weapons.mass[player[0].weaponids[0]]=2;
 +                        weapons.tipmass[player[0].weaponids[0]]=1;
 +                        weapons.length[player[0].weaponids[0]]=1.5;
 +                    }
 +                    if(weapons.type[player[closest].weaponids[0]]==knife){
 +                        weapons.mass[player[closest].weaponids[0]]=1;
 +                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
 +                        weapons.length[player[closest].weaponids[0]]=.25;
 +                    }
 +                }
 +                if(!player[closest].num_weapons){
 +                    player[closest].weaponids[0]=weapons.numweapons;
 +                    weapons.owner[weapons.numweapons]=closest;
 +                    weapons.type[weapons.numweapons]=knife;
 +                    weapons.damage[weapons.numweapons]=0;
 +                    weapons.numweapons++;
 +                    player[closest].num_weapons=1;
 +                    if(weapons.type[player[closest].weaponids[0]]==sword){
 +                        weapons.mass[player[closest].weaponids[0]]=1.5;
 +                        weapons.tipmass[player[closest].weaponids[0]]=1;
 +                        weapons.length[player[closest].weaponids[0]]=.8;
 +                    }
 +                    if(weapons.type[player[closest].weaponids[0]]==knife){
 +                        weapons.mass[player[closest].weaponids[0]]=1;
 +                        weapons.tipmass[player[closest].weaponids[0]]=1.2;
 +                        weapons.length[player[closest].weaponids[0]]=.25;
 +                    }
 +                }
 +            }
 +        }
 +
 +        if(Input::isKeyDown(SDLK_u)){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(closestdist==-1||distance<closestdist){
 +                        closestdist=distance;
 +                        closest=i;
 +                    }
 +                }
 +            player[closest].rotation+=multiplier*50;
 +            player[closest].targetrotation=player[closest].rotation;
 +        }
 +
 +
 +        if(Input::isKeyPressed(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(closestdist==-1||distance<closestdist){
 +                        closestdist=distance;
 +                        closest=i;
 +                    }
 +                }
 +            if(Input::isKeyDown(SDLK_LCTRL))closest=0;
 +
 +            if(closest!=-1){
 +                player[closest].whichskin++;
 +                if(player[closest].whichskin>9)
 +                    player[closest].whichskin=0;
 +                if(player[closest].whichskin>2&&player[closest].creature==wolftype)
 +                    player[closest].whichskin=0;
 +
 +                LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
 +                        &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
 +            }
 +
 +            if(player[closest].numclothes){
 +                for(int i=0;i<player[closest].numclothes;i++){
 +                    tintr=player[closest].clothestintr[i];
 +                    tintg=player[closest].clothestintg[i];
 +                    tintb=player[closest].clothestintb[i];
 +                    AddClothes((char *)player[closest].clothes[i],&player[closest].skeleton.skinText[0]);
 +                }
 +                player[closest].DoMipmaps();
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(closestdist==-1||distance<closestdist){
 +                        closestdist=distance;
 +                        closest=i;
 +                    }
 +                }
 +            if(closest!=-1){
 +                if(player[closest].creature==wolftype){
 +                    headprop=player[closest].proportionhead.x/1.1;
 +                    bodyprop=player[closest].proportionbody.x/1.1;
 +                    armprop=player[closest].proportionarms.x/1.1;
 +                    legprop=player[closest].proportionlegs.x/1.1;
 +                }
 +
 +                if(player[closest].creature==rabbittype){
 +                    headprop=player[closest].proportionhead.x/1.2;
 +                    bodyprop=player[closest].proportionbody.x/1.05;
 +                    armprop=player[closest].proportionarms.x/1.00;
 +                    legprop=player[closest].proportionlegs.x/1.1;
 +                }
 +
 +
 +                if(player[closest].creature==rabbittype){
 +                    player[closest].skeleton.id=closest;
 +                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
 +                    LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
 +                    player[closest].whichskin=0;
 +                    player[closest].creature=wolftype;
 +
 +                    player[closest].proportionhead=1.1;
 +                    player[closest].proportionbody=1.1;
 +                    player[closest].proportionarms=1.1;
 +                    player[closest].proportionlegs=1.1;
 +                    player[closest].proportionlegs.y=1.1;
 +                    player[closest].scale=.23*5*player[0].scale;
 +
 +                    player[closest].damagetolerance=300;
 +                }
 +                else
 +                {
 +                    player[closest].skeleton.id=closest;
 +                    player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
 +                    LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
 +                    player[closest].whichskin=0;
 +                    player[closest].creature=rabbittype;
 +
 +                    player[closest].proportionhead=1.2;
 +                    player[closest].proportionbody=1.05;
 +                    player[closest].proportionarms=1.00;
 +                    player[closest].proportionlegs=1.1;
 +                    player[closest].proportionlegs.y=1.05;
 +                    player[closest].scale=.2*5*player[0].scale;
 +
 +                    player[closest].damagetolerance=200;
 +                }
 +
 +                if(player[closest].creature==wolftype){
 +                    player[closest].proportionhead=1.1*headprop;
 +                    player[closest].proportionbody=1.1*bodyprop;
 +                    player[closest].proportionarms=1.1*armprop;
 +                    player[closest].proportionlegs=1.1*legprop;
 +                }
 +
 +                if(player[closest].creature==rabbittype){
 +                    player[closest].proportionhead=1.2*headprop;
 +                    player[closest].proportionbody=1.05*bodyprop;
 +                    player[closest].proportionarms=1.00*armprop;
 +                    player[closest].proportionlegs=1.1*legprop;
 +                    player[closest].proportionlegs.y=1.05*legprop;
 +                }
 +
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_b)&&!Input::isKeyDown(SDLK_LSHIFT)){
 +            slomo=1-slomo;
 +            slomodelay=1000;
 +        }
 +
 +
 +        if(((Input::isKeyPressed(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            XYZ flatfacing2,flatvelocity2;
 +            XYZ blah;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(distance<144&&!player[i].headless)
 +                        if(closestdist==-1||distance<closestdist){
 +                            closestdist=distance;
 +                            closest=i;
 +                            blah = player[i].coords;
 +                        }
 +                }
 +
 +            if(closest!=-1){
 +                XYZ headspurtdirection;
 +                //int i = player[closest].skeleton.jointlabels[head];
 +                Joint& headjoint=playerJoint(closest,head);
 +                for(int k=0;k<player[closest].skeleton.num_joints; k++){
 +                    if(!player[closest].skeleton.free)
 +                        flatvelocity2=player[closest].velocity;
 +                    if(player[closest].skeleton.free)
 +                        flatvelocity2=headjoint.velocity;
 +                    if(!player[closest].skeleton.free)
 +                        flatfacing2=DoRotation(DoRotation(DoRotation(headjoint.position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 +                    if(player[closest].skeleton.free)
 +                        flatfacing2=headjoint.position*player[closest].scale+player[closest].coords;
 +                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 +                    headspurtdirection=headjoint.position-playerJoint(closest,neck).position;
 +                    Normalise(&headspurtdirection);
 +                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
 +                    flatvelocity2+=headspurtdirection*8;
 +                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
 +                }
 +                Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
 +
 +                emit_sound_at(splattersound, blah);
 +                emit_sound_at(breaksound2, blah, 100.);
 +
 +                if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
 +                player[closest].RagDoll(0);
 +                player[closest].dead=2;
 +                player[closest].headless=1;
 +                player[closest].DoBloodBig(3,165);
 +
 +                camerashake+=.3;
 +            }
 +        }
 +
 +        if(((Input::isKeyPressed(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            XYZ flatfacing2,flatvelocity2;
 +            XYZ blah;
 +            if(numplayers>1)
 +                for(int i=1;i<numplayers;i++){
 +                    distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                    if(distance<144)
 +                        if(closestdist==-1||distance<closestdist){
 +                            closestdist=distance;
 +                            closest=i;
 +                            blah=player[i].coords;
 +                        }
 +                }
 +
 +            if(closest!=-1){
 +                emit_sound_at(splattersound, blah);
 +
 +                emit_sound_at(breaksound2, blah);
 +
 +                for(int i=0;i<player[closest].skeleton.num_joints; i++){
 +                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 +                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 +                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 +                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 +                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 +                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
 +                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
 +                    Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
 +                }
 +
 +                for(int i=0;i<player[closest].skeleton.num_joints; i++){
 +                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 +                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 +                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 +                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 +                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 +                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
 +                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
 +                }
 +
 +                for(int i=0;i<player[closest].skeleton.num_joints; i++){
 +                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 +                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 +                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 +                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 +                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 +                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
 +                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
 +                }
 +
 +                for(int i=0;i<player[closest].skeleton.num_joints; i++){
 +                    if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 +                    if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 +                    if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 +                    if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 +                    flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 +                    flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 +                    Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
 +                    Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
 +                }
 +
 +                XYZ temppos;
 +                for(int j=0;j<numplayers; j++){
 +                    if(j!=closest){
 +                        if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
 +                            player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
 +                            if(player[j].skeleton.free==2)
 +                                player[j].skeleton.free=1;
 +                            player[j].skeleton.longdead=0;
 +                            player[j].RagDoll(0);
 +                            for(int i=0;i<player[j].skeleton.num_joints; i++){
 +                                temppos=player[j].skeleton.joints[i].position+player[j].coords;
 +                                if(findDistancefast(&temppos,&player[closest].coords)<25){
 +                                    flatvelocity2=temppos-player[closest].coords;
 +                                    Normalise(&flatvelocity2);
 +                                    player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
 +                                }
 +                            }
 +                        }
 +                    }
 +                }
 +
 +                player[closest].DoDamage(10000);
 +                player[closest].RagDoll(0);
 +                player[closest].dead=2;
 +                player[closest].coords=20;
 +                player[closest].skeleton.free=2;
 +
 +                camerashake+=.6;
 +
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_f)){
 +            player[0].onfire=1-player[0].onfire;
 +            if(player[0].onfire){
 +                player[0].CatchFire();
 +            }
 +            if(!player[0].onfire){
 +                emit_sound_at(fireendsound, player[0].coords);
 +                pause_sound(stream_firesound);
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)){
 +            //if(!player[0].skeleton.free)player[0].damage+=500;
 +            player[0].RagDoll(0);
 +            //player[0].spurt=1;
 +            //player[0].DoDamage(1000);
 +
 +            emit_sound_at(whooshsound, player[0].coords, 128.);
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)){
 +            int closest=-1;
 +            float closestdist=-1;
 +            float distance;
 +            for(int i=0;i<objects.numobjects;i++){
 +                if(objects.type[i]==treeleavestype){
 +                    objects.scale[i]*=.9;
 +                }
 +            }
 +        }
 +
 +        if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
 +            editorenabled=1-editorenabled;
 +            if(editorenabled){
 +                player[0].damagetolerance=100000;
 +            } else {
 +                player[0].damagetolerance=200;
 +            }
 +            player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
 +            player[0].permanentdamage=0;
 +            player[0].superpermanentdamage=0;
 +            player[0].bloodloss=0;
 +            player[0].deathbleeding=0;
 +        }
 +
 +        //skip level
 +        if(whichlevel!=-2&&Input::isKeyPressed(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!editorenabled){
 +            targetlevel++;
 +            if(targetlevel>numchallengelevels-1)
 +                targetlevel=0;
 +            loading=1;
 +            leveltime=5;
 +        }
 +
 +        if(editorenabled){
 +            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LSHIFT)){
 +                int closest=-1;
 +                float closestdist=-1;
 +                float distance;
 +                if(numplayers>1)
 +                    for(int i=1;i<numplayers;i++){
 +                        distance=findDistancefast(&player[i].coords,&player[0].coords);
 +                        if(closestdist==-1||distance<closestdist){
 +                            closestdist=distance;
 +                            closest=i;
 +                        }
 +                    }
 +                if(closestdist>0&&closest>=0){
 +                    //player[closest]=player[numplayers-1];
 +                    //player[closest].skeleton=player[numplayers-1].skeleton;
 +                    numplayers--;
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_DELETE)&&Input::isKeyDown(SDLK_LCTRL)){
 +                int closest=-1;
 +                float closestdist=-1;
 +                float distance;
 +                if(max_objects>1)
 +                    for(int i=1;i<max_objects;i++){
 +                        distance=findDistancefast(&objects.position[i],&player[0].coords);
 +                        if(closestdist==-1||distance<closestdist){
 +                            closestdist=distance;
 +                            closest=i;
 +                        }
 +                    }
 +                if(closestdist>0&&closest>=0){
 +                    objects.position[closest].y-=500;
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_m)&&Input::isKeyDown(SDLK_LSHIFT)){
 +                //drawmode++;
 +                //if(drawmode>2)drawmode=0;
 +                if(objects.numobjects<max_objects-1){
 +                    XYZ boxcoords;
 +                    boxcoords.x=player[0].coords.x;
 +                    boxcoords.z=player[0].coords.z;
 +                    boxcoords.y=player[0].coords.y-3;
 +                    if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
 +                    if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
 +                    //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
 +                    float temprotat,temprotat2;
 +                    temprotat=editorrotation;
 +                    temprotat2=editorrotation2;
 +                    if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
 +                    if(temprotat2<0)temprotat2=Random()%360;
 +
 +                    objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
 +                    if(editortype==treetrunktype)
 +                        objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                if(numplayers<maxplayers-1){
 +                    player[numplayers].scale=.2*5*player[0].scale;
 +                    player[numplayers].creature=rabbittype;
 +                    player[numplayers].howactive=editoractive;
 +                    player[numplayers].skeleton.id=numplayers;
 +                    player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
 +
 +                    //texsize=512*512*3/texdetail/texdetail;
 +                    //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
 +                    //player[numplayers].skeleton.skinText.resize(texsize);
 +
 +                    int k=abs(Random()%2)+1;
 +                    if(k==0){
 +                        LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 +                        player[numplayers].whichskin=0;
 +                    }
 +                    else if(k==1){
 +                        LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 +                        player[numplayers].whichskin=1;
 +                    }
 +                    else {
 +                        LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 +                        player[numplayers].whichskin=2;
 +                    }
 +
 +                    LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
 +                    player[numplayers].power=1;
 +                    player[numplayers].speedmult=1;
 +                    player[numplayers].currentanimation=bounceidleanim;
 +                    player[numplayers].targetanimation=bounceidleanim;
 +                    player[numplayers].currentframe=0;
 +                    player[numplayers].targetframe=1;
 +                    player[numplayers].target=0;
 +                    player[numplayers].bled=0;
 +                    player[numplayers].speed=1+(float)(Random()%100)/1000;
 +
 +                    player[numplayers].targetrotation=player[0].targetrotation;
 +                    player[numplayers].rotation=player[0].rotation;
 +
 +                    player[numplayers].velocity=0;
 +                    player[numplayers].coords=player[0].coords;
 +                    player[numplayers].oldcoords=player[numplayers].coords;
 +                    player[numplayers].realoldcoords=player[numplayers].coords;
 +
 +                    player[numplayers].id=numplayers;
 +                    player[numplayers].skeleton.id=numplayers;
 +                    player[numplayers].updatedelay=0;
 +                    player[numplayers].normalsupdatedelay=0;
 +
 +                    player[numplayers].aitype=passivetype;
 +
 +                    if(player[0].creature==wolftype){
 +                        headprop=player[0].proportionhead.x/1.1;
 +                        bodyprop=player[0].proportionbody.x/1.1;
 +                        armprop=player[0].proportionarms.x/1.1;
 +                        legprop=player[0].proportionlegs.x/1.1;
 +                    }
 +
 +                    if(player[0].creature==rabbittype){
 +                        headprop=player[0].proportionhead.x/1.2;
 +                        bodyprop=player[0].proportionbody.x/1.05;
 +                        armprop=player[0].proportionarms.x/1.00;
 +                        legprop=player[0].proportionlegs.x/1.1;
 +                    }
 +
 +                    if(player[numplayers].creature==wolftype){
 +                        player[numplayers].proportionhead=1.1*headprop;
 +                        player[numplayers].proportionbody=1.1*bodyprop;
 +                        player[numplayers].proportionarms=1.1*armprop;
 +                        player[numplayers].proportionlegs=1.1*legprop;
 +                    }
 +
 +                    if(player[numplayers].creature==rabbittype){
 +                        player[numplayers].proportionhead=1.2*headprop;
 +                        player[numplayers].proportionbody=1.05*bodyprop;
 +                        player[numplayers].proportionarms=1.00*armprop;
 +                        player[numplayers].proportionlegs=1.1*legprop;
 +                        player[numplayers].proportionlegs.y=1.05*legprop;
 +                    }
 +
 +                    player[numplayers].headless=0;
 +                    player[numplayers].onfire=0;
 +
 +                    if(cellophane){
 +                        player[numplayers].proportionhead.z=0;
 +                        player[numplayers].proportionbody.z=0;
 +                        player[numplayers].proportionarms.z=0;
 +                        player[numplayers].proportionlegs.z=0;
 +                    }
 +
 +                    player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
 +
 +                    player[numplayers].damagetolerance=200;
 +
 +                    player[numplayers].protectionhead=player[0].protectionhead;
 +                    player[numplayers].protectionhigh=player[0].protectionhigh;
 +                    player[numplayers].protectionlow=player[0].protectionlow;
 +                    player[numplayers].armorhead=player[0].armorhead;
 +                    player[numplayers].armorhigh=player[0].armorhigh;
 +                    player[numplayers].armorlow=player[0].armorlow;
 +                    player[numplayers].metalhead=player[0].metalhead;
 +                    player[numplayers].metalhigh=player[0].metalhigh;
 +                    player[numplayers].metallow=player[0].metallow;
 +
 +                    player[numplayers].immobile=player[0].immobile;
 +
 +                    player[numplayers].numclothes=player[0].numclothes;
 +                    if(player[numplayers].numclothes)
 +                        for(int i=0;i<player[numplayers].numclothes;i++){
 +                            strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
 +                            player[numplayers].clothestintr[i]=player[0].clothestintr[i];
 +                            player[numplayers].clothestintg[i]=player[0].clothestintg[i];
 +                            player[numplayers].clothestintb[i]=player[0].clothestintb[i];
 +                            tintr=player[numplayers].clothestintr[i];
 +                            tintg=player[numplayers].clothestintg[i];
 +                            tintb=player[numplayers].clothestintb[i];
 +                            AddClothes((char *)player[numplayers].clothes[i],&player[numplayers].skeleton.skinText[0]);
 +                        }
 +                    if(player[numplayers].numclothes){
 +                        player[numplayers].DoMipmaps();
 +                    }
 +
 +                    player[numplayers].power=player[0].power;
 +                    player[numplayers].speedmult=player[0].speedmult;
 +
 +                    player[numplayers].damage=0;
 +                    player[numplayers].permanentdamage=0;
 +                    player[numplayers].superpermanentdamage=0;
 +                    player[numplayers].deathbleeding=0;
 +                    player[numplayers].bleeding=0;
 +                    player[numplayers].numwaypoints=0;
 +                    player[numplayers].waypoint=0;
 +                    player[numplayers].jumppath=0;
 +                    player[numplayers].weaponstuck=-1;
 +                    player[numplayers].weaponactive=-1;
 +                    player[numplayers].num_weapons=0;
 +                    player[numplayers].bloodloss=0;
 +                    player[numplayers].dead=0;
 +
 +                    player[numplayers].loaded=1;
 +
 +                    numplayers++;
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LSHIFT)){
 +                if(player[numplayers-1].numwaypoints<90){
 +                    player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
 +                    player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
 +                    player[numplayers-1].numwaypoints++;
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_p)&&Input::isKeyDown(SDLK_LCTRL)){
 +                if(numpathpoints<30){
 +                    bool connected,alreadyconnected;
 +                    connected=0;
 +                    if(numpathpoints>1)
 +                        for(int i=0;i<numpathpoints;i++){
 +                            if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
 +                                alreadyconnected=0;
 +                                for(int j=0;j<numpathpointconnect[pathpointselected];j++){
 +                                    if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
 +                                }
 +                                if(!alreadyconnected){
 +                                    numpathpointconnect[pathpointselected]++;
 +                                    connected=1;
 +                                    pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
 +                                }
 +                            }
 +                        }
 +                    if(!connected){
 +                        numpathpoints++;
 +                        pathpoint[numpathpoints-1]=player[0].coords;
 +                        numpathpointconnect[numpathpoints-1]=0;
 +                        if(numpathpoints>1&&pathpointselected!=-1){
 +                            numpathpointconnect[pathpointselected]++;
 +                            pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
 +                        }
 +                        pathpointselected=numpathpoints-1;
 +                    }
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_PERIOD)){
 +                pathpointselected++;
 +                if(pathpointselected>=numpathpoints)
 +                    pathpointselected=-1;
 +            }
 +            if(Input::isKeyPressed(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)){
 +                pathpointselected--;
 +                if(pathpointselected<=-2)
 +                    pathpointselected=numpathpoints-1;
 +            }
 +            if(Input::isKeyPressed(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)){
 +                if(pathpointselected!=-1){
 +                    numpathpoints--;
 +                    pathpoint[pathpointselected]=pathpoint[numpathpoints];
 +                    numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
 +                    for(int i=0;i<numpathpointconnect[pathpointselected];i++){
 +                        pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
 +                    }
 +                    for(int i=0;i<numpathpoints;i++){
 +                        for(int j=0;j<numpathpointconnect[i];j++){
 +                            if(pathpointconnect[i][j]==pathpointselected){
 +                                pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
 +                                numpathpointconnect[i]--;
 +                            }
 +                            if(pathpointconnect[i][j]==numpathpoints){
 +                                pathpointconnect[i][j]=pathpointselected;
 +                            }
 +                        }
 +                    }
 +                    pathpointselected=numpathpoints-1;
 +                }
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editortype--;
 +                if(editortype==treeleavestype||editortype==10)editortype--;
 +                if(editortype<0)editortype=firetype;
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editortype++;
 +                if(editortype==treeleavestype||editortype==10)editortype++;
 +                if(editortype>firetype)editortype=0;
 +            }
 +
 +            if(Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editorrotation-=multiplier*100;
 +                if(editorrotation<-.01)editorrotation=-.01;
 +            }
 +
 +            if(Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editorrotation+=multiplier*100;
 +            }
 +
 +            if(Input::isKeyDown(SDLK_UP)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editorsize+=multiplier;
 +            }
 +
 +            if(Input::isKeyDown(SDLK_DOWN)&&!Input::isKeyDown(SDLK_LCTRL)){
 +                editorsize-=multiplier;
 +                if(editorsize<.1)editorsize=.1;
 +            }
 +
 +
 +            if(Input::isKeyPressed(SDLK_LEFT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
 +                mapradius-=multiplier*10;
 +            }
 +
 +            if(Input::isKeyPressed(SDLK_RIGHT)&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
 +                mapradius+=multiplier*10;
 +            }
 +            if(Input::isKeyDown(SDLK_UP)&&Input::isKeyDown(SDLK_LCTRL)){
 +                editorrotation2+=multiplier*100;
 +            }
 +
 +            if(Input::isKeyDown(SDLK_DOWN)&&Input::isKeyDown(SDLK_LCTRL)){
 +                editorrotation2-=multiplier*100;
 +                if(editorrotation2<-.01)editorrotation2=-.01;
 +            }
 +            if(Input::isKeyPressed(SDLK_DELETE)&&objects.numobjects&&Input::isKeyDown(SDLK_LSHIFT)){
 +                int closest=-1;
 +                float closestdist=-1;
 +                float distance;
 +                for(int i=0;i<objects.numobjects;i++){
 +                    distance=findDistancefast(&objects.position[i],&player[0].coords);
 +                    if(closestdist==-1||distance<closestdist){
 +                        closestdist=distance;
 +                        closest=i;
 +                    }
 +                }
 +                if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
 +            }
 +        }
 +    }
 +}
 +
 +
 +
 +void Game::doJumpReversals(){
 +    for(int k=0;k<numplayers;k++)
 +        for(int i=k;i<numplayers;i++){
 +            if(i==k)continue;
 +            if(     player[k].skeleton.free==0&&
 +                    player[i].skeleton.oldfree==0&&
 +                    (player[i].targetanimation==jumpupanim||
 +                     player[k].targetanimation==jumpupanim)&&
 +                    (player[i].aitype==playercontrolled||
 +                     player[k].aitype==playercontrolled)&&
 +                    (player[i].aitype==attacktypecutoff&&player[i].stunned<=0||
 +                     player[k].aitype==attacktypecutoff&&player[k].stunned<=0)){
 +                if(     findDistancefast(&player[i].coords,&player[k].coords)<10*sq((player[i].scale+player[k].scale)*2.5)&&
 +                        findDistancefastflat(&player[i].coords,&player[k].coords)<2*sq((player[i].scale+player[k].scale)*2.5)){
 +                    //TODO: refactor two huge similar ifs
 +                    if(player[i].targetanimation==jumpupanim&&
 +                            player[k].targetanimation!=getupfrombackanim&&
 +                            player[k].targetanimation!=getupfromfrontanim&&
 +                            animation[player[k].targetanimation].height==middleheight&&
 +                            normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&
 +                            (player[k].aitype==playercontrolled&&player[k].attackkeydown||
 +                             player[k].aitype!=playercontrolled)){
 +                        player[i].victim=&player[k];
 +                        player[i].velocity=0;
 +                        player[i].currentanimation=jumpreversedanim;
 +                        player[i].targetanimation=jumpreversedanim;
 +                        player[i].currentframe=0;
 +                        player[i].targetframe=1;
 +                        player[i].targettilt2=0;
 +                        player[k].victim=&player[i];
 +                        player[k].velocity=0;
 +                        player[k].currentanimation=jumpreversalanim;
 +                        player[k].targetanimation=jumpreversalanim;
 +                        player[k].currentframe=0;
 +                        player[k].targetframe=1;
 +                        player[k].targettilt2=0;
 +                        if(player[i].coords.y<player[k].coords.y+1){
 +                            player[i].currentanimation=rabbitkickreversedanim;
 +                            player[i].targetanimation=rabbitkickreversedanim;
 +                            player[i].currentframe=1;
 +                            player[i].targetframe=2;
 +                            player[k].currentanimation=rabbitkickreversalanim;
 +                            player[k].targetanimation=rabbitkickreversalanim;
 +                            player[k].currentframe=1;
 +                            player[k].targetframe=2;
 +                        }
 +                        player[i].target=0;
 +                        player[k].oldcoords=player[k].coords;
 +                        player[i].coords=player[k].coords;
 +                        player[k].targetrotation=player[i].targetrotation;
 +                        player[k].rotation=player[i].targetrotation;
 +                        if(player[k].aitype==attacktypecutoff)
 +                            player[k].stunned=.5;
 +                    }
 +                    if(player[k].targetanimation==jumpupanim&&
 +                            player[i].targetanimation!=getupfrombackanim&&
 +                            player[i].targetanimation!=getupfromfrontanim&&
 +                            animation[player[i].targetanimation].height==middleheight&&
 +                            normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&
 +                            ((player[i].aitype==playercontrolled&&player[i].attackkeydown)||
 +                             player[i].aitype!=playercontrolled)){
 +                        player[k].victim=&player[i];
 +                        player[k].velocity=0;
 +                        player[k].currentanimation=jumpreversedanim;
 +                        player[k].targetanimation=jumpreversedanim;
 +                        player[k].currentframe=0;
 +                        player[k].targetframe=1;
 +                        player[k].targettilt2=0;
 +                        player[i].victim=&player[k];
 +                        player[i].velocity=0;
 +                        player[i].currentanimation=jumpreversalanim;
 +                        player[i].targetanimation=jumpreversalanim;
 +                        player[i].currentframe=0;
 +                        player[i].targetframe=1;
 +                        player[i].targettilt2=0;
 +                        if(player[k].coords.y<player[i].coords.y+1){
 +                            player[k].targetanimation=rabbitkickreversedanim;
 +                            player[k].currentanimation=rabbitkickreversedanim;
 +                            player[i].currentanimation=rabbitkickreversalanim;
 +                            player[i].targetanimation=rabbitkickreversalanim;
 +                            player[k].currentframe=1;
 +                            player[k].targetframe=2;
 +                            player[i].currentframe=1;
 +                            player[i].targetframe=2;
 +                        }
 +                        player[k].target=0;
 +                        player[i].oldcoords=player[i].coords;
 +                        player[k].coords=player[i].coords;
 +                        player[i].targetrotation=player[k].targetrotation;
 +                        player[i].rotation=player[k].targetrotation;
 +                        if(player[i].aitype==attacktypecutoff)
 +                            player[i].stunned=.5;
 +                    }
 +                }
 +            }
 +        }
 +}
 +
 +void Game::doAerialAcrobatics(){
 +      static XYZ facing,flatfacing;
 +    for(int k=0;k<numplayers;k++){
 +        player[k].turnspeed=500;
 +
 +        if((player[k].isRun()&&
 +                    ((player[k].targetrotation!=rabbitrunninganim&&
 +                      player[k].targetrotation!=wolfrunninganim)||
 +                     player[k].targetframe==4))||
 +                player[k].targetanimation==removeknifeanim||
 +                player[k].targetanimation==crouchremoveknifeanim||
 +                player[k].targetanimation==flipanim||
 +                player[k].targetanimation==fightsidestep||
 +                player[k].targetanimation==walkanim){
 +            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed);
 +        }
 +
 +
 +        if(player[k].isStop()||
 +                player[k].isLanding()||
 +                player[k].targetanimation==staggerbackhighanim||
 +                (player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||
 +                player[k].targetanimation==staggerbackhardanim||
 +                player[k].targetanimation==backhandspringanim||
 +                player[k].targetanimation==dodgebackanim||
 +                player[k].targetanimation==rollanim||
 +                (animation[player[k].targetanimation].attack&&
 +                 player[k].targetanimation!=rabbitkickanim&&
 +                 (player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&
 +                 (player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
 +            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*2);
 +        }
 +
 +        if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
 +            player[k].rotation=stepTowardf(player[k].rotation, player[k].targetrotation, multiplier*player[k].turnspeed*4);
 +        }
 +
 +        /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/
 +        player[k].DoStuff();
 +        if(player[k].immobile&&k!=0)
 +            player[k].coords=player[k].realoldcoords;
 +
 +        //if player's position has changed (?)
 +        if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0&&
 +                !player[k].skeleton.free&&
 +                player[k].targetanimation!=climbanim&&
 +                player[k].targetanimation!=hanganim){
 +            XYZ lowpoint,lowpointtarget,lowpoint2,lowpointtarget2,lowpoint3,lowpointtarget3,lowpoint4,lowpointtarget4,lowpoint5,lowpointtarget5,lowpoint6,lowpointtarget6,lowpoint7,lowpointtarget7,colpoint,colpoint2;
 +            int whichhit;
 +            bool tempcollide=0;
 +
 +            if(player[k].collide<-.3)
 +                player[k].collide=-.3;
 +            if(player[k].collide>1)
 +                player[k].collide=1;
 +            player[k].collide-=multiplier*30;
 +
 +            //clip to terrain
 +            player[k].coords.y=max(player[k].coords.y, terrain.getHeight(player[k].coords.x,player[k].coords.z));
 +
 +            for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
 +                int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
 +                if(objects.type[i]!=rocktype||
 +                        objects.scale[i]>.5&&player[k].aitype==playercontrolled||
 +                        objects.position[i].y>player[k].coords.y){
 +                    lowpoint=player[k].coords;
 +                    if(player[k].targetanimation!=jumpupanim&&
 +                            player[k].targetanimation!=jumpdownanim&&
 +                            !player[k].isFlip())
 +                        lowpoint.y+=1.25;
 +                    else
 +                        lowpoint.y+=1.3;
 +                    if(     player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&
 +                            player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1)
 +                        player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
 +                    if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
 +                        flatfacing=lowpoint-player[k].coords;
 +                        player[k].coords=lowpoint;
 +                        player[k].coords.y-=1.3;
 +                        player[k].collide=1;
 +                        tempcollide=1;
 +                        //wall jumps
 +                        //TODO: refactor four similar blocks
 +                        if(player[k].aitype==playercontrolled&&
 +                                (player[k].targetanimation==jumpupanim||
 +                                 player[k].targetanimation==jumpdownanim||
 +                                 player[k].isFlip())&&
 +                                !player[k].jumptogglekeydown&&
 +                                player[k].jumpkeydown){
 +                            lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
 +                            XYZ tempcoords1=lowpoint;
 +                            whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                            if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
 +                                setAnimation(k,walljumpleftanim);
 +                                emit_sound_at(movewhooshsound, player[k].coords);
 +                                if(k==0)
 +                                    pause_sound(whooshsound);
 +
 +                                lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 +                                player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
 +                                if(lowpointtarget.z<0)
 +                                    player[k].rotation=180-player[k].rotation;
 +                                player[k].targetrotation=player[k].rotation;
 +                                player[k].lowrotation=player[k].rotation;
 +                                if(k==0)
 +                                    numwallflipped++;
 +                            }
 +                            else
 +                            {
 +                                lowpoint=tempcoords1;
 +                                lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
 +                                whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                                if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
 +                                    setAnimation(k,walljumprightanim);
 +                                    emit_sound_at(movewhooshsound, player[k].coords);
 +                                    if(k==0)pause_sound(whooshsound);
 +
 +                                    lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 +                                    player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
 +                                    if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 +                                    player[k].targetrotation=player[k].rotation;
 +                                    player[k].lowrotation=player[k].rotation;
 +                                    if(k==0)numwallflipped++;
 +                                }
 +                                else
 +                                {
 +                                    lowpoint=tempcoords1;
 +                                    lowpointtarget=lowpoint+player[k].facing*2;
 +                                    whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                                    if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
 +                                        setAnimation(k,walljumpbackanim);
 +                                        emit_sound_at(movewhooshsound, player[k].coords);
 +                                        if(k==0)pause_sound(whooshsound);
 +
 +                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 +                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
 +                                        if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 +                                        player[k].targetrotation=player[k].rotation;
 +                                        player[k].lowrotation=player[k].rotation;
 +                                        if(k==0)numwallflipped++;
 +                                    }
 +                                    else
 +                                    {
 +                                        lowpoint=tempcoords1;
 +                                        lowpointtarget=lowpoint-player[k].facing*2;
 +                                        whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                                        if(whichhit!=-1&&fabs(objects.model[i].facenormals[whichhit].y)<.3){
 +                                            setAnimation(k,walljumpfrontanim);
 +                                            emit_sound_at(movewhooshsound, player[k].coords);
 +                                            if(k==0)pause_sound(whooshsound);
 +
 +                                            lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 +                                            player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
 +                                            if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 +                                            player[k].rotation+=180;
 +                                            player[k].targetrotation=player[k].rotation;
 +                                            player[k].lowrotation=player[k].rotation;
 +                                            if(k==0)numwallflipped++;
 +                                        }
 +                                    }
 +                                }
 +                            }
 +                        }
 +                    }
 +                }
 +                else if(objects.type[i]==rocktype){
 +                    lowpoint2=player[k].coords;
 +                    lowpoint=player[k].coords;
 +                    lowpoint.y+=2;
 +                    if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
 +                        player[k].coords=colpoint;
 +                        player[k].collide=1;
 +                        tempcollide=1;
 +
 +                        if(player[k].targetanimation==jumpdownanim||player[k].isFlip()){
 +                            //flipped into a rock
 +                            if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)
 +                                player[k].RagDoll(0);
 +
 +                            if(player[k].targetanimation==jumpupanim){
 +                                player[k].jumppower=-4;
 +                                player[k].targetanimation=player[k].getIdle();
 +                            }
 +                            player[k].target=0;
 +                            player[k].targetframe=0;
 +                            player[k].onterrain=1;
 +
 +                            if(player[k].id==0){
 +                                pause_sound(whooshsound);
 +                                OPENAL_SetVolume(channels[whooshsound], 0);
 +                            }
 +
 +                            //landing
 +                            if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
 +                                if(player[k].isFlip())
 +                                    player[k].jumppower=-4;
 +                                player[k].targetanimation=player[k].getLanding();
 +                                emit_sound_at(landsound, player[k].coords, 128.);
 +                                if(k==0){
 +                                    envsound[numenvsounds]=player[k].coords;
 +                                    envsoundvol[numenvsounds]=16;
 +                                    envsoundlife[numenvsounds]=.4;
 +                                    numenvsounds++;
 +                                }
 +
 +                            }
 +                        }
 +                    }
 +                }
 +            }
 +
 +            if(tempcollide&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
 +                for(int l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
 +                    int i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
 +                    lowpoint=player[k].coords;
 +                    lowpoint.y+=1.35;
 +                    if(objects.type[i]!=rocktype)
 +                        if(player[k].SphereCheck(&lowpoint,1.33,&colpoint,&objects.position[i],&objects.rotation[i],&objects.model[i])!=-1){
 +                            if(player[k].targetanimation!=jumpupanim&&
 +                                    player[k].targetanimation!=jumpdownanim&&
 +                                    player[k].onterrain)
 +                                player[k].avoidcollided=1;
 +                            player[k].coords=lowpoint;
 +                            player[k].coords.y-=1.35;
 +                            player[k].collide=1;
 +
 +                            if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&
 +                                    (player[k].currentanimation!=climbanim&&
 +                                     player[k].currentanimation!=hanganim&&
 +                                     !player[k].isWallJump()||
 +                                     player[k].targetanimation==jumpupanim||
 +                                     player[k].targetanimation==jumpdownanim)){
 +                                lowpoint=player[k].coords;
 +                                objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
 +                                lowpoint=player[k].coords;
 +                                lowpoint.y+=.05;
 +                                facing=0;
 +                                facing.z=-1;
 +                                facing=DoRotation(facing,0,player[k].targetrotation+180,0);
 +                                lowpointtarget=lowpoint+facing*1.4;
 +                                whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                                if(whichhit!=-1){
 +                                    lowpoint=player[k].coords;
 +                                    lowpoint.y+=.1;
 +                                    lowpointtarget=lowpoint+facing*1.4;
 +                                    lowpoint2=lowpoint;
 +                                    lowpointtarget2=lowpointtarget;
 +                                    lowpoint3=lowpoint;
 +                                    lowpointtarget3=lowpointtarget;
 +                                    lowpoint4=lowpoint;
 +                                    lowpointtarget4=lowpointtarget;
 +                                    lowpoint5=lowpoint;
 +                                    lowpointtarget5=lowpointtarget;
 +                                    lowpoint6=lowpoint;
 +                                    lowpointtarget6=lowpointtarget;
 +                                    lowpoint7=lowpoint;
 +                                    lowpointtarget7=lowpoint;
 +                                    lowpoint2.x+=.1;
 +                                    lowpointtarget2.x+=.1;
 +                                    lowpoint3.z+=.1;
 +                                    lowpointtarget3.z+=.1;
 +                                    lowpoint4.x-=.1;
 +                                    lowpointtarget4.x-=.1;
 +                                    lowpoint5.z-=.1;
 +                                    lowpointtarget5.z-=.1;
 +                                    lowpoint6.y+=45/13;
 +                                    lowpointtarget6.y+=45/13;
 +                                    lowpointtarget6+=facing*.6;
 +                                    lowpointtarget7.y+=90/13;
 +                                    whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 +                                    if(objects.friction[i]>.5)
 +                                        if(whichhit!=-1){
 +                                            if(whichhit!=-1&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)
 +                                                player[k].collided=1;
 +                                            if(checkcollide(lowpoint7,lowpointtarget7)==-1)
 +                                                if(checkcollide(lowpoint6,lowpointtarget6)==-1)
 +                                                    if(     objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,
 +                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
 +                                                            objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,
 +                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
 +                                                            objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,
 +                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1&&
 +                                                            objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,
 +                                                                &colpoint,&objects.position[i],&objects.rotation[i])!=-1)
 +                                                        for(int j=0;j<45;j++){
 +                                                            lowpoint=player[k].coords;
 +                                                            lowpoint.y+=(float)j/13;
 +                                                            lowpointtarget=lowpoint+facing*1.4;
 +                                                            if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,
 +                                                                        &colpoint2,&objects.position[i],&objects.rotation[i])==-1){
 +                                                                if(j<=6||j<=25&&player[k].targetanimation==jumpdownanim)
 +                                                                    break;
 +                                                                if(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim){
 +                                                                    lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
 +                                                                    lowpoint=player[k].coords;
 +                                                                    lowpoint.y+=(float)j/13;
 +                                                                    lowpointtarget=lowpoint+facing*1.3;
 +                                                                    flatfacing=player[k].coords;
 +                                                                    player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
 +                                                                    player[k].coords.y=lowpointtarget.y-.07;
 +                                                                    player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
 +
 +                                                                    if(j>10||!player[k].isRun()){
 +                                                                        if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
 +                                                                            if(k==0)
 +                                                                                pause_sound(whooshsound);
 +                                                                        }
 +                                                                        emit_sound_at(jumpsound, player[k].coords, 128.);
 +
 +                                                                        lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 +                                                                        player[k].rotation=-asin(0-lowpointtarget.x)*180/M_PI;
 +                                                                        if(lowpointtarget.z<0)
 +                                                                            player[k].rotation=180-player[k].rotation;
 +                                                                        player[k].targetrotation=player[k].rotation;
 +                                                                        player[k].lowrotation=player[k].rotation;
 +
 +                                                                        //player[k].velocity=lowpointtarget*.03;
 +                                                                        player[k].velocity=0;
 +
 +                                                                        //climb ledge (?)
 +                                                                        if(player[k].targetanimation==jumpupanim){
 +                                                                            player[k].targetanimation=climbanim;
 +                                                                            player[k].jumppower=0;
 +                                                                            player[k].jumpclimb=1;
 +                                                                        }
 +                                                                        player[k].transspeed=6;
 +                                                                        player[k].target=0;
 +                                                                        player[k].targetframe=1;
 +                                                                        //hang ledge (?)
 +                                                                        if(j>25){
 +                                                                            setAnimation(k,hanganim);
 +                                                                            player[k].jumppower=0;
 +                                                                        }
 +                                                                    }
 +                                                                    break;
 +                                                                }
 +                                                            }
 +                                                        }
 +                                        }
 +                                }
 +                            }
 +                        }
 +                }
 +            if(player[k].collide<=0){
 +                //in the air
 +                if(!player[k].onterrain&&
 +                        player[k].targetanimation!=jumpupanim&&
 +                        player[k].targetanimation!=jumpdownanim&&
 +                        player[k].targetanimation!=climbanim&&
 +                        player[k].targetanimation!=hanganim&&
 +                        !player[k].isWallJump()&&
 +                        !player[k].isFlip()){
 +                    if(player[k].currentanimation!=climbanim&&
 +                            player[k].currentanimation!=tempanim&&
 +                            player[k].targetanimation!=backhandspringanim&&
 +                            (player[k].targetanimation!=rollanim||
 +                             player[k].targetframe<2||
 +                             player[k].targetframe>6)){
 +                        //stagger off ledge (?)
 +                        if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)
 +                            player[k].RagDoll(0);
 +                        setAnimation(k,jumpdownanim);
 +
 +                        if(!k)
 +                          emit_sound_at(whooshsound, player[k].coords, 128.);
 +                    }
 +                    //gravity
 +                    player[k].velocity.y+=gravity;
 +                }
 +            }
 +        }
 +        player[k].realoldcoords=player[k].coords;
 +    }
 +}
 +
 +void Game::doAttacks(){
 +    static XYZ relative;
 +    static int randattack;
 +    static bool playerrealattackkeydown=0;
 +
 +    if(!Input::isKeyDown(attackkey))
 +        oldattackkey=0;
 +    if(oldattackkey)
 +        player[0].attackkeydown=0;
 +    if(oldattackkey)
 +        playerrealattackkeydown=0;
 +    if(!oldattackkey)
 +        playerrealattackkeydown=Input::isKeyDown(attackkey);
 +    if((player[0].parriedrecently<=0||
 +                player[0].weaponactive==-1)&&
 +            (!oldattackkey||
 +             (realthreat&&
 +              player[0].lastattack!=swordslashanim&&
 +              player[0].lastattack!=knifeslashstartanim&&
 +              player[0].lastattack!=staffhitanim&&
 +              player[0].lastattack!=staffspinhitanim)))
 +        player[0].attackkeydown=Input::isKeyDown(attackkey);
 +    if(Input::isKeyDown(attackkey)&&
 +            !oldattackkey&&
 +            !player[0].backkeydown){
 +        for(int k=0;k<numplayers;k++){
 +            if((player[k].targetanimation==swordslashanim||
 +                        player[k].targetanimation==staffhitanim||
 +                        player[k].targetanimation==staffspinhitanim)&&
 +                    player[0].currentanimation!=dodgebackanim&&
 +                    !player[k].skeleton.free)
 +                player[k].Reverse();
 +        }
 +    }
 +
 +    if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
 +
 +    for(int k=0;k<numplayers;k++){
 +        if(indialogue!=-1)player[k].attackkeydown=0;
 +        if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
 +            if(player[k].aitype!=playercontrolled)
 +                player[k].victim=&player[0];
 +            //attack key pressed
 +            if(player[k].attackkeydown){
 +                //dodge backward
 +                if(player[k].backkeydown&&
 +                        player[k].targetanimation!=backhandspringanim&&
 +                        (player[k].isIdle()||
 +                         player[k].isStop()||
 +                         player[k].isRun()||
 +                         player[k].targetanimation==walkanim)){
 +                    if(player[k].jumppower<=1){
 +                        player[k].jumppower-=2;
 +                    }else{
 +                        for(int i=0;i<numplayers;i++){
 +                            if(i==k)continue;
 +                            if(player[i].targetanimation==swordslashanim||
 +                                    player[i].targetanimation==knifeslashstartanim||
 +                                    player[i].targetanimation==staffhitanim||
 +                                    player[i].targetanimation==staffspinhitanim)
 +                                if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
 +                                    setAnimation(k,dodgebackanim);
 +                                    player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
 +                                    player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
 +                                }
 +                        }
 +                        if(player[k].targetanimation!=dodgebackanim){
 +                            if(k==0)numflipped++;
 +                            setAnimation(k,backhandspringanim);
 +                            player[k].targetrotation=-rotation+180;
 +                            if(player[k].leftkeydown)
 +                                player[k].targetrotation-=45;
 +                            if(player[k].rightkeydown)
 +                                player[k].targetrotation+=45;
 +                            player[k].rotation=player[k].targetrotation;
 +                            player[k].jumppower-=2;
 +                        }
 +                    }
 +                }
 +                //attack
 +                if(!animation[player[k].targetanimation].attack&&
 +                        !player[k].backkeydown&&
 +                        (player[k].isIdle()||
 +                         player[k].isRun()||
 +                         player[k].targetanimation==walkanim||
 +                         player[k].targetanimation==sneakanim||
 +                         player[k].isCrouch())){
 +                    const int attackweapon=player[k].weaponactive==-1?0:weapons.type[player[k].weaponids[player[k].weaponactive]];
 +                    //normal attacks (?)
 +                    player[k].hasvictim=0;
 +                    if(numplayers>1)
 +                        for(int i=0;i<numplayers;i++){
 +                            if(i==k||!(k==0||i==0))continue;
 +                            if(!player[k].hasvictim)
 +                                if(animation[player[k].targetanimation].attack!=reversal){
 +                                    //choose an attack
 +                                    const float distance=findDistancefast(&player[k].coords,&player[i].coords);
 +                                    if(distance<4.5&&
 +                                            !player[i].skeleton.free&&
 +                                            player[i].howactive<typedead1&&
 +                                            player[i].targetanimation!=jumpreversedanim&&
 +                                            player[i].targetanimation!=rabbitkickreversedanim&&
 +                                            player[i].targetanimation!=rabbitkickanim&&
 +                                            player[k].targetanimation!=rabbitkickanim&&
 +                                            player[i].targetanimation!=getupfrombackanim&&
 +                                            (player[i].targetanimation!=staggerbackhighanim&&
 +                                             (player[i].targetanimation!=staggerbackhardanim||
 +                                              animation[staggerbackhardanim].label[player[i].targetframe]==6))&&
 +                                            player[i].targetanimation!=jumpdownanim&&
 +                                            player[i].targetanimation!=jumpupanim&&
 +                                            player[i].targetanimation!=getupfromfrontanim){
 +                                        player[k].victim=&player[i];
 +                                        player[k].hasvictim=1;
 +                                        if(player[k].aitype==playercontrolled){ //human player
 +                                            //sweep
 +                                            if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    player[k].crouchkeydown&&
 +                                                    animation[player[i].targetanimation].height!=lowheight)
 +                                                player[k].targetanimation=sweepanim;
 +                                            //winduppunch
 +                                            else if(distance<1.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].forwardkeydown&&
 +                                                    !player[k].leftkeydown&&
 +                                                    !player[k].rightkeydown&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    !attackweapon&&
 +                                                    !reversaltrain)
 +                                                player[k].targetanimation=winduppunchanim;
 +                                            //upunch
 +                                            else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].forwardkeydown&&
 +                                                    !player[k].leftkeydown&&
 +                                                    !player[k].rightkeydown&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    !attackweapon)
 +                                                player[k].targetanimation=upunchanim;
 +                                            //knifefollow
 +                                            else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    player[i].staggerdelay>0&&
 +                                                    attackweapon==knife&&
 +                                                    player[i].bloodloss>player[i].damagetolerance/2)
 +                                                player[k].targetanimation=knifefollowanim;
 +                                            //knifeslashstart
 +                                            else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].forwardkeydown&&
 +                                                    !player[k].leftkeydown&&
 +                                                    !player[k].rightkeydown&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    attackweapon==knife&&
 +                                                    player[k].weaponmissdelay<=0)
 +                                                player[k].targetanimation=knifeslashstartanim;
 +                                            //swordslash
 +                                            else if(distance<4.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    attackweapon==sword&&
 +                                                    player[k].weaponmissdelay<=0)
 +                                                player[k].targetanimation=swordslashanim;
 +                                            //staffhit
 +                                            else if(distance<4.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    attackweapon==staff&&
 +                                                    player[k].weaponmissdelay<=0&&
 +                                                    !player[k].leftkeydown&&
 +                                                    !player[k].rightkeydown&&
 +                                                    !player[k].forwardkeydown)
 +                                                player[k].targetanimation=staffhitanim;
 +                                            //staffspinhit
 +                                            else if(distance<4.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight&&
 +                                                    !player[k].crouchkeydown&&
 +                                                    attackweapon==staff&&
 +                                                    player[k].weaponmissdelay<=0)
 +                                                player[k].targetanimation=staffspinhitanim;
 +                                            //spinkick
 +                                            else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height!=lowheight)
 +                                                player[k].targetanimation=spinkickanim;
 +                                            //lowkick
 +                                            else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                    animation[player[i].targetanimation].height==lowheight&&
 +                                                    animation[player[k].targetanimation].attack!=normalattack)
 +                                                player[k].targetanimation=lowkickanim;
 +                                        } else { //AI player
 +                                            if(distance<4.5*sq(player[k].scale*5)){
 +                                                randattack=abs(Random()%5);
 +                                                if(!attackweapon&&distance<2.5*sq(player[k].scale*5)){
 +                                                    //sweep
 +                                                    if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)
 +                                                        player[k].targetanimation=sweepanim;
 +                                                    //upunch
 +                                                    else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&
 +                                                            !attackweapon)
 +                                                        player[k].targetanimation=upunchanim;
 +                                                    //spinkick
 +                                                    else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)
 +                                                        player[k].targetanimation=spinkickanim;
 +                                                    //lowkick
 +                                                    else if(animation[player[i].targetanimation].height==lowheight)
 +                                                        player[k].targetanimation=lowkickanim;
 +                                                }
 +                                                if(attackweapon){
 +                                                    //sweep
 +                                                    if((tutoriallevel!=1||!attackweapon)&&
 +                                                            distance<2.5*sq(player[k].scale*5)&&
 +                                                            randattack==0&&
 +                                                            animation[player[i].targetanimation].height!=lowheight)
 +                                                        player[k].targetanimation=sweepanim;
 +                                                    //knifeslashstart
 +                                                    else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                            attackweapon==knife&&
 +                                                            player[k].weaponmissdelay<=0)
 +                                                        player[k].targetanimation=knifeslashstartanim;
 +                                                    //swordslash
 +                                                    else if(!(player[0].victim==&player[i]&&
 +                                                                player[0].hasvictim&&
 +                                                                player[0].targetanimation==swordslashanim)&&
 +                                                            attackweapon==sword&&
 +                                                            player[k].weaponmissdelay<=0)
 +                                                        player[k].targetanimation=swordslashanim;
 +                                                    //staffhit
 +                                                    else if(!(player[0].victim==&player[i]&&
 +                                                                player[0].hasvictim&&
 +                                                                player[0].targetanimation==swordslashanim)&&
 +                                                            attackweapon==staff&&
 +                                                            player[k].weaponmissdelay<=0&&
 +                                                            randattack<3)
 +                                                        player[k].targetanimation=staffhitanim;
 +                                                    //staffspinhit
 +                                                    else if(!(player[0].victim==&player[i]&&
 +                                                                player[0].hasvictim&&
 +                                                                player[0].targetanimation==swordslashanim)&&
 +                                                            attackweapon==staff&&
 +                                                            player[k].weaponmissdelay<=0&&
 +                                                            randattack>=3)
 +                                                        player[k].targetanimation=staffspinhitanim;
 +                                                    //spinkick
 +                                                    else if((tutoriallevel!=1||!attackweapon)&&
 +                                                            distance<2.5*sq(player[k].scale*5)&&
 +                                                            randattack==1&&
 +                                                            animation[player[i].targetanimation].height!=lowheight)
 +                                                        player[k].targetanimation=spinkickanim;
 +                                                    //lowkick
 +                                                    else if(distance<2.5*sq(player[k].scale*5)&&
 +                                                            animation[player[i].targetanimation].height==lowheight&&
 +                                                            animation[player[k].targetanimation].attack!=normalattack)
 +                                                        player[k].targetanimation=lowkickanim;
 +                                                }
 +                                            }
 +                                        }
 +                                        //upunch becomes wolfslap
 +                                        if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)
 +                                            player[k].targetanimation=wolfslapanim;
 +                                    }
 +                                    //sneak attacks
 +                                    if((k==0)&&(tutoriallevel!=1||tutorialstage==22)&&
 +                                            player[i].howactive<typedead1&&
 +                                            distance<1.5*sq(player[k].scale*5)&&
 +                                            !player[i].skeleton.free&&
 +                                            player[i].targetanimation!=getupfrombackanim&&
 +                                            player[i].targetanimation!=getupfromfrontanim&&
 +                                            (player[i].stunned>0&&player[k].madskills||
 +                                             player[i].surprised>0||
 +                                             player[i].aitype==passivetype||
 +                                             attackweapon&&player[i].stunned>0)&&
 +                                            normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0){
 +                                        //sneakattack
 +                                        if(!attackweapon){
 +                                            player[k].currentanimation=sneakattackanim;
 +                                            player[k].targetanimation=sneakattackanim;
 +                                            player[i].currentanimation=sneakattackedanim;
 +                                            player[i].targetanimation=sneakattackedanim;
 +                                            player[k].oldcoords=player[k].coords;
 +                                            player[k].coords=player[i].coords;
 +                                        }
 +                                        //knifesneakattack
 +                                        if(attackweapon==knife){
 +                                            player[k].currentanimation=knifesneakattackanim;
 +                                            player[k].targetanimation=knifesneakattackanim;
 +                                            player[i].currentanimation=knifesneakattackedanim;
 +                                            player[i].targetanimation=knifesneakattackedanim;
 +                                            player[i].oldcoords=player[i].coords;
 +                                            player[i].coords=player[k].coords;
 +                                        }
 +                                        //swordsneakattack
 +                                        if(attackweapon==sword){
 +                                            player[k].currentanimation=swordsneakattackanim;
 +                                            player[k].targetanimation=swordsneakattackanim;
 +                                            player[i].currentanimation=swordsneakattackedanim;
 +                                            player[i].targetanimation=swordsneakattackedanim;
 +                                            player[i].oldcoords=player[i].coords;
 +                                            player[i].coords=player[k].coords;
 +                                        }
 +                                        if(attackweapon!=staff){
 +                                            player[k].victim=&player[i];
 +                                            player[k].hasvictim=1;
 +                                            player[i].targettilt2=0;
 +                                            player[i].targetframe=1;
 +                                            player[i].currentframe=0;
 +                                            player[i].target=0;
 +                                            player[i].velocity=0;
 +                                            player[k].targettilt2=player[i].targettilt2;
 +                                            player[k].currentframe=player[i].currentframe;
 +                                            player[k].targetframe=player[i].targetframe;
 +                                            player[k].target=player[i].target;
 +                                            player[k].velocity=0;
 +                                            player[k].targetrotation=player[i].rotation;
 +                                            player[k].rotation=player[i].rotation;
 +                                            player[i].targetrotation=player[i].rotation;
 +                                        }
 +                                    }
 +                                    if(animation[player[k].targetanimation].attack==normalattack&&
 +                                            player[k].victim==&player[i]&&
 +                                            (!player[i].skeleton.free)){
 +                                        oldattackkey=1;
 +                                        player[k].targetframe=0;
 +                                        player[k].target=0;
 +
 +                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
 +                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
 +                                        player[k].lastattack3=player[k].lastattack2;
 +                                        player[k].lastattack2=player[k].lastattack;
 +                                        player[k].lastattack=player[k].targetanimation;
 +                                    }
 +                                    if(player[k].targetanimation==knifefollowanim&&
 +                                            player[k].victim==&player[i]){
 +                                        oldattackkey=1;
 +                                        player[k].targetrotation=roughDirectionTo(player[k].coords,player[i].coords);
 +                                        player[k].targettilt2=pitchTo(player[k].coords,player[i].coords);
 +                                        player[k].victim=&player[i];
 +                                        player[k].hasvictim=1;
 +                                        player[i].targetanimation=knifefollowedanim;
 +                                        player[i].currentanimation=knifefollowedanim;
 +                                        player[i].targettilt2=0;
 +                                        player[i].targettilt2=player[k].targettilt2;
 +                                        player[i].targetframe=1;
 +                                        player[i].currentframe=0;
 +                                        player[i].target=0;
 +                                        player[i].velocity=0;
 +                                        player[k].currentanimation=knifefollowanim;
 +                                        player[k].targetanimation=knifefollowanim;
 +                                        player[k].targettilt2=player[i].targettilt2;
 +                                        player[k].currentframe=player[i].currentframe;
 +                                        player[k].targetframe=player[i].targetframe;
 +                                        player[k].target=player[i].target;
 +                                        player[k].velocity=0;
 +                                        player[k].oldcoords=player[k].coords;
 +                                        player[i].coords=player[k].coords;
 +                                        player[i].targetrotation=player[k].targetrotation;
 +                                        player[i].rotation=player[k].targetrotation;
 +                                        player[k].rotation=player[k].targetrotation;
 +                                        player[i].rotation=player[k].targetrotation;
 +                                    }
 +                                }
 +                        }
 +                    const bool hasstaff=attackweapon==staff;
 +                    if(k==0&&numplayers>1)
 +                        for(int i=0;i<numplayers;i++){
 +                            if(i==k)continue;
 +                            if((playerrealattackkeydown||player[i].dead||!hasstaff)&&
 +                                    animation[player[k].targetanimation].attack==neutral){
 +                                const float distance=findDistancefast(&player[k].coords,&player[i].coords);
 +                                if(!player[i].dead||!realthreat||(!attackweapon&&player[k].crouchkeydown))
 +                                    if(player[i].skeleton.free)
 +                                        if(distance<3.5*sq(player[k].scale*5)&&
 +                                                (player[i].dead||
 +                                                 player[i].skeleton.longdead>1000||
 +                                                 player[k].isRun()||
 +                                                 hasstaff||
 +                                                 (attackweapon&&
 +                                                  (player[i].skeleton.longdead>2000||
 +                                                   player[i].damage>player[i].damagetolerance/8||
 +                                                   player[i].bloodloss>player[i].damagetolerance/2)&&
 +                                                  distance<1.5*sq(player[k].scale*5)))){
 +                                            player[k].victim=&player[i];
 +                                            player[k].hasvictim=1;
 +                                            if(attackweapon&&tutoriallevel!=1){
 +                                                //crouchstab
 +                                                if(player[k].crouchkeydown&&attackweapon==knife&&distance<1.5*sq(player[k].scale*5))
 +                                                    player[k].targetanimation=crouchstabanim;
 +                                                //swordgroundstab
 +                                                if(player[k].crouchkeydown&&distance<1.5*sq(player[k].scale*5)&&attackweapon==sword)
 +                                                    player[k].targetanimation=swordgroundstabanim;
 +                                                //staffgroundsmash
 +                                                if(distance<3.5*sq(player[k].scale*5)&&attackweapon==staff)
 +                                                    player[k].targetanimation=staffgroundsmashanim;
 +                                            }
 +                                            if(distance<2.5&&
 +                                                    player[k].crouchkeydown&&
 +                                                    player[k].targetanimation!=crouchstabanim&&
 +                                                    !attackweapon&&
 +                                                    player[i].dead&&
 +                                                    player[i].skeleton.free&&
 +                                                    player[i].skeleton.longdead>1000){
 +                                                player[k].targetanimation=killanim;
 +                                                //TODO: refactor this out, what does it do?
 +                                                for(int j=0;j<terrain.numdecals;j++){
 +                                                    if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
 +                                                            terrain.decalalivetime[j]<2)
 +                                                        terrain.DeleteDecal(j);
 +                                                }
 +                                                for(int l=0;l<objects.numobjects;l++){
 +                                                    if(objects.model[l].type==decalstype)
 +                                                        for(int j=0;j<objects.model[l].numdecals;j++){
 +                                                            if((objects.model[l].decaltype[j]==blooddecal||
 +                                                                    objects.model[l].decaltype[j]==blooddecalslow)&&
 +                                                                    objects.model[l].decalalivetime[j]<2)
 +                                                                objects.model[l].DeleteDecal(j);
 +                                                        }
 +                                                }
 +                                            }
 +                                            if(!player[i].dead||musictype!=2)
 +                                                if(distance<3.5&&
 +                                                        (player[k].isRun()||player[k].isIdle()&&player[k].attackkeydown)&&
 +                                                        player[k].staggerdelay<=0&&
 +                                                        (player[i].dead||
 +                                                         player[i].skeleton.longdead<300&&
 +                                                         player[k].lastattack!=spinkickanim&&
 +                                                         player[i].skeleton.free)&&
 +                                                        (!player[i].dead||musictype!=stream_music2)){
 +                                                    player[k].targetanimation=dropkickanim;
 +                                                    for(int j=0;j<terrain.numdecals;j++){
 +                                                        if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&
 +                                                                terrain.decalalivetime[j]<2){
 +                                                            terrain.DeleteDecal(j);
 +                                                        }
 +                                                    }
 +                                                    for(int l=0;l<objects.numobjects;l++){
 +                                                        if(objects.model[l].type==decalstype)
 +                                                            for(int j=0;j<objects.model[l].numdecals;j++){
 +                                                                if((objects.model[l].decaltype[j]==blooddecal||
 +                                                                        objects.model[l].decaltype[j]==blooddecalslow)&&
 +                                                                        objects.model[l].decalalivetime[j]<2){
 +                                                                    objects.model[l].DeleteDecal(j);
 +                                                                }
 +                                                            }
 +                                                    }
 +                                                }
 +                                        }
 +                                if(animation[player[k].targetanimation].attack==normalattack&&
 +                                        player[k].victim==&player[i]&&
 +                                        (!player[i].skeleton.free||
 +                                         player[k].targetanimation==killanim||
 +                                         player[k].targetanimation==crouchstabanim||
 +                                         player[k].targetanimation==swordgroundstabanim||
 +                                         player[k].targetanimation==staffgroundsmashanim||
 +                                         player[k].targetanimation==dropkickanim)){
 +                                    oldattackkey=1;
 +                                    player[k].targetframe=0;
 +                                    player[k].target=0;
 +
 +                                    XYZ targetpoint=player[i].coords;
 +                                    if(player[k].targetanimation==crouchstabanim||
 +                                            player[k].targetanimation==swordgroundstabanim||
 +                                            player[k].targetanimation==staffgroundsmashanim){
 +                                        targetpoint+=(playerJoint(i,abdomen).position+
 +                                                 playerJoint(i,neck).position)/2*
 +                                                player[i].scale;
 +                                    }
 +                                    player[k].targetrotation=roughDirectionTo(player[k].coords,targetpoint);
 +                                    player[k].targettilt2=pitchTo(player[k].coords,targetpoint);
 +
 +                                    if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
 +                                        player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
 +                                    }
 +
 +                                    if(player[k].targetanimation==staffgroundsmashanim)
 +                                        player[k].targettilt2+=10;
 +
 +                                    player[k].lastattack3=player[k].lastattack2;
 +                                    player[k].lastattack2=player[k].lastattack;
 +                                    player[k].lastattack=player[k].targetanimation;
 +
 +                                    if(player[k].targetanimation==swordgroundstabanim){
 +                                        player[k].targetrotation+=30;
 +                                    }
 +                                }
 +                            }
 +                        }
 +                    if(!player[k].hasvictim){
 +                        //find victim
 +                        for(int i=0;i<numplayers;i++){
 +                            if(i==k||!(i==0||k==0))continue;
 +                            if(!player[i].skeleton.free){
 +                                if(player[k].hasvictim){
 +                                    if(findDistancefast(&player[k].coords,&player[i].coords)<
 +                                       findDistancefast(&player[k].coords,&player[k].victim->coords))
 +                                        player[k].victim=&player[i];
 +                                }else{
 +                                    player[k].victim=&player[i];
 +                                    player[k].hasvictim=1;
 +                                }
 +                            }
 +                        }
 +                    }
 +                    if(player[k].aitype==playercontrolled)
 +                        //rabbit kick
 +                        if(player[k].attackkeydown&&
 +                                player[k].isRun()&&
 +                                player[k].wasRun()&&
 +                                ((player[k].hasvictim&&
 +                                  findDistancefast(&player[k].coords,&player[k].victim->coords)<12*sq(player[k].scale*5)&&
 +                                  findDistancefast(&player[k].coords,&player[k].victim->coords)>7*sq(player[k].scale*5)&&
 +                                  !player[k].victim->skeleton.free&&
 +                                  player[k].victim->targetanimation!=getupfrombackanim&&
 +                                  player[k].victim->targetanimation!=getupfromfrontanim&&
 +                                  animation[player[k].victim->targetanimation].height!=lowheight&&
 +                                  player[k].aitype!=playercontrolled&& //wat???
 +                                  normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&
 +                                  player[k].rabbitkickenabled)||
 +                                 player[k].jumpkeydown)){
 +                            oldattackkey=1;
 +                            setAnimation(k,rabbitkickanim);
 +                        }
 +                    //update counts
 +                    if(animation[player[k].targetanimation].attack&&k==0){
 +                        numattacks++;
 +                        switch(attackweapon){
 +                            case 0: numunarmedattack++; break;
 +                            case knife: numknifeattack++; break;
 +                            case sword: numswordattack++; break;
 +                            case staff: numstaffattack++; break;
 +                        }
 +                    }
 +                }
 +            }
 +        }
 +    }
 +}
 +
 +void Game::doPlayerCollisions(){
 +      static XYZ rotatetarget;
 +    static float collisionradius;
 +    if(numplayers>1)
 +        for(int k=0;k<numplayers;k++)
 +            for(int i=k+1;i<numplayers;i++){
 +                //neither player is part of a reversal
 +                if((animation[player[i].targetanimation].attack!=reversed&&
 +                            animation[player[i].targetanimation].attack!=reversal&&
 +                            animation[player[k].targetanimation].attack!=reversed&&
 +                            animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
 +                if((animation[player[i].currentanimation].attack!=reversed&&
 +                            animation[player[i].currentanimation].attack!=reversal&&
 +                            animation[player[k].currentanimation].attack!=reversed&&
 +                            animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
 +                //neither is sleeping
 +                if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
 +                if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
 +                //in same patch, neither is climbing
 +                if(player[i].whichpatchx==player[k].whichpatchx&&
 +                        player[i].whichpatchz==player[k].whichpatchz&&
 +                        player[k].skeleton.oldfree==player[k].skeleton.free&&
 +                        player[i].skeleton.oldfree==player[i].skeleton.free&&
 +                        player[i].targetanimation!=climbanim&&
 +                        player[i].targetanimation!=hanganim&&
 +                        player[k].targetanimation!=climbanim&&
 +                        player[k].targetanimation!=hanganim)
 +                //players are close (bounding box test)
 +                if(player[i].coords.y>player[k].coords.y-3)
 +                if(player[i].coords.y<player[k].coords.y+3)
 +                if(player[i].coords.x>player[k].coords.x-3)
 +                if(player[i].coords.x<player[k].coords.x+3)
 +                if(player[i].coords.z>player[k].coords.z-3)
 +                if(player[i].coords.z<player[k].coords.z+3){
 +                    //spread fire from player to player
 +                    if(findDistancefast(&player[i].coords,&player[k].coords)
 +                            <3*sq((player[i].scale+player[k].scale)*2.5)){
 +                        if(player[i].onfire||player[k].onfire){
 +                            if(!player[i].onfire)player[i].CatchFire();
 +                            if(!player[k].onfire)player[k].CatchFire();
 +                        }
 +                    }
 +
 +                    XYZ tempcoords1=player[i].coords;
 +                    XYZ tempcoords2=player[k].coords;
 +                    if(!player[i].skeleton.oldfree)
 +                        tempcoords1.y+=playerJoint(i,abdomen).position.y*player[i].scale;
 +                    if(!player[k].skeleton.oldfree)
 +                        tempcoords2.y+=playerJoint(k,abdomen).position.y*player[k].scale;
 +                    collisionradius=1.2*sq((player[i].scale+player[k].scale)*2.5);
 +                    if(player[0].hasvictim)
 +                        if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)
 +                            collisionradius=3;
 +                    if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&
 +                            (findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||
 +                             findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
 +                        //jump down on a dead body
 +                        if(k==0||i==0){
 +                            int l=i?i:k;
 +                            if(player[0].targetanimation==jumpdownanim&&
 +                                    !player[0].skeleton.oldfree&&
 +                                    !player[0].skeleton.free&&
 +                                    player[l].skeleton.oldfree&&
 +                                    player[l].skeleton.free&&
 +                                    player[l].dead&&
 +                                    player[0].lastcollide<=0&&
 +                                    fabs(player[l].coords.y-player[0].coords.y)<.2&&
 +                                    findDistancefast(&player[0].coords,&player[l].coords)<.7*sq((player[l].scale+player[0].scale)*2.5)){
 +                                player[0].coords.y=player[l].coords.y;
 +                                player[l].velocity=player[0].velocity;
 +                                player[l].skeleton.free=0;
 +                                player[l].rotation=0;
 +                                player[l].RagDoll(0);
 +                                player[l].DoDamage(20);
 +                                camerashake+=.3;
 +                                player[l].skeleton.longdead=0;
 +                                player[0].lastcollide=1;
 +                            }
 +                        }
 +
 +                        if(     (player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||
 +                                (player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||
 +                                (player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
 +                            rotatetarget=player[k].velocity-player[i].velocity;
 +                            if((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim||
 +                                        player[i].skeleton.free)&&
 +                                    (player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim||
 +                                     player[k].skeleton.free))
 +                                if((((k!=0&&findLengthfast(&rotatetarget)>150||
 +                                                    k==0&&findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll)&&
 +                                                normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&
 +                                            (k==0||
 +                                             k!=0&&player[i].skeleton.oldfree==1&&animation[player[k].currentanimation].attack==neutral||
 +                                         /*i!=0&&*/player[k].skeleton.oldfree==1&&animation[player[i].currentanimation].attack==neutral))||
 +                                        (player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&
 +                                        (player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&
 +                                        k==0&&!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree){
 +                                    //If hit by body
 +                                    if(     (i!=0||player[i].skeleton.free)&&
 +                                            (k!=0||player[k].skeleton.free)||
 +                                            (animation[player[i].targetanimation].height==highheight&&
 +                                             animation[player[k].targetanimation].height==highheight)){
 +                                        if(tutoriallevel!=1){
 +                                            emit_sound_at(heavyimpactsound, player[i].coords);
 +                                        }
 +
 +                                        player[i].RagDoll(0);
 +                                        if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
 +                                          award_bonus(0, aimbonus);
 +                                        }
 +                                        player[i].DoDamage(findLengthfast(&rotatetarget)/4);
 +                                        player[k].RagDoll(0);
 +                                        if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
 +                                          award_bonus(0, aimbonus); // Huh, again?
 +                                        }
 +                                        player[k].DoDamage(findLengthfast(&rotatetarget)/4);
 +
 +                                        for(int j=0;j<player[i].skeleton.num_joints;j++){
 +                                            player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
 +                                        }
 +                                        for(int j=0;j<player[k].skeleton.num_joints;j++){
 +                                            player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
 +                                        }
 +
 +                                    }
 +                                }
 +                            if(     (animation[player[i].targetanimation].attack==neutral||
 +                                     animation[player[i].targetanimation].attack==normalattack)&&
 +                                    (animation[player[k].targetanimation].attack==neutral||
 +                                     animation[player[k].targetanimation].attack==normalattack)){
 +                                //If bumped
 +                                if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
 +                                    if(findDistancefast(&player[k].coords,&player[i].coords)<.5*sq((player[i].scale+player[k].scale)*2.5)){
 +                                        rotatetarget=player[k].coords-player[i].coords;
 +                                        Normalise(&rotatetarget);
 +                                        player[k].coords=(player[k].coords+player[i].coords)/2;
 +                                        player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2
 +                                            *sq((player[i].scale+player[k].scale)*2.5);
 +                                        player[k].coords+=rotatetarget*fast_sqrt(.6)/2*sq((player[i].scale+player[k].scale)*2.5);
 +                                        if(player[k].howactive==typeactive||hostile)
 +                                            if(player[k].isIdle()){
 +                                                if(player[k].howactive<typesleeping)
 +                                                    setAnimation(k,player[k].getStop());
 +                                                else if(player[k].howactive==typesleeping)
 +                                                    setAnimation(k,getupfromfrontanim);
 +                                                if(!editorenabled)
 +                                                    player[k].howactive=typeactive;
 +                                            }
 +                                        if(player[i].howactive==typeactive||hostile)
 +                                            if(player[i].isIdle()){
 +                                                if(player[i].howactive<typesleeping)
 +                                                    setAnimation(i,player[k].getStop());
 +                                                else
 +                                                    setAnimation(i,getupfromfrontanim);
 +                                                if(!editorenabled)
 +                                                    player[i].howactive=typeactive;
 +                                            }
 +                                    }
 +                                    //jump down on player
 +                                    if(hostile){
 +                                        if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&
 +                                                !player[i].isCrouch()&&
 +                                                player[i].targetanimation!=rollanim&&
 +                                                !player[k].skeleton.oldfree&&!
 +                                                player[k].skeleton.free&&
 +                                                player[k].lastcollide<=0&&
 +                                                player[k].velocity.y<-10){
 +                                            player[i].velocity=player[k].velocity;
 +                                            player[k].velocity=player[k].velocity*-.5;
 +                                            player[k].velocity.y=player[i].velocity.y;
 +                                            player[i].DoDamage(20);
 +                                            player[i].RagDoll(0);
 +                                            player[k].lastcollide=1;
 +                                            award_bonus(k, AboveBonus);
 +                                        }
 +                                        if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&
 +                                                !player[k].isCrouch()&&
 +                                                player[k].targetanimation!=rollanim&&
 +                                                !player[i].skeleton.oldfree&&
 +                                                !player[i].skeleton.free&&
 +                                                player[i].lastcollide<=0&&
 +                                                player[i].velocity.y<-10){
 +                                            player[k].velocity=player[i].velocity;
 +                                            player[i].velocity=player[i].velocity*-.3;
 +                                            player[i].velocity.y=player[k].velocity.y;
 +                                            player[k].DoDamage(20);
 +                                            player[k].RagDoll(0);
 +                                            player[i].lastcollide=1;
 +                                            award_bonus(i, AboveBonus);
 +                                        }
 +                                    }
 +                                }
 +                            }
 +                        }
 +                        player[i].CheckKick();
 +                        player[k].CheckKick();
 +                    }
 +                }
 +            }
 +}
  
 -      for(i=0;i<15;i++){
 +
 +
 +void Game::doAI(int i){
 +    static bool connected;
 +    if(player[i].aitype!=playercontrolled&&indialogue==-1){
 +        player[i].jumpclimb=0;
 +        //disable movement in editor
 +        if(editorenabled)
 +            player[i].stunned=1;
 +
 +        player[i].pause=0;
 +        if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&
 +                player[0].coords.y>player[i].coords.y+2&&
 +                !player[0].onterrain)
 +            player[i].pause=1;
 +
 +        //pathfinding
 +        if(player[i].aitype==pathfindtype){
 +            if(player[i].finalpathfindpoint==-1){
 +                float closestdistance;
 +                float tempdist;
 +                int closest;
 +                XYZ colpoint;
 +                closest=-1;
 +                closestdistance=-1;
 +                for(int j=0;j<numpathpoints;j++)
 +                    if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
 +                        closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
 +                        closest=j;
 +                        player[i].finaltarget=pathpoint[j];
 +                    }
 +                player[i].finalpathfindpoint=closest;
 +                for(int j=0;j<numpathpoints;j++)
 +                    for(int k=0;k<numpathpointconnect[j];k++){
 +                        DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
 +                        if(sq(tempdist)<closestdistance)
 +                            if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
 +                                    findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
 +                                closestdistance=sq(tempdist);
 +                                closest=j;
 +                                player[i].finaltarget=colpoint;
 +                            }
 +                    }
 +                player[i].finalpathfindpoint=closest;
 +
 +            }
 +            if(player[i].targetpathfindpoint==-1){
 +                float closestdistance;
 +                float tempdist;
 +                int closest;
 +                XYZ colpoint;
 +                closest=-1;
 +                closestdistance=-1;
 +                if(player[i].lastpathfindpoint==-1){
 +                    for(int j=0;j<numpathpoints;j++){
 +                        if(j!=player[i].lastpathfindpoint)
 +                            if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance)){
 +                                closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
 +                                closest=j;
 +                            }
 +                    }
 +                    player[i].targetpathfindpoint=closest;
 +                    for(int j=0;j<numpathpoints;j++)
 +                        if(j!=player[i].lastpathfindpoint)
 +                            for(int k=0;k<numpathpointconnect[j];k++){
 +                                DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
 +                                if(sq(tempdist)<closestdistance){
 +                                    if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<
 +                                            findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
 +                                        closestdistance=sq(tempdist);
 +                                        closest=j;
 +                                    }
 +                                }
 +                            }
 +                    player[i].targetpathfindpoint=closest;
 +                }
 +                else
 +                {
 +                    for(int j=0;j<numpathpoints;j++)
 +                        if(j!=player[i].lastpathfindpoint&&
 +                                j!=player[i].lastpathfindpoint2&&
 +                                j!=player[i].lastpathfindpoint3&&
 +                                j!=player[i].lastpathfindpoint4){
 +                            connected=0;
 +                            if(numpathpointconnect[j])
 +                                for(int k=0;k<numpathpointconnect[j];k++)
 +                                    if(pathpointconnect[j][k]==player[i].lastpathfindpoint)
 +                                        connected=1;
 +                            if(!connected)
 +                                if(numpathpointconnect[player[i].lastpathfindpoint])
 +                                    for(int k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++)
 +                                        if(pathpointconnect[player[i].lastpathfindpoint][k]==j)
 +                                            connected=1;
 +                            if(connected){
 +                                tempdist=findPathDist(j,player[i].finalpathfindpoint);
 +                                if(closest==-1||tempdist<closestdistance){
 +                                    closestdistance=tempdist;
 +                                    closest=j;
 +                                }
 +                            }
 +                        }
 +                    player[i].targetpathfindpoint=closest;
 +                }
 +            }
 +            player[i].losupdatedelay-=multiplier;
 +
 +            player[i].targetrotation=roughDirectionTo(player[i].coords,pathpoint[player[i].targetpathfindpoint]);
 +            player[i].lookrotation=player[i].targetrotation;
 +
 +            //reached target point
 +            if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
 +                player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
 +                player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
 +                player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
 +                player[i].lastpathfindpoint=player[i].targetpathfindpoint;
 +                if(player[i].lastpathfindpoint2==-1)
 +                    player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
 +                if(player[i].lastpathfindpoint3==-1)
 +                    player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
 +                if(player[i].lastpathfindpoint4==-1)
 +                    player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
 +                player[i].targetpathfindpoint=-1;
 +            }
 +            if(     findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<
 +                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)||
 +                    findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*sq(player[i].scale*5)||
 +                    player[i].lastpathfindpoint==player[i].finalpathfindpoint){
 +                player[i].aitype=passivetype;
 +            }
 +
 +            player[i].forwardkeydown=1;
 +            player[i].leftkeydown=0;
 +            player[i].backkeydown=0;
 +            player[i].rightkeydown=0;
 +            player[i].crouchkeydown=0;
 +            player[i].attackkeydown=0;
 +            player[i].throwkeydown=0;
 +
 +            if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
 +                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +
 +            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
 +                player[i].jumpkeydown=0;
 +            if((player[i].collided>.8&&player[i].jumppower>=5))
 +                player[i].jumpkeydown=1;
 +
 +            if((tutoriallevel!=1||cananger)&&
 +                    hostile&&
 +                    !player[0].dead&&
 +                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
 +                    player[i].occluded<25){
 +                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
 +                        animation[player[0].targetanimation].height!=lowheight&&
 +                        !editorenabled&&
 +                        (player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
 +                    player[i].aitype=attacktypecutoff;
 +                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
 +                        animation[player[0].targetanimation].height==highheight&&
 +                        !editorenabled)
 +                    player[i].aitype=attacktypecutoff;
 +
 +                if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
 +                    player[i].losupdatedelay=.2;
 +                    for(int j=0;j<numplayers;j++)
 +                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype)
 +                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
 +                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
 +                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
 +                                        if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
 +                                            if(!player[j].isWallJump()&&-1==checkcollide(
 +                                                            DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)
 +                                                                *player[i].scale+player[i].coords,
 +                                                            DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)
 +                                                                *player[j].scale+player[j].coords)||
 +                                                    (player[j].targetanimation==hanganim&&
 +                                                     normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
 +                                                player[i].aitype=searchtype;
 +                                                player[i].lastchecktime=12;
 +                                                player[i].lastseen=player[j].coords;
 +                                                player[i].lastseentime=12;
 +                                            }
 +                }
 +            }
 +            if(player[i].aitype==attacktypecutoff&&musictype!=2)
 +                if(player[i].creature!=wolftype){
 +                    player[i].stunned=.6;
 +                    player[i].surprised=.6;
 +                }
 +        }
 +
 +        if(player[i].aitype!=passivetype&&leveltime>.5)
 +            player[i].howactive=typeactive;
 +
 +        if(player[i].aitype==passivetype){
 +            player[i].aiupdatedelay-=multiplier;
 +            player[i].losupdatedelay-=multiplier;
 +            player[i].lastseentime+=multiplier;
 +            player[i].pausetime-=multiplier;
 +            if(player[i].lastseentime>1)
 +                player[i].lastseentime=1;
 +
 +            if(player[i].aiupdatedelay<0){
 +                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
 +                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].waypoints[player[i].waypoint]);
 +                    player[i].lookrotation=player[i].targetrotation;
 +                    player[i].aiupdatedelay=.05;
 +
 +                    if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
 +                        if(player[i].waypointtype[player[i].waypoint]==wppause)
 +                            player[i].pausetime=4;
 +                        player[i].waypoint++;
 +                        if(player[i].waypoint>player[i].numwaypoints-1)
 +                            player[i].waypoint=0;
 +
 +                    }
 +                }
 +
 +                if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)
 +                    player[i].forwardkeydown=1;
 +                else
 +                    player[i].forwardkeydown=0;
 +                player[i].leftkeydown=0;
 +                player[i].backkeydown=0;
 +                player[i].rightkeydown=0;
 +                player[i].crouchkeydown=0;
 +                player[i].attackkeydown=0;
 +                player[i].throwkeydown=0;
 +
 +                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 +                    if(!player[i].avoidsomething)
 +                        player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +                    else{
 +                        XYZ leftpos,rightpos;
 +                        float leftdist,rightdist;
 +                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 +                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 +                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 +                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 +                        if(leftdist<rightdist)
 +                            player[i].targetrotation+=90;
 +                        else
 +                            player[i].targetrotation-=90;
 +                    }
 +                }
 +            }
 +            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
 +                player[i].jumpkeydown=0;
 +            if((player[i].collided>.8&&player[i].jumppower>=5))
 +                player[i].jumpkeydown=1;
 +
 +
 +            //hearing sounds
 +            if(!editorenabled){
 +                if(player[i].howactive<=typesleeping)
 +                    if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
 +                        for(int j=0;j<numenvsounds;j++){
 +                            float vol=player[i].howactive==typesleeping?envsoundvol[j]-14:envsoundvol[j];
 +                            if(vol>0&&findDistancefast(&player[i].coords,&envsound[j])<
 +                                    2*(vol+vol*(player[i].creature==rabbittype)*3))
 +                                player[i].aitype=attacktypecutoff;
 +                        }
 +
 +                if(player[i].aitype!=passivetype){
 +                    if(player[i].howactive==typesleeping)
 +                        setAnimation(i,getupfromfrontanim);
 +                    player[i].howactive=typeactive;
 +                }
 +            }
 +
 +            if(player[i].howactive<typesleeping&&
 +                    ((tutoriallevel!=1||cananger)&&hostile)&&
 +                    !player[0].dead&&
 +                    findDistancefast(&player[i].coords,&player[0].coords)<400&&
 +                    player[i].occluded<25){
 +                if(findDistancefast(&player[i].coords,&player[0].coords)<12&&
 +                        animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
 +                    player[i].aitype=attacktypecutoff;
 +                if(findDistancefast(&player[i].coords,&player[0].coords)<30&&
 +                        animation[player[0].targetanimation].height==highheight&&!editorenabled)
 +                    player[i].aitype=attacktypecutoff;
 +
 +                //wolf smell
 +                if(player[i].creature==wolftype){
 +                    XYZ windsmell;
 +                    for(int j=0;j<numplayers;j++){
 +                        if(j==0||(player[j].dead&&player[j].bloodloss>0)){
 +                            float smelldistance=50;
 +                            if(j==0&&player[j].num_weapons>0){
 +                                if(weapons.bloody[player[j].weaponids[0]])
 +                                    smelldistance=100;
 +                                if(player[j].num_weapons==2)
 +                                    if(weapons.bloody[player[j].weaponids[1]])
 +                                        smelldistance=100;
 +                            }
 +                            if(j!=0)
 +                                smelldistance=100;
 +                            windsmell=windvector;
 +                            Normalise(&windsmell);
 +                            windsmell=windsmell*2+player[j].coords;
 +                            if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
 +                                player[i].aitype=attacktypecutoff;
 +                        }
 +                    }
 +                }
 +
 +                if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
 +                    player[i].losupdatedelay=.2;
 +                    for(int j=0;j<numplayers;j++){
 +                        if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
 +                            if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
 +                                if(findDistancefast(&player[i].coords,&player[j].coords)<400)
 +                                    if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
 +                                        if((-1==checkcollide(
 +                                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
 +                                                            player[i].scale+player[i].coords,
 +                                                        DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*
 +                                                            player[j].scale+player[j].coords)&&
 +                                                    !player[j].isWallJump())||
 +                                                (player[j].targetanimation==hanganim&&
 +                                                 normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
 +                                            player[i].lastseentime-=.2;
 +                                            if(j==0&&animation[player[j].targetanimation].height==lowheight)
 +                                                player[i].lastseentime-=.4;
 +                                            else
 +                                                player[i].lastseentime-=.6;
 +                                        }
 +                            if(player[i].lastseentime<=0){
 +                                player[i].aitype=searchtype;
 +                                player[i].lastchecktime=12;
 +                                player[i].lastseen=player[j].coords;
 +                                player[i].lastseentime=12;
 +                            }
 +                        }
 +                    }
 +                }
 +            }
 +            //alerted surprise
 +            if(player[i].aitype==attacktypecutoff&&musictype!=2){
 +                if(player[i].creature!=wolftype){
 +                    player[i].stunned=.6;
 +                    player[i].surprised=.6;
 +                }
 +                if(player[i].creature==wolftype){
 +                    player[i].stunned=.47;
 +                    player[i].surprised=.47;
 +                }
 +                numseen++;
 +            }
 +        }
 +
 +        //search for player
 +        int j;
 +        if(player[i].aitype==searchtype){
 +            player[i].aiupdatedelay-=multiplier;
 +            player[i].losupdatedelay-=multiplier;
 +            if(!player[i].pause)
 +                player[i].lastseentime-=multiplier;
 +            player[i].lastchecktime-=multiplier;
 +
 +            if(player[i].isRun()&&!player[i].onground){
 +                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
 +                    XYZ test2=player[i].coords+player[i].facing;
 +                    test2.y+=5;
 +                    XYZ test=player[i].coords+player[i].facing;
 +                    test.y-=10;
 +                    j=checkcollide(test2,test,player[i].laststanding);
 +                    if(j==-1)
 +                        j=checkcollide(test2,test);
 +                    if(j==-1){
 +                        player[i].velocity=0;
 +                        setAnimation(i,player[i].getStop());
 +                        player[i].targetrotation+=180;
 +                        player[i].stunned=.5;
 +                        //player[i].aitype=passivetype;
 +                        player[i].aitype=pathfindtype;
 +                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 +                        player[i].finalpathfindpoint=-1;
 +                        player[i].targetpathfindpoint=-1;
 +                        player[i].lastpathfindpoint=-1;
 +                        player[i].lastpathfindpoint2=-1;
 +                        player[i].lastpathfindpoint3=-1;
 +                        player[i].lastpathfindpoint4=-1;
 +                    }
 +                    else player[i].laststanding=j;
 +                }
 +            }
 +            //check out last seen location
 +            if(player[i].aiupdatedelay<0){
 +                player[i].targetrotation=roughDirectionTo(player[i].coords,player[i].lastseen);
 +                player[i].lookrotation=player[i].targetrotation;
 +                player[i].aiupdatedelay=.05;
 +                player[i].forwardkeydown=1;
 +
 +                if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*sq(player[i].scale*5)||player[i].lastchecktime<0){
 +                    player[i].forwardkeydown=0;
 +                    player[i].aiupdatedelay=1;
 +                    player[i].lastseen.x+=(float(Random()%100)-50)/25;
 +                    player[i].lastseen.z+=(float(Random()%100)-50)/25;
 +                    player[i].lastchecktime=3;
 +                }
 +
 +                player[i].leftkeydown=0;
 +                player[i].backkeydown=0;
 +                player[i].rightkeydown=0;
 +                player[i].crouchkeydown=0;
 +                player[i].attackkeydown=0;
 +                player[i].throwkeydown=0;
 +
 +                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 +                    if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +                    else{
 +                        XYZ leftpos,rightpos;
 +                        float leftdist,rightdist;
 +                        leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 +                        rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 +                        leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 +                        rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 +                        if(leftdist<rightdist)player[i].targetrotation+=90;
 +                        else player[i].targetrotation-=90;
 +                    }
 +                }
 +            }
 +            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
 +                player[i].jumpkeydown=0;
 +            if((player[i].collided>.8&&player[i].jumppower>=5))
 +                player[i].jumpkeydown=1;
 +
 +            if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
 +                for(int k=0;k<numenvsounds;k++){
 +                    if(findDistancefast(&player[i].coords,&envsound[k])<2*(envsoundvol[k]+envsoundvol[k]*(player[i].creature==rabbittype)*3)){
 +                        player[i].aitype=attacktypecutoff;
 +                    }
 +                }
 +
 +            if(!player[0].dead&&
 +                    player[i].losupdatedelay<0&&
 +                    !editorenabled&&
 +                    player[i].occluded<2&&
 +                    ((tutoriallevel!=1||cananger)&&hostile)){
 +                player[i].losupdatedelay=.2;
 +                if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight){
 +                    player[i].aitype=attacktypecutoff;
 +                    player[i].lastseentime=1;
 +                }
 +                if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
 +                    //TODO: factor out canSeePlayer()
 +                    if(findDistancefast(&player[i].coords,&player[0].coords)<400)
 +                        if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
 +                            if((checkcollide(
 +                                        DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*
 +                                            player[i].scale+player[i].coords,
 +                                        DoRotation(playerJoint(0,head).position,0,player[0].rotation,0)*
 +                                            player[0].scale+player[0].coords)==-1)||
 +                                    (player[0].targetanimation==hanganim&&normaldotproduct(
 +                                        player[0].facing,player[i].coords-player[0].coords)<0)){
 +                                    /* //TODO: changed j to 0 on a whim, make sure this is correct
 +                                    (player[j].targetanimation==hanganim&&normaldotproduct(
 +                                        player[j].facing,player[i].coords-player[j].coords)<0)
 +                                    */
 +                                player[i].aitype=attacktypecutoff;
 +                                player[i].lastseentime=1;
 +                            }
 +            }
 +            //player escaped
 +            if(player[i].lastseentime<0){
 +                //player[i].aitype=passivetype;
 +                numescaped++;
 +                player[i].aitype=pathfindtype;
 +                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 +                player[i].finalpathfindpoint=-1;
 +                player[i].targetpathfindpoint=-1;
 +                player[i].lastpathfindpoint=-1;
 +                player[i].lastpathfindpoint2=-1;
 +                player[i].lastpathfindpoint3=-1;
 +                player[i].lastpathfindpoint4=-1;
 +            }
 +        }
 +
 +        if(player[i].aitype!=gethelptype)
 +            player[i].runninghowlong=0;
 +
 +        //get help from buddies
 +        if(player[i].aitype==gethelptype){
 +            player[i].runninghowlong+=multiplier;
 +            player[i].aiupdatedelay-=multiplier;
 +
 +            if(player[i].aiupdatedelay<0||player[i].ally==0){
 +                player[i].aiupdatedelay=.2;
 +
 +                //find closest ally
 +                //TODO: factor out closest search somehow
 +                if(!player[i].ally){
 +                    int closest=-1;
 +                    float closestdist=-1;
 +                    for(int k=0;k<numplayers;k++){
 +                        if(k!=i&&k!=0&&!player[k].dead&&
 +                                player[k].howactive<typedead1&&
 +                                !player[k].skeleton.free&&
 +                                player[k].aitype==passivetype){
 +                            float distance=findDistancefast(&player[i].coords,&player[k].coords);
 +                            if(closestdist==-1||distance<closestdist){
 +                                closestdist=distance;
 +                                closest=k;
 +                            }
 +                            closest=k;
 +                        }
 +                    }
 +                    if(closest!=-1)
 +                        player[i].ally=closest;
 +                    else
 +                        player[i].ally=0;
 +                    player[i].lastseen=player[0].coords;
 +                    player[i].lastseentime=12;
 +                }
 +
 +
 +                player[i].lastchecktime=12;
 +
 +                XYZ facing=player[i].coords;
 +                XYZ flatfacing=player[player[i].ally].coords;
 +                facing.y+=playerJoint(i,head).position.y*player[i].scale;
 +                flatfacing.y+=playerJoint(player[i].ally,head).position.y*player[player[i].ally].scale;
 +                if(-1!=checkcollide(facing,flatfacing))
 +                    player[i].lastseentime-=.1;
 +
 +                //no available ally, run back to player
 +                if(player[i].ally<=0||
 +                        player[player[i].ally].skeleton.free||
 +                        player[player[i].ally].aitype!=passivetype||
 +                        player[i].lastseentime<=0){
 +                    player[i].aitype=searchtype;
 +                    player[i].lastseentime=12;
 +                }
 +
 +                //seek out ally
 +                if(player[i].ally>0){
 +                    player[i].targetrotation=roughDirectionTo(player[i].coords,player[player[i].ally].coords);
 +                    player[i].lookrotation=player[i].targetrotation;
 +                    player[i].aiupdatedelay=.05;
 +                    player[i].forwardkeydown=1;
 +
 +                    if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
 +                        player[i].aitype=searchtype;
 +                        player[i].lastseentime=12;
 +                        player[player[i].ally].aitype=searchtype;
 +                        if(player[player[i].ally].lastseentime<player[i].lastseentime){
 +                            player[player[i].ally].lastseen=player[i].lastseen;
 +                            player[player[i].ally].lastseentime=player[i].lastseentime;
 +                            player[player[i].ally].lastchecktime=player[i].lastchecktime;
 +                        }
 +                    }
 +
 +                    if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 +                        if(!player[i].avoidsomething)
 +                            player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +                        else{
 +                            XYZ leftpos,rightpos;
 +                            float leftdist,rightdist;
 +                            leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 +                            rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 +                            leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 +                            rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 +                            if(leftdist<rightdist)
 +                                player[i].targetrotation+=90;
 +                            else
 +                                player[i].targetrotation-=90;
 +                        }
 +                    }
 +                }
 +
 +                player[i].leftkeydown=0;
 +                player[i].backkeydown=0;
 +                player[i].rightkeydown=0;
 +                player[i].crouchkeydown=0;
 +                player[i].attackkeydown=0;
 +            }
 +            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
 +                player[i].jumpkeydown=0;
 +            if(player[i].collided>.8&&player[i].jumppower>=5)
 +                player[i].jumpkeydown=1;
 +        }
 +
 +        //retreiving a weapon on the ground
 +        if(player[i].aitype==getweapontype){
 +            player[i].aiupdatedelay-=multiplier;
 +            player[i].lastchecktime-=multiplier;
 +
 +            if(player[i].aiupdatedelay<0){
 +                player[i].aiupdatedelay=.2;
 +
 +                //ALLY IS WEPON
 +                if(player[i].ally<0){
 +                    int closest=-1;
 +                    float closestdist=-1;
 +                    for(int k=0;k<weapons.numweapons;k++)
 +                        if(weapons.owner[k]==-1){
 +                            float distance=findDistancefast(&player[i].coords,&weapons.position[k]);
 +                            if(closestdist==-1||distance<closestdist){
 +                                closestdist=distance;
 +                                closest=k;
 +                            }
 +                            closest=k;
 +                        }
 +                    if(closest!=-1)
 +                        player[i].ally=closest;
 +                    else
 +                        player[i].ally=-1;
 +                }
 +
 +                player[i].lastseentime=12;
 +
 +                if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
 +                    if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
 +                        player[i].aitype=attacktypecutoff;
 +                        player[i].lastseentime=1;
 +                    }
 +                if(!player[0].dead)
 +                    if(player[i].ally>=0){
 +                        if(weapons.owner[player[i].ally]!=-1||
 +                                findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
 +                            player[i].aitype=attacktypecutoff;
 +                            player[i].lastseentime=1;
 +                        }
 +                        //TODO: factor these out as moveToward()
 +                        player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[player[i].ally]);
 +                        player[i].lookrotation=player[i].targetrotation;
 +                        player[i].aiupdatedelay=.05;
 +                        player[i].forwardkeydown=1;
 +
 +
 +                        if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 +                            if(!player[i].avoidsomething)
 +                                player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +                            else{
 +                                XYZ leftpos,rightpos;
 +                                float leftdist,rightdist;
 +                                leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 +                                rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 +                                leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 +                                rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 +                                if(leftdist<rightdist)
 +                                    player[i].targetrotation+=90;
 +                                else
 +                                    player[i].targetrotation-=90;
 +                            }
 +                        }
 +                    }
 +
 +                player[i].leftkeydown=0;
 +                player[i].backkeydown=0;
 +                player[i].rightkeydown=0;
 +                player[i].attackkeydown=0;
 +                player[i].throwkeydown=1;
 +                player[i].crouchkeydown=0;
 +                if(player[i].targetanimation!=crouchremoveknifeanim&&
 +                        player[i].targetanimation!=removeknifeanim)
 +                    player[i].throwtogglekeydown=0;
 +                player[i].drawkeydown=0;
 +            }
 +            if(player[i].collided<1||player[i].targetanimation!=jumpupanim)
 +                player[i].jumpkeydown=0;
 +            if((player[i].collided>.8&&player[i].jumppower>=5))
 +                player[i].jumpkeydown=1;
 +        }
 +
 +        if(player[i].aitype==attacktypecutoff){
 +            player[i].aiupdatedelay-=multiplier;
 +            //dodge or reverse rabbit kicks, knife throws, flips
 +            if(player[i].damage<player[i].damagetolerance*2/3)
 +                if((player[0].targetanimation==rabbitkickanim||
 +                            player[0].targetanimation==knifethrowanim||
 +                            (player[0].isFlip()&&
 +                             normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&
 +                        !player[0].skeleton.free&&
 +                        (player[i].aiupdatedelay<.1)){
 +                    player[i].attackkeydown=0;
 +                    if(player[i].isIdle())
 +                        player[i].crouchkeydown=1;
 +                    if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
 +                        if(weapons.type[player[0].weaponids[0]]==knife){
 +                            if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
 +                                if(abs(Random()%2==0))
 +                                    setAnimation(i,backhandspringanim);
 +                                else
 +                                    setAnimation(i,rollanim);
 +                                player[i].targetrotation+=90*(abs(Random()%2)*2-1);
 +                                player[i].wentforweapon=0;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim)
 +                                setAnimation(i,flipanim);
 +                        }
 +                    }
 +                    player[i].forwardkeydown=0;
 +                    player[i].aiupdatedelay=.02;
 +                }
 +            //get confused by flips
 +            if(player[0].isFlip()&&
 +                    !player[0].skeleton.free&&
 +                    player[0].targetanimation!=walljumprightkickanim&&
 +                    player[0].targetanimation!=walljumpleftkickanim){
 +                if(findDistancefast(&player[0].coords,&player[i].coords)<25)
 +                    if((1-player[i].damage/player[i].damagetolerance)>.5)
 +                        player[i].stunned=1;
 +            }
 +            //go for weapon on the ground
 +            if(player[i].wentforweapon<3)
 +                for(int k=0;k<weapons.numweapons;k++)
 +                    if(player[i].creature!=wolftype)
 +                        if(player[i].num_weapons==0&&
 +                                weapons.owner[k]==-1&&
 +                                weapons.velocity[i].x==0&&
 +                                weapons.velocity[i].z==0&&
 +                                weapons.velocity[i].y==0){
 +                            if(findDistancefast(&player[i].coords,&weapons.position[k])<16){
 +                                player[i].wentforweapon++;
 +                                player[i].lastchecktime=6;
 +                                player[i].aitype=getweapontype;
 +                                player[i].ally=-1;
 +                            }
 +                        }
 +            //dodge/reverse walljump kicks
 +            if(player[i].damage<player[i].damagetolerance/2)
 +                if(animation[player[i].targetanimation].height!=highheight)
 +                    if(player[i].damage<player[i].damagetolerance*.5&&
 +                            ((player[0].targetanimation==walljumprightkickanim||
 +                              player[0].targetanimation==walljumpleftkickanim)&&
 +                             ((player[i].aiupdatedelay<.15&&
 +                               difficulty==2)||
 +                              (player[i].aiupdatedelay<.08&&
 +                               difficulty!=2)))){
 +                        player[i].crouchkeydown=1;
 +                    }
 +            //walked off a ledge (?)
 +            if(player[i].isRun()&&!player[i].onground)
 +                if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
 +                    XYZ test2=player[i].coords+player[i].facing;
 +                    test2.y+=5;
 +                    XYZ test=player[i].coords+player[i].facing;
 +                    test.y-=10;
 +                    j=checkcollide(test2,test,player[i].laststanding);
 +                    if(j==-1)
 +                        j=checkcollide(test2,test);
 +                    if(j==-1){
 +                        player[i].velocity=0;
 +                        setAnimation(i,player[i].getStop());
 +                        player[i].targetrotation+=180;
 +                        player[i].stunned=.5;
 +                        player[i].aitype=pathfindtype;
 +                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 +                        player[i].finalpathfindpoint=-1;
 +                        player[i].targetpathfindpoint=-1;
 +                        player[i].lastpathfindpoint=-1;
 +                        player[i].lastpathfindpoint2=-1;
 +                        player[i].lastpathfindpoint3=-1;
 +                        player[i].lastpathfindpoint4=-1;
 +                    }else
 +                        player[i].laststanding=j;
 +                }
 +            //lose sight of player in the air (?)
 +            if(player[0].coords.y>player[i].coords.y+5&&
 +                    animation[player[0].targetanimation].height!=highheight&&
 +                    !player[0].onterrain){
 +                player[i].aitype=pathfindtype;
 +                player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 +                player[i].finalpathfindpoint=-1;
 +                player[i].targetpathfindpoint=-1;
 +                player[i].lastpathfindpoint=-1;
 +                player[i].lastpathfindpoint2=-1;
 +                player[i].lastpathfindpoint3=-1;
 +                player[i].lastpathfindpoint4=-1;
 +            }
 +            //it's time to think (?)
 +            if(player[i].aiupdatedelay<0&&
 +                    !animation[player[i].targetanimation].attack&&
 +                    player[i].targetanimation!=staggerbackhighanim&&
 +                    player[i].targetanimation!=staggerbackhardanim&&
 +                    player[i].targetanimation!=backhandspringanim&&
 +                    player[i].targetanimation!=dodgebackanim){
 +                //draw weapon
 +                if(player[i].weaponactive==-1&&player[i].num_weapons>0)
 +                    player[i].drawkeydown=Random()%2;
 +                else
 +                    player[i].drawkeydown=0;
 +                player[i].rabbitkickenabled=Random()%2;
 +                //chase player
 +                XYZ rotatetarget=player[0].coords+player[0].velocity;
 +                XYZ targetpoint=player[0].coords;
 +                if(findDistancefast(&player[0].coords,&player[i].coords)<
 +                        findDistancefast(&rotatetarget,&player[i].coords))
 +                    targetpoint+=player[0].velocity*
 +                        findDistance(&player[0].coords,&player[i].coords)/findLength(&player[i].velocity);
 +                player[i].targetrotation=roughDirectionTo(player[i].coords,targetpoint);
 +                player[i].lookrotation=player[i].targetrotation;
 +                player[i].aiupdatedelay=.2+fabs((float)(Random()%100)/1000);
 +
 +                if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))
 +                    player[i].forwardkeydown=1;
 +                else if((findDistancefast(&player[i].coords,&player[0].coords)>16||
 +                            findDistancefast(&player[i].coords,&player[0].coords)<9)&&
 +                        player[0].weaponactive!=-1)
 +                    player[i].forwardkeydown=1;
 +                else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))
 +                    player[i].forwardkeydown=1;
 +                else
 +                    player[i].forwardkeydown=0;
 +                //chill out around the corpse
 +                if(player[0].dead){
 +                    player[i].forwardkeydown=0;
 +                    if(Random()%10==0)
 +                        player[i].forwardkeydown=1;
 +                    if(Random()%100==0){
 +                        player[i].aitype=pathfindtype;
 +                        player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 +                        player[i].finalpathfindpoint=-1;
 +                        player[i].targetpathfindpoint=-1;
 +                        player[i].lastpathfindpoint=-1;
 +                        player[i].lastpathfindpoint2=-1;
 +                        player[i].lastpathfindpoint3=-1;
 +                        player[i].lastpathfindpoint4=-1;
 +                    }
 +                }
 +                player[i].leftkeydown=0;
 +                player[i].backkeydown=0;
 +                player[i].rightkeydown=0;
 +                player[i].crouchkeydown=0;
 +                player[i].throwkeydown=0;
 +
 +                if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)
 +                    player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 +                //attack!!!
 +                if(Random()%2==0||player[i].weaponactive!=-1||player[i].creature==wolftype)
 +                    player[i].attackkeydown=1;
 +                else
 +                    player[i].attackkeydown=0;
 +                if(player[i].isRun()&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)
 +                    player[i].attackkeydown=0;
 +
 +                //TODO: wat
 +                if(player[i].aitype!=playercontrolled&&
 +                        (player[i].isIdle()||
 +                         player[i].isCrouch()||
 +                         player[i].isRun())){
 +                    int target=-2;
 +                    for(int j=0;j<numplayers;j++)
 +                        if(j!=i&&!player[j].skeleton.free&&
 +                                player[j].hasvictim&&
 +                                (tutoriallevel==1&&reversaltrain||
 +                                 Random()%2==0&&difficulty==2||
 +                                 Random()%4==0&&difficulty==1||
 +                                 Random()%8==0&&difficulty==0||
 +                                 player[j].lastattack2==player[j].targetanimation&&
 +                                 player[j].lastattack3==player[j].targetanimation&&
 +                                 (Random()%2==0||difficulty==2)||
 +                                 (player[i].isIdle()||player[i].isRun())&&
 +                                 player[j].weaponactive!=-1||
 +                                 player[j].targetanimation==swordslashanim&&
 +                                 player[i].weaponactive!=-1||
 +                                 player[j].targetanimation==staffhitanim||
 +                                 player[j].targetanimation==staffspinhitanim))
 +                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&
 +                                    player[j].victim==&player[i]&&
 +                                    (player[j].targetanimation==sweepanim||
 +                                     player[j].targetanimation==spinkickanim||
 +                                     player[j].targetanimation==staffhitanim||
 +                                     player[j].targetanimation==staffspinhitanim||
 +                                     player[j].targetanimation==winduppunchanim||
 +                                     player[j].targetanimation==upunchanim||
 +                                     player[j].targetanimation==wolfslapanim||
 +                                     player[j].targetanimation==knifeslashstartanim||
 +                                     player[j].targetanimation==swordslashanim&&
 +                                      (findDistancefast(&player[j].coords,&player[i].coords)<2||
 +                                       player[i].weaponactive!=-1))){
 +                                if(target>=0)
 +                                    target=-1;
 +                                else
 +                                    target=j;
 +                            }
 +                    if(target>=0)
 +                        player[target].Reverse();
 +                }
 +
 +                if(player[i].collided<1)
 +                    player[i].jumpkeydown=0;
 +                if(player[i].collided>.8&&player[i].jumppower>=5||
 +                        findDistancefast(&player[i].coords,&player[0].coords)>400&&
 +                        player[i].onterrain&&
 +                        player[i].creature==rabbittype)
 +                    player[i].jumpkeydown=1;
 +                //TODO: why are we controlling the human?
 +                if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
 +                    player[0].jumpkeydown=0;
 +                if(player[0].targetanimation==jumpdownanim&&
 +                        findDistancefast(&player[0].coords,&player[i].coords)<40)
 +                    player[i].crouchkeydown=1;
 +                if(player[i].jumpkeydown)
 +                    player[i].attackkeydown=0;
 +
 +                if(tutoriallevel==1)
 +                    if(!canattack)
 +                        player[i].attackkeydown=0;
 +
 +
 +                XYZ facing=player[i].coords;
 +                XYZ flatfacing=player[0].coords;
 +                facing.y+=playerJoint(i,head).position.y*player[i].scale;
 +                flatfacing.y+=playerJoint(0,head).position.y*player[0].scale;
 +                if(player[i].occluded>=2)
 +                    if(-1!=checkcollide(facing,flatfacing)){
 +                        if(!player[i].pause)
 +                            player[i].lastseentime-=.2;
 +                        if(player[i].lastseentime<=0&&
 +                                (player[i].creature!=wolftype||
 +                                 player[i].weaponstuck==-1)){
 +                            player[i].aitype=searchtype;
 +                            player[i].lastchecktime=12;
 +                            player[i].lastseen=player[0].coords;
 +                            player[i].lastseentime=12;
 +                        }
 +                    }else
 +                        player[i].lastseentime=1;
 +            }
 +        }
 +        if(animation[player[0].targetanimation].height==highheight&&
 +                (player[i].aitype==attacktypecutoff||
 +                 player[i].aitype==searchtype))
 +            if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
 +                XYZ test=player[0].coords;
 +                test.y-=40;
 +                if(-1==checkcollide(player[0].coords,test))
 +                    player[i].stunned=1;
 +            }
 +        //stunned
 +        if(player[i].aitype==passivetype&&!(player[i].numwaypoints>1)||
 +                player[i].stunned>0||
 +                player[i].pause&&player[i].damage>player[i].superpermanentdamage){
 +            if(player[i].pause)
 +                player[i].lastseentime=1;
 +            player[i].targetrotation=player[i].rotation;
 +            player[i].forwardkeydown=0;
 +            player[i].leftkeydown=0;
 +            player[i].backkeydown=0;
 +            player[i].rightkeydown=0;
 +            player[i].jumpkeydown=0;
 +            player[i].attackkeydown=0;
 +            player[i].crouchkeydown=0;
 +            player[i].throwkeydown=0;
 +        }
 +
 +
 +        XYZ facing;
 +        facing=0;
 +        facing.z=-1;
 +
 +        XYZ flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 +        facing=flatfacing;
 +
 +        if(player[i].aitype==attacktypecutoff){
 +            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[0].coords);
 +            player[i].targetheadrotation2=pitchTo(player[i].coords,player[0].coords);
 +        }else if(player[i].howactive>=typesleeping){
 +            player[i].targetheadrotation=player[i].targetrotation;
 +            player[i].targetheadrotation2=0;
 +        }else{
 +            if(player[i].interestdelay<=0){
 +                player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
 +                player[i].headtarget=player[i].coords;
 +                player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
 +                player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
 +                player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
 +                player[i].headtarget+=player[i].facing*1.5;
 +            }
 +            player[i].targetheadrotation=180-roughDirectionTo(player[i].coords,player[i].headtarget);
 +            player[i].targetheadrotation2=pitchTo(player[i].coords,player[i].headtarget);
 +        }
 +    }
 +}
 +
 +
 +
 +void Game::Tick(){
 +      static XYZ facing,flatfacing;
 +      static int target;
 +
 +      int templength;
 +
 +      for(int i=0;i<15;i++){
                displaytime[i]+=multiplier;
        }
  
        keyboardfrozen=0;
 +    Input::Tick();
  
 -      if (Input::isKeyDown(SDLK_F6) && !freezetogglekeydown) {
 -              if (Input::isKeyDown(SDLK_LSHIFT)) {
 +      if(Input::isKeyPressed(SDLK_F6)){
 +              if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoreverse=true;
 -              } else {
 +              else
                        stereoreverse=false;
 -              }
  
 -              if (stereoreverse) {
 +              if(stereoreverse)
                        printf("Stereo reversed\n");
 -              } else {
 +              else
                        printf("Stereo unreversed\n");
 -              }
 -              freezetogglekeydown=1;
        }
  
 -      if (Input::isKeyDown(SDLK_F7)) {
 -              if (Input::isKeyDown(SDLK_LSHIFT)) {
 +      if(Input::isKeyDown(SDLK_F7)){
 +              if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoseparation -= 0.001;
 -              } else {
 +              else
                        stereoseparation -= 0.010;
 -              }
 -
                printf("Stereo decreased increased to %f\n", stereoseparation);
        }
  
 -      if (Input::isKeyDown(SDLK_F8)) {
 -              if (Input::isKeyDown(SDLK_LSHIFT)) {
 +      if(Input::isKeyDown(SDLK_F8)){
 +              if(Input::isKeyDown(SDLK_LSHIFT))
                        stereoseparation += 0.001;
 -              } else {
 +              else
                        stereoseparation += 0.010;
 -              }
 -
                printf("Stereo separation increased to %f\n", stereoseparation);
        }
  
  
 +      if(Input::isKeyPressed(SDLK_TAB)&&tutoriallevel){
 +              if(tutorialstage!=51)
 +                      tutorialstagetime=tutorialmaxtime;
 +              emit_sound_np(consolefailsound, 128.);
 +      }
 +
        if(!console){
                if(mainmenu&&endgame==1)mainmenu=10;
 -              if( (Input::isKeyDown(SDLK_ESCAPE)||(mainmenu==0&&((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE)||(campaign)))&&!oldjumpkeydown&&campaign&&winfreeze))
 -                  && !mainmenutogglekeydown
 -                  && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)
 -                ) { // go back
 +        // menu back
 +              if( (Input::isKeyPressed(SDLK_ESCAPE)
 +                    ||(mainmenu==0
 +                        &&((Input::isKeyPressed(jumpkey)
 +                                ||Input::isKeyPressed(SDLK_SPACE)
 +                                ||(campaign)))
 +                        &&campaign
 +                        &&winfreeze))
 +                && (!mainmenu||gameon||mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||(mainmenu==7&&!entername)||mainmenu==9||mainmenu==10)){
                        selected=-1;
                        if(mainmenu==1||mainmenu==2||mainmenu==0){
                                if(mainmenu==0&&!winfreeze)mainmenu=2;
                                else if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)mainmenu=100;
 -                              else if(mainmenu==0&&winfreeze){
 -                                      
 -                              }
 +                              else if(mainmenu==0&&winfreeze){ }
                                else if(mainmenu==1||mainmenu==2)mainmenu=0;
                                if(mainmenu&&musictoggle){
                                        if(mainmenu==1||mainmenu==2||mainmenu==100){
                                }
                        }
                        if(mainmenu==3){
 -                              fireSound();
 -
 -                              flash();
 -
                                if(newdetail>2)newdetail=detail;
                                if(newdetail<0)newdetail=detail;
                                if(newscreenwidth<0)newscreenwidth=screenwidth;
                                if(newscreenheight<0)newscreenheight=screenheight;
 -
                                SaveSettings(*this);
                        }
 -                      if(mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==9||mainmenu==10||mainmenu==100){
 +                      if((mainmenu>=3 && mainmenu<=7)||mainmenu==9||mainmenu==10||mainmenu==100){
                                fireSound();
 -
                                flash();
                        }
                        if(mainmenu==3&&gameon)mainmenu=2;
                                gameon=0;
                                winfreeze=0;
                        }
 -                      mainmenutogglekeydown=1;
 -              }
 -              if(!Input::isKeyDown(SDLK_ESCAPE)){
 -                      mainmenutogglekeydown=0;
                }
        }
  
 -      static bool minimaptogglekeydown;
 -      if(Input::isKeyDown(SDLK_TAB)&&!minimaptogglekeydown&&tutoriallevel){
 -              if(tutorialstage!=51)
 -                      tutorialstagetime=tutorialmaxtime;
 -              emit_sound_np(consolefailsound, 128.);
 -              minimaptogglekeydown=1;
 -      }
 -      if(!Input::isKeyDown(SDLK_TAB)){
 -              minimaptogglekeydown=0;
 -      }
 -
        if(mainmenu){
 -              //menu buttons
 -              if(mainmenu==1||mainmenu==2){
 -                      if(Input::Button()&&!oldbutton&&selected==1){
 -                              if(!gameon){
 -                                      fireSound(firestartsound);
 +        MenuTick();
 +      }
  
 -                                      flash();
 +      if(!mainmenu){
 +              if(hostile==1)hostiletime+=multiplier;
 +              else hostiletime=0;
 +              if(!winfreeze)leveltime+=multiplier;
  
 -                                      //new game
 -                                      if(accountactive) {
 -                                              mainmenu=5;
 -                                      } else {
 -                                              mainmenu=7;
 -                                      }
 -                                      selected=-1;
 -                              }
 -                              else
 -                              {
 -                                      //resume
 -                                      mainmenu=0;
 -                                      pause_sound(stream_music3);
 -                                      resume_stream(music1);
 -                              }
 +        //keys
 +              if(Input::isKeyPressed(SDLK_v)&&debugmode){
 +                      freeze=1-freeze;
 +                      if(freeze){
 +                              OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        }
 +              }
  
 -                      if(Input::Button()&&!oldbutton&&selected==2){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              //options
 -
 -                              mainmenu=3;
 -
 -                              if(newdetail>2)newdetail=detail;
 -                              if(newdetail<0)newdetail=detail;
 -                              if(newscreenwidth>3000)newscreenwidth=screenwidth;
 -                              if(newscreenwidth<0)newscreenwidth=screenwidth;
 -                              if(newscreenheight>3000)newscreenheight=screenheight;
 -                              if(newscreenheight<0)newscreenheight=screenheight;
 -                      }
 -
 -                      if(Input::Button()&&!oldbutton&&selected==3){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              if(!gameon){
 -                                      //quit
 -                                      tryquit=1;
 -                                      pause_sound(stream_music3);
 -                              }
 -                              else{
 -                                      //end game
 -                                      gameon=0;
 -                                      mainmenu=1;
 -                              }
 -                      }
 -              }
 -              if(mainmenu==3){
 -                      if(Input::Button()&&!oldbutton&&selected!=-1){
 -                              fireSound();
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==0){
 -                      
 -                              extern SDL_Rect **resolutions;
 -                              bool isCustomResolution = true;
 -                              bool found = false;
 -                              for (int i = 0; (!found) && (resolutions[i]); i++)
 -                              {
 -                                      if ((resolutions[i]->w == screenwidth) && (resolutions[i]->h == screenwidth))
 -                                              isCustomResolution = false;
 -
 -                                      if ((resolutions[i]->w == newscreenwidth) && (resolutions[i]->h == newscreenheight))
 -                                      {
 -                                              i++;
 -                                              if (resolutions[i] != NULL)
 -                                              {
 -                                                      newscreenwidth = (int) resolutions[i]->w;
 -                                                      newscreenheight = (int) resolutions[i]->h;
 -                                              }
 -                                              else if (isCustomResolution)
 -                                              {
 -                                                      if ((screenwidth == newscreenwidth) && (screenheight == newscreenheight))
 -                                                      {
 -                                                              newscreenwidth = (int) resolutions[0]->w;
 -                                                              newscreenheight = (int) resolutions[0]->h;
 -                                                      }
 -                                                      else
 -                                                      {
 -                                                              newscreenwidth = screenwidth;
 -                                                              newscreenheight = screenheight;
 -                                                      }
 -                                              }
 -                                              else
 -                                              {
 -                                                      newscreenwidth = (int) resolutions[0]->w;
 -                                                      newscreenheight = (int) resolutions[0]->h;
 -                                              }
 -                                              found = true;
 -                                      }
 -                              }
 -
 -                              if (!found)
 -                              {
 -                                      newscreenwidth = (int) resolutions[0]->w;
 -                                      newscreenheight = (int) resolutions[0]->h;
 -                              }
 -
 -                              
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==1){
 -                              newdetail++;
 -                              if(newdetail>2)newdetail=0;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==2){
 -                              bloodtoggle++;
 -                              if(bloodtoggle>2)bloodtoggle=0;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==3){
 -                              difficulty++;
 -                              if(difficulty>2)difficulty=0;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==4){
 -                              ismotionblur=1-ismotionblur;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==5){
 -                              decals=1-decals;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==6){
 -                              musictoggle=1-musictoggle;
 -
 -                              if(!musictoggle){
 -                                      pause_sound(music1);
 -                                      pause_sound(stream_music2);
 -                                      pause_sound(stream_music3);
 -
 -                                      for(i=0;i<4;i++){
 -                                              oldmusicvolume[i]=0;
 -                                              musicvolume[i]=0;
 -                                      }
 -                              }
 -
 -                              if(musictoggle)
 -                                emit_stream_np(stream_music3);
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==9){
 -                              invertmouse=1-invertmouse;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==10){
 -                              usermousesensitivity+=.2;
 -                              if(usermousesensitivity>2)usermousesensitivity=.2;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==11){
 -                              volume+=.1f;
 -                              if(volume>1.0001f)volume=0;
 -                              OPENAL_SetSFXMasterVolume((int)(volume*255));
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==7){
 -                              /*fireSound();
 -                              */
 -                              flash();
 -
 -                              //options
 -
 -                              mainmenu=4;
 -                              selected=-1;
 -                              keyselect=-1;
 -                      }
 -                      if(Input::Button() && !oldbutton && selected == 12) {
 -                              flash();
 -                              
 -                              newstereomode = stereomode;
 -                              mainmenu=18;
 -                              keyselect=-1;
 -                      }
 -                      if(Input::Button() && !oldbutton && selected == 13) {
 -                              showdamagebar=!showdamagebar;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==8){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              if(newdetail>2)newdetail=detail;
 -                              if(newdetail<0)newdetail=detail;
 -                              if(newscreenwidth<0)newscreenwidth=screenwidth;
 -                              if(newscreenheight<0)newscreenheight=screenheight;
 -
 -
 -                              SaveSettings(*this);
 -                              if(mainmenu==3&&gameon)mainmenu=2;
 -                              if(mainmenu==3&&!gameon)mainmenu=1;
 -                      }
 -              }
 -              if(mainmenu==4){
 -                      if(Input::Button()&&!oldbutton&&selected!=-1&&!waiting){
 -                              fireSound();
 -                              if(selected<9&&keyselect==-1)
 -                                      keyselect=selected;
 -                              if(keyselect!=-1)
 -                                      setKeySelected();
 -                              if(selected==9){
 -                                      flash();
 -
 -                                      mainmenu=3;
 -
 -                                      if(newdetail>2)newdetail=detail;
 -                                      if(newdetail<0)newdetail=detail;
 -                                      if(newscreenwidth>3000)newscreenwidth=screenwidth;
 -                                      if(newscreenwidth<0)newscreenwidth=screenwidth;
 -                                      if(newscreenheight>3000)newscreenheight=screenheight;
 -                                      if(newscreenheight<0)newscreenheight=screenheight;
 -                              }
 -                      }
 -              }
 -
 -              if(mainmenu==5){
 -
 -                      if(endgame==2){
 -                              accountactive->endGame();
 -                              endgame=0;
 -                      }
 -
 -                      if(Input::Button()&&!oldbutton&&selected==1){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              startbonustotal=0;
 -
 -                              loading=2;
 -                              loadtime=0;
 -                              targetlevel=-1;
 -                              if(firstload)TickOnceAfter();
 -                              if(!firstload)LoadStuff();
 -                              else {
 -                                      Loadlevel(-1);
 -                              }
 -
 -                              mainmenu=0;
 -                              gameon=1;
 -                              pause_sound(stream_music3);
 -                      }
 -                      if(Input::Button()&&!oldbutton&&(selected-7>=accountactive->getCampaignChoicesMade())){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              startbonustotal=0;
 -
 -                              loading=2;
 -                              loadtime=0;
 -                              targetlevel=7;
 -                              if(firstload) TickOnceAfter();
 -                              else LoadStuff();
 -                              whichchoice=selected-7-accountactive->getCampaignChoicesMade();
 -                              visibleloading=1;
 -                              stillloading=1;
 -                              Loadlevel(campaignmapname[campaignchoicewhich[selected-7-accountactive->getCampaignChoicesMade()]]);
 -                              //Loadlevel(campaignmapname[levelorder[selected-7]]);
 -                              campaign=1;
 -                              mainmenu=0;
 -                              gameon=1;
 -                              pause_sound(stream_music3);
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==4){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              if(mainmenu==5&&gameon)mainmenu=2;
 -                              if(mainmenu==5&&!gameon)mainmenu=1;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==5){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              mainmenu=7;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==3){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              mainmenu=6;
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==2){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              mainmenu=9;
 -                      }
 -              }
 -              else if(mainmenu==9){
 -                      if(Input::Button()&&!oldbutton&&selected<numchallengelevels&&selected>=0&&selected<=accountactive->getProgress()){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              startbonustotal=0;
 -
 -                              loading=2;
 -                              loadtime=0;
 -                              targetlevel=selected;
 -                              if(firstload)TickOnceAfter();
 -                              if(!firstload)LoadStuff();
 -                              else {
 -                                      Loadlevel(selected);
 -                              }
 -                              campaign=0;
 -
 -                              mainmenu=0;
 -                              gameon=1;
 -                              pause_sound(stream_music3);
 -                      }
 -                      if(Input::Button()&&!oldbutton&&selected==numchallengelevels){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              mainmenu=5;
 -                      }
 -              }
 -              if(mainmenu==10){
 -                      endgame=2;
 -                      if(Input::Button()&&!oldbutton&&selected==3){
 -                              fireSound();
 -
 -                              flash();
 -
 -                              mainmenu=5;
 -                      }
 -              }
 -
 -              if(mainmenu==6){
 -                      if(Input::Button()&&!oldbutton) {
 -                              if(selected>-1){
 -                                      fireSound();
 -                                      if(selected==1) {
 -                                              flash();
 -                                              accountactive = Account::destroy(accountactive);
 -                                              mainmenu=7;
 -                                      } else if(selected==2) {
 -                                              flash();
 -                                              mainmenu=5;
 -                                      }
 -                              }
 -                      }
 -              }
 -              if(mainmenu==7){
 -                      if(Input::Button()&&!oldbutton) {
 -                              if(selected!=-1){
 -                                      fireSound();
 -                                      if(selected==0&&Account::getNbAccounts()<8){
 -                                              entername=1;
 -                                      } else if (selected<Account::getNbAccounts()+1) {
 -                                              accountactive=Account::get(selected-1);
 -                                              mainmenu=5;
 -                                              flash();
 -                                      } else if (selected==Account::getNbAccounts()+1) {
 -                                              flash();
 -
 -                                              mainmenu=1;
 -
 -                                              for(j=0;j<255;j++){
 -                                                      displaytext[0][j]=' ';
 -                                              }
 -                                              displaychars[0]=0;
 -                                              displayselected=0;
 -                                              entername=0;
 -                                      }
 -                              }
 -                      }
 -              }
 -              if(mainmenu==8){
 -                      if(Input::Button()&&!oldbutton&&selected>-1){
 -                              fireSound();
 -
 -                              if(selected<=2)
 -                                      accountactive->setDifficulty(selected);
 -
 -                              mainmenu=5;
 -
 -                              flash();
 -
 -                      }
 -              }
 -              if (mainmenu==18) {                     
 -                      if(Input::Button()&&!oldbutton&&selected==0) {
 -                              newstereomode = (StereoMode)(newstereomode + 1);
 -                              while(!CanInitStereo(newstereomode)) {
 -                                      printf("Failed to initialize mode %s (%i)\n", StereoModeName(newstereomode), newstereomode);
 -                                      newstereomode = (StereoMode)(newstereomode + 1);
 -                                      if ( newstereomode >= stereoCount ) {
 -                                              newstereomode = stereoNone;
 -                                      }
 -                              }
 -                      }
 -                      
 -                      if(Input::isKeyDown(MOUSEBUTTON1)&&!oldbutton&&selected==1) {
 -                              stereoseparation+=0.001;
 -                      }
 -                      if(Input::isKeyDown(MOUSEBUTTON2)&&!oldbutton&&selected==1) {
 -                              stereoseparation-=0.001;
 -                      }
 -
 -                      if(Input::Button()&&!oldbutton&&selected==2) {
 -                              stereoreverse =! stereoreverse;
 -                      }
 -                      
 -                      if(Input::Button()&&!oldbutton&&selected==3) {
 -                              flash();
 -
 -                              stereomode = newstereomode;
 -                              InitStereo(stereomode);
 -                              
 -                              mainmenu=3;
 -                      }
 -              }
 -
 -
 -              if(Input::Button()||Input::isKeyDown(MOUSEBUTTON2))oldbutton=1;
 -              else oldbutton=0;
 -
 -              if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
 -                      tryquit=1;
 -                      if(mainmenu==3){
 -                              if(newdetail>2)newdetail=detail;
 -                              if(newdetail<0)newdetail=detail;
 -                              if(newscreenwidth<0)newscreenwidth=screenwidth;
 -                              if(newscreenheight<0)newscreenheight=screenheight;
 -
 -                              SaveSettings(*this);
 -                      }
 -              }
 -
 -              if(mainmenu==1||mainmenu==2){
 -                      if(loaddistrib>4)transition+=multiplier/8;
 -                      if(transition>1){
 -                              transition=0;
 -                              anim++;
 -                              if(anim>4)anim=0;
 -                              loaddistrib=0;
 -                      }
 -              }
 -              OPENAL_SetFrequency(channels[stream_music3], 22050);
 -
 -              if(entername) {
 -                      inputText(displaytext[0],&displayselected,&displaychars[0]);
 -                      if(!waiting) { // the input as finished
 -                              if(displaychars[0]){ // with enter
 -                                      accountactive = Account::add(string(displaytext[0]));
 -
 -                                      mainmenu=8;
 -
 -                                      flash();
 -
 -                                      fireSound(firestartsound);
 -
 -                                      for(i=0;i<255;i++){
 -                                              displaytext[0][i]=' ';
 -                                      }
 -                                      displaychars[0]=0;
 -
 -                                      displayselected=0;
 -                              } else { // with escape or empty
 -                                      mainmenutogglekeydown=1;
 -                              }
 -                              entername=0;
 -                      }
 -                      
 -                      displayblinkdelay-=multiplier;
 -                      if(displayblinkdelay<=0){
 -                              displayblinkdelay=.3;
 -                              displayblink=1-displayblink;
 -                      }
 -              }
 -      }
 -
 -      if(!mainmenu){
 -              if(hostile==1)hostiletime+=multiplier;
 -              else hostiletime=0;
 -              if(!winfreeze)leveltime+=multiplier;
 -              if(Input::isKeyDown(SDLK_ESCAPE)){
 -                      chatting=0;
 -                      console=0;
 -                      freeze=0;
 -                      displaychars[0]=0;
 -              }
 -
 -              if(Input::isKeyDown(chatkey)&&!chattogglekeydown&&!console&&!chatting&&debugmode){
 +              if(Input::isKeyPressed(chatkey)&&!console&&!chatting&&debugmode)
                        chatting=1;
 -                      chattogglekeydown=1;
 -              }
 -
 -              if(!Input::isKeyDown(chatkey)){
 -                      chattogglekeydown=0;
 -              }
  
                if(chatting){
                        inputText(displaytext[0],&displayselected,&displaychars[0]);
                        if(!waiting) {
                                if(displaychars[0]){
 -                                      for(int j=0;j<255;j++){
 -                                              displaytext[0][j]=' ';
 -                                      }
 +                                      for(int j=0;j<255;j++)
 +                                              displaytext[0][j]=0;
                                        displaychars[0]=0;
                                        displayselected=0;
                                }       
                                displayblink=1-displayblink;
                        }
                }
 +              if(chatting)
 +            keyboardfrozen=1;
  
 -              if(chatting)keyboardfrozen=1;
 -
 -              if(Input::isKeyDown(SDLK_v)&&!freezetogglekeydown&&debugmode){
 -                      freeze=1-freeze;
 -                      if(freeze){
 -                              OPENAL_SetFrequency(OPENAL_ALL, 0.001);
 -                      }
 -                      freezetogglekeydown=1;
 -              }
 -
 -              if(!Input::isKeyDown(SDLK_v)&&!Input::isKeyDown(SDLK_F1)){
 -                      freezetogglekeydown=0;
 -              }
 -
 -              if(Input::isKeyDown(SDLK_BACKQUOTE)&&!consoletogglekeydown&&debugmode){
 +              if(Input::isKeyPressed(SDLK_BACKQUOTE)&&debugmode){
                        console=1-console;
                        if(console){
                                OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                                freeze=0;
                                waiting=false;
                        }
 -                      consoletogglekeydown=1;
                }
  
 -              if(!Input::isKeyDown(SDLK_BACKQUOTE)){
 -                      consoletogglekeydown=0;
 -              }
 -
 -              if(console)freeze=1;
 -
 +              if(console)
 +            freeze=1;
                if(console&&!Input::isKeyDown(SDLK_LMETA)){
                        inputText(consoletext[0],&consoleselected,&consolechars[0]);
                        if(!waiting) {
                                archiveselected=0;
 -                              cmd_dispatch(this, consoletext[0]);
                                if(consolechars[0]>0){
 -
 -                                      for(k=14;k>=1;k--){
 -                                              for(j=0;j<255;j++){
 +                    consoletext[0][consolechars[0]]=' ';
 +                    cmd_dispatch(this, consoletext[0]);
 +                                      for(int k=14;k>=1;k--){
 +                                              for(int j=0;j<255;j++)
                                                        consoletext[k][j]=consoletext[k-1][j];
 -                                              }
                                                consolechars[k]=consolechars[k-1];
                                        }
 -                                      for(j=0;j<255;j++){
 -                                              consoletext[0][j]=' ';
 -                                      }
 +                                      for(int j=0;j<255;j++)
 +                                              consoletext[0][j]=0;
                                        consolechars[0]=0;
                                        consoleselected=0;
                                }
                        }
                }
  
 +
 +
                if(Input::isKeyDown(SDLK_q)&&Input::isKeyDown(SDLK_LMETA)){
                        tryquit=1;
                        if(mainmenu==3){
                        OPENAL_SetFrequency(OPENAL_ALL, 0.001);
                        emit_sound_np(consolesuccesssound);
                }
 -              if(winfreeze==0)oldwinfreeze=winfreeze;
 -              else oldwinfreeze++;
 +              if(winfreeze==0)
 +            oldwinfreeze=winfreeze;
 +              else
 +            oldwinfreeze++;
  
 -              if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))&&!oldjumpkeydown&&!campaign){
 -                      if(winfreeze)winfreeze=0;
 -                      oldjumpkeydown=1;
 -              }
 +              if((Input::isKeyPressed(jumpkey)||Input::isKeyPressed(SDLK_SPACE))&&!campaign)
 +                      if(winfreeze)
 +                winfreeze=0;
                if((Input::isKeyDown(SDLK_ESCAPE))&&!campaign&&gameon){
 -                      if(winfreeze){
 +            if(console){
 +                console=0;
 +                freeze=0;
 +            }else if(winfreeze){
                                mainmenu=9;
                                gameon=0;
                        }
 -              }
 -              if((Input::isKeyDown(jumpkey)||Input::isKeyDown(SDLK_SPACE))){
 -                      oldjumpkeydown=1;
 -              }
 -              if(!Input::isKeyDown(jumpkey)&&!Input::isKeyDown(SDLK_SPACE))oldjumpkeydown=0;
 -
 -              if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
 -
 -                      static bool oldbuttondialogue;
 -
 -                      if(indialogue!=-1)talkdelay=1;
 -                      talkdelay-=multiplier;
 -
 -                      if(talkdelay<=0)
 -                              if(indialogue==-1&&(animation[player[0].targetanimation].height!=highheight)/*&&!hostile*/)
 -                                      for(i=0;i<numdialogues;i++){
 -                                              int realdialoguetype;
 -                                              bool special;
 -                                              if(dialoguetype[i]>49){
 -                                                      realdialoguetype=dialoguetype[i]-50;
 -                                                      special=1;
 -                                              }
 -                                              else if(dialoguetype[i]>39){
 -                                                      realdialoguetype=dialoguetype[i]-40;
 -                                                      special=1;
 -                                              }
 -                                              else if(dialoguetype[i]>29){
 -                                                      realdialoguetype=dialoguetype[i]-30;
 -                                                      special=1;
 -                                              }
 -                                              else if(dialoguetype[i]>19){
 -                                                      realdialoguetype=dialoguetype[i]-20;
 -                                                      special=1;
 -                                              }
 -                                              else if(dialoguetype[i]>9){
 -                                                      realdialoguetype=dialoguetype[i]-10;
 -                                                      special=1;
 -                                              }
 -                                              else {
 -                                                      realdialoguetype=dialoguetype[i];
 -                                                      special=0;
 -                                              }
 -                                              if((!hostile||(dialoguetype[i]>40&&dialoguetype[i]<50))&&realdialoguetype<numplayers&&realdialoguetype>0&&(dialoguegonethrough[i]==0||!special)&&(special||(Input::isKeyDown(attackkey)&&!oldbuttondialogue))){
 -                                                      if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||player[realdialoguetype].howactive>=typedead1||(dialoguetype[i]>40&&dialoguetype[i]<50)){
 -                                                              whichdialogue=i;
 -                                                              for(j=0;j<numdialogueboxes[whichdialogue];j++){
 -                                                                      player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
 -                                                                      player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
 -                                                                      player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
 -                                                                      player[participantfocus[whichdialogue][j]].velocity=0;
 -                                                                      player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
 -                                                                      player[participantfocus[whichdialogue][j]].targetframe=0;
 -                                                              }
 -                                                              directing=0;
 -                                                              indialogue=0;
 -                                                              dialoguetime=0;
 -                                                              dialoguegonethrough[i]++;
 -                                                              if(dialogueboxsound[whichdialogue][indialogue]!=0){
 -                                                                      XYZ temppos;
 -                                                                      temppos=player[participantfocus[whichdialogue][indialogue]].coords;
 -                                                                      temppos=temppos-viewer;
 -                                                                      Normalise(&temppos);
 -                                                                      temppos+=viewer;
 -
 -                                                                      int whichsoundplay;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
 -                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
 -                                                                      emit_sound_at(whichsoundplay, temppos);
 -                                                              }
 -                                                              if(Input::isKeyDown(attackkey))oldbuttondialogue=1;
 -                                                      }
 -                                              }
 -                                      }
 -
 -                                      windvar+=multiplier;
 -                                      smoketex+=multiplier;
 -                                      tutorialstagetime+=multiplier;
 -
 -                                      static float hotspotvisual[40];
 -                                      if(numhotspots){
 -                                              XYZ hotspotsprite;
 -                                              if(editorenabled)
 -                                                      for(i=0;i<numhotspots;i++)
 -                                                              hotspotvisual[i]-=multiplier/320;
 -
 -                                              for(i=0;i<numhotspots;i++){
 -                                                      //if(hotspottype[i]<=10)
 -                                                      while(hotspotvisual[i]<0){
 -                                                              hotspotsprite=0;
 -                                                              hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
 -                                                              hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
 -                                                              hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
 -                                                              hotspotsprite+=hotspot[i];
 -                                                              Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
 -                                                              hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
 -                                                      }
 -                                              }
 -
 -                                              for(i=0;i<numhotspots;i++){
 -                                                      if(hotspottype[i]<=10&&hotspottype[i]>0){
 -                                                              hotspot[i]=player[hotspottype[i]].coords;
 -                                                      }
 -                                              }
 -                                      }
 -
 -                                      //Tutorial
 -                                      if(tutoriallevel&&tutorialstagetime>tutorialmaxtime){
 -                                              tutorialstage++;
 -                                              tutorialsuccess=0;
 -                                              if(tutorialstage<=1){
 -                                                      canattack=0;
 -                                                      cananger=0;
 -                                                      reversaltrain=0;
 -                                              }
 -                                              if(tutorialstage==1){
 -                                                      tutorialmaxtime=5;
 -                                              } else if(tutorialstage==2){
 -                                                      tutorialmaxtime=2;
 -                                              } else if(tutorialstage==3){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==4){
 -                                                      tutorialmaxtime=1000;
 -                                              } else if(tutorialstage==5){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==6){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==7){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==8){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==9){
 -                                                      tutorialmaxtime=600;
 -                                              } else if(tutorialstage==10){
 -                                                      tutorialmaxtime=2;
 -                                              } else if(tutorialstage==11){
 -                                                      tutorialmaxtime=1000;
 -                                              } else if(tutorialstage==12){
 -                                                      tutorialmaxtime=1000;
 -                                              } else if(tutorialstage==13){
 -                                                      tutorialmaxtime=2;
 -                                              } else if(tutorialstage==14){
 -                                                      tutorialmaxtime=3;
 -
 -                                                      XYZ temp,temp2;
 -
 -                                                      temp.x=1011;
 -                                                      temp.y=84;
 -                                                      temp.z=491;
 -                                                      temp2.x=1025;
 -                                                      temp2.y=75;
 -                                                      temp2.z=447;
 -
 -                                                      player[1].coords=(temp+temp2)/2;
 -
 -                                                      emit_sound_at(fireendsound, player[1].coords);
 -
 -                                                      for(i=0;i<player[1].skeleton.num_joints;i++){
 -                                                              if(Random()%2==0){
 -                                                                      if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 -                                                                      if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 -                                                                      if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 -                                                                      if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 -                                                                      Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 -                                                              }
 -                                                      }
 -
 -                                              } else if(tutorialstage==15){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==16){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==17){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==18){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==19){
 -                                                      tutorialstage=20;
 -                                                      //tutorialmaxtime=500;
 -                                              } else if(tutorialstage==20){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==21){
 -                                                      tutorialmaxtime=500;
 -                                                      if(bonus==cannon){
 -                                                              bonus=Slicebonus;
 -                                                              againbonus=1;
 -                                                      }
 -                                                      else againbonus=0;
 -                                              } else if(tutorialstage==22){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==23){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==24){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==25){
 -                                                      tutorialmaxtime=500;
 -                                              } else if(tutorialstage==26){
 -                                                      tutorialmaxtime=2;
 -                                              } else if(tutorialstage==27){
 -                                                      tutorialmaxtime=4;
 -                                                      reversaltrain=1;
 -                                                      cananger=1;
 -                                                      player[1].aitype=attacktypecutoff;
 -                                              } else if(tutorialstage==28){
 -                                                      tutorialmaxtime=400;
 -                                              } else if(tutorialstage==29){
 -                                                      tutorialmaxtime=400;
 -                                                      player[0].escapednum=0;
 -                                              } else if(tutorialstage==30){
 -                                                      tutorialmaxtime=4;
 -                                                      reversaltrain=0;
 -                                                      cananger=0;
 -                                                      player[1].aitype=passivetype;
 -                                              } else if(tutorialstage==31){
 -                                                      tutorialmaxtime=13;
 -                                              } else if(tutorialstage==32){
 -                                                      tutorialmaxtime=8;
 -                                              } else if(tutorialstage==33){
 -                                                      tutorialmaxtime=400;
 -                                                      cananger=1;
 -                                                      canattack=1;
 -                                                      player[1].aitype=attacktypecutoff;
 -                                              } else if(tutorialstage==34){
 -                                                      tutorialmaxtime=400;
 -                                              } else if(tutorialstage==35){
 -                                                      tutorialmaxtime=400;
 -                                              } else if(tutorialstage==36){
 -                                                      tutorialmaxtime=2;
 -                                                      reversaltrain=0;
 -                                                      cananger=0;
 -                                                      player[1].aitype=passivetype;
 -                                              } else if(tutorialstage==37){
 -                                                      damagedealt=0;
 -                                                      damagetaken=0;
 -                                                      tutorialmaxtime=50;
 -                                                      cananger=1;
 -                                                      canattack=1;
 -                                                      player[1].aitype=attacktypecutoff;
 -                                              } else if(tutorialstage==38){
 -                                                      tutorialmaxtime=4;
 -                                                      canattack=0;
 -                                                      cananger=0;
 -                                                      player[1].aitype=passivetype;
 -                                              } else if(tutorialstage==39){
 -                                                      XYZ temp,temp2;
 -
 -                                                      temp.x=1011;
 -                                                      temp.y=84;
 -                                                      temp.z=491;
 -                                                      temp2.x=1025;
 -                                                      temp2.y=75;
 -                                                      temp2.z=447;
 -
 -
 -                                                      weapons.owner[weapons.numweapons]=-1;
 -                                                      weapons.type[weapons.numweapons]=knife;
 -                                                      weapons.damage[weapons.numweapons]=0;
 -                                                      weapons.mass[weapons.numweapons]=1;
 -                                                      weapons.tipmass[weapons.numweapons]=1.2;
 -                                                      weapons.length[weapons.numweapons]=.25;
 -                                                      weapons.position[weapons.numweapons]=(temp+temp2)/2;
 -                                                      weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
 -
 -                                                      weapons.velocity[weapons.numweapons]=0.1;
 -                                                      weapons.tipvelocity[weapons.numweapons]=0.1;
 -                                                      weapons.missed[weapons.numweapons]=1;
 -                                                      weapons.hitsomething[weapons.numweapons]=0;
 -                                                      weapons.freetime[weapons.numweapons]=0;
 -                                                      weapons.firstfree[weapons.numweapons]=1;
 -                                                      weapons.physics[weapons.numweapons]=1;
 -
 -                                                      weapons.numweapons++;
 -                                              } else if(tutorialstage==40){
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==41){
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==42){
 -                                                      tutorialmaxtime=8;
 -                                              } else if(tutorialstage==43){
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==44){
 -                                                      weapons.owner[0]=1;
 -                                                      player[0].weaponactive=-1;
 -                                                      player[0].num_weapons=0;
 -                                                      player[1].weaponactive=0;
 -                                                      player[1].num_weapons=1;
 -                                                      player[1].weaponids[0]=0;
 -
 -                                                      cananger=1;
 -                                                      canattack=1;
 -                                                      player[1].aitype=attacktypecutoff;
 -
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==45){
 -                                                      weapons.owner[0]=1;
 -                                                      player[0].weaponactive=-1;
 -                                                      player[0].num_weapons=0;
 -                                                      player[1].weaponactive=0;
 -                                                      player[1].num_weapons=1;
 -                                                      player[1].weaponids[0]=0;
 -
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==46){
 -                                                      weapons.owner[0]=1;
 -                                                      player[0].weaponactive=-1;
 -                                                      player[0].num_weapons=0;
 -                                                      player[1].weaponactive=0;
 -                                                      player[1].num_weapons=1;
 -                                                      player[1].weaponids[0]=0;
 -
 -                                                      weapons.type[0]=sword;
 -
 -                                                      tutorialmaxtime=300;
 -                                              } else if(tutorialstage==47){
 -                                                      tutorialmaxtime=10;
 -
 -                                                      XYZ temp,temp2;
 -
 -                                                      temp.x=1011;
 -                                                      temp.y=84;
 -                                                      temp.z=491;
 -                                                      temp2.x=1025;
 -                                                      temp2.y=75;
 -                                                      temp2.z=447;
 -
 -                                                      weapons.owner[weapons.numweapons]=-1;
 -                                                      weapons.type[weapons.numweapons]=sword;
 -                                                      weapons.damage[weapons.numweapons]=0;
 -                                                      weapons.mass[weapons.numweapons]=1;
 -                                                      weapons.tipmass[weapons.numweapons]=1.2;
 -                                                      weapons.length[weapons.numweapons]=.25;
 -                                                      weapons.position[weapons.numweapons]=(temp+temp2)/2;
 -                                                      weapons.tippoint[weapons.numweapons]=(temp+temp2)/2;
 -
 -                                                      weapons.velocity[weapons.numweapons]=0.1;
 -                                                      weapons.tipvelocity[weapons.numweapons]=0.1;
 -                                                      weapons.missed[weapons.numweapons]=1;
 -                                                      weapons.hitsomething[weapons.numweapons]=0;
 -                                                      weapons.freetime[weapons.numweapons]=0;
 -                                                      weapons.firstfree[weapons.numweapons]=1;
 -                                                      weapons.physics[weapons.numweapons]=1;
 -
 -                                                      weapons.owner[0]=1;
 -                                                      weapons.owner[1]=0;
 -                                                      player[0].weaponactive=0;
 -                                                      player[0].num_weapons=1;
 -                                                      player[0].weaponids[0]=1;
 -                                                      player[1].weaponactive=0;
 -                                                      player[1].num_weapons=1;
 -                                                      player[1].weaponids[0]=0;
 -
 -                                                      weapons.numweapons++;
 -                                              } else if(tutorialstage==48){
 -                                                      canattack=0;
 -                                                      cananger=0;
 -                                                      player[1].aitype=passivetype;
 -
 -                                                      tutorialmaxtime=15;
 -
 -                                                      weapons.owner[0]=1;
 -                                                      weapons.owner[1]=0;
 -                                                      player[0].weaponactive=0;
 -                                                      player[0].num_weapons=1;
 -                                                      player[0].weaponids[0]=1;
 -                                                      player[1].weaponactive=0;
 -                                                      player[1].num_weapons=1;
 -                                                      player[1].weaponids[0]=0;
 -
 -                                                      if(player[0].weaponactive!=-1)weapons.type[player[0].weaponids[player[0].weaponactive]]=staff;
 -                                                      else weapons.type[0]=staff;
 -
 -                                                      weapons.numweapons++;
 -                                              } else if(tutorialstage==49){
 -                                                      canattack=0;
 -                                                      cananger=0;
 -                                                      player[1].aitype=passivetype;
 -
 -                                                      tutorialmaxtime=200;
 -
 -                                                      weapons.position[1]=1000;
 -                                                      weapons.tippoint[1]=1000;
 -
 -                                                      weapons.numweapons=1;
 -                                                      weapons.owner[0]=0;
 -                                                      player[1].weaponactive=-1;
 -                                                      player[1].num_weapons=0;
 -                                                      player[0].weaponactive=0;
 -                                                      player[0].num_weapons=1;
 -                                                      player[0].weaponids[0]=0;
 -
 -                                                      weapons.type[0]=knife;
 -
 -                                                      weapons.numweapons++;
 -                                              } else if(tutorialstage==50){
 -                                                      tutorialmaxtime=8;
 -
 -                                                      XYZ temp,temp2;
 -                                                      emit_sound_at(fireendsound, player[1].coords);
 -
 -                                                      for(i=0;i<player[1].skeleton.num_joints;i++){
 -                                                              if(Random()%2==0){
 -                                                                      if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 -                                                                      if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 -                                                                      if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 -                                                                      if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 -                                                                      Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 -                                                              }
 -                                                      }
 -
 -                                                      player[1].num_weapons=0;
 -                                                      player[1].weaponstuck=-1;
 -                                                      player[1].weaponactive=-1;
 -
 -                                                      weapons.numweapons=0;
 -
 -                                                      weapons.owner[0]=-1;
 -                                                      weapons.velocity[0]=0.1;
 -                                                      weapons.tipvelocity[0]=-0.1;
 -                                                      weapons.missed[0]=1;
 -                                                      weapons.hitsomething[0]=0;
 -                                                      weapons.freetime[0]=0;
 -                                                      weapons.firstfree[0]=1;
 -                                                      weapons.physics[0]=1;
 -                                              } else if(tutorialstage==51){
 -                                                      tutorialmaxtime=80000;
 -                                              }
 -                                              if(tutorialstage<=51)tutorialstagetime=0;
 -                                      }
 -
 -                                      //Tutorial success
 -                                      if(tutoriallevel&&tutorialstagetime<tutorialmaxtime-3){
 -                                              if(tutorialstage==3){
 -                                                      if(deltah||deltav)tutorialsuccess+=multiplier;
 -                                              }
 -                                              if(tutorialstage==4){
 -                                                      if(player[0].forwardkeydown||player[0].backkeydown||player[0].leftkeydown||player[0].rightkeydown)tutorialsuccess+=multiplier;
 -                                              }
 -                                              if(tutorialstage==5){
 -                                                      if(player[0].jumpkeydown)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==6){
 -                                                      if(player[0].isCrouch())tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==7){
 -                                                      if(player[0].targetanimation==rollanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==8){
 -                                                      if(player[0].targetanimation==sneakanim)tutorialsuccess+=multiplier;
 -                                              }
 -                                              if(tutorialstage==9){
 -                                                      if(player[0].targetanimation==rabbitrunninganim||player[0].targetanimation==wolfrunninganim)tutorialsuccess+=multiplier;
 -                                              }
 -                                              if(tutorialstage==11){
 -                                                      if(player[0].isWallJump())tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==12){
 -                                                      if(player[0].targetanimation==flipanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==15){
 -                                                      if(player[0].targetanimation==upunchanim||player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==16){
 -                                                      if(player[0].targetanimation==winduppunchanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==17){
 -                                                      if(player[0].targetanimation==spinkickanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==18){
 -                                                      if(player[0].targetanimation==sweepanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==19){
 -                                                      if(player[0].targetanimation==dropkickanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==20){
 -                                                      if(player[0].targetanimation==rabbitkickanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==21){
 -                                                      if(bonus==cannon)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==22){
 -                                                      if(bonus==spinecrusher)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==23){
 -                                                      if(player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==24){
 -                                                      if(player[0].targetanimation==rabbittacklinganim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==25){
 -                                                      if(player[0].targetanimation==backhandspringanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==28){
 -                                                      if(animation[player[0].targetanimation].attack==reversed&&player[0].feint)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==29){
 -                                                      if(player[0].escapednum==2){
 -                                                              tutorialsuccess=1;
 -                                                              reversaltrain=0;
 -                                                              cananger=0;
 -                                                              player[1].aitype=passivetype;
 -                                                      }
 -                                              }
 -                                              if(tutorialstage==33){
 -                                                      if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==34){
 -                                                      if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==35){
 -                                                      if(animation[player[0].targetanimation].attack==reversal){
 -                                                              tutorialsuccess=1;
 -                                                              reversaltrain=0;
 -                                                              cananger=0;
 -                                                              player[1].aitype=passivetype;
 -                                                      }
 -                                              }
 -                                              if(tutorialstage==40){
 -                                                      if(player[0].num_weapons>0)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==41){
 -                                                      if(player[0].weaponactive==-1&&player[0].num_weapons>0)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==43){
 -                                                      if(player[0].targetanimation==knifeslashstartanim)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==44){
 -                                                      if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==45){
 -                                                      if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==46){
 -                                                      if(animation[player[0].targetanimation].attack==reversal)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialstage==49){
 -                                                      if(player[1].weaponstuck!=-1)tutorialsuccess=1;
 -                                              }
 -                                              if(tutorialsuccess>=1)tutorialstagetime=tutorialmaxtime-3;
 -
 -
 -                                              if(tutorialstagetime==tutorialmaxtime-3){
 -                                                      emit_sound_np(consolesuccesssound);
 -                                              }
 -
 -                                              if(tutorialsuccess>=1){
 -                                                      if(tutorialstage==34||tutorialstage==35)
 -                                                              tutorialstagetime=tutorialmaxtime-1;
 -                                              }
 -                                      }
 -
 -                                      if(tutoriallevel){
 -                                              if(tutorialstage<14||tutorialstage>=50){
 -                                                      player[1].coords.y=300;
 -                                                      player[1].velocity=0;
 -                                              }
 -                                      }
 -
 -                                      if(tutoriallevel!=1){
 -                                              if(bonustime==0&&bonus!=solidhit&&bonus!=spinecrusher&&bonus!=tracheotomy&&bonus!=backstab&&bonusvalue>10){
 -                                                      emit_sound_np(consolesuccesssound);
 -                                              }
 -                                      }
 -                                      else
 -                                              if(bonustime==0){
 -                                                      emit_sound_np(fireendsound);
 -                                              }
 -                                              if(bonustime==0){
 -                                                      if(bonus!=solidhit&&bonus!=twoxcombo&&bonus!=threexcombo&&bonus!=fourxcombo&&bonus!=megacombo)bonusnum[bonus]++;
 -                                                      else bonusnum[bonus]+=0.15;
 -                                                      if(tutoriallevel)bonusvalue=0;
 -                                                      bonusvalue/=bonusnum[bonus];
 -                                                      bonustotal+=bonusvalue;
 -                                              }
 -                                              bonustime+=multiplier;
 -
 -                                              if(environment==snowyenvironment){
 -                                                      precipdelay-=multiplier;
 -                                                      while(precipdelay<0){
 -                                                              precipdelay+=.04;
 -                                                              if(!detail)precipdelay+=.04;
 -                                                              XYZ footvel,footpoint;
 -
 -                                                              footvel=0;
 -                                                              footpoint=viewer+viewerfacing*6;
 -                                                              footpoint.y+=((float)abs(Random()%1200))/100-6;
 -                                                              footpoint.x+=((float)abs(Random()%1200))/100-6;
 -                                                              footpoint.z+=((float)abs(Random()%1200))/100-6;
 -                                                              Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
 -                                                      }
 -                                              }
 -                                              for(k=0;k<numplayers;k++){
 -                                                      if(player[k].aitype==playercontrolled)player[k].turnspeed=500;
 -                                                      if(player[k].aitype!=playercontrolled)player[k].turnspeed=500;
 -
 -                                                      if((player[k].isRun()&&((player[k].targetrotation!=rabbitrunninganim&&player[k].targetrotation!=wolfrunninganim)||player[k].targetframe==4))||player[k].targetanimation==removeknifeanim||player[k].targetanimation==crouchremoveknifeanim||player[k].targetanimation==flipanim||player[k].targetanimation==fightsidestep||player[k].targetanimation==walkanim){
 -                                                              if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
 -                                                              else if(player[k].rotation>player[k].targetrotation){
 -                                                                      player[k].rotation-=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                              else if(player[k].rotation<player[k].targetrotation){
 -                                                                      player[k].rotation+=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                      }
 -
 -
 -                                                      if(player[k].isStop()||player[k].isLanding()||player[k].targetanimation==staggerbackhighanim||(player[k].targetanimation==sneakanim&&player[k].currentanimation==sneakanim)||player[k].targetanimation==staggerbackhardanim||player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim||player[k].targetanimation==rollanim||(animation[player[k].targetanimation].attack&&player[k].targetanimation!=rabbitkickanim&&(player[k].targetanimation!=crouchstabanim||player[k].hasvictim)&&(player[k].targetanimation!=swordgroundstabanim||player[k].hasvictim))){
 -                                                              player[k].turnspeed*=2;
 -                                                              if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
 -                                                              else if(player[k].rotation>player[k].targetrotation){
 -                                                                      player[k].rotation-=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                              else if(player[k].rotation<player[k].targetrotation){
 -                                                                      player[k].rotation+=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                              player[k].turnspeed/=2;
 -                                                      }
 -
 -                                                      if(player[k].targetanimation==sneakanim&&player[k].currentanimation!=sneakanim){
 -                                                              player[k].turnspeed*=4;
 -                                                              if(abs(player[k].rotation-player[k].targetrotation)<multiplier*player[k].turnspeed)player[k].rotation=player[k].targetrotation;
 -                                                              else if(player[k].rotation>player[k].targetrotation){
 -                                                                      player[k].rotation-=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                              else if(player[k].rotation<player[k].targetrotation){
 -                                                                      player[k].rotation+=multiplier*player[k].turnspeed;
 -                                                              }
 -                                                              player[k].turnspeed/=4;
 -                                                      }
 -
 -                                                      /*if(player[k].aitype!=passivetype||(findDistancefast(&player[k].coords,&viewer)<viewdistance*viewdistance))*/  player[k].DoStuff();
 -                                                      if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
 -
 -                                                      if(findDistancefast(&player[k].coords,&player[k].realoldcoords)>0){
 -                                                              if(!player[k].skeleton.free&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim){
 -                                                                      bool tempcollide=0;
 -
 -                                                                      if(player[k].collide<-.3)player[k].collide=-.3;
 -                                                                      if(player[k].collide>1)player[k].collide=1;
 -                                                                      player[k].collide-=multiplier*30;
 -
 -                                                                      if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)){
 -                                                                              player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
 -                                                                      }
 -                                                                      if(terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz])
 -                                                                              for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
 -                                                                                      i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
 -                                                                                      if(objects.type[i]!=rocktype||(((objects.scale[i]>.5&&player[k].aitype==playercontrolled)||objects.position[i].y>player[k].coords.y))){
 -                                                                                              lowpoint=player[k].coords;
 -                                                                                              if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip())lowpoint.y+=1.25;
 -                                                                                              else lowpoint.y+=1.3;
 -                                                                                              if(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z)&&player[k].coords.y>terrain.getHeight(player[k].coords.x,player[k].coords.z)-.1){
 -                                                                                                      player[k].coords.y=terrain.getHeight(player[k].coords.x,player[k].coords.z);
 -                                                                                              }
 -                                                                                              /*while(player[k].coords.y<terrain.getHeight(player[k].coords.x,player[k].coords.z))
 -                                                                                              player[k].coords+=terrain.getNormal(player[k].coords.x,player[k].coords.z)/50;
 -                                                                                              */
 -                                                                                              if(player[k].SphereCheck(&lowpoint, 1.3, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
 -                                                                                                      flatfacing=lowpoint-player[k].coords;
 -                                                                                                      player[k].coords=lowpoint;
 -                                                                                                      player[k].coords.y-=1.3;
 -                                                                                                      player[k].collide=1;
 -                                                                                                      tempcollide=1;
 -                                                                                                      if(player[k].aitype==playercontrolled&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].jumptogglekeydown&&player[k].jumpkeydown){
 -                                                                                                              lowpointtarget=lowpoint+DoRotation(player[k].facing,0,-90,0)*1.5;
 -                                                                                                              tempcoords1=lowpoint;
 -                                                                                                              whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                              if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
 -                                                                                                                      player[k].target=0;
 -                                                                                                                      player[k].targetanimation=walljumpleftanim;
 -                                                                                                                      player[k].targetframe=0;
 -                                                                                                                      emit_sound_at(movewhooshsound, player[k].coords);
 -                                                                                                                      if(k==0)pause_sound(whooshsound);
 -
 -                                                                                                                      lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 -                                                                                                                      player[k].rotation=-asin(0-lowpointtarget.x);
 -                                                                                                                      player[k].rotation*=360/6.28;
 -                                                                                                                      if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 -                                                                                                                      player[k].targetrotation=player[k].rotation;
 -                                                                                                                      player[k].lowrotation=player[k].rotation;
 -                                                                                                                      if(k==0)numwallflipped++;
 -                                                                                                              }
 -                                                                                                              else
 -                                                                                                              {
 -                                                                                                                      lowpoint=tempcoords1;
 -                                                                                                                      lowpointtarget=lowpoint+DoRotation(player[k].facing,0,90,0)*1.5;
 -                                                                                                                      whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                                      if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
 -                                                                                                                              player[k].target=0;
 -                                                                                                                              player[k].targetanimation=walljumprightanim;
 -                                                                                                                              player[k].targetframe=0;
 -                                                                                                                              emit_sound_at(movewhooshsound, player[k].coords);
 -                                                                                                                              if(k==0)pause_sound(whooshsound);
 -
 -                                                                                                                              lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 -                                                                                                                              player[k].rotation=-asin(0-lowpointtarget.x);
 -                                                                                                                              player[k].rotation*=360/6.28;
 -                                                                                                                              if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 -                                                                                                                              player[k].targetrotation=player[k].rotation;
 -                                                                                                                              player[k].lowrotation=player[k].rotation;
 -                                                                                                                              if(k==0)numwallflipped++;
 -                                                                                                                      }
 -                                                                                                                      else
 -                                                                                                                      {
 -                                                                                                                              lowpoint=tempcoords1;
 -                                                                                                                              lowpointtarget=lowpoint+player[k].facing*2;
 -                                                                                                                              whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                                              if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
 -                                                                                                                                      player[k].target=0;
 -                                                                                                                                      player[k].targetanimation=walljumpbackanim;
 -                                                                                                                                      player[k].targetframe=0;
 -                                                                                                                                      emit_sound_at(movewhooshsound, player[k].coords);
 -                                                                                                                                      if(k==0)pause_sound(whooshsound);
 -
 -                                                                                                                                      lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 -                                                                                                                                      player[k].rotation=-asin(0-lowpointtarget.x);
 -                                                                                                                                      player[k].rotation*=360/6.28;
 -                                                                                                                                      if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 -                                                                                                                                      player[k].targetrotation=player[k].rotation;
 -                                                                                                                                      player[k].lowrotation=player[k].rotation;
 -                                                                                                                                      if(k==0)numwallflipped++;
 -                                                                                                                              }
 -                                                                                                                              else
 -                                                                                                                              {
 -                                                                                                                                      lowpoint=tempcoords1;
 -                                                                                                                                      lowpointtarget=lowpoint-player[k].facing*2;
 -                                                                                                                                      whichhit=objects.model[i].LineCheck(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                                                      if(whichhit!=-1&&abs(objects.model[i].facenormals[whichhit].y)<.3){
 -                                                                                                                                              player[k].target=0;
 -                                                                                                                                              player[k].targetanimation=walljumpfrontanim;
 -                                                                                                                                              player[k].targetframe=0;
 -                                                                                                                                              emit_sound_at(movewhooshsound, player[k].coords);
 -                                                                                                                                              if(k==0)pause_sound(whooshsound);
 -
 -                                                                                                                                              lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 -                                                                                                                                              player[k].rotation=-asin(0-lowpointtarget.x);
 -                                                                                                                                              player[k].rotation*=360/6.28;
 -                                                                                                                                              if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 -                                                                                                                                              player[k].rotation+=180;
 -                                                                                                                                              player[k].targetrotation=player[k].rotation;
 -                                                                                                                                              player[k].lowrotation=player[k].rotation;
 -                                                                                                                                              if(k==0)numwallflipped++;
 -                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      else if(objects.type[i]==rocktype){
 -                                                                                              lowpoint2=player[k].coords;
 -                                                                                              lowpoint=player[k].coords;
 -                                                                                              lowpoint.y+=2;
 -                                                                                              if(objects.model[i].LineCheck(&lowpoint,&lowpoint2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1){
 -                                                                                                      player[k].coords=colpoint;
 -                                                                                                      player[k].collide=1;
 -                                                                                                      tempcollide=1;
 -
 -                                                                                                      if((player[k].targetanimation==jumpdownanim||player[k].isFlip())){
 -                                                                                                              if(player[k].isFlip()&&animation[player[k].targetanimation].label[player[k].targetframe]==7)player[k].RagDoll(0);
 -
 -                                                                                                              if(player[k].targetanimation==jumpupanim){player[k].jumppower=-4;player[k].targetanimation=player[k].getIdle();}
 -                                                                                                              player[k].target=0;
 -                                                                                                              player[k].targetframe=0;
 -                                                                                                              player[k].onterrain=1;
 -
 -                                                                                                              if(player[k].id==0){
 -                                                                                                                      pause_sound(whooshsound);
 -                                                                                                                      OPENAL_SetVolume(channels[whooshsound], 0);
 -                                                                                                              }
 -
 -                                                                                                              if((player[k].targetanimation==jumpdownanim||player[k].isFlip())&&!player[k].wasLanding()){
 -                                                                                                                      if(player[k].isFlip())player[k].jumppower=-4;
 -                                                                                                                      player[k].targetanimation=player[k].getLanding();
 -                                                                                                                      emit_sound_at(landsound, player[k].coords, 128.);
 -                                                                                                                      if(k==0){
 -                                                                                                                              envsound[numenvsounds]=player[k].coords;
 -                                                                                                                              envsoundvol[numenvsounds]=16;
 -                                                                                                                              envsoundlife[numenvsounds]=.4;
 -                                                                                                                              numenvsounds++;
 -                                                                                                                      }
 -
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                              if(tempcollide&&terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz]&&(/*player[k].jumptogglekeydown*/1==1||player[k].aitype!=playercontrolled))
 -                                                                                      for(l=0;l<terrain.patchobjectnum[player[k].whichpatchx][player[k].whichpatchz];l++){
 -                                                                                              i=terrain.patchobjects[player[k].whichpatchx][player[k].whichpatchz][l];
 -                                                                                              lowpoint=player[k].coords;
 -                                                                                              lowpoint.y+=1.35;
 -                                                                                              if(objects.type[i]!=rocktype)
 -                                                                                                      if(player[k].SphereCheck(&lowpoint, 1.33, &colpoint, &objects.position[i], &objects.rotation[i], &objects.model[i])!=-1){
 -                                                                                                              if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].onterrain)player[k].avoidcollided=1;
 -                                                                                                              player[k].coords=lowpoint;
 -                                                                                                              player[k].coords.y-=1.35;
 -                                                                                                              player[k].collide=1;
 -
 -                                                                                                              if((player[k].grabdelay<=0||player[k].aitype!=playercontrolled)&&((/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)&&*/player[k].currentanimation!=climbanim&&player[k].currentanimation!=hanganim&&!player[k].isWallJump())||player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
 -                                                                                                                      lowpoint=player[k].coords;
 -                                                                                                                      objects.model[i].SphereCheckPossible(&lowpoint, 1.5, &objects.position[i], &objects.rotation[i]);
 -                                                                                                                      lowpoint=player[k].coords;
 -                                                                                                                      lowpoint.y+=.05;
 -                                                                                                                      facing=0;
 -                                                                                                                      facing.z=-1;
 -                                                                                                                      facing=DoRotation(facing,0,player[k].targetrotation+180,0);
 -                                                                                                                      lowpointtarget=lowpoint+facing*1.4;
 -                                                                                                                      whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                                      if(whichhit!=-1){
 -                                                                                                                              lowpoint=player[k].coords;
 -                                                                                                                              lowpoint.y+=.1;
 -                                                                                                                              lowpointtarget=lowpoint+facing*1.4;
 -                                                                                                                              lowpoint2=lowpoint;
 -                                                                                                                              lowpointtarget2=lowpointtarget;
 -                                                                                                                              lowpoint3=lowpoint;
 -                                                                                                                              lowpointtarget3=lowpointtarget;
 -                                                                                                                              lowpoint4=lowpoint;
 -                                                                                                                              lowpointtarget4=lowpointtarget;
 -                                                                                                                              lowpoint5=lowpoint;
 -                                                                                                                              lowpointtarget5=lowpointtarget;
 -                                                                                                                              lowpoint6=lowpoint;
 -                                                                                                                              lowpointtarget6=lowpointtarget;
 -                                                                                                                              lowpoint7=lowpoint;
 -                                                                                                                              lowpointtarget7=lowpoint;
 -                                                                                                                              lowpoint2.x+=.1;
 -                                                                                                                              lowpointtarget2.x+=.1;
 -                                                                                                                              lowpoint3.z+=.1;
 -                                                                                                                              lowpointtarget3.z+=.1;
 -                                                                                                                              lowpoint4.x-=.1;
 -                                                                                                                              lowpointtarget4.x-=.1;
 -                                                                                                                              lowpoint5.z-=.1;
 -                                                                                                                              lowpointtarget5.z-=.1;
 -                                                                                                                              lowpoint6.y+=45/13;
 -                                                                                                                              lowpointtarget6.y+=45/13;
 -                                                                                                                              lowpointtarget6+=facing*.6;
 -                                                                                                                              lowpointtarget7.y+=90/13;
 -                                                                                                                              whichhit=objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint,&objects.position[i],&objects.rotation[i]);
 -                                                                                                                              if(objects.friction[i]>.5)
 -                                                                                                                                      if(whichhit!=-1){
 -                                                                                                                                              //if(k==0){
 -                                                                                                                                              if(whichhit!=-1)if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim)player[k].collided=1;
 -                                                                                                                                              if(checkcollide(lowpoint7,lowpointtarget7)==-1)
 -                                                                                                                                                      if(checkcollide(lowpoint6,lowpointtarget6)==-1)
 -                                                                                                                                                              if(objects.model[i].LineCheckPossible(&lowpoint2,&lowpointtarget2,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint3,&lowpointtarget3,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint4,&lowpointtarget4,&colpoint,&objects.position[i],&objects.rotation[i])!=-1&&objects.model[i].LineCheckPossible(&lowpoint5,&lowpointtarget5,&colpoint,&objects.position[i],&objects.rotation[i])!=-1)
 -                                                                                                                                                                      for(j=0;j<45;j++){
 -                                                                                                                                                                              lowpoint=player[k].coords;
 -                                                                                                                                                                              lowpoint.y+=(float)j/13;
 -                                                                                                                                                                              lowpointtarget=lowpoint+facing*1.4;
 -                                                                                                                                                                              if(objects.model[i].LineCheckPossible(&lowpoint,&lowpointtarget,&colpoint2,&objects.position[i],&objects.rotation[i])==-1){
 -                                                                                                                                                                                      if(j<=6){
 -                                                                                                                                                                                              j=100;
 -                                                                                                                                                                                      }
 -                                                                                                                                                                                      /*if(j>=25&&(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)){
 -                                                                                                                                                                                      j=100;
 -                                                                                                                                                                                      }*/
 -                                                                                                                                                                                      if(j<=25&&player[k].targetanimation==jumpdownanim){
 -                                                                                                                                                                                              j=100;
 -                                                                                                                                                                                      }
 -                                                                                                                                                                                      if(j!=100&&(/*j>25||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim)){
 -                                                                                                                                                                                              lowpoint=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0);
 -                                                                                                                                                                                              if(1==1/*dotproduct(&player[k].velocity,&lowpoint)>0||player[k].aitype!=playercontrolled||(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim||player[k].targetanimation==jumpupanim)*/){
 -                                                                                                                                                                                                      lowpoint=player[k].coords;
 -                                                                                                                                                                                                      lowpoint.y+=(float)j/13;
 -                                                                                                                                                                                                      lowpointtarget=lowpoint+facing*1.3;
 -                                                                                                                                                                                                      flatfacing=player[k].coords;
 -                                                                                                                                                                                                      player[k].coords=colpoint-DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[k],0)*.01;
 -                                                                                                                                                                                                      player[k].coords.y=lowpointtarget.y-.07;
 -                                                                                                                                                                                                      player[k].currentoffset=(flatfacing-player[k].coords)/player[k].scale;
 -
 -                                                                                                                                                                                                      if(j>10||!player[k].isRun()){
 -                                                                                                                                                                                                              if(player[k].targetanimation==jumpdownanim||player[k].targetanimation==jumpupanim){
 -                                                                                                                                                                                                                      if(k==0)pause_sound(whooshsound);
 -                                                                                                                                                                                                              }
 -                                                                                                                                                                                                              emit_sound_at(jumpsound, player[k].coords, 128.);
 -
 -                                                                                                                                                                                                              lowpointtarget=DoRotation(objects.model[i].facenormals[whichhit],0,objects.rotation[i],0);
 -                                                                                                                                                                                                              player[k].rotation=-asin(0-lowpointtarget.x);
 -                                                                                                                                                                                                              player[k].rotation*=360/6.28;
 -                                                                                                                                                                                                              if(lowpointtarget.z<0)player[k].rotation=180-player[k].rotation;
 -                                                                                                                                                                                                              player[k].targetrotation=player[k].rotation;
 -                                                                                                                                                                                                              player[k].lowrotation=player[k].rotation;
 -
 -                                                                                                                                                                                                              //player[k].velocity=lowpointtarget*.03;
 -                                                                                                                                                                                                              player[k].velocity=0;
 -
 -                                                                                                                                                                                                              if(/*(player[k].isRun()||player[k].targetanimation==sneakanim||player[k].targetanimation==walkanim)||*/player[k].targetanimation==jumpupanim){
 -                                                                                                                                                                                                                      //player[k].currentanimation=climbanim;
 -                                                                                                                                                                                                                      player[k].targetanimation=climbanim;
 -                                                                                                                                                                                                                      player[k].jumppower=0;
 -                                                                                                                                                                                                                      player[k].jumpclimb=1;
 -                                                                                                                                                                                                              }
 -                                                                                                                                                                                                              player[k].transspeed=6;
 -                                                                                                                                                                                                              player[k].target=0;
 -
 -                                                                                                                                                                                                              //player[k].currentframe=1;
 -                                                                                                                                                                                                              player[k].targetframe=1;
 -                                                                                                                                                                                                              if(j>25){
 -                                                                                                                                                                                                                      //player[k].currentframe=0;
 -                                                                                                                                                                                                                      player[k].targetframe=0;
 -                                                                                                                                                                                                                      //player[k].currentanimation=hanganim;
 -                                                                                                                                                                                                                      player[k].targetanimation=hanganim;
 -                                                                                                                                                                                                                      player[k].jumppower=0;
 -                                                                                                                                                                                                              }
 -                                                                                                                                                                                                      }
 -                                                                                                                                                                                                      j=100;
 -                                                                                                                                                                                              }
 -                                                                                                                                                                                      }
 -                                                                                                                                                                              }
 -                                                                                                                                                                      }
 -                                                                                                                                                                      //}
 -                                                                                                                                      }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                      }
 -                                                                                      if(player[k].collide<=0){
 -                                                                                              if(!player[k].onterrain&&player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=jumpdownanim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim&&!player[k].isWallJump()&&!player[k].isFlip()){
 -                                                                                                      if(player[k].currentanimation!=climbanim&&player[k].currentanimation!=tempanim&&player[k].targetanimation!=backhandspringanim&&(player[k].targetanimation!=rollanim||player[k].targetframe<2||player[k].targetframe>6)){
 -                                                                                                              if(player[k].targetanimation==staggerbackhighanim||player[k].targetanimation==staggerbackhardanim)player[k].RagDoll(0);
 -                                                                                                              player[k].targetanimation=jumpdownanim;
 -                                                                                                              player[k].targetframe=0;
 -                                                                                                              player[k].target=0;
 -
 -                                                                                                              if(!k)
 -                                                                                                                emit_sound_at(whooshsound, player[k].coords, 128.);
 -                                                                                                      }
 -                                                                                                      player[k].velocity.y+=gravity;
 -                                                                                              }
 -                                                                                      }
 -                                                              }
 -                                                      }
 -                                                      player[k].realoldcoords=player[k].coords;
 -                                              }
 -
 -                                              static XYZ oldviewer;
 -
 -                                              if(indialogue==-1){
 -                                                      player[0].forwardkeydown=Input::isKeyDown(forwardkey);
 -                                                      player[0].leftkeydown=Input::isKeyDown(leftkey);
 -                                                      player[0].backkeydown=Input::isKeyDown(backkey);
 -                                                      player[0].rightkeydown=Input::isKeyDown(rightkey);
 -                                                      player[0].jumpkeydown=Input::isKeyDown(jumpkey);
 -                                                      player[0].crouchkeydown=Input::isKeyDown(crouchkey);
 -                                                      player[0].drawkeydown=Input::isKeyDown(drawkey);
 -                                                      player[0].throwkeydown=Input::isKeyDown(throwkey);
 -                                              }
 -                                              else
 -                                              {
 -                                                      player[0].forwardkeydown=0;
 -                                                      player[0].leftkeydown=0;
 -                                                      player[0].backkeydown=0;
 -                                                      player[0].rightkeydown=0;
 -                                                      player[0].jumpkeydown=0;
 -                                                      player[0].crouchkeydown=0;
 -                                                      player[0].drawkeydown=0;
 -                                                      player[0].throwkeydown=0;
 -                                              }
 -
 -                                              if(!player[0].jumpkeydown)player[0].jumpclimb=0;
 -
 -
 -                                              static bool endkeydown;
 -                                              if(indialogue!=-1){
 -                                                      cameramode=1;
 -                                                      if(directing){
 -                                                              facing=0;
 -                                                              facing.z=-1;
 -
 -                                                              facing=DoRotation(facing,-rotation2,0,0);
 -                                                              facing=DoRotation(facing,0,0-rotation,0);
 -
 -                                                              flatfacing=0;
 -                                                              flatfacing.z=-1;
 -
 -                                                              flatfacing=DoRotation(flatfacing,0,-rotation,0);
 -
 -                                                              if(Input::isKeyDown(forwardkey))viewer+=facing*multiplier*4;
 -                                                              if(Input::isKeyDown(backkey))viewer-=facing*multiplier*4;
 -                                                              if(Input::isKeyDown(leftkey))viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
 -                                                              if(Input::isKeyDown(rightkey))viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
 -                                                              if(Input::isKeyDown(jumpkey))viewer.y+=multiplier*4;
 -                                                              if(Input::isKeyDown(crouchkey))viewer.y-=multiplier*4;
 -                                                              if(!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
 -                                                                      ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
 -                                                                      ||Input::isKeyDown(SDLK_MINUS))){
 -                                                                              int whichend;
 -                                                                              if(Input::isKeyDown(SDLK_1))whichend=1;
 -                                                                              if(Input::isKeyDown(SDLK_2))whichend=2;
 -                                                                              if(Input::isKeyDown(SDLK_3))whichend=3;
 -                                                                              if(Input::isKeyDown(SDLK_4))whichend=4;
 -                                                                              if(Input::isKeyDown(SDLK_5))whichend=5;
 -                                                                              if(Input::isKeyDown(SDLK_6))whichend=6;
 -                                                                              if(Input::isKeyDown(SDLK_7))whichend=7;
 -                                                                              if(Input::isKeyDown(SDLK_8))whichend=8;
 -                                                                              if(Input::isKeyDown(SDLK_9))whichend=9;
 -                                                                              if(Input::isKeyDown(SDLK_0))whichend=0;
 -                                                                              if(Input::isKeyDown(SDLK_MINUS))whichend=-1;
 -                                                                              if(whichend!=-1){
 -                                                                                      participantfocus[whichdialogue][indialogue]=whichend;
 -                                                                                      participantlocation[whichdialogue][whichend]=player[whichend].coords;
 -                                                                                      participantrotation[whichdialogue][whichend]=player[whichend].rotation;
 -                                                                              }
 -                                                                              if(whichend==-1){
 -                                                                                      participantfocus[whichdialogue][indialogue]=-1;
 -                                                                              }
 -                                                                              if(player[participantfocus[whichdialogue][indialogue]].dead){
 -                                                                                      indialogue=-1;
 -                                                                                      directing=0;
 -                                                                                      cameramode=0;
 -                                                                              }
 -                                                                              dialoguecamera[whichdialogue][indialogue]=viewer;
 -                                                                              dialoguecamerarotation[whichdialogue][indialogue]=rotation;
 -                                                                              dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
 -                                                                              indialogue++;
 -                                                                              if(indialogue<numdialogueboxes[whichdialogue]){
 -                                                                                      if(dialogueboxsound[whichdialogue][indialogue]!=0){
 -                                                                                              XYZ temppos;
 -                                                                                              temppos=player[participantfocus[whichdialogue][indialogue]].coords;
 -                                                                                              temppos=temppos-viewer;
 -                                                                                              Normalise(&temppos);
 -                                                                                              temppos+=viewer;
 -
 -                                                                                              int whichsoundplay;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
 -                                                                                              emit_sound_at(whichsoundplay, temppos);
 -                                                                                      }
 -                                                                              }
 -
 -                                                                              for(j=0;j<numplayers;j++){
 -                                                                                      participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
 -                                                                              }
 -
 -                                                                              endkeydown=1;
 -                                                                      }
 -                                                                      if((Input::isKeyDown(SDLK_KP1)||Input::isKeyDown(SDLK_KP2)||Input::isKeyDown(SDLK_KP3)||Input::isKeyDown(SDLK_KP4)||Input::isKeyDown(SDLK_KP5)
 -                                                                              ||Input::isKeyDown(SDLK_KP6)||Input::isKeyDown(SDLK_KP7)||Input::isKeyDown(SDLK_KP8)||Input::isKeyDown(SDLK_KP9)||Input::isKeyDown(SDLK_KP0)
 -                                                                              )){
 -                                                                                      int whichend;
 -                                                                                      if(Input::isKeyDown(SDLK_KP1))whichend=1;
 -                                                                                      if(Input::isKeyDown(SDLK_KP2))whichend=2;
 -                                                                                      if(Input::isKeyDown(SDLK_KP3))whichend=3;
 -                                                                                      if(Input::isKeyDown(SDLK_KP4))whichend=4;
 -                                                                                      if(Input::isKeyDown(SDLK_KP5))whichend=5;
 -                                                                                      if(Input::isKeyDown(SDLK_KP6))whichend=6;
 -                                                                                      if(Input::isKeyDown(SDLK_KP7))whichend=7;
 -                                                                                      if(Input::isKeyDown(SDLK_KP8))whichend=8;
 -                                                                                      if(Input::isKeyDown(SDLK_KP9))whichend=9;
 -                                                                                      if(Input::isKeyDown(SDLK_KP0))whichend=0;
 -                                                                                      participantfacing[whichdialogue][indialogue][whichend]=facing;
 -                                                                              }
 -                                                                              if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
 -                                                                                      &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
 -                                                                                      &&!Input::isKeyDown(SDLK_MINUS)){
 -                                                                                              endkeydown=0;
 -                                                                                      }
 -                                                                                      if(indialogue>=numdialogueboxes[whichdialogue]){
 -                                                                                              indialogue=-1;
 -                                                                                              directing=0;
 -                                                                                              cameramode=0;
 -                                                                                      }
 -                                                      }
 -                                                      if(!directing){
 -                                                              pause_sound(whooshsound);
 -                                                              viewer=dialoguecamera[whichdialogue][indialogue];
 -                                                              if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.1){
 -                                                                      viewer.y=terrain.getHeight(viewer.x,viewer.z)+.1;
 -                                                              }
 -                                                              rotation=dialoguecamerarotation[whichdialogue][indialogue];
 -                                                              rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
 -                                                              if(dialoguetime>0.5)
 -                                                                      if((!endkeydown&&(Input::isKeyDown(SDLK_1)||Input::isKeyDown(SDLK_2)||Input::isKeyDown(SDLK_3)||Input::isKeyDown(SDLK_4)||Input::isKeyDown(SDLK_5)
 -                                                                              ||Input::isKeyDown(SDLK_6)||Input::isKeyDown(SDLK_7)||Input::isKeyDown(SDLK_8)||Input::isKeyDown(SDLK_9)||Input::isKeyDown(SDLK_0)
 -                                                                              ||Input::isKeyDown(SDLK_MINUS)))||(Input::isKeyDown(attackkey)&&!oldbuttondialogue)){
 -                                                                                      indialogue++;
 -                                                                                      endkeydown=1;
 -                                                                                      if(indialogue<numdialogueboxes[whichdialogue]){
 -                                                                                              if(dialogueboxsound[whichdialogue][indialogue]!=0){
 -                                                                                                      XYZ temppos;
 -                                                                                                      temppos=player[participantfocus[whichdialogue][indialogue]].coords;
 -                                                                                                      temppos=temppos-viewer;
 -                                                                                                      Normalise(&temppos);
 -                                                                                                      temppos+=viewer;
 -
 -                                                                                                      int whichsoundplay;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==1)whichsoundplay=rabbitchitter;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==2)whichsoundplay=rabbitchitter2;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==3)whichsoundplay=rabbitpainsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==4)whichsoundplay=rabbitpain1sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==5)whichsoundplay=rabbitattacksound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==6)whichsoundplay=rabbitattack2sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==7)whichsoundplay=rabbitattack3sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==8)whichsoundplay=rabbitattack4sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==9)whichsoundplay=growlsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==10)whichsoundplay=growl2sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==11)whichsoundplay=snarlsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==12)whichsoundplay=snarl2sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==13)whichsoundplay=barksound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==14)whichsoundplay=bark2sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==15)whichsoundplay=bark3sound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==16)whichsoundplay=barkgrowlsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-1)whichsoundplay=fireendsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-6)whichsoundplay=alarmsound;
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]!=-5){
 -                                                                                                              emit_sound_at(whichsoundplay, temppos);
 -                                                                                                      }
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-5){
 -                                                                                                              hotspot[numhotspots]=player[0].coords;
 -                                                                                                              hotspotsize[numhotspots]=10;
 -                                                                                                              hotspottype[numhotspots]=-1;
 -
 -                                                                                                              numhotspots++;
 -                                                                                                      }
 -                                                                                                      if(dialogueboxsound[whichdialogue][indialogue]==-6){
 -                                                                                                              hostile=1;
 -                                                                                                      }
 -
 -                                                                                                      if(player[participantfocus[whichdialogue][indialogue]].dead){
 -                                                                                                              indialogue=-1;
 -                                                                                                              directing=0;
 -                                                                                                              cameramode=0;
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                              if(!Input::isKeyDown(SDLK_1)&&!Input::isKeyDown(SDLK_2)&&!Input::isKeyDown(SDLK_3)&&!Input::isKeyDown(SDLK_4)&&!Input::isKeyDown(SDLK_5)
 -                                                                                      &&!Input::isKeyDown(SDLK_6)&&!Input::isKeyDown(SDLK_7)&&!Input::isKeyDown(SDLK_8)&&!Input::isKeyDown(SDLK_9)&&!Input::isKeyDown(SDLK_0)
 -                                                                                      &&!Input::isKeyDown(SDLK_MINUS)){
 -                                                                                              endkeydown=0;
 -                                                                                      }
 -                                                                                      if(indialogue>=numdialogueboxes[whichdialogue]){
 -                                                                                              indialogue=-1;
 -                                                                                              directing=0;
 -                                                                                              cameramode=0;
 -                                                                                              if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
 -                                                                                                      hostile=1;
 -                                                                                              }
 -                                                                                              if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
 -                                                                                                      windialogue=1;
 -                                                                                              }
 -                                                                                              if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
 -                                                                                                      hostile=1;
 -                                                                                                      for(i=1;i<numplayers;i++){
 -                                                                                                              player[i].aitype = attacktypecutoff;
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                      }
 -                                              }
 -
 -                                              if(!Input::isKeyDown(attackkey))oldbuttondialogue=0;
 -                                              else oldbuttondialogue=1;
 -
 -                                              static float keyrefreshdelay=0,bigrefreshdelay=0;
 -
 -                                              if(!player[0].jumpkeydown){
 -                                                      player[0].jumptogglekeydown=0;
 -                                              }
 -                                              if(player[0].jumpkeydown&&player[0].targetanimation!=jumpupanim&&player[0].targetanimation!=jumpdownanim&&!player[0].isFlip())player[0].jumptogglekeydown=1;
 -
 -
 -                                              dialoguetime+=multiplier;
 -                                              hawkrotation+=multiplier*25;
 -                                              realhawkcoords=0;
 -                                              realhawkcoords.x=25;
 -                                              realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
 -                                              hawkcalldelay-=multiplier/2;
 -
 -                                              if(hawkcalldelay<=0)
 -                                              {
 -                                                      emit_sound_at(hawksound, realhawkcoords);
 -
 -                                                      hawkcalldelay=16+abs(Random()%8);
 -                                              }
 -                                              static float temptexdetail;
 +        }
  
  
 -                                              if(Input::isKeyDown(SDLK_h)&&debugmode){
 -                                                      player[0].damagetolerance=200000;
 -                                                      player[0].damage=0;
 -                                                      player[0].burnt=0;
 -                                                      player[0].permanentdamage=0;
 -                                                      player[0].superpermanentdamage=0;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_j)&&!envtogglekeydown&&debugmode){
 -                                                      environment++;
 -                                                      if(environment>2)environment=0;
 -                                                      Setenvironment(environment);
 -
 -                                                      envtogglekeydown=1;
 -                                              }
 -
 -
 -                                              if(!Input::isKeyDown(SDLK_j)){
 -                                                      envtogglekeydown=0;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_c)&&!cameratogglekeydown&&debugmode){
 -                                                      cameramode=1-cameramode;
 -                                                      cameratogglekeydown=1;
 -                                              }
 -
 -                                              if(!Input::isKeyDown(SDLK_c)){
 -                                                      cameratogglekeydown=0;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_x)&&!Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
 -                                                      if(player[0].num_weapons>0){
 -                                                              if(weapons.type[player[0].weaponids[0]]==sword)weapons.type[player[0].weaponids[0]]=staff;
 -                                                              else if(weapons.type[player[0].weaponids[0]]==staff)weapons.type[player[0].weaponids[0]]=knife;
 -                                                              else weapons.type[player[0].weaponids[0]]=sword;
 -                                                              if(weapons.type[player[0].weaponids[0]]==sword){
 -                                                                      weapons.mass[player[0].weaponids[0]]=1.5;
 -                                                                      weapons.tipmass[player[0].weaponids[0]]=1;
 -                                                                      weapons.length[player[0].weaponids[0]]=.8;
 -                                                              }
 -                                                              if(weapons.type[player[0].weaponids[0]]==staff){
 -                                                                      weapons.mass[player[0].weaponids[0]]=2;
 -                                                                      weapons.tipmass[player[0].weaponids[0]]=1;
 -                                                                      weapons.length[player[0].weaponids[0]]=1.5;
 -                                                              }
 -
 -                                                              if(weapons.type[player[0].weaponids[0]]==knife){
 -                                                                      weapons.mass[player[0].weaponids[0]]=1;
 -                                                                      weapons.tipmass[player[0].weaponids[0]]=1.2;
 -                                                                      weapons.length[player[0].weaponids[0]]=.25;
 -                                                              }
 -                                                      }
 -                                                      detailtogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_x)&&Input::isKeyDown(SDLK_LSHIFT)&&!detailtogglekeydown&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -                                                              if(closest!=-1){
 -                                                                      if(player[closest].num_weapons)
 -                                                                      {
 -                                                                              if(weapons.type[player[closest].weaponids[0]]==sword)weapons.type[player[closest].weaponids[0]]=staff;
 -                                                                              else if(weapons.type[player[closest].weaponids[0]]==staff)weapons.type[player[closest].weaponids[0]]=knife;
 -                                                                              else weapons.type[player[closest].weaponids[0]]=sword;
 -                                                                              if(weapons.type[player[closest].weaponids[0]]==sword){
 -                                                                                      weapons.mass[player[closest].weaponids[0]]=1.5;
 -                                                                                      weapons.tipmass[player[closest].weaponids[0]]=1;
 -                                                                                      weapons.length[player[closest].weaponids[0]]=.8;
 -                                                                              }
 -                                                                              if(weapons.type[player[0].weaponids[0]]==staff){
 -                                                                                      weapons.mass[player[0].weaponids[0]]=2;
 -                                                                                      weapons.tipmass[player[0].weaponids[0]]=1;
 -                                                                                      weapons.length[player[0].weaponids[0]]=1.5;
 -                                                                              }
 -                                                                              if(weapons.type[player[closest].weaponids[0]]==knife){
 -                                                                                      weapons.mass[player[closest].weaponids[0]]=1;
 -                                                                                      weapons.tipmass[player[closest].weaponids[0]]=1.2;
 -                                                                                      weapons.length[player[closest].weaponids[0]]=.25;
 -                                                                              }
 -                                                                      }
 -                                                                      if(!player[closest].num_weapons)
 -                                                                      {
 -                                                                              player[closest].weaponids[0]=weapons.numweapons;
 -                                                                              weapons.owner[weapons.numweapons]=closest;
 -                                                                              weapons.type[weapons.numweapons]=knife;
 -                                                                              weapons.damage[weapons.numweapons]=0;
 -                                                                              weapons.numweapons++;
 -                                                                              player[closest].num_weapons=1;
 -                                                                              if(weapons.type[player[closest].weaponids[0]]==sword){
 -                                                                                      weapons.mass[player[closest].weaponids[0]]=1.5;
 -                                                                                      weapons.tipmass[player[closest].weaponids[0]]=1;
 -                                                                                      weapons.length[player[closest].weaponids[0]]=.8;
 -                                                                              }
 -                                                                              if(weapons.type[player[closest].weaponids[0]]==knife){
 -                                                                                      weapons.mass[player[closest].weaponids[0]]=1;
 -                                                                                      weapons.tipmass[player[closest].weaponids[0]]=1.2;
 -                                                                                      weapons.length[player[closest].weaponids[0]]=.25;
 -                                                                              }
 -                                                                      }
 -                                                              }
 -                                                              detailtogglekeydown=1;
 -                                              }
  
 -                                              if(Input::isKeyDown(SDLK_u)&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -
 -                                                              player[closest].rotation+=multiplier*50;
 -                                                              player[closest].targetrotation=player[closest].rotation;
 -                                              }
 -
 -
 -                                              if(Input::isKeyDown(SDLK_o)&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -                                                              if(Input::isKeyDown(SDLK_LCTRL))closest=0;
 -
 -                                                              if(closest!=-1){
 -                                                                      player[closest].whichskin++;
 -                                                                      if(player[closest].whichskin>9)player[closest].whichskin=0;
 -                                                                      if(player[closest].whichskin>2&&player[closest].creature==wolftype)player[closest].whichskin=0;
 -
 -                                                                      LoadTextureSave(creatureskin[player[closest].creature][player[closest].whichskin],
 -                                                                                      &player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
 -                                                              }
 -
 -                                                              if(player[closest].numclothes){
 -                                                                      for(i=0;i<player[closest].numclothes;i++){
 -                                                                              tintr=player[closest].clothestintr[i];
 -                                                                              tintg=player[closest].clothestintg[i];
 -                                                                              tintb=player[closest].clothestintb[i];
 -                                                                              AddClothes((char *)player[closest].clothes[i],0,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
 -                                                                      }
 -                                                                      player[closest].DoMipmaps();
 -                                                              }
 -
 -                                                              detailtogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_o)&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -                                                              if(closest!=-1){
 -                                                                      if(player[closest].creature==wolftype){
 -                                                                              headprop=player[closest].proportionhead.x/1.1;
 -                                                                              bodyprop=player[closest].proportionbody.x/1.1;
 -                                                                              armprop=player[closest].proportionarms.x/1.1;
 -                                                                              legprop=player[closest].proportionlegs.x/1.1;
 -                                                                      }
 -
 -                                                                      if(player[closest].creature==rabbittype){
 -                                                                              headprop=player[closest].proportionhead.x/1.2;
 -                                                                              bodyprop=player[closest].proportionbody.x/1.05;
 -                                                                              armprop=player[closest].proportionarms.x/1.00;
 -                                                                              legprop=player[closest].proportionlegs.x/1.1;
 -                                                                      }
 -
 -
 -                                                                      if(player[closest].creature==rabbittype){
 -                                                                              player[closest].skeleton.id=closest;
 -                                                                              player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure Wolf",(char *)":Data:Skeleton:Basic Figure Wolf Low",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Wolf.solid",(char *)":Data:Models:Wolf2.solid",(char *)":Data:Models:Wolf3.solid",(char *)":Data:Models:Wolf4.solid",(char *)":Data:Models:Wolf5.solid",(char *)":Data:Models:Wolf6.solid",(char *)":Data:Models:Wolf7.solid",(char *)":Data:Models:Wolflow.solid",(char *)":Data:Models:Belt.solid",0);
 -                                                                              LoadTextureSave(":Data:Textures:Wolf.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[closest],&player[closest].skeleton.skinsize);
 -                                                                              player[closest].whichskin=0;
 -                                                                              player[closest].creature=wolftype;
 -
 -                                                                              player[closest].proportionhead=1.1;
 -                                                                              player[closest].proportionbody=1.1;
 -                                                                              player[closest].proportionarms=1.1;
 -                                                                              player[closest].proportionlegs=1.1;
 -                                                                              player[closest].proportionlegs.y=1.1;
 -                                                                              player[closest].scale=.23*5*player[0].scale;
 -
 -                                                                              player[closest].damagetolerance=300;
 -                                                                      }
 -                                                                      else
 -                                                                      {
 -                                                                              player[closest].skeleton.id=closest;
 -                                                                              player[closest].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
 -                                                                              LoadTextureSave(":Data:Textures:Fur3.jpg",&player[closest].skeleton.drawmodel.textureptr,1,&player[closest].skeleton.skinText[0],&player[closest].skeleton.skinsize);
 -                                                                              player[closest].whichskin=0;
 -                                                                              player[closest].creature=rabbittype;
 -
 -                                                                              player[closest].proportionhead=1.2;
 -                                                                              player[closest].proportionbody=1.05;
 -                                                                              player[closest].proportionarms=1.00;
 -                                                                              player[closest].proportionlegs=1.1;
 -                                                                              player[closest].proportionlegs.y=1.05;
 -                                                                              player[closest].scale=.2*5*player[0].scale;
 -
 -                                                                              player[closest].damagetolerance=200;
 -                                                                      }
 -
 -                                                                      if(player[closest].creature==wolftype){
 -                                                                              player[closest].proportionhead=1.1*headprop;
 -                                                                              player[closest].proportionbody=1.1*bodyprop;
 -                                                                              player[closest].proportionarms=1.1*armprop;
 -                                                                              player[closest].proportionlegs=1.1*legprop;
 -                                                                      }
 -
 -                                                                      if(player[closest].creature==rabbittype){
 -                                                                              player[closest].proportionhead=1.2*headprop;
 -                                                                              player[closest].proportionbody=1.05*bodyprop;
 -                                                                              player[closest].proportionarms=1.00*armprop;
 -                                                                              player[closest].proportionlegs=1.1*legprop;
 -                                                                              player[closest].proportionlegs.y=1.05*legprop;
 -                                                                      }
 -
 -                                                              }
 -                                                              detailtogglekeydown=1;
 -                                              }
 -
 -                                              if(!Input::isKeyDown(SDLK_x)){
 -                                                      detailtogglekeydown=0;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_b)&&!slomotogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
 -                                                      slomo=1-slomo;
 -                                                      slomodelay=1000;
 -                                                      slomotogglekeydown=1;
 -                                              }
 -
 -
 -                                              if(((Input::isKeyDown(SDLK_i)&&!Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      XYZ flatfacing2,flatvelocity2;
 -                                                      XYZ blah;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(distance<144&&!player[i].headless)
 -                                                                              if(closestdist==-1||distance<closestdist){
 -                                                                                      closestdist=distance;
 -                                                                                      closest=i;
 -                                                                                      blah = player[i].coords;
 -                                                                              }
 -                                                              }
 -
 -                                                              if(closest!=-1){
 -                                                                      XYZ headspurtdirection;
 -                                                                      int i = player[closest].skeleton.jointlabels[head];
 -                                                                      for(k=0;k<player[closest].skeleton.num_joints; k++){
 -                                                                              if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 -                                                                              if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 -                                                                              if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 -                                                                              if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 -                                                                              flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 -                                                                              headspurtdirection=player[closest].skeleton.joints[player[closest].skeleton.jointlabels[head]].position-player[closest].skeleton.joints[player[closest].skeleton.jointlabels[neck]].position;
 -                                                                              Normalise(&headspurtdirection);
 -                                                                              Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, .6, 1);
 -                                                                              flatvelocity2+=headspurtdirection*8;
 -                                                                              Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2/2, 1,1,1, .16, 1);
 -                                                                      }
 -                                                                      Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
 -
 -                                                                      emit_sound_at(splattersound, blah);
 -                                                                      emit_sound_at(breaksound2, blah, 100.);
 -
 -                                                                      if(player[closest].skeleton.free==2)player[closest].skeleton.free=0;
 -                                                                      player[closest].RagDoll(0);
 -                                                                      player[closest].dead=2;
 -                                                                      player[closest].headless=1;
 -                                                                      player[closest].DoBloodBig(3,165);
 -
 -                                                                      camerashake+=.3;
 -                                                              }
 -
 -                                                              explodetogglekeydown=1;
 -                                              }
 -
 -                                              if(((Input::isKeyDown(SDLK_i)&&Input::isKeyDown(SDLK_LSHIFT)))&&!explodetogglekeydown&&debugmode){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      XYZ flatfacing2,flatvelocity2;
 -                                                      XYZ blah;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(distance<144)
 -                                                                              if(closestdist==-1||distance<closestdist){
 -                                                                                      closestdist=distance;
 -                                                                                      closest=i;
 -                                                                                      blah=player[i].coords;
 -                                                                              }
 -                                                              }
 -
 -                                                              if(closest!=-1){
 -                                                                      emit_sound_at(splattersound, blah);
 -
 -                                                                      emit_sound_at(breaksound2, blah);
 -
 -                                                                      for(i=0;i<player[closest].skeleton.num_joints; i++){
 -                                                                              if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 -                                                                              if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 -                                                                              if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 -                                                                              if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 -                                                                              flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 -                                                                              Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
 -                                                                              Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .3, 1);
 -                                                                              Sprite::MakeSprite(cloudsprite, flatfacing2,flatvelocity2*0, .6,0,0, 1, .5);
 -                                                                      }
 -
 -                                                                      for(i=0;i<player[closest].skeleton.num_joints; i++){
 -                                                                              if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 -                                                                              if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 -                                                                              if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 -                                                                              if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 -                                                                              flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 -                                                                              Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2, 1,1,1, 3, 1);
 -                                                                              Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2, 1,1,1, .4, 1);
 -                                                                      }
 -
 -                                                                      for(i=0;i<player[closest].skeleton.num_joints; i++){
 -                                                                              if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 -                                                                              if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 -                                                                              if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 -                                                                              if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 -                                                                              flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 -                                                                              Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
 -                                                                              Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
 -                                                                      }
 -
 -                                                                      for(i=0;i<player[closest].skeleton.num_joints; i++){
 -                                                                              if(!player[closest].skeleton.free)flatvelocity2=player[closest].velocity;
 -                                                                              if(player[closest].skeleton.free)flatvelocity2=player[closest].skeleton.joints[i].velocity;
 -                                                                              if(!player[closest].skeleton.free)flatfacing2=DoRotation(DoRotation(DoRotation(player[closest].skeleton.joints[i].position,0,0,player[closest].tilt),player[closest].tilt2,0,0),0,player[closest].rotation,0)*player[closest].scale+player[closest].coords;
 -                                                                              if(player[closest].skeleton.free)flatfacing2=player[closest].skeleton.joints[i].position*player[closest].scale+player[closest].coords;
 -                                                                              flatvelocity2.x+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.y+=(float)(abs(Random()%100)-50)/10;
 -                                                                              flatvelocity2.z+=(float)(abs(Random()%100)-50)/10;
 -                                                                              Sprite::MakeSprite(bloodflamesprite, flatfacing2,flatvelocity2*2, 1,1,1, 3, 1);
 -                                                                              Sprite::MakeSprite(bloodsprite, flatfacing2,flatvelocity2*2, 1,1,1, .4, 1);
 -                                                                      }
 -
 -                                                                      XYZ temppos;
 -                                                                      for(j=0;j<numplayers; j++){
 -                                                                              if(j!=closest){
 -                                                                                      if(findDistancefast(&player[j].coords,&player[closest].coords)<25){
 -                                                                                              player[j].DoDamage((25-findDistancefast(&player[j].coords,&player[closest].coords))*60);
 -                                                                                              if(player[j].skeleton.free==2)player[j].skeleton.free=1;
 -                                                                                              player[j].skeleton.longdead=0;
 -                                                                                              player[j].RagDoll(0);
 -                                                                                              for(i=0;i<player[j].skeleton.num_joints; i++){
 -                                                                                                      temppos=player[j].skeleton.joints[i].position+player[j].coords;
 -                                                                                                      if(findDistancefast(&temppos,&player[closest].coords)<25){
 -                                                                                                              flatvelocity2=temppos-player[closest].coords;
 -                                                                                                              Normalise(&flatvelocity2);
 -                                                                                                              player[j].skeleton.joints[i].velocity+=flatvelocity2*((20-findDistancefast(&temppos,&player[closest].coords))*20);
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                      }
 -
 -                                                                      player[closest].DoDamage(10000);
 -                                                                      player[closest].RagDoll(0);
 -                                                                      player[closest].dead=2;
 -                                                                      player[closest].coords=20;
 -                                                                      player[closest].skeleton.free=2;
 -
 -                                                                      camerashake+=.6;
 -
 -                                                              }
 -
 -                                                              explodetogglekeydown=1;
 -                                              }
 -
 -                                              if(!Input::isKeyDown(SDLK_i)){
 -                                                      explodetogglekeydown=0;
 -                                              }
 -
 -                                              if(!Input::isKeyDown(SDLK_b)&&!Input::isKeyDown(SDLK_f)&&!Input::isKeyDown(SDLK_k)&&!Input::isKeyDown(SDLK_s)){
 -                                                      slomotogglekeydown=0;
 -                                              }
 -
 -
 -                                              if(Input::isKeyDown(SDLK_f)&&!slomotogglekeydown&&debugmode){
 -                                                      player[0].onfire=1-player[0].onfire;
 -                                                      if(player[0].onfire){
 -                                                              player[0].CatchFire();
 -                                                      }
 -                                                      if(!player[0].onfire){
 -                                                              emit_sound_at(fireendsound, player[0].coords);
 -                                                              pause_sound(stream_firesound);
 -                                                      }
 -                                                      slomotogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(numplayers>1)
 -                                                              for(i=1;i<numplayers;i++){
 -                                                                      distance=findDistancefast(&player[i].coords,&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -                                                              if(closestdist>0&&closest>=0){
 -                                                                      //player[closest]=player[numplayers-1];
 -                                                                      //player[closest].skeleton=player[numplayers-1].skeleton;
 -                                                                      numplayers--;
 -                                                              }
 -                                                              drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      if(max_objects>1)
 -                                                              for(i=1;i<max_objects;i++){
 -                                                                      distance=findDistancefast(&objects.position[i],&player[0].coords);
 -                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                              closestdist=distance;
 -                                                                              closest=i;
 -                                                                      }
 -                                                              }
 -                                                              if(closestdist>0&&closest>=0){
 -                                                                      objects.position[closest].y-=500;
 -                                                              }
 -                                                              drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&editorenabled&&debugmode){
 -                                                      //drawmode++;
 -                                                      //if(drawmode>2)drawmode=0;
 -                                                      if(objects.numobjects<max_objects-1){
 -                                                              XYZ boxcoords;
 -                                                              boxcoords.x=player[0].coords.x;
 -                                                              boxcoords.z=player[0].coords.z;
 -                                                              boxcoords.y=player[0].coords.y-3;
 -                                                              if(editortype==bushtype)boxcoords.y=player[0].coords.y-.5;
 -                                                              if(editortype==firetype)boxcoords.y=player[0].coords.y-.5;
 -                                                              //objects.MakeObject(abs(Random()%3),boxcoords,Random()%360);
 -                                                              float temprotat,temprotat2;
 -                                                              temprotat=editorrotation;
 -                                                              temprotat2=editorrotation2;
 -                                                              if(temprotat<0||editortype==bushtype)temprotat=Random()%360;
 -                                                              if(temprotat2<0)temprotat2=Random()%360;
 -
 -                                                              objects.MakeObject(editortype,boxcoords,(int)temprotat-((int)temprotat)%30,(int)temprotat2,editorsize);
 -                                                              if(editortype==treetrunktype)
 -                                                                      objects.MakeObject(treeleavestype,boxcoords,Random()%360*(temprotat2<2)+(int)editorrotation-((int)editorrotation)%30,editorrotation2,editorsize);
 -                                                      }
 -
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
 -                                                      if(numplayers<maxplayers-1){
 -                                                              player[numplayers].scale=.2*5*player[0].scale;
 -                                                              player[numplayers].creature=rabbittype;
 -                                                              player[numplayers].howactive=editoractive;
 -                                                              player[numplayers].skeleton.id=numplayers;
 -                                                              player[numplayers].skeleton.Load((char *)":Data:Skeleton:Basic Figure",(char *)":Data:Skeleton:Basic Figurelow",(char *)":Data:Skeleton:Rabbitbelt",(char *)":Data:Models:Body.solid",(char *)":Data:Models:Body2.solid",(char *)":Data:Models:Body3.solid",(char *)":Data:Models:Body4.solid",(char *)":Data:Models:Body5.solid",(char *)":Data:Models:Body6.solid",(char *)":Data:Models:Body7.solid",(char *)":Data:Models:Bodylow.solid",(char *)":Data:Models:Belt.solid",1);
 -
 -                                                              //texsize=512*512*3/texdetail/texdetail;
 -                                                              //if(!player[numplayers].loaded)player[numplayers].skeleton.skinText = new GLubyte[texsize];
 -                                                              //player[numplayers].skeleton.skinText.resize(texsize);
 -
 -                                                              k=abs(Random()%2)+1;
 -                                                              if(k==0){
 -                                                                      LoadTextureSave(":Data:Textures:Fur3.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 -                                                                      player[numplayers].whichskin=0;
 -                                                              }
 -                                                              else if(k==1){
 -                                                                      LoadTextureSave(":Data:Textures:Fur.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 -                                                                      player[numplayers].whichskin=1;
 -                                                              }
 -                                                              else {
 -                                                                      LoadTextureSave(":Data:Textures:Fur2.jpg",&player[numplayers].skeleton.drawmodel.textureptr,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 -                                                                      player[numplayers].whichskin=2;
 -                                                              }
 -
 -                                                              LoadTexture(":Data:Textures:Belt.png",&player[numplayers].skeleton.drawmodelclothes.textureptr,1,1);
 -                                                              player[numplayers].power=1;
 -                                                              player[numplayers].speedmult=1;
 -                                                              player[numplayers].currentanimation=bounceidleanim;
 -                                                              player[numplayers].targetanimation=bounceidleanim;
 -                                                              player[numplayers].currentframe=0;
 -                                                              player[numplayers].targetframe=1;
 -                                                              player[numplayers].target=0;
 -                                                              player[numplayers].bled=0;
 -                                                              player[numplayers].speed=1+(float)(Random()%100)/1000;
 -
 -                                                              player[numplayers].targetrotation=player[0].targetrotation;
 -                                                              player[numplayers].rotation=player[0].rotation;
 -
 -                                                              player[numplayers].velocity=0;
 -                                                              player[numplayers].coords=player[0].coords;
 -                                                              player[numplayers].oldcoords=player[numplayers].coords;
 -                                                              player[numplayers].realoldcoords=player[numplayers].coords;
 -
 -                                                              player[numplayers].id=numplayers;
 -                                                              player[numplayers].skeleton.id=numplayers;
 -                                                              player[numplayers].updatedelay=0;
 -                                                              player[numplayers].normalsupdatedelay=0;
 -
 -                                                              player[numplayers].aitype=passivetype;
 -                                                              player[numplayers].aitarget=0;
 -
 -                                                              if(player[0].creature==wolftype){
 -                                                                      headprop=player[0].proportionhead.x/1.1;
 -                                                                      bodyprop=player[0].proportionbody.x/1.1;
 -                                                                      armprop=player[0].proportionarms.x/1.1;
 -                                                                      legprop=player[0].proportionlegs.x/1.1;
 -                                                              }
 -
 -                                                              if(player[0].creature==rabbittype){
 -                                                                      headprop=player[0].proportionhead.x/1.2;
 -                                                                      bodyprop=player[0].proportionbody.x/1.05;
 -                                                                      armprop=player[0].proportionarms.x/1.00;
 -                                                                      legprop=player[0].proportionlegs.x/1.1;
 -                                                              }
 -
 -                                                              if(player[numplayers].creature==wolftype){
 -                                                                      player[numplayers].proportionhead=1.1*headprop;
 -                                                                      player[numplayers].proportionbody=1.1*bodyprop;
 -                                                                      player[numplayers].proportionarms=1.1*armprop;
 -                                                                      player[numplayers].proportionlegs=1.1*legprop;
 -                                                              }
 -
 -                                                              if(player[numplayers].creature==rabbittype){
 -                                                                      player[numplayers].proportionhead=1.2*headprop;
 -                                                                      player[numplayers].proportionbody=1.05*bodyprop;
 -                                                                      player[numplayers].proportionarms=1.00*armprop;
 -                                                                      player[numplayers].proportionlegs=1.1*legprop;
 -                                                                      player[numplayers].proportionlegs.y=1.05*legprop;
 -                                                              }
 -
 -                                                              player[numplayers].headless=0;
 -                                                              player[numplayers].onfire=0;
 -
 -                                                              if(cellophane){
 -                                                                      player[numplayers].proportionhead.z=0;
 -                                                                      player[numplayers].proportionbody.z=0;
 -                                                                      player[numplayers].proportionarms.z=0;
 -                                                                      player[numplayers].proportionlegs.z=0;
 -                                                              }
 -
 -                                                              player[numplayers].tempanimation.Load((char *)"Tempanim",0,0);
 -
 -                                                              player[numplayers].damagetolerance=200;
 -
 -                                                              player[numplayers].protectionhead=player[0].protectionhead;
 -                                                              player[numplayers].protectionhigh=player[0].protectionhigh;
 -                                                              player[numplayers].protectionlow=player[0].protectionlow;
 -                                                              player[numplayers].armorhead=player[0].armorhead;
 -                                                              player[numplayers].armorhigh=player[0].armorhigh;
 -                                                              player[numplayers].armorlow=player[0].armorlow;
 -                                                              player[numplayers].metalhead=player[0].metalhead;
 -                                                              player[numplayers].metalhigh=player[0].metalhigh;
 -                                                              player[numplayers].metallow=player[0].metallow;
 -
 -                                                              player[numplayers].immobile=player[0].immobile;
 -
 -                                                              player[numplayers].numclothes=player[0].numclothes;
 -                                                              if(player[numplayers].numclothes)
 -                                                                      for(i=0;i<player[numplayers].numclothes;i++){
 -                                                                              strcpy(player[numplayers].clothes[i], player[0].clothes[i]);
 -                                                                              player[numplayers].clothestintr[i]=player[0].clothestintr[i];
 -                                                                              player[numplayers].clothestintg[i]=player[0].clothestintg[i];
 -                                                                              player[numplayers].clothestintb[i]=player[0].clothestintb[i];
 -                                                                              tintr=player[numplayers].clothestintr[i];
 -                                                                              tintg=player[numplayers].clothestintg[i];
 -                                                                              tintb=player[numplayers].clothestintb[i];
 -                                                                              AddClothes((char *)player[numplayers].clothes[i],0,1,&player[numplayers].skeleton.skinText[0],&player[numplayers].skeleton.skinsize);
 -                                                                      }
 -                                                                      if(player[numplayers].numclothes){
 -                                                                              player[numplayers].DoMipmaps();
 -                                                                      }
 -
 -                                                                      player[numplayers].power=player[0].power;
 -                                                                      player[numplayers].speedmult=player[0].speedmult;
 -
 -                                                                      player[numplayers].damage=0;
 -                                                                      player[numplayers].permanentdamage=0;
 -                                                                      player[numplayers].superpermanentdamage=0;
 -                                                                      player[numplayers].deathbleeding=0;
 -                                                                      player[numplayers].bleeding=0;
 -                                                                      player[numplayers].numwaypoints=0;
 -                                                                      player[numplayers].waypoint=0;
 -                                                                      player[numplayers].jumppath=0;
 -                                                                      player[numplayers].weaponstuck=-1;
 -                                                                      player[numplayers].weaponactive=-1;
 -                                                                      player[numplayers].num_weapons=0;
 -                                                                      player[numplayers].bloodloss=0;
 -                                                                      player[numplayers].dead=0;
 -
 -                                                                      player[numplayers].loaded=1;
 -
 -                                                                      numplayers++;
 -                                                      }
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&editorenabled){
 -                                                      if(player[numplayers-1].numwaypoints<90){
 -                                                              player[numplayers-1].waypoints[player[numplayers-1].numwaypoints]=player[0].coords;
 -                                                              player[numplayers-1].waypointtype[player[numplayers-1].numwaypoints]=editorpathtype;
 -                                                              player[numplayers-1].numwaypoints++;
 -                                                      }
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_p)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LCTRL)&&editorenabled){
 -                                                      if(numpathpoints<30){
 -                                                              bool connected,alreadyconnected;
 -                                                              connected=0;
 -                                                              if(numpathpoints>1)
 -                                                                      for(i=0;i<numpathpoints;i++){
 -                                                                              if(findDistancefast(&pathpoint[i],&player[0].coords)<.5&&i!=pathpointselected&&!connected){
 -                                                                                      alreadyconnected=0;
 -                                                                                      for(j=0;j<numpathpointconnect[pathpointselected];j++){
 -                                                                                              if(pathpointconnect[pathpointselected][j]==i)alreadyconnected=1;
 -                                                                                      }
 -                                                                                      if(!alreadyconnected){
 -                                                                                              numpathpointconnect[pathpointselected]++;
 -                                                                                              connected=1;
 -                                                                                              pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=i;
 -                                                                                      }
 -                                                                              }
 -                                                                      }
 -                                                                      if(!connected){
 -                                                                              numpathpoints++;
 -                                                                              pathpoint[numpathpoints-1]=player[0].coords;
 -                                                                              numpathpointconnect[numpathpoints-1]=0;
 -                                                                              if(numpathpoints>1&&pathpointselected!=-1){
 -                                                                                      numpathpointconnect[pathpointselected]++;
 -                                                                                      pathpointconnect[pathpointselected][numpathpointconnect[pathpointselected]-1]=numpathpoints-1;
 -                                                                              }
 -                                                                              pathpointselected=numpathpoints-1;
 -                                                                      }
 -                                                      }
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_PERIOD)&&!drawmodetogglekeydown&&editorenabled){
 -                                                      pathpointselected++;
 -                                                      if(pathpointselected>=numpathpoints)pathpointselected=-1;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -                                              if(Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
 -                                                      pathpointselected--;
 -                                                      if(pathpointselected<=-2)
 -                                                              pathpointselected=numpathpoints-1;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -                                              if(Input::isKeyDown(SDLK_COMMA)&&Input::isKeyDown(SDLK_LSHIFT)&&!drawmodetogglekeydown&&editorenabled){
 -                                                      if(pathpointselected!=-1){
 -                                                              numpathpoints--;
 -                                                              pathpoint[pathpointselected]=pathpoint[numpathpoints];
 -                                                              numpathpointconnect[pathpointselected]=numpathpointconnect[numpathpoints];
 -                                                              for(i=0;i<numpathpointconnect[pathpointselected];i++){
 -                                                                      pathpointconnect[pathpointselected][i]=pathpointconnect[numpathpoints][i];
 -                                                              }
 -                                                              for(i=0;i<numpathpoints;i++){
 -                                                                      for(j=0;j<numpathpointconnect[i];j++){
 -                                                                              if(pathpointconnect[i][j]==pathpointselected){
 -                                                                                      pathpointconnect[i][j]=pathpointconnect[i][numpathpointconnect[i]-1];
 -                                                                                      numpathpointconnect[i]--;
 -                                                                              }
 -                                                                              if(pathpointconnect[i][j]==numpathpoints){
 -                                                                                      pathpointconnect[i][j]=pathpointselected;
 -                                                                              }
 -                                                                      }
 -                                                              }
 -                                                              pathpointselected=numpathpoints-1;
 -                                                      }
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_m)&&!drawmodetogglekeydown&&Input::isKeyDown(SDLK_LSHIFT)&&debugmode){
 -                                                      editorenabled=1-editorenabled;
 -                                                      if(editorenabled){
 -                                                              player[0].damagetolerance=100000;
 -                                                      } else {
 -                                                              player[0].damagetolerance=200;
 -                                                      }
 -                                                      player[0].damage=0; // these lines were in both if and else, but I think they would better fit in the if
 -                                                      player[0].permanentdamage=0;
 -                                                      player[0].superpermanentdamage=0;
 -                                                      player[0].bloodloss=0;
 -                                                      player[0].deathbleeding=0;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editortype--;
 -                                                      if(editortype==treeleavestype||editortype==10)editortype--;
 -                                                      if(editortype<0)editortype=firetype;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editortype++;
 -                                                      if(editortype==treeleavestype||editortype==10)editortype++;
 -                                                      if(editortype>firetype)editortype=0;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_LEFT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorrotation-=multiplier*100;
 -                                                      if(editorrotation<-.01)editorrotation=-.01;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_RIGHT)&&editorenabled&&!Input::isKeyDown(SDLK_LSHIFT)&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorrotation+=multiplier*100;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_UP)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorsize+=multiplier;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&!Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorsize-=multiplier;
 -                                                      if(editorsize<.1)editorsize=.1;
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -
 -                                              if(Input::isKeyDown(SDLK_LEFT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
 -                                                      mapradius-=multiplier*10;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_RIGHT)&&!drawmodetogglekeydown&&editorenabled&&Input::isKeyDown(SDLK_LSHIFT)&&Input::isKeyDown(SDLK_LCTRL)){
 -                                                      mapradius+=multiplier*10;
 -                                              }
 -                                              if(Input::isKeyDown(SDLK_UP)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorrotation2+=multiplier*100;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_DOWN)&&editorenabled&&Input::isKeyDown(SDLK_LCTRL)){
 -                                                      editorrotation2-=multiplier*100;
 -                                                      if(editorrotation2<-.01)editorrotation2=-.01;
 -                                              }
 -                                              if(Input::isKeyDown(SDLK_DELETE)&&editorenabled&&objects.numobjects&&!drawmodetogglekeydown&&!Input::isKeyDown(SDLK_LSHIFT)){
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      for(i=0;i<objects.numobjects;i++){
 -                                                              distance=findDistancefast(&objects.position[i],&player[0].coords);
 -                                                              if(closestdist==-1||distance<closestdist){
 -                                                                      closestdist=distance;
 -                                                                      closest=i;
 -                                                              }
 -                                                      }
 -                                                      if(closestdist>0&&closest>=0)objects.DeleteObject(closest);
 -                                                      drawmodetogglekeydown=1;
 -                                              }
 -
 -
 -                                              if(!Input::isKeyDown(SDLK_m)&&!Input::isKeyDown(SDLK_LEFT)&&!Input::isKeyDown(SDLK_COMMA)&&!Input::isKeyDown(SDLK_PERIOD)&&!Input::isKeyDown(SDLK_RIGHT)&&!Input::isKeyDown(SDLK_DELETE)&&!Input::isKeyDown(SDLK_p)){
 -                                                      drawmodetogglekeydown=0;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_n)&&!Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
 -                                                      //if(!player[0].skeleton.free)player[0].damage+=500;
 -                                                      player[0].RagDoll(0);
 -                                                      //player[0].spurt=1;
 -                                                      //player[0].DoDamage(1000);
 -
 -                                                      emit_sound_at(whooshsound, player[0].coords, 128.);
 -
 -                                                      texturesizetogglekeydown=1;
 -                                              }
 -
 -                                              if(Input::isKeyDown(SDLK_n)&&Input::isKeyDown(SDLK_LCTRL)&&!texturesizetogglekeydown&&debugmode){
 -
 -                                                      int closest=-1;
 -                                                      float closestdist=-1;
 -                                                      float distance;
 -                                                      for(i=0;i<objects.numobjects;i++){
 -                                                              if(objects.type[i]==treeleavestype){
 -                                                                      objects.scale[i]*=.9;
 -                                                              }
 -                                                      }
 -                                                      texturesizetogglekeydown=1;
 -                                              }
 -
 -                                              static XYZ relative;
 -                                              static int randattack;
 -                                              //Attack
 -                                              static bool playerrealattackkeydown=0;
 -
 -                                              if(!Input::isKeyDown(MOUSEBUTTON1)&&!Input::isKeyDown(MOUSEBUTTON2))oldbutton=0;
 -                                              if(!Input::isKeyDown(attackkey))oldattackkey=0;
 -                                              if(oldattackkey)player[0].attackkeydown=0;
 -                                              if(oldattackkey)playerrealattackkeydown=0;
 -                                              if(!oldattackkey)playerrealattackkeydown=Input::isKeyDown(attackkey);
 -                                              if((player[0].parriedrecently<=0||player[0].weaponactive==-1)&&(!oldattackkey||(realthreat&&player[0].lastattack!=swordslashanim&&player[0].lastattack!=knifeslashstartanim&&player[0].lastattack!=staffhitanim&&player[0].lastattack!=staffspinhitanim)))player[0].attackkeydown=Input::isKeyDown(attackkey);
 -                                              if(Input::isKeyDown(attackkey)&&!oldattackkey&&!player[0].backkeydown){
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              if((player[k].targetanimation==swordslashanim||player[k].targetanimation==staffhitanim||player[k].targetanimation==staffspinhitanim)&&player[0].currentanimation!=dodgebackanim&&!player[k].skeleton.free)
 -                                                                      player[k].Reverse();
 -                                                      }
 -                                              }
 +        //TODO: what is this test?
 +              if(!freeze&&!winfreeze&&!(mainmenu&&gameon)&&(gameon||!gamestarted)){
  
 -                                              if(!hostile||indialogue!=-1)player[0].attackkeydown=0;
 -
 -                                              for(k=0;k<numplayers;k++){
 -                                                      if(indialogue!=-1)player[k].attackkeydown=0;
 -                                                      if(player[k].targetanimation!=rabbitrunninganim&&player[k].targetanimation!=wolfrunninganim){
 -                                                              if(player[k].aitype!=playercontrolled)player[k].victim=&player[0];
 -                                                              if(player[k].attackkeydown&&player[k].jumppower<=1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
 -                                                                      player[k].jumppower-=2;
 -                                                              }
 -                                                              if(player[k].attackkeydown&&player[k].jumppower>1&&player[k].backkeydown&&player[k].targetanimation!=backhandspringanim&&(player[k].isIdle()||player[k].isStop()||player[k].isRun()||player[k].targetanimation==walkanim)){
 -                                                                      for(i=0;i<numplayers;i++){
 -                                                                              if(i==k)i++;
 -                                                                              if(player[i].targetanimation==swordslashanim||player[i].targetanimation==knifeslashstartanim||player[i].targetanimation==staffhitanim||player[i].targetanimation==staffspinhitanim)
 -                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<6.5&&!player[i].skeleton.free){
 -                                                                                              player[k].targetanimation=dodgebackanim;
 -                                                                                              player[k].target=0;
 -                                                                                              player[k].targetframe=0;
 -                                                                                              rotatetarget=player[i].coords-player[k].coords;
 -                                                                                              Normalise(&rotatetarget);
 -                                                                                              player[k].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                              player[k].targetrotation*=360/6.28;
 -                                                                                              if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
 -
 -                                                                                              player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;
 -                                                                                      }
 -                                                                      }
 -                                                                      if(player[k].targetanimation!=dodgebackanim){
 -                                                                              if(k==0)numflipped++;
 -                                                                              player[k].targetanimation=backhandspringanim;
 -                                                                              player[k].target=0;
 -                                                                              player[k].targetframe=0;
 -                                                                              player[k].targetrotation=-rotation+180;
 -                                                                              if(player[k].leftkeydown)player[k].targetrotation-=45;
 -                                                                              if(player[k].rightkeydown)player[k].targetrotation+=45;
 -                                                                              player[k].rotation=player[k].targetrotation;
 -                                                                              player[k].jumppower-=2;
 -                                                                      }
 -                                                              }
 -                                                              if(player[k].attackkeydown&&!animation[player[k].targetanimation].attack&&!player[k].backkeydown&&(player[k].isIdle()||player[k].isRun()||player[k].targetanimation==walkanim||player[k].targetanimation==sneakanim||player[k].isCrouch())){
 -                                                                      player[k].hasvictim=0;
 -                                                                      if(numplayers>1)
 -                                                                              for(i=0;i<numplayers;i++){
 -                                                                                      if(i==k)i++;
 -                                                                                      if(!player[k].hasvictim)
 -                                                                                              if((k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack!=reversal){
 -                                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<4.5&&!player[i].skeleton.free&&player[i].howactive<typedead1&&player[i].targetanimation!=jumpreversedanim&&player[i].targetanimation!=rabbitkickreversedanim&&player[i].targetanimation!=rabbitkickanim&&player[k].targetanimation!=rabbitkickanim&&player[i].targetanimation!=getupfrombackanim&&(player[i].targetanimation!=staggerbackhighanim&&(player[i].targetanimation!=staggerbackhardanim||animation[staggerbackhardanim].label[player[i].targetframe]==6))&&player[i].targetanimation!=jumpdownanim&&player[i].targetanimation!=jumpupanim&&player[i].targetanimation!=getupfromfrontanim){
 -                                                                                                              player[k].victim=&player[i];
 -                                                                                                              player[k].hasvictim=1;
 -                                                                                                              if(player[k].aitype==playercontrolled){
 -                                                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].crouchkeydown&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1&&!reversaltrain)player[k].targetanimation=winduppunchanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[i].bloodloss>player[i].damagetolerance/2)player[k].targetanimation=knifefollowanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].forwardkeydown&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&!player[k].leftkeydown&&!player[k].rightkeydown&&!player[k].forwardkeydown)player[k].targetanimation=staffhitanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight&&!player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0)player[k].targetanimation=staffspinhitanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
 -                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
 -                                                                                                              }
 -                                                                                                              else {
 -                                                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<4.5*(player[k].scale*5)*(player[k].scale*5)){
 -                                                                                                                              if(player[k].weaponactive==-1)randattack=abs(Random()%5);
 -                                                                                                                              else randattack=abs(Random()%5);
 -                                                                                                                              if(player[k].weaponactive==-1&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)){
 -                                                                                                                                      if(randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
 -                                                                                                                                      else if(randattack==1&&animation[player[i].targetanimation].height!=lowheight&&player[k].weaponactive==-1)player[k].targetanimation=upunchanim;
 -                                                                                                                                      else if(randattack==2&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
 -                                                                                                                                      else if(animation[player[i].targetanimation].height==lowheight)player[k].targetanimation=lowkickanim;
 -                                                                                                                              }
 -                                                                                                                              if(player[k].weaponactive!=-1){
 -                                                                                                                                      if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==0&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=sweepanim;
 -                                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)/*&&animation[player[i].targetanimation].height!=lowheight*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&player[k].weaponmissdelay<=0)player[k].targetanimation=knifeslashstartanim;
 -                                                                                                                                      //else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].weaponactive!=-1&&player[i].staggerdelay>0&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)player[k].targetanimation=knifefollowanim;
 -                                                                                                                                      else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword&&player[k].weaponmissdelay<=0)player[k].targetanimation=swordslashanim;
 -                                                                                                                                      else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack<3)player[k].targetanimation=staffhitanim;
 -                                                                                                                                      else if(!(player[0].victim==&player[i]&&player[0].hasvictim&&player[0].targetanimation==swordslashanim)&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff&&player[k].weaponmissdelay<=0&&randattack>=3)player[k].targetanimation=staffspinhitanim;
 -                                                                                                                                      else if((tutoriallevel!=1||player[k].weaponactive==-1)&&findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&randattack==1&&animation[player[i].targetanimation].height!=lowheight)player[k].targetanimation=spinkickanim;
 -                                                                                                                                      else if(findDistancefast(&player[k].coords,&player[i].coords)<2.5*(player[k].scale*5)*(player[k].scale*5)&&animation[player[i].targetanimation].height==lowheight&&animation[player[k].targetanimation].attack!=normalattack)player[k].targetanimation=lowkickanim;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                              if(player[k].targetanimation==upunchanim&&player[k].creature==wolftype)player[k].targetanimation=wolfslapanim;
 -                                                                                                      }
 -                                                                                                      if((tutoriallevel!=1||tutorialstage==22)&&player[i].howactive<typedead1&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)&&!player[i].skeleton.free&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&(((player[i].stunned>0&&player[k].madskills)||(player[i].surprised>0)||player[i].aitype==passivetype)||(player[k].weaponactive!=-1&&player[i].stunned>0))&&normaldotproduct(player[i].facing,player[i].coords-player[k].coords)>0&&(k==0)){
 -                                                                                                              if(player[k].weaponactive==-1){
 -                                                                                                                      player[i].targetanimation=sneakattackedanim;
 -                                                                                                                      player[i].currentanimation=sneakattackedanim;
 -                                                                                                                      player[k].currentanimation=sneakattackanim;
 -                                                                                                                      player[k].targetanimation=sneakattackanim;
 -                                                                                                                      player[k].oldcoords=player[k].coords;
 -                                                                                                                      player[k].coords=player[i].coords;
 -                                                                                                              }
 -                                                                                                              if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife){
 -                                                                                                                      player[i].targetanimation=knifesneakattackedanim;
 -                                                                                                                      player[i].currentanimation=knifesneakattackedanim;
 -                                                                                                                      player[k].currentanimation=knifesneakattackanim;
 -                                                                                                                      player[k].targetanimation=knifesneakattackanim;
 -                                                                                                                      player[i].oldcoords=player[i].coords;
 -                                                                                                                      player[i].coords=player[k].coords;
 -                                                                                                              }
 -                                                                                                              if(player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword){
 -                                                                                                                      player[i].targetanimation=swordsneakattackedanim;
 -                                                                                                                      player[i].currentanimation=swordsneakattackedanim;
 -                                                                                                                      player[k].currentanimation=swordsneakattackanim;
 -                                                                                                                      player[k].targetanimation=swordsneakattackanim;
 -                                                                                                                      player[i].oldcoords=player[i].coords;
 -                                                                                                                      player[i].coords=player[k].coords;
 -                                                                                                              }
 -                                                                                                              if(player[k].weaponactive==-1||weapons.type[player[k].weaponids[player[k].weaponactive]]!=staff){
 -                                                                                                                      player[k].victim=&player[i];
 -                                                                                                                      player[k].hasvictim=1;
 -                                                                                                                      player[i].targettilt2=0;
 -                                                                                                                      player[i].targetframe=1;
 -                                                                                                                      player[i].currentframe=0;
 -                                                                                                                      player[i].target=0;
 -                                                                                                                      player[i].velocity=0;
 -                                                                                                                      player[k].targettilt2=player[i].targettilt2;
 -                                                                                                                      player[k].currentframe=player[i].currentframe;
 -                                                                                                                      player[k].targetframe=player[i].targetframe;
 -                                                                                                                      player[k].target=player[i].target;
 -                                                                                                                      player[k].velocity=0;
 -                                                                                                                      player[k].targetrotation=player[i].rotation;
 -                                                                                                                      player[k].rotation=player[i].rotation;
 -                                                                                                                      player[i].targetrotation=player[i].rotation;
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free)){
 -                                                                                                              oldattackkey=1;
 -                                                                                                              player[k].targetframe=0;
 -                                                                                                              player[k].target=0;
 -                                                                                                              //player[k].velocity=0;
 -
 -                                                                                                              rotatetarget=player[i].coords-player[k].coords;
 -                                                                                                              Normalise(&rotatetarget);
 -                                                                                                              player[k].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                              player[k].targetrotation*=360/6.28;
 -                                                                                                              if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
 -
 -                                                                                                              player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
 -
 -                                                                                                              player[k].lastattack3=player[k].lastattack2;
 -                                                                                                              player[k].lastattack2=player[k].lastattack;
 -                                                                                                              player[k].lastattack=player[k].targetanimation;
 -                                                                                                              //player[k].targettilt2=0;
 -                                                                                                              //slomo=1;
 -                                                                                                              //slomodelay=.2;
 -                                                                                                      }
 -                                                                                                      if(player[k].targetanimation==knifefollowanim&&player[k].victim==&player[i]){
 -                                                                                                              rotatetarget=player[i].coords-player[k].coords;
 -                                                                                                              Normalise(&rotatetarget);
 -                                                                                                              player[k].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                              player[k].targetrotation*=360/6.28;
 -                                                                                                              if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
 -                                                                                                              player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
 -                                                                                                              oldattackkey=1;
 -                                                                                                              player[k].victim=&player[i];
 -                                                                                                              player[k].hasvictim=1;
 -                                                                                                              player[i].targetanimation=knifefollowedanim;
 -                                                                                                              player[i].currentanimation=knifefollowedanim;
 -                                                                                                              player[i].targettilt2=0;
 -                                                                                                              player[i].targettilt2=player[k].targettilt2;
 -                                                                                                              player[i].targetframe=1;
 -                                                                                                              player[i].currentframe=0;
 -                                                                                                              player[i].target=0;
 -                                                                                                              player[i].velocity=0;
 -                                                                                                              player[k].currentanimation=knifefollowanim;
 -                                                                                                              player[k].targetanimation=knifefollowanim;
 -                                                                                                              player[k].targettilt2=player[i].targettilt2;
 -                                                                                                              player[k].currentframe=player[i].currentframe;
 -                                                                                                              player[k].targetframe=player[i].targetframe;
 -                                                                                                              player[k].target=player[i].target;
 -                                                                                                              player[k].velocity=0;
 -                                                                                                              player[k].oldcoords=player[k].coords;
 -                                                                                                              player[i].coords=player[k].coords;
 -                                                                                                              player[i].targetrotation=player[k].targetrotation;
 -                                                                                                              player[i].rotation=player[k].targetrotation;
 -                                                                                                              player[k].rotation=player[k].targetrotation;
 -                                                                                                              player[i].rotation=player[k].targetrotation;
 -                                                                                                      }
 -                                                                                              }
 -                                                                              }
 -                                                                              bool hasstaff=0;
 -                                                                              if(player[k].weaponactive!=-1){
 -                                                                                      if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)hasstaff=1;
 -                                                                              }
 -                                                                              if(numplayers>1)
 -                                                                                      for(i=0;i<numplayers;i++){
 -                                                                                              if(i==k)i++;
 -                                                                                              if((playerrealattackkeydown||player[i].dead||!hasstaff)&&(k==0||i==0)&&i!=k&&i<numplayers&&k<numplayers&&animation[player[k].targetanimation].attack==neutral&&k==0){
 -                                                                                                      if(!player[i].dead||!realthreat||(player[k].weaponactive==-1&&player[k].crouchkeydown))
 -                                                                                                              if(player[i].skeleton.free)
 -                                                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)&&(player[i].dead||player[i].skeleton.longdead>1000||player[k].isRun()||(hasstaff)||(player[k].weaponactive!=-1&&player[i].skeleton.free&&(player[i].skeleton.longdead>2000||player[i].damage>player[i].damagetolerance/8||player[i].bloodloss>player[i].damagetolerance/2)&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)))){
 -                                                                                                                              player[k].victim=&player[i];
 -                                                                                                                              player[k].hasvictim=1;
 -                                                                                                                              if(player[k].weaponactive!=-1&&tutoriallevel!=1){
 -                                                                                                                                      if(player[k].crouchkeydown&&player[k].weaponactive!=-1&&weapons.type[player[k].weaponids[player[k].weaponactive]]==knife&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5))player[k].targetanimation=crouchstabanim;
 -                                                                                                                                      if(player[k].crouchkeydown&&findDistancefast(&player[k].coords,&player[i].coords)<1.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)player[k].targetanimation=swordgroundstabanim;
 -                                                                                                                                      if(/*(player[k].crouchkeydown||!player[i].dead)&&*/findDistancefast(&player[k].coords,&player[i].coords)<3.5*(player[k].scale*5)*(player[k].scale*5)/*&&player[i].dead!=2*/&&weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)player[k].targetanimation=staffgroundsmashanim;
 -                                                                                                                              }
 -                                                                                                                              if(findDistancefast(&player[k].coords,&player[i].coords)<2.5&&player[k].crouchkeydown&&player[k].targetanimation!=crouchstabanim&&(player[k].weaponactive==-1)&&player[i].dead&&player[i].skeleton.free&&player[i].skeleton.longdead>1000){
 -                                                                                                                                      player[k].targetanimation=killanim;
 -                                                                                                                                      for(j=0;j<terrain.numdecals;j++){
 -                                                                                                                                              if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
 -                                                                                                                                                      terrain.DeleteDecal(j);
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                                      for(l=0;l<objects.numobjects;l++){
 -                                                                                                                                              if(objects.model[l].type==decalstype)
 -                                                                                                                                                      for(j=0;j<objects.model[l].numdecals;j++){
 -                                                                                                                                                              if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
 -                                                                                                                                                                      objects.model[l].DeleteDecal(j);
 -                                                                                                                                                              }
 -                                                                                                                                                      }
 -                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                                              if(!player[i].dead||musictype!=2)
 -                                                                                                                                      if(findDistancefast(&player[k].coords,&player[i].coords)<3.5&&(player[k].isRun()||(player[k].isIdle()&&player[k].attackkeydown))&&(player[k].staggerdelay<=0&&(player[i].dead||(player[i].skeleton.longdead<300&&player[k].lastattack!=spinkickanim&&player[i].skeleton.free)))&&(!player[i].dead||musictype!=stream_music2)){
 -                                                                                                                                              player[k].targetanimation=dropkickanim;
 -                                                                                                                                              for(j=0;j<terrain.numdecals;j++){
 -                                                                                                                                                      if((terrain.decaltype[j]==blooddecal||terrain.decaltype[j]==blooddecalslow)&&terrain.decalalivetime[j]<2){
 -                                                                                                                                                              terrain.DeleteDecal(j);
 -                                                                                                                                                      }
 -                                                                                                                                              }
 -                                                                                                                                              for(l=0;l<objects.numobjects;l++){
 -                                                                                                                                                      if(objects.model[l].type==decalstype)
 -                                                                                                                                                              for(j=0;j<objects.model[l].numdecals;j++){
 -                                                                                                                                                                      if((objects.model[l].decaltype[j]==blooddecal||objects.model[l].decaltype[j]==blooddecalslow)&&objects.model[l].decalalivetime[j]<2){
 -                                                                                                                                                                              objects.model[l].DeleteDecal(j);
 -                                                                                                                                                                      }
 -                                                                                                                                                              }
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                      }
 -                                                                                                                      if(animation[player[k].targetanimation].attack==normalattack&&player[k].victim==&player[i]&&(!player[i].skeleton.free||player[k].targetanimation==killanim||player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim||player[k].targetanimation==dropkickanim)){
 -                                                                                                                              oldattackkey=1;
 -                                                                                                                              player[k].targetframe=0;
 -                                                                                                                              player[k].target=0;
 -                                                                                                                              //player[k].velocity=0;
 -
 -                                                                                                                              rotatetarget=player[i].coords-player[k].coords;
 -                                                                                                                              if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim||player[k].targetanimation==staffgroundsmashanim){
 -                                                                                                                                      rotatetarget=(player[i].coords+(player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position+player[i].skeleton.joints[player[i].skeleton.jointlabels[neck]].position)/2*player[i].scale)-player[k].coords;
 -                                                                                                                              }
 -                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                              player[k].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                              player[k].targetrotation*=360/6.28;
 -                                                                                                                              if(rotatetarget.z<0)player[k].targetrotation=180-player[k].targetrotation;
 -
 -                                                                                                                              if(player[k].targetanimation==crouchstabanim||player[k].targetanimation==swordgroundstabanim){
 -                                                                                                                                      player[k].targetrotation+=(float)(abs(Random()%100)-50)/4;
 -                                                                                                                              }
 -
 -                                                                                                                              player[k].targettilt2=-asin(rotatetarget.y)*360/6.28;//*-70;
 -                                                                                                                              if(player[k].targetanimation==staffgroundsmashanim)player[k].targettilt2+=10;
 -
 -                                                                                                                              player[k].lastattack3=player[k].lastattack2;
 -                                                                                                                              player[k].lastattack2=player[k].lastattack;
 -                                                                                                                              player[k].lastattack=player[k].targetanimation;
 -
 -                                                                                                                              if(player[k].targetanimation==swordgroundstabanim){
 -                                                                                                                                      player[k].targetrotation+=30;
 -                                                                                                                              }
 -                                                                                                                              //player[k].targettilt2=0;
 -                                                                                                                              //slomo=1;
 -                                                                                                                              //slomodelay=.2;
 -                                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(!player[k].hasvictim){
 -                                                                                              for(i=0;i<numplayers;i++){
 -                                                                                                      if((player[k].hasvictim==0)&&i!=k&&(i==0||k==0)&&!player[i].skeleton.free){
 -                                                                                                              player[k].victim=&player[i];
 -                                                                                                              player[k].hasvictim=1;
 -                                                                                                      }
 -                                                                                                      if(player[k].hasvictim&&!player[i].skeleton.free)
 -                                                                                                              if(findDistancefast(&player[k].coords,&player[i].coords)<findDistancefast(&player[k].coords,&player[k].victim->coords)&&i!=k&&(i==0||k==0)){
 -                                                                                                                      player[k].victim=&player[i];
 -                                                                                                              }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[k].aitype==playercontrolled)
 -                                                                                              if(player[k].attackkeydown&&(player[k].isRun())&&player[k].wasRun()&&((player[k].hasvictim&&findDistancefast(&player[k].coords,&player[k].victim->coords)<12*(player[k].scale*5)*(player[k].scale*5)&&findDistancefast(&player[k].coords,&player[k].victim->coords)>7*(player[k].scale*5)*(player[k].scale*5)&&!player[k].victim->skeleton.free&&player[k].victim->targetanimation!=getupfrombackanim&&player[k].victim->targetanimation!=getupfromfrontanim&&animation[player[k].victim->targetanimation].height!=lowheight&&player[k].aitype!=playercontrolled&&normaldotproduct(player[k].facing,player[k].victim->coords-player[k].coords)>0&&player[k].rabbitkickenabled)||player[k].jumpkeydown)){
 -                                                                                                      oldattackkey=1;
 -                                                                                                      player[k].targetanimation=rabbitkickanim;
 -                                                                                                      player[k].targetframe=0;
 -                                                                                                      player[k].target=0;
 -                                                                                              }
 -                                                                                              if(animation[player[k].targetanimation].attack&&k==0){
 -                                                                                                      numattacks++;
 -                                                                                                      bool armedstaff=0;
 -                                                                                                      if(player[k].weaponactive!=-1){
 -                                                                                                              if(weapons.type[player[k].weaponids[player[k].weaponactive]]==staff)armedstaff=1;
 -                                                                                                      }
 -                                                                                                      bool armedsword=0;
 -                                                                                                      if(player[k].weaponactive!=-1){
 -                                                                                                              if(weapons.type[player[k].weaponids[player[k].weaponactive]]==sword)armedsword=1;
 -                                                                                                      }
 -                                                                                                      bool armedknife=0;
 -                                                                                                      if(player[k].weaponactive!=-1){
 -                                                                                                              if(weapons.type[player[k].weaponids[player[k].weaponactive]]==knife)armedknife=1;
 -                                                                                                      }
 -                                                                                                      if(armedstaff)numstaffattack++;
 -                                                                                                      else if(armedsword)numswordattack++;
 -                                                                                                      else if(armedknife)numknifeattack++;
 -                                                                                                      else numunarmedattack++;
 -                                                                                              }
 -                                                              }
 -                                                      }
 -                                              }
 +            //dialogues
 +                      if(indialogue!=-1)
 +                talkdelay=1;
 +                      talkdelay-=multiplier;
  
 -                                              //Collisions
 -                                              static float collisionradius;
 -                                              if(numplayers>1)
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              for(i=k;i<numplayers;i++){
 -                                                                      if(i==k)i++;
 -                                                                      if(i<numplayers)
 -                                                                              if((animation[player[i].targetanimation].attack!=reversed&&animation[player[i].targetanimation].attack!=reversal&&animation[player[k].targetanimation].attack!=reversed&&animation[player[k].targetanimation].attack!=reversal)||(i!=0&&k!=0))
 -                                                                                      if((animation[player[i].currentanimation].attack!=reversed&&animation[player[i].currentanimation].attack!=reversal&&animation[player[k].currentanimation].attack!=reversed&&animation[player[k].currentanimation].attack!=reversal)||(i!=0&&k!=0))
 -                                                                                              if(player[i].howactive<=typesleeping&&player[k].howactive<=typesleeping)
 -                                                                                                      if(player[i].howactive!=typesittingwall&&player[k].howactive!=typesittingwall)
 -                                                                                                              if(i!=k&&player[i].whichpatchx==player[k].whichpatchx&&player[i].whichpatchz==player[k].whichpatchz&&player[k].skeleton.oldfree==player[k].skeleton.free&&player[i].skeleton.oldfree==player[i].skeleton.free&&player[i].targetanimation!=climbanim&&player[i].targetanimation!=hanganim&&player[k].targetanimation!=climbanim&&player[k].targetanimation!=hanganim)
 -                                                                                                                      if(player[i].coords.y>player[k].coords.y-3)
 -                                                                                                                              if(player[i].coords.y<player[k].coords.y+3)
 -                                                                                                                                      if(player[i].coords.x>player[k].coords.x-3)
 -                                                                                                                                              if(player[i].coords.x<player[k].coords.x+3)
 -                                                                                                                                                      if(player[i].coords.z>player[k].coords.z-3)
 -                                                                                                                                                              if(player[i].coords.z<player[k].coords.z+3){
 -                                                                                                                                                                      if(findDistancefast(&player[i].coords,&player[k].coords)<3*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
 -                                                                                                                                                                              if(player[i].onfire||player[k].onfire){
 -                                                                                                                                                                                      if(!player[i].onfire)player[i].CatchFire();
 -                                                                                                                                                                                      if(!player[k].onfire)player[k].CatchFire();
 -                                                                                                                                                                              }
 -                                                                                                                                                                      }
 -
 -                                                                                                                                                                      tempcoords1=player[i].coords;
 -                                                                                                                                                                      tempcoords2=player[k].coords;
 -                                                                                                                                                                      if(!player[i].skeleton.oldfree)tempcoords1.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[abdomen]].position.y*player[i].scale;
 -                                                                                                                                                                      if(!player[k].skeleton.oldfree)tempcoords2.y+=player[k].skeleton.joints[player[k].skeleton.jointlabels[abdomen]].position.y*player[k].scale;
 -                                                                                                                                                                      collisionradius=1.2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
 -                                                                                                                                                                      if(player[0].hasvictim)
 -                                                                                                                                                                              if(player[0].targetanimation==rabbitkickanim&&(k==0||i==0)&&!player[0].victim->skeleton.free)collisionradius=3;
 -                                                                                                                                                                      if((!player[i].skeleton.oldfree||!player[k].skeleton.oldfree)&&(findDistancefast(&tempcoords1,&tempcoords2)<collisionradius||findDistancefast(&player[i].coords,&player[k].coords)<collisionradius)){
 -                                                                                                                                                                              if(k==0)
 -                                                                                                                                                                                      if(player[k].targetanimation==jumpdownanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[i].skeleton.oldfree&&player[i].skeleton.free&&player[i].dead&&player[k].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
 -                                                                                                                                                                                              player[k].coords.y=player[i].coords.y;
 -                                                                                                                                                                                              player[i].velocity=player[k].velocity;
 -                                                                                                                                                                                              player[i].skeleton.free=0;
 -                                                                                                                                                                                              player[i].rotation=0;
 -                                                                                                                                                                                              player[i].RagDoll(0);
 -                                                                                                                                                                                              player[i].DoDamage(20);
 -                                                                                                                                                                                              if(k==0)camerashake+=.3;
 -                                                                                                                                                                                              player[i].skeleton.longdead=0;
 -                                                                                                                                                                                              player[k].lastcollide=1;
 -                                                                                                                                                                                      }
 -                                                                                                                                                                                      if(i==0)
 -                                                                                                                                                                                              if(player[i].targetanimation==jumpdownanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[k].skeleton.oldfree&&player[k].skeleton.free&&player[k].dead&&player[i].lastcollide<=0&&abs(player[i].coords.y-player[k].coords.y)<.2&&findDistancefast(&player[k].coords,&player[i].coords)<.7*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
 -                                                                                                                                                                                                      player[i].coords.y=player[k].coords.y;
 -                                                                                                                                                                                                      player[k].velocity=player[i].velocity;
 -                                                                                                                                                                                                      player[k].skeleton.free=0;
 -                                                                                                                                                                                                      player[k].rotation=0;
 -                                                                                                                                                                                                      player[k].RagDoll(0);
 -                                                                                                                                                                                                      player[k].DoDamage(20);
 -                                                                                                                                                                                                      if(i==0)camerashake+=.3;
 -                                                                                                                                                                                                      player[k].skeleton.longdead=0;
 -                                                                                                                                                                                                      player[i].lastcollide=1;
 -                                                                                                                                                                                              }
 -
 -                                                                                                                                                                                              if((player[i].skeleton.oldfree==1&&findLengthfast(&player[i].velocity)>1)||(player[k].skeleton.oldfree==1&&findLengthfast(&player[k].velocity)>1)||(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0)){
 -                                                                                                                                                                                                      rotatetarget=player[k].velocity-player[i].velocity;
 -                                                                                                                                                                                                      if(((player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim)||player[i].skeleton.free)&&((player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim)||player[k].skeleton.free))
 -                                                                                                                                                                                                              if(((((findLengthfast(&rotatetarget)>150&&(i!=0&&k!=0))||(findLengthfast(&rotatetarget)>50&&player[0].rabbitkickragdoll/*currentanimation==rabbitkickanim*/&&(i==0||k==0)))&&normaldotproduct(rotatetarget,player[k].coords-player[i].coords)>0)&&((i==0||k==0)||((player[i].skeleton.oldfree==1&&k!=0&&animation[player[k].currentanimation].attack==neutral)||(player[k].skeleton.oldfree==1&&i!=0&&animation[player[i].currentanimation].attack==neutral)||(player[i].isFlip()&&!player[i].skeleton.oldfree&&(i==0||k==0))||(player[k].isFlip()&&!player[k].skeleton.oldfree&&(i==0||k==0))||(i==0||k==0))))||((player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip())&&(player[k].targetanimation==jumpupanim||player[k].targetanimation==jumpdownanim||player[k].isFlip())&&(i==0||k==0)&&(!player[i].skeleton.oldfree&&!player[k].skeleton.oldfree))){
 -                                                                                                                                                                                                                      //If hit by body
 -                                                                                                                                                                                                                      if((i!=0||player[i].skeleton.free)&&(k!=0||player[k].skeleton.free)||(animation[player[i].targetanimation].height==highheight&&animation[player[k].targetanimation].height==highheight)){
 -                                                                                                                                                                                                                              if(tutoriallevel!=1){
 -                                                                                                                                                                                                                                      emit_sound_at(heavyimpactsound, player[i].coords);
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              //player[i].velocity=player[k].velocity;
 -                                                                                                                                                                                                                              //player[k].velocity=player[i].velocity;
 -
 -                                                                                                                                                                                                                              player[i].RagDoll(0);
 -                                                                                                                                                                                                                              if(player[i].damage>player[i].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[i].dead){
 -                                                                                                                                                                                                                                award_bonus(0, aimbonus);
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              player[i].DoDamage(findLengthfast(&rotatetarget)/4);
 -                                                                                                                                                                                                                              player[k].RagDoll(0);
 -                                                                                                                                                                                                                              if(player[k].damage>player[k].damagetolerance-findLengthfast(&rotatetarget)/4&&!player[k].dead){
 -                                                                                                                                                                                                                                award_bonus(0, aimbonus); // Huh, again?
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              player[k].DoDamage(findLengthfast(&rotatetarget)/4);
 -
 -                                                                                                                                                                                                                              //if(player[i].skeleton.oldfree){
 -                                                                                                                                                                                                                              for(j=0;j<player[i].skeleton.num_joints;j++){
 -                                                                                                                                                                                                                                      player[i].skeleton.joints[j].velocity=player[i].skeleton.joints[j].velocity/5+player[k].velocity;
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              //}
 -                                                                                                                                                                                                                              //if(player[k].skeleton.oldfree){
 -                                                                                                                                                                                                                              for(j=0;j<player[k].skeleton.num_joints;j++){
 -                                                                                                                                                                                                                                      player[k].skeleton.joints[j].velocity=player[k].skeleton.joints[j].velocity/5+player[i].velocity;
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              //}
 -
 -                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                              }
 -                                                                                                                                                                                                              if((animation[player[i].targetanimation].attack==neutral||animation[player[i].targetanimation].attack==normalattack)&&(animation[player[k].targetanimation].attack==neutral||animation[player[k].targetanimation].attack==normalattack)){
 -                                                                                                                                                                                                                      //If bumped
 -                                                                                                                                                                                                                      if(player[i].skeleton.oldfree==0&&player[k].skeleton.oldfree==0){
 -                                                                                                                                                                                                                              if(findDistancefast(&player[k].coords,&player[i].coords)<.5*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
 -                                                                                                                                                                                                                                      rotatetarget=player[k].coords-player[i].coords;
 -                                                                                                                                                                                                                                      Normalise(&rotatetarget);
 -                                                                                                                                                                                                                                      player[k].coords=(player[k].coords+player[i].coords)/2;
 -                                                                                                                                                                                                                                      player[i].coords=player[k].coords-rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
 -                                                                                                                                                                                                                                      player[k].coords+=rotatetarget*fast_sqrt(.6)/2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5);
 -                                                                                                                                                                                                                                      if(player[k].howactive==typeactive||hostile)
 -                                                                                                                                                                                                                                              if(player[k].isIdle()){
 -                                                                                                                                                                                                                                                      if(player[k].howactive<typesleeping){
 -                                                                                                                                                                                                                                                              player[k].targetanimation=player[k].getStop();
 -                                                                                                                                                                                                                                                              player[k].targetframe=0;
 -                                                                                                                                                                                                                                                              player[k].target=0;
 -                                                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                                                                      else if(player[k].howactive==typesleeping)
 -                                                                                                                                                                                                                                                      {
 -                                                                                                                                                                                                                                                              player[k].targetanimation=getupfromfrontanim;
 -                                                                                                                                                                                                                                                              player[k].targetframe=0;
 -                                                                                                                                                                                                                                                              player[k].target=0;
 -                                                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                                                                      if(!editorenabled)player[k].howactive=typeactive;
 -                                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                                              if(player[i].howactive==typeactive||hostile)
 -                                                                                                                                                                                                                                                      if(player[i].isIdle()){
 -                                                                                                                                                                                                                                                              if(player[i].howactive<typesleeping){
 -                                                                                                                                                                                                                                                                      player[i].targetanimation=player[i].getStop();
 -                                                                                                                                                                                                                                                                      player[i].targetframe=0;
 -                                                                                                                                                                                                                                                                      player[i].target=0;
 -                                                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                                                              else
 -                                                                                                                                                                                                                                                              {
 -                                                                                                                                                                                                                                                                      player[i].targetanimation=getupfromfrontanim;
 -                                                                                                                                                                                                                                                                      player[i].targetframe=0;
 -                                                                                                                                                                                                                                                                      player[i].target=0;
 -                                                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                                                              if(!editorenabled)player[i].howactive=typeactive;
 -                                                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                              if(hostile){
 -                                                                                                                                                                                                                                      if(k==0&&i!=0&&player[k].targetanimation==jumpdownanim&&!player[i].isCrouch()&&player[i].targetanimation!=rollanim&&!player[k].skeleton.oldfree&&!player[k].skeleton.free&&player[k].lastcollide<=0&&player[k].velocity.y<-10){
 -                                                                                                                                                                                                                                              player[i].velocity=player[k].velocity;
 -                                                                                                                                                                                                                                              player[k].velocity=player[k].velocity*-.5;
 -                                                                                                                                                                                                                                              //player[i].velocity.y-=10;
 -                                                                                                                                                                                                                                              player[k].velocity.y=player[i].velocity.y;
 -                                                                                                                                                                                                                                              player[i].DoDamage(20);
 -                                                                                                                                                                                                                                              player[i].RagDoll(0);
 -                                                                                                                                                                                                                                              player[k].lastcollide=1;
 -                                                                                                                                                                                                                                              award_bonus(k, AboveBonus);
 -                                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                                                      if(i==0&&k!=0&&player[i].targetanimation==jumpdownanim&&!player[k].isCrouch()&&player[k].targetanimation!=rollanim&&!player[i].skeleton.oldfree&&!player[i].skeleton.free&&player[i].lastcollide<=0&&player[i].velocity.y<-10){
 -                                                                                                                                                                                                                                              player[k].velocity=player[i].velocity;
 -                                                                                                                                                                                                                                              player[i].velocity=player[i].velocity*-.3;
 -                                                                                                                                                                                                                                              //player[k].velocity.y-=10;
 -                                                                                                                                                                                                                                              player[i].velocity.y=player[k].velocity.y;
 -                                                                                                                                                                                                                                              player[k].DoDamage(20);
 -                                                                                                                                                                                                                                              player[k].RagDoll(0);
 -                                                                                                                                                                                                                                              player[i].lastcollide=1;
 -                                                                                                                                                                                                                                              award_bonus(i, AboveBonus);
 -                                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                                              }
 -                                                                                                                                                                                                                      }
 -                                                                                                                                                                                                              }
 -                                                                                                                                                                                              }
 -                                                                                                                                                                                              player[i].CheckKick();
 -                                                                                                                                                                                              player[k].CheckKick();
 -                                                                                                                                                                      }
 -                                                                                                                                                              }
 -                                                              }
 -                                                      }
 -
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              for(i=k;i<numplayers;i++){
 -                                                                      if(i==k)i++;
 -                                                                      if(i<numplayers&&i!=k&&player[k].skeleton.free==0&&player[i].skeleton.oldfree==0&&(player[i].targetanimation==jumpupanim||player[k].targetanimation==jumpupanim)&&(player[i].aitype==playercontrolled||player[k].aitype==playercontrolled)&&((player[i].aitype==attacktypecutoff&&player[i].stunned<=0)||(player[k].aitype==attacktypecutoff&&player[k].stunned<=0))){
 -                                                                              if(findDistancefast(&player[i].coords,&player[k].coords)<10*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)&&findDistancefastflat(&player[i].coords,&player[k].coords)<2*((player[i].scale+player[k].scale)*2.5)*((player[i].scale+player[k].scale)*2.5)){
 -                                                                                      if(player[i].targetanimation==jumpupanim&&player[k].targetanimation!=getupfrombackanim&&player[k].targetanimation!=getupfromfrontanim&&animation[player[k].targetanimation].height==middleheight&&normaldotproduct(player[i].velocity,player[k].coords-player[i].coords)<0&&((player[k].aitype==playercontrolled&&player[k].attackkeydown)||player[k].aitype!=playercontrolled)){
 -                                                                                              player[i].victim=&player[k];
 -                                                                                              player[i].targetanimation=jumpreversedanim;
 -                                                                                              player[i].currentanimation=jumpreversedanim;
 -                                                                                              player[k].currentanimation=jumpreversalanim;
 -                                                                                              player[k].targetanimation=jumpreversalanim;
 -                                                                                              player[i].targettilt2=0;
 -                                                                                              player[i].currentframe=0;
 -                                                                                              player[i].targetframe=1;
 -                                                                                              player[k].currentframe=0;
 -                                                                                              player[k].targetframe=1;
 -                                                                                              if(player[i].coords.y<player[k].coords.y+1){
 -                                                                                                      player[i].targetanimation=rabbitkickreversedanim;
 -                                                                                                      player[i].currentanimation=rabbitkickreversedanim;
 -                                                                                                      player[k].currentanimation=rabbitkickreversalanim;
 -                                                                                                      player[k].targetanimation=rabbitkickreversalanim;
 -                                                                                                      player[k].currentframe=1;
 -                                                                                                      player[k].targetframe=2;
 -                                                                                                      player[i].currentframe=1;
 -                                                                                                      player[i].targetframe=2;
 -                                                                                              }
 -                                                                                              player[k].targettilt2=0;
 -                                                                                              player[i].target=0;
 -                                                                                              player[i].velocity=0;
 -                                                                                              player[k].velocity=0;
 -                                                                                              player[k].oldcoords=player[k].coords;
 -                                                                                              player[i].coords=player[k].coords;
 -                                                                                              player[k].targetrotation=player[i].targetrotation;
 -                                                                                              player[k].rotation=player[i].targetrotation;
 -                                                                                              player[k].victim=&player[i];
 -                                                                                              if(player[k].aitype==attacktypecutoff)player[k].stunned=.5;
 -                                                                                      }
 -                                                                                      if(player[k].targetanimation==jumpupanim&&player[i].targetanimation!=getupfrombackanim&&player[i].targetanimation!=getupfromfrontanim&&animation[player[i].targetanimation].height==middleheight&&normaldotproduct(player[k].velocity,player[i].coords-player[k].coords)<0&&((player[i].aitype==playercontrolled&&player[i].attackkeydown)||player[i].aitype!=playercontrolled)){
 -                                                                                              player[k].victim=&player[i];
 -                                                                                              player[k].targetanimation=jumpreversedanim;
 -                                                                                              player[k].currentanimation=jumpreversedanim;
 -                                                                                              player[i].currentanimation=jumpreversalanim;
 -                                                                                              player[i].targetanimation=jumpreversalanim;
 -                                                                                              player[k].targettilt2=0;
 -                                                                                              player[i].targettilt2=0;
 -                                                                                              player[k].currentframe=0;
 -                                                                                              player[k].targetframe=1;
 -                                                                                              player[i].currentframe=0;
 -                                                                                              player[i].targetframe=1;
 -                                                                                              if(player[k].coords.y<player[i].coords.y+1){
 -                                                                                                      player[k].targetanimation=rabbitkickreversedanim;
 -                                                                                                      player[k].currentanimation=rabbitkickreversedanim;
 -                                                                                                      player[i].currentanimation=rabbitkickreversalanim;
 -                                                                                                      player[i].targetanimation=rabbitkickreversalanim;
 -                                                                                                      player[k].currentframe=1;
 -                                                                                                      player[k].targetframe=2;
 -                                                                                                      player[i].currentframe=1;
 -                                                                                                      player[i].targetframe=2;
 -                                                                                              }
 -                                                                                              player[k].target=0;
 -                                                                                              player[k].velocity=0;
 -                                                                                              player[i].velocity=0;
 -                                                                                              player[i].oldcoords=player[i].coords;
 -                                                                                              player[k].coords=player[i].coords;
 -                                                                                              player[i].targetrotation=player[k].targetrotation;
 -                                                                                              player[i].rotation=player[k].targetrotation;
 -                                                                                              player[i].victim=&player[k];
 -                                                                                              if(player[i].aitype==attacktypecutoff)player[i].stunned=.5;
 -                                                                                      }
 -                                                                              }
 -                                                                      }
 -                                                              }
 -                                                      }
 -
 -                                                      for(k=0;k<numplayers;k++)
 -                                                              if(player[k].immobile&&k!=0)player[k].coords=player[k].realoldcoords;
 -
 -
 -                                                      //pile
 -                                                      if(!Input::isKeyDown(SDLK_n)){
 -                                                              texturesizetogglekeydown=0;
 -                                                      }
 -
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
 -                                                                      if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
 -                                                                              player[k].DoDamage(1000);
 -                                                                      }
 -                                                              }
 -                                                      }
 -
 -                                                      static bool respawnkeydown;
 -                                                      if(!editorenabled&&(whichlevel!=-2&&(Input::isKeyDown(SDLK_z)&&Input::isKeyDown(SDLK_LMETA)&&debugmode&&!editorenabled)||(Input::isKeyDown(jumpkey)&&!respawnkeydown&&!oldattackkey&&player[0].dead))){
 -                                                              targetlevel=whichlevel;
 -                                                              loading=1;
 -                                                              leveltime=5;
 -                                                      }
 -                                                      if(!Input::isKeyDown(jumpkey))respawnkeydown=0;
 -                                                      if(Input::isKeyDown(jumpkey))respawnkeydown=1;
 -
 -
 -
 -
 -                                                      if(whichlevel!=-2&&Input::isKeyDown(SDLK_k)&&Input::isKeyDown(SDLK_LSHIFT)&&!slomotogglekeydown&&debugmode&&!editorenabled){
 -                                                              targetlevel++;
 -                                                              if(targetlevel>numchallengelevels-1)targetlevel=0;
 -                                                              loading=1;
 -                                                              leveltime=5;
 -                                                              slomotogglekeydown=1;
 -                                                      }
 -                                                      static bool movekey;
 -                                                      static bool connected;
 -                                                      
 -              for(int i=0;i<numplayers;i++){
 -                                                              if(!player[i].skeleton.free){
 -                                                                      oldtargetrotation=player[i].targetrotation;
 -                                                                      if(i==0&&indialogue==-1){
 -                                                                              if(!animation[player[0].targetanimation].attack&&player[0].targetanimation!=staggerbackhighanim&&player[0].targetanimation!=staggerbackhardanim&&player[0].targetanimation!=crouchremoveknifeanim&&player[0].targetanimation!=removeknifeanim&&player[0].targetanimation!=backhandspringanim&&player[0].targetanimation!=dodgebackanim&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
 -                                                                                      if(!cameramode)player[0].targetrotation=-rotation+180;
 -                                                                                      if(cameramode)player[0].targetrotation=0;
 -                                                                              }
 -
 -                                                                              facing=0;
 -                                                                              facing.z=-1;
 -
 -                                                                              flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 -                                                                              if(cameramode){facing=flatfacing;}
 -                                                                              else{
 -                                                                                      facing=DoRotation(facing,-rotation2,0,0);
 -                                                                                      facing=DoRotation(facing,0,0-rotation,0);
 -                                                                              }
 -
 -                                                                              player[0].lookrotation=-rotation;
 -
 -                                                                              player[i].targetheadrotation=rotation;
 -                                                                              player[i].targetheadrotation2=rotation2;
 -                                                                      }
 -                                                                      if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
 -                                                                              if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim&&player[i].targetanimation!=walljumprightkickanim&&player[i].targetanimation!=walljumpleftkickanim){
 -                                                                                      player[i].targetrotation=-player[i].lookrotation+180;
 -                                                                              }
 -
 -                                                                              facing=0;
 -                                                                              facing.z=-1;
 -
 -                                                                              flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 -
 -                                                                              facing=DoRotation(facing,-player[i].lookrotation2,0,0);
 -                                                                              facing=DoRotation(facing,0,0-player[i].lookrotation,0);
 -
 -                                                                              player[i].targetheadrotation=player[i].lookrotation;
 -                                                                              player[i].targetheadrotation2=player[i].lookrotation2;
 -                                                                      }
 -                                                                      if(indialogue!=-1){
 -                                                                              rotatetarget=participantfacing[whichdialogue][indialogue][i];
 -                                                                              Normalise(&rotatetarget);
 -                                                                              player[i].targetheadrotation=-asin(0-rotatetarget.x);
 -                                                                              player[i].targetheadrotation*=360/6.28;
 -                                                                              if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
 -
 -                                                                              player[i].targetheadrotation*=-1;
 -                                                                              player[i].targetheadrotation+=180;
 -                                                                              player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
 -                                                                      }
 -
 -                                                                      bool pause;
 -
 -                                                                      if(leveltime<.5)
 -                                                                              numenvsounds=0;
 -
 -                                                                      player[i].avoidsomething=0;
 -
 -                                                                      for(j=0;j<objects.numobjects;j++){
 -                                                                              if(objects.onfire[j]){
 -                                                                                      if(findDistancefast(&objects.position[j],&player[i].coords)<objects.scale[j]*objects.scale[j]*200)
 -                                                                                      {
 -                                                                                              if(findDistancefast(&player[i].coords,&objects.position[j])<findDistancefast(&player[i].coords,&player[0].coords)){
 -                                                                                                      player[i].collided=0;
 -                                                                                                      player[i].avoidcollided=1;
 -                                                                                                      if(player[i].avoidsomething==0||findDistancefast(&objects.position[j],&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
 -                                                                                                              player[i].avoidwhere=objects.position[j];
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                      }
 -
 -                                                                      //Add avoidwhere to players
 -
 -                                                                      for(j=0;j<numplayers;j++){
 -                                                                              if(player[j].onfire){
 -                                                                                      if(findDistancefast(&player[j].coords,&player[i].coords)<0.3*0.3*200)
 -                                                                                      {
 -                                                                                              if(findDistancefast(&player[i].coords,&player[j].coords)<findDistancefast(&player[i].coords,&player[0].coords)){
 -                                                                                                      player[i].collided=0;
 -                                                                                                      player[i].avoidcollided=1;
 -                                                                                                      if(player[i].avoidsomething==0||findDistancefast(&player[j].coords,&player[i].coords)<findDistancefast(&player[i].coords,&player[i].avoidwhere))
 -                                                                                                              player[i].avoidwhere=objects.position[j];
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                      }
 -
 -                                                                      if(player[i].collided>.8)player[i].avoidcollided=0;
 -                                                                      if(player[i].aitype!=playercontrolled&&indialogue==-1){
 -                                                                              player[i].jumpclimb=0;
 -                                                                              //AI
 -                                                                              if(editorenabled)player[i].stunned=1;
 -
 -                                                                              player[i].pause=0;
 -                                                                              //if(findDistancefastflat(&player[i].coords,&player[0].coords)<3/*&&player[0].coords.y>player[i].coords.y+.1*/)player[i].pause=1;
 -                                                                              if(findDistancefastflat(&player[0].coords,&player[i].coords)<30&&player[0].coords.y>player[i].coords.y+2&&!player[0].onterrain)player[i].pause=1;
 -
 -                                                                              /*if(player[i].aitype==passivetype&&player[i].numwaypoints<=1){
 -                                                                              player[i].forwardkeydown=0;
 -                                                                              player[i].leftkeydown=0;
 -                                                                              player[i].backkeydown=0;
 -                                                                              player[i].rightkeydown=0;
 -                                                                              player[i].crouchkeydown=0;
 -                                                                              player[i].attackkeydown=0;
 -                                                                              player[i].jumpkeydown=0;
 -                                                                              player[i].throwkeydown=0;
 -                                                                              }*/
 -
 -                                                                              if(player[i].aitype==pathfindtype){
 -                                                                                      if(player[i].finalpathfindpoint==-1){
 -                                                                                              float closestdistance;
 -                                                                                              float tempdist;
 -                                                                                              int closest;
 -                                                                                              XYZ colpoint;
 -                                                                                              closest=-1;
 -                                                                                              closestdistance=-1;
 -                                                                                              for(j=0;j<numpathpoints;j++){
 -                                                                                                      if(closest==-1||findDistancefast(&player[i].finalfinaltarget,&pathpoint[j])<closestdistance){
 -                                                                                                              closestdistance=findDistancefast(&player[i].finalfinaltarget,&pathpoint[j]);
 -                                                                                                              closest=j;
 -                                                                                                              player[i].finaltarget=pathpoint[j];
 -                                                                                                      }
 -                                                                                              }
 -                                                                                              player[i].finalpathfindpoint=closest;
 -                                                                                              for(j=0;j<numpathpoints;j++){
 -                                                                                                      if(numpathpointconnect[j])
 -                                                                                                              for(k=0;k<numpathpointconnect[j];k++){
 -                                                                                                                      DistancePointLine(&player[i].finalfinaltarget, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
 -                                                                                                                      if(tempdist*tempdist<closestdistance){
 -                                                                                                                              if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
 -                                                                                                                                      closestdistance=tempdist*tempdist;
 -                                                                                                                                      closest=j;
 -                                                                                                                                      player[i].finaltarget=colpoint;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                              }
 -                                                                                              player[i].finalpathfindpoint=closest;
 -
 -                                                                                      }
 -                                                                                      if(player[i].targetpathfindpoint==-1){
 -                                                                                              float closestdistance;
 -                                                                                              float tempdist;
 -                                                                                              int closest;
 -                                                                                              XYZ colpoint;
 -                                                                                              closest=-1;
 -                                                                                              closestdistance=-1;
 -                                                                                              if(player[i].lastpathfindpoint==-1){
 -                                                                                                      for(j=0;j<numpathpoints;j++){
 -                                                                                                              if(j!=player[i].lastpathfindpoint)
 -                                                                                                                      if(closest==-1||(findDistancefast(&player[i].coords,&pathpoint[j])<closestdistance/*&&findDistancefast(&player[i].finaltarget,&pathpoint[j])<findDistancefast(&player[i].finaltarget,&player[i].coords)*/)){
 -                                                                                                                              closestdistance=findDistancefast(&player[i].coords,&pathpoint[j]);
 -                                                                                                                              closest=j;
 -                                                                                                                      }
 -                                                                                                      }
 -                                                                                                      player[i].targetpathfindpoint=closest;
 -                                                                                                      for(j=0;j<numpathpoints;j++){
 -                                                                                                              if(j!=player[i].lastpathfindpoint)
 -                                                                                                                      if(numpathpointconnect[j])
 -                                                                                                                              for(k=0;k<numpathpointconnect[j];k++){
 -                                                                                                                                      DistancePointLine(&player[i].coords, &pathpoint[j], &pathpoint[pathpointconnect[j][k]], &tempdist,&colpoint );
 -                                                                                                                                      if(tempdist*tempdist<closestdistance){
 -                                                                                                                                              if(findDistance(&colpoint,&pathpoint[j])+findDistance(&colpoint,&pathpoint[pathpointconnect[j][k]])<findDistance(&pathpoint[j],&pathpoint[pathpointconnect[j][k]])+.1){
 -                                                                                                                                                      //if(findDistancefast(&player[i].finaltarget,&colpoint)<findDistancefast(&player[i].finaltarget,&player[i].coords)){
 -                                                                                                                                                      closestdistance=tempdist*tempdist;
 -                                                                                                                                                      closest=j;
 -                                                                                                                                                      //}
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                      }
 -                                                                                                      player[i].targetpathfindpoint=closest;
 -                                                                                              }
 -                                                                                              else
 -                                                                                              {
 -                                                                                                      for(j=0;j<numpathpoints;j++){
 -                                                                                                              if(j!=player[i].lastpathfindpoint&&j!=player[i].lastpathfindpoint2&&j!=player[i].lastpathfindpoint3&&j!=player[i].lastpathfindpoint4)
 -                                                                                                              {
 -                                                                                                                      connected=0;
 -                                                                                                                      if(numpathpointconnect[j])
 -                                                                                                                              for(k=0;k<numpathpointconnect[j];k++){
 -                                                                                                                                      if(pathpointconnect[j][k]==player[i].lastpathfindpoint)connected=1;
 -                                                                                                                              }
 -                                                                                                                              if(!connected)
 -                                                                                                                                      if(numpathpointconnect[player[i].lastpathfindpoint])
 -                                                                                                                                              for(k=0;k<numpathpointconnect[player[i].lastpathfindpoint];k++){
 -                                                                                                                                                      if(pathpointconnect[player[i].lastpathfindpoint][k]==j)connected=1;
 -                                                                                                                                              }
 -                                                                                                                                              if(connected){
 -                                                                                                                                                      tempdist=findPathDist(j,player[i].finalpathfindpoint);
 -                                                                                                                                                      if(closest==-1||tempdist<closestdistance){
 -                                                                                                                                                              closestdistance=tempdist;
 -                                                                                                                                                              closest=j;
 -                                                                                                                                                      }
 -                                                                                                                                              }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      player[i].targetpathfindpoint=closest;
 -                                                                                              }
 -                                                                                      }
 -                                                                                      player[i].losupdatedelay-=multiplier;
 -
 -                                                                                      rotatetarget=pathpoint[player[i].targetpathfindpoint]-player[i].coords;
 -                                                                                      Normalise(&rotatetarget);
 -                                                                                      player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                      player[i].targetrotation*=360/6.28;
 -                                                                                      if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                      player[i].lookrotation=player[i].targetrotation;
 -                                                                                      //player[i].aiupdatedelay=.05;
 -
 -                                                                                      if(findDistancefastflat(&player[i].coords,&pathpoint[player[i].targetpathfindpoint])<.6){
 -                                                                                              player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
 -                                                                                              player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
 -                                                                                              player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
 -                                                                                              player[i].lastpathfindpoint=player[i].targetpathfindpoint;
 -                                                                                              if(player[i].lastpathfindpoint2==-1)player[i].lastpathfindpoint2=player[i].lastpathfindpoint;
 -                                                                                              if(player[i].lastpathfindpoint3==-1)player[i].lastpathfindpoint3=player[i].lastpathfindpoint2;
 -                                                                                              if(player[i].lastpathfindpoint4==-1)player[i].lastpathfindpoint4=player[i].lastpathfindpoint3;
 -                                                                                              player[i].targetpathfindpoint=-1;
 -                                                                                      }
 -                                                                                      if(findDistancefastflat(&player[i].coords,&player[i].finalfinaltarget)<findDistancefastflat(&player[i].coords,&player[i].finaltarget)||findDistancefastflat(&player[i].coords,&player[i].finaltarget)<.6*(player[i].scale*5)*(player[i].scale*5)||player[i].lastpathfindpoint==player[i].finalpathfindpoint){
 -                                                                                              player[i].aitype=passivetype;
 -                                                                                      }
 -
 -                                                                                      player[i].forwardkeydown=1;
 -                                                                                      player[i].leftkeydown=0;
 -                                                                                      player[i].backkeydown=0;
 -                                                                                      player[i].rightkeydown=0;
 -                                                                                      player[i].crouchkeydown=0;
 -                                                                                      player[i].attackkeydown=0;
 -                                                                                      player[i].throwkeydown=0;
 -
 -                                                                                      if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -
 -                                                                                      if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
 -                                                                                      if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
 -
 -                                                                                      if((tutoriallevel!=1||cananger)&&hostile&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
 -                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled&&(player[0].coords.y<player[i].coords.y+5||player[0].onterrain))
 -                                                                                                      player[i].aitype=attacktypecutoff;
 -                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
 -                                                                                                      player[i].aitype=attacktypecutoff;
 -
 -                                                                                              if(player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
 -                                                                                                      player[i].losupdatedelay=.2;
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
 -                                                                                                                      if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
 -                                                                                                                              if(findDistancefast(&player[i].coords,&player[j].coords)<400)
 -                                                                                                                                      if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
 -                                                                                                                                              if(player[j].coords.y<player[i].coords.y+5||player[j].onterrain)
 -                                                                                                                                                      if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
 -                                                                                                                                                              player[i].aitype=searchtype;
 -                                                                                                                                                              player[i].lastchecktime=12;
 -                                                                                                                                                              player[i].lastseen=player[j].coords;
 -                                                                                                                                                              player[i].lastseentime=12;
 -                                                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].aitype==attacktypecutoff&&musictype!=2){
 -                                                                                              if(player[i].creature!=wolftype){
 -                                                                                                      player[i].stunned=.6;
 -                                                                                                      player[i].surprised=.6;
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -
 -                                                                              if(player[i].aitype!=passivetype&&leveltime>.5){
 -                                                                                      player[i].howactive=typeactive;
 -                                                                              }
 -
 -                                                                              if(player[i].aitype==passivetype){
 -                                                                                      player[i].aiupdatedelay-=multiplier;
 -                                                                                      player[i].losupdatedelay-=multiplier;
 -                                                                                      player[i].lastseentime+=multiplier;
 -                                                                                      player[i].pausetime-=multiplier;
 -                                                                                      if(player[i].lastseentime>1)player[i].lastseentime=1;
 -
 -                                                                                      if(player[i].aiupdatedelay<0){
 -                                                                                              if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0){
 -                                                                                                      rotatetarget=player[i].waypoints[player[i].waypoint]-player[i].coords;
 -                                                                                                      Normalise(&rotatetarget);
 -                                                                                                      player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                      player[i].targetrotation*=360/6.28;
 -                                                                                                      if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                      player[i].lookrotation=player[i].targetrotation;
 -                                                                                                      player[i].aiupdatedelay=.05;
 -
 -                                                                                                      if(findDistancefastflat(&player[i].coords,&player[i].waypoints[player[i].waypoint])<1){
 -                                                                                                              if(player[i].waypointtype[player[i].waypoint]==wppause)player[i].pausetime=4;
 -                                                                                                              player[i].waypoint++;
 -                                                                                                              if(player[i].waypoint>player[i].numwaypoints-1)player[i].waypoint=0;
 -
 -                                                                                                      }
 -                                                                                              }
 -
 -                                                                                              if(player[i].numwaypoints>1&&player[i].howactive==typeactive&&player[i].pausetime<=0)player[i].forwardkeydown=1;
 -                                                                                              else player[i].forwardkeydown=0;
 -                                                                                              player[i].leftkeydown=0;
 -                                                                                              player[i].backkeydown=0;
 -                                                                                              player[i].rightkeydown=0;
 -                                                                                              player[i].crouchkeydown=0;
 -                                                                                              player[i].attackkeydown=0;
 -                                                                                              player[i].throwkeydown=0;
 -
 -                                                                                              if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 -                                                                                                      if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -                                                                                                      else{
 -                                                                                                              XYZ leftpos,rightpos;
 -                                                                                                              float leftdist,rightdist;
 -                                                                                                              leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 -                                                                                                              rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 -                                                                                                              leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 -                                                                                                              rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 -                                                                                                              if(leftdist<rightdist)player[i].targetrotation+=90;
 -                                                                                                              else player[i].targetrotation-=90;
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
 -                                                                                      if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
 -
 -
 -                                                                                      if(!editorenabled){
 -                                                                                              if(player[i].howactive<typesleeping)
 -                                                                                                      if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
 -                                                                                                              for(j=0;j<numenvsounds;j++){
 -                                                                                                                      if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
 -                                                                                                                              player[i].aitype=attacktypecutoff;
 -                                                                                                                      }
 -                                                                                                              }
 -
 -                                                                                                              if(player[i].howactive==typesleeping)
 -                                                                                                                      if(numenvsounds>0&&(tutoriallevel!=1||cananger)&&hostile)
 -                                                                                                                              for(j=0;j<numenvsounds;j++){
 -                                                                                                                                      if(envsoundvol[j]>14)
 -                                                                                                                                              if(findDistancefast(&player[i].coords,&envsound[j])<2*((envsoundvol[j]-14)+(envsoundvol[j]-14)*(player[i].creature==rabbittype)*3)){
 -                                                                                                                                                      player[i].aitype=attacktypecutoff;
 -                                                                                                                                              }
 -                                                                                                                              }
 -
 -                                                                                                                              if(player[i].aitype!=passivetype){
 -                                                                                                                                      if(player[i].howactive==typesleeping){
 -                                                                                                                                              player[i].targetanimation=getupfromfrontanim;
 -                                                                                                                                              player[i].targetframe=0;
 -                                                                                                                                              player[i].target=0;
 -                                                                                                                                      }
 -
 -                                                                                                                                      player[i].howactive=typeactive;
 -                                                                                                                              }
 -                                                                                      }
 -
 -                                                                                      if(player[i].howactive<typesleeping&&((tutoriallevel!=1||cananger)&&hostile)&&!player[0].dead&&findDistancefast(&player[i].coords,&player[0].coords)<400&&player[i].occluded<25){
 -                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)<12&&animation[player[0].targetanimation].height!=lowheight&&!editorenabled)
 -                                                                                                      player[i].aitype=attacktypecutoff;
 -                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)<30&&animation[player[0].targetanimation].height==highheight&&!editorenabled)
 -                                                                                                      player[i].aitype=attacktypecutoff;
 -
 -                                                                                              if(player[i].creature==wolftype){
 -                                                                                                      XYZ windsmell;
 -                                                                                                      float smelldistance;
 -                                                                                                      smelldistance=50;
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(j==0||(player[j].dead&&player[j].bloodloss>0)){
 -                                                                                                                      if(j==0&&player[j].num_weapons>0){
 -                                                                                                                              if(weapons.bloody[player[j].weaponids[0]])smelldistance=100;
 -                                                                                                                              if(player[j].num_weapons==2)
 -                                                                                                                                      if(weapons.bloody[player[j].weaponids[1]])smelldistance=100;
 -                                                                                                                      }
 -                                                                                                                      if(j!=0){
 -                                                                                                                              smelldistance=100;
 -                                                                                                                      }
 -                                                                                                                      windsmell=windvector;
 -                                                                                                                      Normalise(&windsmell);
 -                                                                                                                      windsmell=windsmell*2+player[j].coords;
 -                                                                                                                      if(findDistancefast(&player[i].coords,&windsmell)<smelldistance&&!editorenabled)
 -                                                                                                                              player[i].aitype=attacktypecutoff;
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -
 -                                                                                              if(player[i].howactive<typesleeping&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2){
 -                                                                                                      player[i].losupdatedelay=.2;
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(j==0||player[j].skeleton.free||player[j].aitype!=passivetype){
 -                                                                                                                      if(abs(Random()%2)||animation[player[j].targetanimation].height!=lowheight||j!=0)
 -                                                                                                                              if(findDistancefast(&player[i].coords,&player[j].coords)<400)
 -                                                                                                                                      if(normaldotproduct(player[i].facing,player[j].coords-player[i].coords)>0)
 -                                                                                                                                              if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords)&&!player[j].isWallJump())||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
 -                                                                                                                                                      player[i].lastseentime-=.2;
 -                                                                                                                                                      if(j==0&&animation[player[j].targetanimation].height==lowheight)player[i].lastseentime-=.4;
 -                                                                                                                                                      else player[i].lastseentime-=.6;
 -                                                                                                                                              }
 -                                                                                                                                              if(player[i].lastseentime<=0){
 -                                                                                                                                                      player[i].aitype=searchtype;
 -                                                                                                                                                      player[i].lastchecktime=12;
 -                                                                                                                                                      player[i].lastseen=player[j].coords;
 -                                                                                                                                                      player[i].lastseentime=12;
 -                                                                                                                                              }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].aitype==attacktypecutoff&&musictype!=2){
 -                                                                                              if(player[i].creature!=wolftype){
 -                                                                                                      player[i].stunned=.6;
 -                                                                                                      player[i].surprised=.6;
 -                                                                                              }
 -                                                                                              if(player[i].creature==wolftype){
 -                                                                                                      player[i].stunned=.47;
 -                                                                                                      player[i].surprised=.47;
 -                                                                                              }
 -                                                                                              numseen++;
 -                                                                                      }
 -                                                                              }
 -
 -                                                                              if(player[i].aitype==searchtype){
 -                                                                                      player[i].aiupdatedelay-=multiplier;
 -                                                                                      player[i].losupdatedelay-=multiplier;
 -                                                                                      if(!player[i].pause)player[i].lastseentime-=multiplier;
 -                                                                                      player[i].lastchecktime-=multiplier;
 -
 -                                                                                      if(player[i].isRun()&&!player[i].onground){
 -                                                                                              if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
 -                                                                                                      test2=player[i].coords+player[i].facing;
 -                                                                                                      test2.y+=5;
 -                                                                                                      test=player[i].coords+player[i].facing;
 -                                                                                                      test.y-=10;
 -                                                                                                      j=checkcollide(test2,test,player[i].laststanding);
 -                                                                                                      if(j==-1)j=checkcollide(test2,test);
 -                                                                                                      if(j==-1){
 -                                                                                                              player[i].velocity=0;
 -                                                                                                              player[i].targetanimation=player[i].getStop();
 -                                                                                                              player[i].targetframe=0;
 -                                                                                                              player[i].target=0;
 -                                                                                                              player[i].targetrotation+=180;
 -                                                                                                              player[i].stunned=.5;
 -                                                                                                              //player[i].aitype=passivetype;
 -                                                                                                              player[i].aitype=pathfindtype;
 -                                                                                                              player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 -                                                                                                              player[i].finalpathfindpoint=-1;
 -                                                                                                              player[i].targetpathfindpoint=-1;
 -                                                                                                              player[i].lastpathfindpoint=-1;
 -                                                                                                              player[i].lastpathfindpoint2=-1;
 -                                                                                                              player[i].lastpathfindpoint3=-1;
 -                                                                                                              player[i].lastpathfindpoint4=-1;
 -                                                                                                      }
 -                                                                                                      else player[i].laststanding=j;
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].aiupdatedelay<0){
 -                                                                                              rotatetarget=player[i].lastseen-player[i].coords;
 -                                                                                              Normalise(&rotatetarget);
 -                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                              player[i].lookrotation=player[i].targetrotation;
 -                                                                                              player[i].aiupdatedelay=.05;
 -                                                                                              player[i].forwardkeydown=1;
 -
 -                                                                                              if(findDistancefastflat(&player[i].coords,&player[i].lastseen)<1*(player[i].scale*5)*(player[i].scale*5)||player[i].lastchecktime<0){
 -                                                                                                      player[i].forwardkeydown=0;
 -                                                                                                      player[i].aiupdatedelay=1;
 -                                                                                                      player[i].lastseen.x+=(float(Random()%100)-50)/25;
 -                                                                                                      player[i].lastseen.z+=(float(Random()%100)-50)/25;
 -                                                                                                      player[i].lastchecktime=3;
 -                                                                                              }
 -
 -                                                                                              player[i].leftkeydown=0;
 -                                                                                              player[i].backkeydown=0;
 -                                                                                              player[i].rightkeydown=0;
 -                                                                                              player[i].crouchkeydown=0;
 -                                                                                              player[i].attackkeydown=0;
 -                                                                                              player[i].throwkeydown=0;
 -
 -                                                                                              if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 -                                                                                                      if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -                                                                                                      else{
 -                                                                                                              XYZ leftpos,rightpos;
 -                                                                                                              float leftdist,rightdist;
 -                                                                                                              leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 -                                                                                                              rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 -                                                                                                              leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 -                                                                                                              rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 -                                                                                                              if(leftdist<rightdist)player[i].targetrotation+=90;
 -                                                                                                              else player[i].targetrotation-=90;
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
 -                                                                                      if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
 -
 -                                                                                      if(numenvsounds>0&&((tutoriallevel!=1||cananger)&&hostile))
 -                                                                                              for(j=0;j<numenvsounds;j++){
 -                                                                                                      if(findDistancefast(&player[i].coords,&envsound[j])<2*(envsoundvol[j]+envsoundvol[j]*(player[i].creature==rabbittype)*3)){
 -                                                                                                              player[i].aitype=attacktypecutoff;
 -                                                                                                      }
 -                                                                                              }
 -
 -                                                                                              if(!player[0].dead&&player[i].losupdatedelay<0&&!editorenabled&&player[i].occluded<2&&((tutoriallevel!=1||cananger)&&hostile)){
 -                                                                                                      player[i].losupdatedelay=.2;
 -                                                                                                      if(findDistancefast(&player[i].coords,&player[0].coords)<4&&animation[player[i].targetanimation].height!=lowheight)
 -                                                                                                      {player[i].aitype=attacktypecutoff;
 -                                                                                                      player[i].lastseentime=1;}
 -                                                                                                      if(abs(Random()%2)||animation[player[i].targetanimation].height!=lowheight)
 -                                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)<400)
 -                                                                                                                      if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
 -                                                                                                                              if((-1==checkcollide(DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords,DoRotation(player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position,0,player[0].rotation,0)*player[0].scale+player[0].coords))||(player[j].targetanimation==hanganim&&normaldotproduct(player[j].facing,player[i].coords-player[j].coords)<0)){
 -                                                                                                                                      player[i].aitype=attacktypecutoff;
 -                                                                                                                                      player[i].lastseentime=1;
 -                                                                                                                              }
 -                                                                                              }
 -                                                                                              if(player[i].lastseentime<0){
 -                                                                                                      //player[i].aitype=passivetype;
 -                                                                                                      numescaped++;
 -                                                                                                      player[i].aitype=pathfindtype;
 -                                                                                                      player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 -                                                                                                      player[i].finalpathfindpoint=-1;
 -                                                                                                      player[i].targetpathfindpoint=-1;
 -                                                                                                      player[i].lastpathfindpoint=-1;
 -                                                                                                      player[i].lastpathfindpoint2=-1;
 -                                                                                                      player[i].lastpathfindpoint3=-1;
 -                                                                                                      player[i].lastpathfindpoint4=-1;
 -                                                                                              }
 -                                                                              }
 -
 -                                                                              if(player[i].aitype!=gethelptype){
 -                                                                                      player[i].runninghowlong=0;
 -                                                                              }
 -
 -                                                                              if(player[i].aitype==gethelptype){
 -                                                                                      player[i].runninghowlong+=multiplier;
 -                                                                                      player[i].aiupdatedelay-=multiplier;
 -
 -                                                                                      if(player[i].aiupdatedelay<0||player[i].ally==0){
 -                                                                                              player[i].aiupdatedelay=.2;
 -
 -                                                                                              int closest;
 -                                                                                              float closestdist;
 -                                                                                              closest=-1;
 -                                                                                              closestdist=-1;
 -                                                                                              float distance;
 -
 -                                                                                              if(!player[i].ally){
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(j!=i&&j!=0&&!player[j].dead&&player[j].howactive<typedead1&&!player[j].skeleton.free&&player[j].aitype==passivetype){
 -                                                                                                                      distance=findDistancefast(&player[i].coords,&player[j].coords);
 -                                                                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                                                                              closestdist=distance;
 -                                                                                                                              closest=j;
 -                                                                                                                      }
 -                                                                                                                      closest=j;
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      if(closest!=-1)player[i].ally=closest;
 -                                                                                                      else player[i].ally=0;
 -                                                                                                      player[i].lastseen=player[0].coords;
 -                                                                                                      player[i].lastseentime=12;
 -                                                                                              }
 -
 -
 -                                                                                              player[i].lastchecktime=12;
 -                                                                                              //player[i].lastseentime-=.5;
 -
 -                                                                                              facing=player[i].coords;
 -                                                                                              flatfacing=player[player[i].ally].coords;
 -                                                                                              facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
 -                                                                                              flatfacing.y+=player[player[i].ally].skeleton.joints[player[player[i].ally].skeleton.jointlabels[head]].position.y*player[player[i].ally].scale;
 -                                                                                              if(-1!=checkcollide(facing,flatfacing))
 -                                                                                                      player[i].lastseentime-=.1;
 -
 -                                                                                              if(player[i].ally<=0||player[player[i].ally].skeleton.free||player[player[i].ally].aitype!=passivetype||player[i].lastseentime<=0){
 -                                                                                                      player[i].aitype=searchtype;
 -                                                                                                      player[i].lastseentime=12;
 -                                                                                              }
 -
 -                                                                                              if(player[i].ally>0){
 -                                                                                                      rotatetarget=player[player[i].ally].coords-player[i].coords;
 -                                                                                                      Normalise(&rotatetarget);
 -                                                                                                      player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                      player[i].targetrotation*=360/6.28;
 -                                                                                                      if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                      player[i].lookrotation=player[i].targetrotation;
 -                                                                                                      player[i].aiupdatedelay=.05;
 -                                                                                                      player[i].forwardkeydown=1;
 -
 -                                                                                                      if(findDistancefastflat(&player[i].coords,&player[player[i].ally].coords)<3){
 -                                                                                                              player[i].aitype=searchtype;
 -                                                                                                              player[i].lastseentime=12;
 -                                                                                                              player[player[i].ally].aitype=searchtype;
 -                                                                                                              if(player[player[i].ally].lastseentime<player[i].lastseentime){
 -                                                                                                                      player[player[i].ally].lastseen=player[i].lastseen;
 -                                                                                                                      player[player[i].ally].lastseentime=player[i].lastseentime;
 -                                                                                                                      player[player[i].ally].lastchecktime=player[i].lastchecktime;
 -                                                                                                              }
 -                                                                                                      }
 -
 -                                                                                                      if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 -                                                                                                              if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -                                                                                                              else{
 -                                                                                                                      XYZ leftpos,rightpos;
 -                                                                                                                      float leftdist,rightdist;
 -                                                                                                                      leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 -                                                                                                                      rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 -                                                                                                                      leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 -                                                                                                                      rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 -                                                                                                                      if(leftdist<rightdist)player[i].targetrotation+=90;
 -                                                                                                                      else player[i].targetrotation-=90;
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                              }
 -
 -                                                                                              player[i].leftkeydown=0;
 -                                                                                              player[i].backkeydown=0;
 -                                                                                              player[i].rightkeydown=0;
 -                                                                                              player[i].crouchkeydown=0;
 -                                                                                              player[i].attackkeydown=0;
 -                                                                                      }
 -                                                                                      if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
 -                                                                                      if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
 -                                                                              }
 -
 -                                                                              if(player[i].aitype==getweapontype){
 -                                                                                      player[i].aiupdatedelay-=multiplier;
 -                                                                                      player[i].lastchecktime-=multiplier;
 -
 -                                                                                      if(player[i].aiupdatedelay<0){
 -                                                                                              player[i].aiupdatedelay=.2;
 -
 -                                                                                              int closest;
 -                                                                                              float closestdist;
 -                                                                                              closest=-1;
 -                                                                                              closestdist=-1;
 -                                                                                              float distance;
 -
 -                                                                                              if(player[i].ally<0){
 -                                                                                                      for(j=0;j<weapons.numweapons;j++){
 -                                                                                                              if(weapons.owner[j]==-1){
 -                                                                                                                      distance=findDistancefast(&player[i].coords,&weapons.position[j]);
 -                                                                                                                      if(closestdist==-1||distance<closestdist){
 -                                                                                                                              closestdist=distance;
 -                                                                                                                              closest=j;
 -                                                                                                                      }
 -                                                                                                                      closest=j;
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      if(closest!=-1)player[i].ally=closest;
 -                                                                                                      else player[i].ally=-1;
 -                                                                                              }
 -
 -                                                                                              player[i].lastseentime=12;
 -
 -                                                                                              if(!player[0].dead&&((tutoriallevel!=1||cananger)&&hostile))
 -                                                                                                      if(player[i].ally<0||player[i].weaponactive!=-1||player[i].lastchecktime<=0){
 -                                                                                                              player[i].aitype=attacktypecutoff;
 -                                                                                                              player[i].lastseentime=1;
 -                                                                                                      }
 -                                                                                                      if(!player[0].dead)
 -                                                                                                              if(player[i].ally>=0){
 -                                                                                                                      if(weapons.owner[player[i].ally]!=-1||findDistancefast(&player[i].coords,&weapons.position[player[i].ally])>16){
 -                                                                                                                              player[i].aitype=attacktypecutoff;
 -                                                                                                                              player[i].lastseentime=1;
 -                                                                                                                      }
 -                                                                                                                      rotatetarget=weapons.position[player[i].ally]-player[i].coords;
 -                                                                                                                      Normalise(&rotatetarget);
 -                                                                                                                      player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                      player[i].targetrotation*=360/6.28;
 -                                                                                                                      if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                                      player[i].lookrotation=player[i].targetrotation;
 -                                                                                                                      player[i].aiupdatedelay=.05;
 -                                                                                                                      player[i].forwardkeydown=1;
 -
 -
 -                                                                                                                      if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8){
 -                                                                                                                              if(!player[i].avoidsomething)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -                                                                                                                              else{
 -                                                                                                                                      XYZ leftpos,rightpos;
 -                                                                                                                                      float leftdist,rightdist;
 -                                                                                                                                      leftpos = player[i].coords+DoRotation(player[i].facing,0,90,0);
 -                                                                                                                                      rightpos = player[i].coords-DoRotation(player[i].facing,0,90,0);
 -                                                                                                                                      leftdist = findDistancefast(&leftpos, &player[i].avoidwhere);
 -                                                                                                                                      rightdist = findDistancefast(&rightpos, &player[i].avoidwhere);
 -                                                                                                                                      if(leftdist<rightdist)player[i].targetrotation+=90;
 -                                                                                                                                      else player[i].targetrotation-=90;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -
 -                                                                                                              player[i].leftkeydown=0;
 -                                                                                                              player[i].backkeydown=0;
 -                                                                                                              player[i].rightkeydown=0;
 -                                                                                                              player[i].attackkeydown=0;
 -                                                                                                              player[i].throwkeydown=1;
 -                                                                                                              player[i].crouchkeydown=0;
 -                                                                                                              if(player[i].targetanimation!=crouchremoveknifeanim&&player[i].targetanimation!=removeknifeanim)player[i].throwtogglekeydown=0;
 -                                                                                                              player[i].drawkeydown=0;
 -                                                                                      }
 -                                                                                      if(player[i].collided<1||player[i].targetanimation!=jumpupanim)player[i].jumpkeydown=0;
 -                                                                                      if((player[i].collided>.8&&player[i].jumppower>=5))player[i].jumpkeydown=1;
 -                                                                              }
 -
 -                                                                              if(player[i].aitype==attacktypecutoff){
 -                                                                                      player[i].aiupdatedelay-=multiplier;
 -                                                                                      if(player[i].damage<player[i].damagetolerance*2/3)
 -                                                                                              if((player[0].targetanimation==rabbitkickanim||player[0].targetanimation==knifethrowanim||(player[0].isFlip()&&normaldotproduct(player[0].facing,player[0].coords-player[i].coords)<0))&&!player[0].skeleton.free&&(player[i].aiupdatedelay<.1)){
 -                                                                                                      player[i].attackkeydown=0;
 -                                                                                                      if(player[i].isIdle())player[i].crouchkeydown=1;
 -                                                                                                      if(player[0].targetanimation!=rabbitkickanim&&player[0].weaponactive!=-1){
 -                                                                                                              if(weapons.type[player[0].weaponids[0]]==knife){
 -                                                                                                                      if(player[i].isIdle()||player[i].isCrouch()||player[i].isRun()||player[i].isFlip()){
 -                                                                                                                              if(abs(Random()%2==0))player[i].targetanimation=backhandspringanim;
 -                                                                                                                              else player[i].targetanimation=rollanim;
 -                                                                                                                              player[i].target=0;
 -                                                                                                                              player[i].targetframe=0;
 -                                                                                                                              player[i].targetrotation+=90*(abs(Random()%2)*2-1);
 -                                                                                                                              player[i].wentforweapon=0;
 -                                                                                                                      }
 -                                                                                                                      if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim){
 -                                                                                                                              player[i].targetanimation=flipanim;
 -                                                                                                                              player[i].target=0;
 -                                                                                                                              player[i].targetframe=0;
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      player[i].forwardkeydown=0;
 -                                                                                                      player[i].aiupdatedelay=.02;
 -                                                                                              }
 -                                                                                              if(player[0].isFlip()&&!player[0].skeleton.free&&player[0].targetanimation!=walljumprightkickanim&&player[0].targetanimation!=walljumpleftkickanim){
 -                                                                                                      if(findDistancefast(&player[0].coords,&player[i].coords)<25)
 -                                                                                                              if((1-player[i].damage/player[i].damagetolerance)>.5)player[i].stunned=1;
 -                                                                                              }
 -                                                                                              if(player[i].wentforweapon<3)
 -                                                                                                      for(j=0;j<weapons.numweapons;j++){
 -                                                                                                              if(player[i].creature!=wolftype)
 -                                                                                                                      if(player[i].num_weapons==0&&weapons.owner[j]==-1&&weapons.velocity[i].x==0&&weapons.velocity[i].z==0&&weapons.velocity[i].y==0){
 -                                                                                                                              if(findDistancefast(&player[i].coords,&weapons.position[j])<16){
 -                                                                                                                                      player[i].wentforweapon++;
 -                                                                                                                                      player[i].lastchecktime=6;
 -                                                                                                                                      player[i].aitype=getweapontype;
 -                                                                                                                                      player[i].ally=-1;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                      }
 -                                                                                                      if(player[i].damage<player[i].damagetolerance/2)
 -                                                                                                              if(animation[player[i].targetanimation].height!=highheight)
 -                                                                                                                      if(player[i].damage<player[i].damagetolerance*.5&&((player[0].targetanimation==walljumprightkickanim||player[0].targetanimation==walljumpleftkickanim)&&((player[i].aiupdatedelay<.15&&difficulty==2)||(player[i].aiupdatedelay<.08&&difficulty!=2)))){
 -                                                                                                                              player[i].crouchkeydown=1;
 -                                                                                                                      }
 -                                                                                                                      if(player[i].isRun()&&!player[i].onground){
 -                                                                                                                              if(player[i].coords.y>terrain.getHeight(player[i].coords.x,player[i].coords.z)+10){
 -                                                                                                                                      test2=player[i].coords+player[i].facing;
 -                                                                                                                                      test2.y+=5;
 -                                                                                                                                      test=player[i].coords+player[i].facing;
 -                                                                                                                                      test.y-=10;
 -                                                                                                                                      j=checkcollide(test2,test,player[i].laststanding);
 -                                                                                                                                      if(j==-1)j=checkcollide(test2,test);
 -                                                                                                                                      if(j==-1){
 -                                                                                                                                              player[i].velocity=0;
 -                                                                                                                                              player[i].targetanimation=player[i].getStop();
 -                                                                                                                                              player[i].targetframe=0;
 -                                                                                                                                              player[i].target=0;
 -                                                                                                                                              player[i].targetrotation+=180;
 -                                                                                                                                              player[i].stunned=.5;
 -                                                                                                                                              //player[i].aitype=passivetype;
 -                                                                                                                                              player[i].aitype=pathfindtype;
 -                                                                                                                                              player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 -                                                                                                                                              player[i].finalpathfindpoint=-1;
 -                                                                                                                                              player[i].targetpathfindpoint=-1;
 -                                                                                                                                              player[i].lastpathfindpoint=-1;
 -                                                                                                                                              player[i].lastpathfindpoint2=-1;
 -                                                                                                                                              player[i].lastpathfindpoint3=-1;
 -                                                                                                                                              player[i].lastpathfindpoint4=-1;
 -                                                                                                                                      }
 -                                                                                                                                      else player[i].laststanding=j;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                                      if(player[0].coords.y>player[i].coords.y+5&&animation[player[0].targetanimation].height!=highheight&&!player[0].onterrain){
 -                                                                                                                              player[i].aitype=pathfindtype;
 -                                                                                                                              player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 -                                                                                                                              player[i].finalpathfindpoint=-1;
 -                                                                                                                              player[i].targetpathfindpoint=-1;
 -                                                                                                                              player[i].lastpathfindpoint=-1;
 -                                                                                                                              player[i].lastpathfindpoint2=-1;
 -                                                                                                                              player[i].lastpathfindpoint3=-1;
 -                                                                                                                              player[i].lastpathfindpoint4=-1;
 -                                                                                                                      }
 -                                                                                                                      if(player[i].aiupdatedelay<0&&!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
 -                                                                                                                              if(player[i].weaponactive==-1&&player[i].num_weapons>0)player[i].drawkeydown=Random()%2;
 -                                                                                                                              else player[i].drawkeydown=0;
 -                                                                                                                              player[i].rabbitkickenabled=Random()%2;
 -                                                                                                                              rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity;
 -                                                                                                                              if(findDistancefast(&player[player[i].aitarget].coords,&player[i].coords)<findDistancefast(&rotatetarget,&player[i].coords))
 -                                                                                                                                      rotatetarget=player[player[i].aitarget].coords+player[player[i].aitarget].velocity*findDistance(&player[player[i].aitarget].coords,&player[i].coords)/findLength(&player[i].velocity)-player[i].coords;
 -                                                                                                                              else rotatetarget=player[player[i].aitarget].coords-player[i].coords;
 -                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                                              player[i].lookrotation=player[i].targetrotation;
 -                                                                                                                              player[i].aiupdatedelay=.2+abs((float)(Random()%100)/1000);
 -
 -                                                                                                                              oldkey=player[i].forwardkeydown;
 -                                                                                                                              if(findDistancefast(&player[i].coords,&player[0].coords)>5&&(player[0].weaponactive==-1||player[i].weaponactive!=-1))player[i].forwardkeydown=1;
 -                                                                                                                              else if((findDistancefast(&player[i].coords,&player[0].coords)>16||findDistancefast(&player[i].coords,&player[0].coords)<9)&&player[0].weaponactive!=-1)player[i].forwardkeydown=1;
 -                                                                                                                              else if(Random()%6==0||(player[i].creature==wolftype&&Random()%3==0))player[i].forwardkeydown=1;
 -                                                                                                                              else player[i].forwardkeydown=0;
 -                                                                                                                              if(player[0].dead){
 -                                                                                                                                      player[i].forwardkeydown=0;
 -                                                                                                                                      if(Random()%10==0)player[i].forwardkeydown=1;
 -                                                                                                                                      if(Random()%100==0){
 -                                                                                                                                              player[i].aitype=pathfindtype;
 -                                                                                                                                              player[i].finalfinaltarget=player[i].waypoints[player[i].waypoint];
 -                                                                                                                                              player[i].finalpathfindpoint=-1;
 -                                                                                                                                              player[i].targetpathfindpoint=-1;
 -                                                                                                                                              player[i].lastpathfindpoint=-1;
 -                                                                                                                                              player[i].lastpathfindpoint2=-1;
 -                                                                                                                                              player[i].lastpathfindpoint3=-1;
 -                                                                                                                                              player[i].lastpathfindpoint4=-1;
 -                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                                              player[i].leftkeydown=0;
 -                                                                                                                              player[i].backkeydown=0;
 -                                                                                                                              player[i].rightkeydown=0;
 -                                                                                                                              player[i].crouchkeydown=0;
 -                                                                                                                              player[i].throwkeydown=0;
 -
 -                                                                                                                              if(player[i].avoidcollided>.8&&!player[i].jumpkeydown&&player[i].collided<.8)player[i].targetrotation+=90*(player[i].whichdirection*2-1);
 -                                                                                                                              if(Random()%2==0/*||player[0].weaponactive!=-1*/||player[i].weaponactive!=-1||player[i].creature==wolftype)player[i].attackkeydown=1;
 -                                                                                                                              else player[i].attackkeydown=0;
 -                                                                                                                              if((player[i].isRun())&&Random()%6&&findDistancefast(&player[i].coords,&player[0].coords)>7)player[i].attackkeydown=0;
 -
 -                                                                                                                              if(player[i].aitype!=playercontrolled&&(player[i].isIdle()||player[i].isCrouch()||player[i].isRun())){
 -                                                                                                                                      target=-2;
 -                                                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                                                              if(j!=i&&!player[j].skeleton.free&&player[j].hasvictim&&((tutoriallevel==1&&reversaltrain)||(Random()%2==0&&difficulty==2)||(Random()%4==0&&difficulty==1)||(Random()%8==0&&difficulty==0)||(player[j].lastattack2==player[j].targetanimation&&player[j].lastattack3==player[j].targetanimation&&(Random()%2==0||difficulty==2))||((player[i].isIdle()||player[i].isRun())&&player[j].weaponactive!=-1)||(player[j].targetanimation==swordslashanim&&player[i].weaponactive!=-1)||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)){
 -                                                                                                                                                      if(findDistancefast(&player[j].coords,&player[j].victim->coords)<4&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==spinkickanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim||player[j].targetanimation==winduppunchanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||player[j].targetanimation==knifeslashstartanim||((player[j].targetanimation==swordslashanim)&&(findDistancefast(&player[j].coords,&player[i].coords)<2||(player[i].weaponactive!=-1))))){
 -                                                                                                                                                              if(target>=0)target=-1;
 -                                                                                                                                                              else target=j;
 -                                                                                                                                                      }
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                                      if(target>=0)player[target].Reverse();
 -                                                                                                                              }
 -
 -                                                                                                                              if(player[i].collided<1)player[i].jumpkeydown=0;
 -                                                                                                                              if((player[i].collided>.8&&player[i].jumppower>=5)||(findDistancefast(&player[i].coords,&player[0].coords)>400&&player[i].onterrain&&player[i].creature==rabbittype))player[i].jumpkeydown=1;
 -                                                                                                                              if(normaldotproduct(player[i].facing,player[0].coords-player[i].coords)>0)
 -                                                                                                                                      player[0].jumpkeydown=0;
 -                                                                                                                              if(player[0].targetanimation==jumpdownanim&&findDistancefast(&player[0].coords,&player[i].coords)<40)player[i].crouchkeydown=1;
 -                                                                                                                              if(player[i].jumpkeydown)player[i].attackkeydown=0;
 -                                                                                                                              //if(animation[player[i].targetanimation].attack==reversed)player[i].crouchkeydown=1;
 -
 -                                                                                                                              if(tutoriallevel==1){
 -                                                                                                                                      if(!canattack)player[i].attackkeydown=0;
 -                                                                                                                              }
 -
 -
 -                                                                                                                              facing=player[i].coords;
 -                                                                                                                              flatfacing=player[0].coords;
 -                                                                                                                              facing.y+=player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position.y*player[i].scale;
 -                                                                                                                              flatfacing.y+=player[0].skeleton.joints[player[0].skeleton.jointlabels[head]].position.y*player[0].scale;
 -                                                                                                                              if(player[i].occluded>=2)
 -                                                                                                                                      if(-1!=checkcollide(facing,flatfacing)){
 -                                                                                                                                              if(!player[i].pause)player[i].lastseentime-=.2;
 -                                                                                                                                              if(player[i].lastseentime<=0&&(player[i].creature!=wolftype||player[i].weaponstuck==-1)){
 -                                                                                                                                                      player[i].aitype=searchtype;
 -                                                                                                                                                      player[i].lastchecktime=12;
 -                                                                                                                                                      player[i].lastseen=player[0].coords;
 -                                                                                                                                                      player[i].lastseentime=12;
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                                      else player[i].lastseentime=1;
 -                                                                                                                      }
 -                                                                              }
 -                                                                              if(animation[player[0].targetanimation].height==highheight&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype)){
 -                                                                                      if(player[0].coords.y>terrain.getHeight(player[0].coords.x,player[0].coords.z)+10){
 -                                                                                              test=player[0].coords;
 -                                                                                              test.y-=40;
 -                                                                                              if(-1==checkcollide(player[0].coords,test))player[i].stunned=1;
 -                                                                                      }
 -                                                                              }
 -                                                                              // NOTE: Ask about logic of this call : NOTE
 -                                                                              if((player[i].aitype==passivetype && !(player[i].numwaypoints>1)) ||
 -                                                                                      player[i].stunned>0 ||
 -                                                                                      (player[i].pause && (player[i].damage > player[i].superpermanentdamage)))
 -                                                                              {
 -                                                                                      if(/*player[i].aitype==attacktypecutoff&&*/player[i].pause)player[i].lastseentime=1;
 -                                                                                      player[i].targetrotation=player[i].rotation;
 -                                                                                      player[i].forwardkeydown=0;
 -                                                                                      player[i].leftkeydown=0;
 -                                                                                      player[i].backkeydown=0;
 -                                                                                      player[i].rightkeydown=0;
 -                                                                                      player[i].jumpkeydown=0;
 -                                                                                      player[i].attackkeydown=0;
 -                                                                                      player[i].crouchkeydown=0;
 -                                                                                      player[i].throwkeydown=0;
 -                                                                              }
 -
 -
 -                                                                              facing=0;
 -                                                                              facing.z=-1;
 -
 -                                                                              flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 -                                                                              facing=flatfacing;
 -
 -                                                                              if(player[i].aitype==attacktypecutoff){
 -                                                                                      rotatetarget=player[0].coords-player[i].coords;
 -                                                                                      Normalise(&rotatetarget);
 -                                                                                      player[i].targetheadrotation=-asin(0-rotatetarget.x);
 -                                                                                      player[i].targetheadrotation*=360/6.28;
 -                                                                                      if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
 -
 -                                                                                      player[i].targetheadrotation*=-1;
 -                                                                                      player[i].targetheadrotation+=180;
 -                                                                                      //player[i].targetheadrotation2=0;
 -                                                                                      player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
 -                                                                              }
 -                                                                              else if(player[i].howactive>=typesleeping){
 -                                                                                      player[i].targetheadrotation=player[i].targetrotation;
 -                                                                                      player[i].targetheadrotation2=0;
 -                                                                              }
 -                                                                              else {
 -                                                                                      if(player[i].interestdelay<=0){
 -                                                                                              player[i].interestdelay=.7+(float)(abs(Random()%100))/100;
 -                                                                                              player[i].headtarget=player[i].coords;
 -                                                                                              player[i].headtarget.x+=(float)(abs(Random()%200)-100)/100;
 -                                                                                              player[i].headtarget.z+=(float)(abs(Random()%200)-100)/100;
 -                                                                                              player[i].headtarget.y+=(float)(abs(Random()%200)-100)/300;
 -                                                                                              player[i].headtarget+=player[i].facing*1.5;
 -                                                                                      }
 -                                                                                      rotatetarget=player[i].headtarget-player[i].coords;
 -                                                                                      Normalise(&rotatetarget);
 -                                                                                      player[i].targetheadrotation=-asin(0-rotatetarget.x);
 -                                                                                      player[i].targetheadrotation*=360/6.28;
 -                                                                                      if(rotatetarget.z<0)player[i].targetheadrotation=180-player[i].targetheadrotation;
 -
 -                                                                                      player[i].targetheadrotation*=-1;
 -                                                                                      player[i].targetheadrotation+=180;
 -                                                                                      player[i].targetheadrotation2=-asin(rotatetarget.y)*360/6.28;
 -                                                                              }
 -                                                                              //if(whichlevel==2)player[i].jumpkeydown=0;
 -                                                                      }
 -                                                                      if(animation[player[i].targetanimation].attack==reversed){
 -                                                                              //player[i].targetrotation=player[i].rotation;
 -                                                                              player[i].forwardkeydown=0;
 -                                                                              player[i].leftkeydown=0;
 -                                                                              player[i].backkeydown=0;
 -                                                                              player[i].rightkeydown=0;
 -                                                                              player[i].jumpkeydown=0;
 -                                                                              player[i].attackkeydown=0;
 -                                                                              //player[i].crouchkeydown=0;
 -                                                                              player[i].throwkeydown=0;
 -                                                                      }
 -
 -                                                                      if(indialogue!=-1){
 -                                                                              player[i].forwardkeydown=0;
 -                                                                              player[i].leftkeydown=0;
 -                                                                              player[i].backkeydown=0;
 -                                                                              player[i].rightkeydown=0;
 -                                                                              player[i].jumpkeydown=0;
 -                                                                              player[i].crouchkeydown=0;
 -                                                                              player[i].drawkeydown=0;
 -                                                                              player[i].throwkeydown=0;
 -                                                                      }
 -
 -                                                                      if(player[i].collided<-.3)player[i].collided=-.3;
 -                                                                      if(player[i].collided>1)player[i].collided=1;
 -                                                                      player[i].collided-=multiplier*4;
 -                                                                      player[i].whichdirectiondelay-=multiplier;
 -                                                                      if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
 -                                                                              player[i].avoidcollided=-.3;
 -                                                                              player[i].whichdirection=abs(Random()%2);
 -                                                                              player[i].whichdirectiondelay=.4;
 -                                                                      }
 -                                                                      if(player[i].avoidcollided>1)player[i].avoidcollided=1;
 -                                                                      player[i].avoidcollided-=multiplier/4;
 -                                                                      if(!player[i].skeleton.free)player[i].stunned-=multiplier;
 -                                                                      if(!player[i].skeleton.free)player[i].surprised-=multiplier;
 -                                                                      if(player[i].surprised<=0&&player[i].aitype==attacktypecutoff&&i!=0&&!player[i].dead&&!player[i].skeleton.free&&animation[player[i].targetanimation].attack==neutral)numresponded=1;
 -
 -                                                                      if(!player[i].throwkeydown){
 -                                                                              player[i].throwtogglekeydown=0;
 -                                                                      }
 -                                                                      if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
 -                                                                              if(player[i].weaponactive==-1&&player[i].num_weapons<2&&(player[i].isIdle()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim||player[i].isFlip()||player[i].isFlip()||player[i].aitype!=playercontrolled)){
 -                                                                                      for(j=0;j<weapons.numweapons;j++){
 -                                                                                              if(((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1&&player[i].weaponactive==-1)
 -                                                                                                      if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
 -                                                                                                              if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
 -                                                                                                                      if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].aitype!=playercontrolled){
 -                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                              player[i].targetanimation=crouchremoveknifeanim;
 -                                                                                                                              player[i].target=0;
 -                                                                                                                              player[i].targetframe=0;
 -                                                                                                                              rotatetarget=weapons.position[j]-player[i].coords;
 -                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                                              player[i].hasvictim=0;
 -                                                                                                                      }
 -                                                                                                                      if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
 -                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                              player[i].hasvictim=0;
 -
 -                                                                                                                              //for(i=0;i<weapons.numweapons;i++){
 -                                                                                                                              if((((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[j]==-1)||(player[i].victim&&weapons.owner[j]==player[i].victim->id))
 -                                                                                                                                      if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1){
 -                                                                                                                                              if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
 -                                                                                                                                                      if(weapons.type[j]!=staff)
 -                                                                                                                                                        emit_sound_at(knifedrawsound, player[i].coords, 128.);
 -
 -                                                                                                                                                      player[i].weaponactive=0;
 -                                                                                                                                                      weapons.owner[j]=player[i].id;
 -                                                                                                                                                      if(player[i].num_weapons>0){
 -                                                                                                                                                              player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 -                                                                                                                                                      }
 -                                                                                                                                                      player[i].num_weapons++;
 -                                                                                                                                                      player[i].weaponids[0]=j;
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                                      //}
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                              else if ((player[i].isIdle()||player[i].isFlip()||player[i].aitype!=playercontrolled)&&findDistancefast(&player[i].coords,&weapons.position[j])<5&&player[i].coords.y<weapons.position[j].y){
 -                                                                                                                      if(!player[i].isFlip()){
 -                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                              player[i].targetanimation=removeknifeanim;
 -                                                                                                                              player[i].target=0;
 -                                                                                                                              player[i].targetframe=0;
 -                                                                                                                              rotatetarget=weapons.position[j]-player[i].coords;
 -                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                                      }
 -                                                                                                                      if(player[i].isFlip()){
 -                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                              player[i].hasvictim=0;
 -
 -                                                                                                                              for(k=0;k<weapons.numweapons;k++){
 -                                                                                                                                      if(player[i].weaponactive==-1)
 -                                                                                                                                              if((((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0)||player[i].aitype==playercontrolled)&&weapons.owner[k]==-1)||(player[i].victim&&weapons.owner[k]==player[i].victim->id))
 -                                                                                                                                                      if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&player[i].weaponactive==-1){
 -                                                                                                                                                              if(weapons.type[k]!=staff)
 -                                                                                                                                                                emit_sound_at(knifedrawsound, player[i].coords, 128.);
 -
 -                                                                                                                                                              player[i].weaponactive=0;
 -                                                                                                                                                              weapons.owner[k]=player[i].id;
 -                                                                                                                                                              if(player[i].num_weapons>0){
 -                                                                                                                                                                      player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 -                                                                                                                                                              }
 -                                                                                                                                                              player[i].num_weapons++;
 -                                                                                                                                                              player[i].weaponids[0]=k;
 -                                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                      }
 -                                                                                      if(player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isRun()||player[i].isIdle()||player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
 -                                                                                              if(numplayers>1)
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(player[i].weaponactive==-1)
 -                                                                                                                      if(j!=i)
 -                                                                                                                              if(player[j].num_weapons&&player[j].skeleton.free&&findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&(((player[j].skeleton.forward.y<0&&player[j].weaponstuckwhere==0)||(player[j].skeleton.forward.y>0&&player[j].weaponstuckwhere==1))||player[j].weaponstuck==-1||player[j].num_weapons>1)){
 -                                                                                                                                      if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
 -                                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                                              player[i].victim=&player[j];
 -                                                                                                                                              player[i].hasvictim=1;
 -                                                                                                                                              player[i].targetanimation=crouchremoveknifeanim;
 -                                                                                                                                              player[i].target=0;
 -                                                                                                                                              player[i].targetframe=0;
 -                                                                                                                                              rotatetarget=player[j].coords-player[i].coords;
 -                                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -                                                                                                                                      }
 -                                                                                                                                      if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
 -                                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                                              player[i].victim=&player[j];
 -                                                                                                                                              player[i].hasvictim=1;
 -                                                                                                                                              int k = player[j].weaponids[0];
 -                                                                                                                                              if(player[i].hasvictim){
 -                                                                                                                                                      bool fleshstuck;
 -                                                                                                                                                      fleshstuck=0;
 -                                                                                                                                                      if(player[i].victim->weaponstuck!=-1){
 -                                                                                                                                                              if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
 -                                                                                                                                                                      fleshstuck=1;
 -                                                                                                                                                              }
 -                                                                                                                                                      }
 -                                                                                                                                                      if(!fleshstuck){
 -                                                                                                                                                              if(weapons.type[k]!=staff)
 -                                                                                                                                                                emit_sound_at(knifedrawsound, player[i].coords, 128.);
 -                                                                                                                                                      }
 -                                                                                                                                                      if(fleshstuck)
 -                                                                                                                                                        emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
 -
 -                                                                                                                                                      player[i].weaponactive=0;
 -                                                                                                                                                      if(weapons.owner[k]!=-1){
 -                                                                                                                                                              if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
 -                                                                                                                                                              else player[i].victim->num_weapons=1;
 -
 -                                                                                                                                                              player[i].victim->skeleton.longdead=0;
 -                                                                                                                                                              player[i].victim->skeleton.free=1;
 -                                                                                                                                                              player[i].victim->skeleton.broken=0;
 -
 -                                                                                                                                                              for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
 -                                                                                                                                                                      player[i].victim->skeleton.joints[l].velchange=0;
 -                                                                                                                                                                      player[i].victim->skeleton.joints[l].locked=0;
 -                                                                                                                                                              }
 -
 -                                                                                                                                                              XYZ relative;
 -                                                                                                                                                              relative=0;
 -                                                                                                                                                              relative.y=10;
 -                                                                                                                                                              Normalise(&relative);
 -                                                                                                                                                              XYZ footvel,footpoint;
 -                                                                                                                                                              footvel=0;
 -                                                                                                                                                              footpoint=weapons.position[k];
 -                                                                                                                                                              if(player[i].victim->weaponstuck!=-1){
 -                                                                                                                                                                      if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
 -                                                                                                                                                                              if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
 -                                                                                                                                                                              weapons.bloody[k]=2;
 -                                                                                                                                                                              weapons.blooddrip[k]=5;
 -                                                                                                                                                                              player[i].victim->weaponstuck=-1;
 -                                                                                                                                                                              player[i].victim->bloodloss+=2000;
 -                                                                                                                                                                              player[i].victim->DoDamage(2000);
 -                                                                                                                                                                      }
 -                                                                                                                                                              }
 -                                                                                                                                                              if(player[i].victim->num_weapons>0){
 -                                                                                                                                                                      if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
 -                                                                                                                                                                      if(player[i].victim->weaponids[0]==k)
 -                                                                                                                                                                              player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
 -                                                                                                                                                              }
 -
 -                                                                                                                                                              player[i].victim->weaponactive=-1;
 -
 -                                                                                                                                                              player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].velocity+=relative*6;
 -                                                                                                                                                              player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[neck]].velocity+=relative*6;
 -                                                                                                                                                              player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[rightshoulder]].velocity+=relative*6;
 -                                                                                                                                                              player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[leftshoulder]].velocity+=relative*6;
 -                                                                                                                                                      }
 -                                                                                                                                                      weapons.owner[k]=i;
 -                                                                                                                                                      if(player[i].num_weapons>0){
 -                                                                                                                                                              player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 -                                                                                                                                                      }
 -                                                                                                                                                      player[i].num_weapons++;
 -                                                                                                                                                      player[i].weaponids[0]=k;
 -                                                                                                                                              }
 -                                                                                                                                      }
 -                                                                                                                              }
 -                                                                                                      }
 -                                                                                      }
 -                                                                              }
 -                                                                              if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
 -                                                                                      if(weapons.type[player[i].weaponids[0]]==knife){
 -                                                                                              if(player[i].isIdle()||player[i].isRun()||player[i].isCrouch()||player[i].targetanimation==sneakanim||player[i].isFlip())
 -                                                                                                      if(numplayers>1)
 -                                                                                                              for(j=0;j<numplayers;j++){
 -                                                                                                                      if(i!=j)
 -                                                                                                                              if(tutoriallevel!=1||tutorialstage==49)
 -                                                                                                                                      if(hostile)
 -                                                                                                                                              if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&findDistancefast(&player[i].coords,&player[j].coords)<100&&findDistancefast(&player[i].coords,&player[j].coords)>1.5&&!player[j].skeleton.free&&-1==checkcollide(DoRotation(player[j].skeleton.joints[player[j].skeleton.jointlabels[head]].position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[head]].position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
 -                                                                                                                                                      if(!player[i].isFlip()){
 -                                                                                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                                                                                              player[i].victim=&player[j];
 -                                                                                                                                                              player[i].targetanimation=knifethrowanim;
 -                                                                                                                                                              player[i].target=0;
 -                                                                                                                                                              player[i].targetframe=0;
 -                                                                                                                                                              rotatetarget=player[j].coords-player[i].coords;
 -                                                                                                                                                              Normalise(&rotatetarget);
 -                                                                                                                                                              player[i].targetrotation=-asin(0-rotatetarget.x);
 -                                                                                                                                                              player[i].targetrotation*=360/6.28;
 -                                                                                                                                                              if(rotatetarget.z<0)player[i].targetrotation=180-player[i].targetrotation;
 -
 -                                                                                                                                                              player[i].targettilt2=-asin(rotatetarget.y)*360/6.28;
 -                                                                                                                                                      }
 -                                                                                                                                                      if(player[i].isFlip()){
 -                                                                                                                                                              if(player[i].weaponactive!=-1){
 -                                                                                                                                                                      player[i].throwtogglekeydown=1;
 -                                                                                                                                                                      player[i].victim=&player[j];
 -                                                                                                                                                                      XYZ aim;
 -                                                                                                                                                                      weapons.owner[player[i].weaponids[0]]=-1;
 -                                                                                                                                                                      aim=player[i].victim->coords+DoRotation(player[i].victim->skeleton.joints[player[i].victim->skeleton.jointlabels[abdomen]].position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(player[i].skeleton.joints[player[i].skeleton.jointlabels[righthand]].position,0,player[i].rotation,0)*player[i].scale);
 -                                                                                                                                                                      Normalise(&aim);
 -
 -                                                                                                                                                                      aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
 -
 -                                                                                                                                                                      weapons.velocity[player[i].weaponids[0]]=aim*50;
 -                                                                                                                                                                      weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
 -                                                                                                                                                                      weapons.missed[player[i].weaponids[0]]=0;
 -                                                                                                                                                                      weapons.freetime[player[i].weaponids[0]]=0;
 -                                                                                                                                                                      weapons.firstfree[player[i].weaponids[0]]=1;
 -                                                                                                                                                                      weapons.physics[player[i].weaponids[0]]=0;
 -                                                                                                                                                                      player[i].num_weapons--;
 -                                                                                                                                                                      if(player[i].num_weapons){
 -                                                                                                                                                                              player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
 -                                                                                                                                                                      }
 -                                                                                                                                                                      player[i].weaponactive=-1;
 -                                                                                                                                                              }
 -                                                                                                                                                      }
 -                                                                                                                                              }
 -                                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                              if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
 -                                                                                      if(player[i].isCrouch()||player[i].targetanimation==sneakanim)
 -                                                                                      {
 -                                                                                              player[i].throwtogglekeydown=1;
 -                                                                                              weapons.owner[player[i].weaponids[0]]=-1;
 -                                                                                              weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
 -                                                                                              if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
 -                                                                                              weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
 -                                                                                              weapons.missed[player[i].weaponids[0]]=1;
 -                                                                                              weapons.freetime[player[i].weaponids[0]]=0;
 -                                                                                              weapons.firstfree[player[i].weaponids[0]]=1;
 -                                                                                              weapons.physics[player[i].weaponids[0]]=1;
 -                                                                                              player[i].num_weapons--;
 -                                                                                              if(player[i].num_weapons){
 -                                                                                                      player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
 -                                                                                                      if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
 -                                                                                              }
 -
 -                                                                                              player[i].weaponactive=-1;
 -                                                                                              for(j=0;j<numplayers;j++){
 -                                                                                                      player[j].wentforweapon=0;
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -
 -                                                                      }
 -
 -                                                                      if(i==0||!player[0].dead||player[i].weaponactive!=-1)
 -                                                                              if((player[i].drawkeydown&&!player[i].drawtogglekeydown)||(player[i].num_weapons==2&&player[i].weaponactive==-1&&player[i].isIdle())||(player[0].dead&&player[i].weaponactive!=-1&&i!=0)){
 -                                                                                      //Setenvironment(1-environment);
 -                                                                                      bool isgood;
 -                                                                                      isgood=1;
 -                                                                                      if(player[i].weaponactive!=-1){
 -                                                                                              if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)isgood=0;
 -                                                                                      }
 -                                                                                      if(/*(player[i].weaponactive==-1||player[i].num_weapons==1)&&*/isgood&&player[i].creature!=wolftype){
 -                                                                                              if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
 -                                                                                                      player[i].targetanimation=drawrightanim;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].drawtogglekeydown=1;
 -                                                                                              }
 -                                                                                              if((player[i].isIdle()||(player[i].aitype!=playercontrolled&&player[0].weaponactive!=-1&&player[i].isRun()))&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==sword){
 -                                                                                                      player[i].targetanimation=drawleftanim;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].drawtogglekeydown=1;
 -                                                                                              }
 -                                                                                              if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
 -                                                                                                      player[i].targetanimation=crouchdrawrightanim;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].drawtogglekeydown=1;
 -                                                                                              }
 -                                                                                      }
 -                                                                              }
 -                                                                              if(player[i].isCrouch()&&weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&bloodtoggle&&player[i].onterrain&&player[i].num_weapons&&player[i].weaponactive!=-1&&player[i].attackkeydown){
 -                                                                                      if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&player[i].onterrain&&bloodtoggle&&musictype!=stream_music2){
 -                                                                                              if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)player[i].targetanimation=crouchstabanim;
 -                                                                                              if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)player[i].targetanimation=swordgroundstabanim;
 -                                                                                              player[i].targetframe=0;
 -                                                                                              player[i].target=0;
 -                                                                                              player[i].hasvictim=0;
 -                                                                                              //player[i].attacktogglekeydown=1;
 -                                                                                      }
 -                                                                              }
 -
 -                                                                              if(!player[i].drawkeydown){
 -                                                                                      player[i].drawtogglekeydown=0;
 -                                                                              }
 -
 -                                                                              if(i==0){
 -                                                                                      absflatfacing=0;
 -                                                                                      absflatfacing.z=-1;
 -
 -                                                                                      absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
 -                                                                              }
 -                                                                              else absflatfacing=flatfacing;
 -
 -                                                                              if(indialogue!=-1){
 -                                                                                      player[i].forwardkeydown=0;
 -                                                                                      player[i].leftkeydown=0;
 -                                                                                      player[i].backkeydown=0;
 -                                                                                      player[i].rightkeydown=0;
 -                                                                                      player[i].jumpkeydown=0;
 -                                                                                      player[i].crouchkeydown=0;
 -                                                                                      player[i].drawkeydown=0;
 -                                                                                      player[i].throwkeydown=0;
 -                                                                              }
 -                                                                              movekey=0;
 -                                                                              //Do controls
 -                                                                              if(!animation[player[i].targetanimation].attack&&player[i].targetanimation!=staggerbackhighanim&&player[i].targetanimation!=staggerbackhardanim&&player[i].targetanimation!=backhandspringanim&&player[i].targetanimation!=dodgebackanim){
 -                                                                                      if(!player[i].forwardkeydown){
 -                                                                                              player[i].forwardstogglekeydown=0;
 -                                                                                      }
 -                                                                                      if(player[i].crouchkeydown){
 -                                                                                              //Crouch
 -                                                                                              target=-2;
 -                                                                                              if(i==0){
 -                                                                                                      player[i].superruntoggle=1;
 -                                                                                                      if(numplayers>1)
 -                                                                                                              for(j=0;j<numplayers;j++){
 -                                                                                                                      if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype){
 -                                                                                                                              if(findDistancefast(&player[j].coords,&player[i].coords)<16){
 -                                                                                                                                      player[i].superruntoggle=0;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                              }
 -
 -                                                                                              if(numplayers>1)
 -                                                                                                      for(j=0;j<numplayers;j++){
 -                                                                                                              if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
 -                                                                                                                      if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim||player[j].targetanimation==upunchanim||player[j].targetanimation==wolfslapanim||((player[j].targetanimation==swordslashanim||player[j].targetanimation==knifeslashstartanim||player[j].targetanimation==staffhitanim||player[j].targetanimation==staffspinhitanim)&&findDistancefast(&player[j].coords,&player[i].coords)<2))){
 -                                                                                                                              if(target>=0)target=-1;
 -                                                                                                                              else target=j;
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                      }
 -                                                                                                      if(target>=0)player[target].Reverse();
 -                                                                                                      player[i].lowreversaldelay=.5;
 -
 -                                                                                                      if(player[i].isIdle()){
 -                                                                                                              player[i].targetanimation=player[i].getCrouch();
 -                                                                                                              player[i].target=0;
 -                                                                                                              player[i].targetframe=0;
 -                                                                                                              player[i].transspeed=10;
 -                                                                                                      }
 -                                                                                                      if(player[i].isRun()||(player[i].isStop()&&(player[i].leftkeydown||player[i].rightkeydown||player[i].forwardkeydown||player[i].backkeydown))){
 -                                                                                                              player[i].targetanimation=rollanim;
 -                                                                                                              player[i].target=0;
 -                                                                                                              player[i].targetframe=0;
 -                                                                                                              player[i].transspeed=20;
 -                                                                                                      }
 -                                                                                      }
 -                                                                                      if(!player[i].crouchkeydown){
 -                                                                                              //Uncrouch
 -                                                                                              if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
 -                                                                                              target=-2;
 -                                                                                              if(player[i].isCrouch()){
 -                                                                                                      if(numplayers>1)
 -                                                                                                              for(j=0;j<numplayers;j++){
 -                                                                                                                      if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].highreversaldelay<=0){
 -                                                                                                                              if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==spinkickanim)&&player[i].isCrouch()){
 -                                                                                                                                      if(target>=0)target=-1;
 -                                                                                                                                      else target=j;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                              if(target>=0)player[target].Reverse();
 -                                                                                                              player[i].highreversaldelay=.5;
 -
 -                                                                                                              if(player[i].isCrouch()){
 -                                                                                                                      if(!player[i].wasCrouch()){
 -                                                                                                                              player[i].currentanimation=player[i].getCrouch();
 -                                                                                                                              player[i].currentframe=0;
 -                                                                                                                      }
 -                                                                                                                      player[i].target=0;
 -                                                                                                                      player[i].targetanimation=player[i].getIdle();
 -                                                                                                                      player[i].targetframe=0;
 -                                                                                                                      player[i].transspeed=10;
 -                                                                                                              }
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==sneakanim){
 -                                                                                                      player[i].targetanimation=player[i].getIdle();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                                      player[i].transspeed=10;
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].forwardkeydown){
 -                                                                                              if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
 -                                                                                                      if(player[i].aitype==passivetype)player[i].targetanimation=walkanim;
 -                                                                                                      else player[i].targetanimation=player[i].getRun();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].isCrouch()){
 -                                                                                                      player[i].targetanimation=sneakanim;
 -                                                                                                      if(player[i].wasCrouch())player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
 -                                                                                                      player[i].targetanimation=climbanim;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=1;
 -                                                                                                      player[i].jumpclimb=1;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 -                                                                                                      player[i].velocity+=absflatfacing*5*multiplier;
 -                                                                                              }
 -                                                                                              player[i].forwardstogglekeydown=1;
 -                                                                                              movekey=1;
 -                                                                                      }
 -                                                                                      if (player[i].rightkeydown){
 -                                                                                              if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
 -                                                                                                      player[i].targetanimation=player[i].getRun();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].isCrouch()){
 -                                                                                                      player[i].targetanimation=sneakanim;
 -                                                                                                      if(player[i].wasCrouch()) player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 -                                                                                                      player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
 -                                                                                              }
 -                                                                                              player[i].targetrotation-=90;
 -                                                                                              if(player[i].forwardkeydown)player[i].targetrotation+=45;
 -                                                                                              if(player[i].backkeydown)player[i].targetrotation-=45;
 -                                                                                              movekey=1;
 -                                                                                      }
 -                                                                                      if ( player[i].leftkeydown){
 -                                                                                              if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
 -                                                                                                      player[i].targetanimation=player[i].getRun();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].isCrouch()){
 -                                                                                                      player[i].targetanimation=sneakanim;
 -                                                                                                      if(player[i].wasCrouch())player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 -                                                                                                      player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
 -                                                                                              }
 -                                                                                              player[i].targetrotation+=90;
 -                                                                                              if(player[i].forwardkeydown)player[i].targetrotation-=45;
 -                                                                                              if(player[i].backkeydown)player[i].targetrotation+=45;
 -                                                                                              movekey=1;
 -                                                                                      }
 -                                                                                      if(player[i].backkeydown){
 -                                                                                              if(player[i].isIdle()||(player[i].isStop()&&player[i].targetrotation==player[i].rotation)||(player[i].isLanding()&&player[i].targetframe>0&&!player[i].jumpkeydown)||(player[i].isLandhard()&&player[i].targetframe>0&&!player[i].jumpkeydown&&player[i].crouchkeydown)){
 -                                                                                                      player[i].targetanimation=player[i].getRun();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].isCrouch()){
 -                                                                                                      player[i].targetanimation=sneakanim;
 -                                                                                                      if(player[i].wasCrouch())player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 -                                                                                                      player[i].velocity-=absflatfacing*5*multiplier;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==hanganim){
 -                                                                                                      player[i].currentanimation=jumpdownanim;
 -                                                                                                      player[i].targetanimation=jumpdownanim;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].currentframe=0;
 -                                                                                                      player[i].targetframe=1;
 -                                                                                                      player[i].velocity=0;
 -                                                                                                      player[i].velocity.y+=gravity;
 -                                                                                                      player[i].coords.y-=1.4;
 -                                                                                                      player[i].grabdelay=1;
 -                                                                                              }
 -                                                                                              if ( !player[i].leftkeydown&&!player[i].rightkeydown)
 -                                                                                                      player[i].targetrotation+=180;
 -                                                                                              movekey=1;
 -                                                                                      }
 -                                                                                      if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
 -                                                                                              if((((player[i].isLanding()&&player[i].targetframe>=3)||player[i].isRun()||player[i].targetanimation==walkanim||player[i].isCrouch()||player[i].targetanimation==sneakanim)&&player[i].jumppower>1)&&((player[i].targetanimation!=rabbitrunninganim&&player[i].targetanimation!=wolfrunninganim)||i!=0)){
 -                                                                                                      player[i].jumpstart=0;
 -                                                                                                      player[i].targetanimation=jumpupanim;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                                      player[i].rotation=player[i].targetrotation;
 -                                                                                                      player[i].transspeed=20;
 -                                                                                                      player[i].FootLand(0,1);
 -                                                                                                      player[i].FootLand(1,1);
 -
 -                                                                                                      facing=0;
 -                                                                                                      facing.z=-1;
 -                                                                                                      flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
 -
 -                                                                                                      if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
 -                                                                                                      if(!movekey)player[i].velocity=0;
 -
 -                                                                                                      //Dodge sweep?
 -                                                                                                      target=-2;
 -                                                                                                      if(numplayers>1)
 -                                                                                                              for(j=0;j<numplayers;j++){
 -                                                                                                                      if(j!=i&&!player[j].skeleton.free&&player[j].victim){
 -                                                                                                                              if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&player[j].victim==&player[i]&&(player[j].targetanimation==sweepanim)){
 -                                                                                                                                      if(target>=0)target=-1;
 -                                                                                                                                      else target=j;
 -                                                                                                                              }
 -                                                                                                                      }
 -                                                                                                              }
 -                                                                                                              if(target>=0)player[i].velocity.y=1;
 -                                                                                                              else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
 -                                                                                                                      player[i].velocity.y=7;
 -                                                                                                                      player[i].crouchtogglekeydown=1;
 -                                                                                                              }
 -                                                                                                              else player[i].velocity.y=5;
 -
 -                                                                                                              if(mousejump&&i==0&&debugmode){
 -                                                                                                                      if(!player[i].isLanding())player[i].tempdeltav=deltav;
 -                                                                                                                      if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
 -                                                                                                              }
 -
 -                                                                                                              player[i].coords.y+=.2;
 -                                                                                                              player[i].jumppower-=1;
 -
 -                                                                                                              if (!i)
 -                                                                                                                emit_sound_at(whooshsound, player[i].coords, 128.);
 -
 -                                                                                                              emit_sound_at(jumpsound, player[i].coords, 128.);
 -                                                                                              }
 -                                                                                              if((player[i].isIdle())&&player[i].jumppower>1){
 -                                                                                                      player[i].targetanimation=player[i].getLanding();
 -                                                                                                      player[i].landhard=0;
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=2;
 -                                                                                                      player[i].jumpstart=1;
 -                                                                                                      player[i].tempdeltav=deltav;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==jumpupanim&&(((!floatjump&&!editorenabled)||!debugmode)||player[i].aitype!=playercontrolled)){
 -                                                                                                      if(player[i].jumppower>multiplier*6){
 -                                                                                                              player[i].velocity.y+=multiplier*6;
 -                                                                                                              player[i].jumppower-=multiplier*6;
 -                                                                                                      }
 -                                                                                                      if(player[i].jumppower<=multiplier*6){
 -                                                                                                              player[i].velocity.y+=player[i].jumppower;
 -                                                                                                              player[i].jumppower=0;
 -                                                                                                      }
 -                                                                                              }
 -                                                                                              if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
 -                                                                                      }
 -
 -                                                                                      if(!movekey){
 -                                                                                              if(player[i].isRun()||player[i].targetanimation==walkanim){
 -                                                                                                      player[i].targetanimation=player[i].getStop();
 -                                                                                                      player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                              if(player[i].targetanimation==sneakanim){
 -                                                                                                      player[i].targetanimation=player[i].getCrouch();
 -                                                                                                      if(player[i].currentanimation==sneakanim)player[i].target=0;
 -                                                                                                      player[i].targetframe=0;
 -                                                                                              }
 -                                                                                      }
 -                                                                                      if(player[i].targetanimation==walkanim&&(player[i].aitype==attacktypecutoff||player[i].aitype==searchtype||(player[i].aitype==passivetype&&player[i].numwaypoints<=1))){
 -                                                                                              player[i].targetanimation=player[i].getStop();
 -                                                                                              player[i].target=0;
 -                                                                                              player[i].targetframe=0;
 -                                                                                      }
 -                                                                                      if(player[i].isRun()&&(player[i].aitype==passivetype)){
 -                                                                                              player[i].targetanimation=player[i].getStop();
 -                                                                                              player[i].target=0;
 -                                                                                              player[i].targetframe=0;
 -                                                                                      }
 -                                                                              }
 -                                                              }
 -                                                              if(player[i].targetanimation==rollanim)player[i].targetrotation=oldtargetrotation;
 -                                                      }
 -
 -                                                      //Rotation
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              if(abs(player[k].rotation-player[k].targetrotation)>180){
 -                                                                      if(player[k].rotation>player[k].targetrotation)player[k].rotation-=360;
 -                                                                      else player[k].rotation+=360;
 -                                                              }
 -
 -                                                              if(abs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim)){
 -                                                                      player[k].targetanimation=player[k].getStop();
 -                                                                      player[k].targetframe=0;
 -                                                                      player[k].target=0;
 -                                                              }
 -
 -                                                              if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim){
 -                                                                      player[k].targettilt=0;
 -                                                              }
 -                                                              if(player[k].targetanimation!=jumpupanim&&player[k].targetanimation!=backhandspringanim&&player[k].targetanimation!=jumpdownanim&&!player[k].isFlip()){
 -                                                                      player[k].targettilt=0;
 -                                                                      if(player[k].jumppower<0&&!player[k].jumpkeydown)player[k].jumppower=0;
 -                                                                      player[k].jumppower+=multiplier*7;
 -                                                                      if(player[k].isCrouch())player[k].jumppower+=multiplier*7;
 -                                                                      //*(1-(player[k].damage/player[k].damagetolerance))
 -                                                                      if(player[k].jumppower>5)player[k].jumppower=5;
 -                                                              }
 -
 -                                                              if(player[k].isRun()){
 -                                                                      player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
 -                                                              }
 -
 -                                                              if(abs(player[k].tilt-player[k].targettilt)<multiplier*150)player[k].tilt=player[k].targettilt;
 -                                                              else if(player[k].tilt>player[k].targettilt){
 -                                                                      player[k].tilt-=multiplier*150;
 -                                                              }
 -                                                              else if(player[k].tilt<player[k].targettilt){
 -                                                                      player[k].tilt+=multiplier*150;
 -                                                              }
 -
 -                                                              player[k].grabdelay-=multiplier;
 -                                                      }
 -
 -                                                      for(k=0;k<numplayers;k++){
 -                                                              player[k].DoAnimations();
 -                                                              player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
 -                                                              player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
 -                                                      }
 -
 -                                                      objects.DoStuff();
 -                                                      
 -                                                      for(j=numenvsounds-1;j>=0;j--){
 -                                                              envsoundlife[j]-=multiplier;
 -                                                              if(envsoundlife[j]<0){
 -                                                                      numenvsounds--;
 -                                                                      envsoundlife[j]=envsoundlife[numenvsounds];
 -                                                                      envsound[j]=envsound[numenvsounds];
 -                                                              }
 -                                                      }
 -                                                      if(slomo) OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
 -                                                      else OPENAL_SetFrequency(OPENAL_ALL, 22050);
 -
 -                                                      if(tutoriallevel==1){
 -                                                              XYZ temp;
 -                                                              XYZ temp2;
 -                                                              XYZ temp3;
 -                                                              XYZ oldtemp;
 -                                                              XYZ oldtemp2;
 -                                                              temp.x=1011;
 -                                                              temp.y=84;
 -                                                              temp.z=491;
 -                                                              temp2.x=1025;
 -                                                              temp2.y=75;
 -                                                              temp2.z=447;
 -                                                              temp3.x=1038;
 -                                                              temp3.y=76;
 -                                                              temp3.z=453;
 -                                                              oldtemp=temp;
 -                                                              oldtemp2=temp2;
 -                                                              if(tutorialstage>=51)
 -                                                                      if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
 -                                                                              OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
 -                                                                              OPENAL_SetFrequency(OPENAL_ALL, 0.001);
 -
 -                                                                              emit_stream_np(stream_music3);
 -
 -                                                                              gameon=0;
 -                                                                              mainmenu=5;
 -
 -                                                                              fireSound();
 -
 -                                                                              flash();
 -                                                                      }
 -                                                                      if(tutorialstage<51)
 -                                                                              if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
 -                                                                                      emit_sound_at(fireendsound, player[0].coords);
 -
 -                                                                                      player[0].coords=(oldtemp+oldtemp2)/2;
 -
 -                                                                                      flash();
 -                                                                              }
 -                                                                              if(tutorialstage>=14&&tutorialstage<50)
 -                                                                                      if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
 -                                                                                              emit_sound_at(fireendsound, player[1].coords);
 -
 -                                                                                              for(int i=0;i<player[1].skeleton.num_joints;i++){
 -                                                                                                      if(Random()%2==0){
 -                                                                                                              if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 -                                                                                                              if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 -                                                                                                              if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 -                                                                                                              if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 -                                                                                                              Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 -                                                                                                      }
 -                                                                                              }
 -
 -                                                                                              player[1].coords=(oldtemp+oldtemp2)/2;
 -                                                                                              for(int i=0;i<player[1].skeleton.num_joints;i++){
 -                                                                                                      player[1].skeleton.joints[i].velocity=0;
 -                                                                                                      if(Random()%2==0){
 -                                                                                                              if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 -                                                                                                              if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 -                                                                                                              if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 -                                                                                                              if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 -                                                                                                              Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 -                                                                                                      }
 -                                                                                              }
 -                                                                                      }
 -                                                      }
 -
 -
 -                                                      //3d sound
 -                                                      static float gLoc[3];
 -                                                      gLoc[0]=viewer.x;
 -                                                      gLoc[1]=viewer.y;
 -                                                      gLoc[2]=viewer.z;
 -                                                      static float vel[3];
 -                                                      vel[0]=(viewer.x-oldviewer.x)/multiplier;
 -                                                      vel[1]=(viewer.y-oldviewer.y)/multiplier;
 -                                                      vel[2]=(viewer.z-oldviewer.z)/multiplier;
 -
 -                                                      //Set orientation with forward and up vectors
 -                                                      static XYZ upvector;
 -                                                      upvector=0;
 -                                                      upvector.z=-1;
 -
 -                                                      upvector=DoRotation(upvector,-rotation2+90,0,0);
 -                                                      upvector=DoRotation(upvector,0,0-rotation,0);
 -
 -                                                      facing=0;
 -                                                      facing.z=-1;
 -
 -                                                      facing=DoRotation(facing,-rotation2,0,0);
 -                                                      facing=DoRotation(facing,0,0-rotation,0);
 -
 -
 -                                                      static float ori[6];
 -                                                      ori[0] = -facing.x;
 -                                                      ori[1] = facing.y;
 -                                                      ori[2] = -facing.z;
 -                                                      ori[3] = -upvector.x;
 -                                                      ori[4] = upvector.y;
 -                                                      ori[5] = -upvector.z;
 -
 -                                                      OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
 -                                                      OPENAL_Update();
 -
 -                                                      oldviewer=viewer;
 +                      if(talkdelay<=0&&indialogue==-1&&animation[player[0].targetanimation].height!=highheight)
 +                for(int i=0;i<numdialogues;i++){
 +                    int realdialoguetype;
 +                    bool special;
 +                    if(dialoguetype[i]>49){
 +                        realdialoguetype=dialoguetype[i]-50;
 +                        special=1;
 +                    }
 +                    else if(dialoguetype[i]>39){
 +                        realdialoguetype=dialoguetype[i]-40;
 +                        special=1;
 +                    }
 +                    else if(dialoguetype[i]>29){
 +                        realdialoguetype=dialoguetype[i]-30;
 +                        special=1;
 +                    }
 +                    else if(dialoguetype[i]>19){
 +                        realdialoguetype=dialoguetype[i]-20;
 +                        special=1;
 +                    }
 +                    else if(dialoguetype[i]>9){
 +                        realdialoguetype=dialoguetype[i]-10;
 +                        special=1;
 +                    }
 +                    else {
 +                        realdialoguetype=dialoguetype[i];
 +                        special=0;
 +                    }
 +                    if((!hostile||dialoguetype[i]>40&&dialoguetype[i]<50)&&
 +                            realdialoguetype<numplayers&&
 +                            realdialoguetype>0&&
 +                            (dialoguegonethrough[i]==0||!special)&&
 +                            (special||Input::isKeyPressed(attackkey))){
 +                        if(findDistancefast(&player[0].coords,&player[realdialoguetype].coords)<6||
 +                                player[realdialoguetype].howactive>=typedead1||
 +                                dialoguetype[i]>40&&dialoguetype[i]<50){
 +                            whichdialogue=i;
 +                            for(int j=0;j<numdialogueboxes[whichdialogue];j++){
 +                                player[participantfocus[whichdialogue][j]].coords=participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
 +                                player[participantfocus[whichdialogue][j]].rotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
 +                                player[participantfocus[whichdialogue][j]].targetrotation=participantrotation[whichdialogue][participantfocus[whichdialogue][j]];
 +                                player[participantfocus[whichdialogue][j]].velocity=0;
 +                                player[participantfocus[whichdialogue][j]].targetanimation=player[participantfocus[whichdialogue][j]].getIdle();
 +                                player[participantfocus[whichdialogue][j]].targetframe=0;
 +                            }
 +                            directing=0;
 +                            indialogue=0;
 +                            dialoguetime=0;
 +                            dialoguegonethrough[i]++;
 +                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
 +                                playdialogueboxsound();
 +                            }
 +                        }
 +                    }
 +                }
 +
 +            windvar+=multiplier;
 +            smoketex+=multiplier;
 +            tutorialstagetime+=multiplier;
 +
 +            //hotspots
 +            static float hotspotvisual[40];
 +            if(numhotspots){
 +                XYZ hotspotsprite;
 +                if(editorenabled)
 +                    for(int i=0;i<numhotspots;i++)
 +                        hotspotvisual[i]-=multiplier/320;
 +
 +                for(int i=0;i<numhotspots;i++){
 +                    //if(hotspottype[i]<=10)
 +                    while(hotspotvisual[i]<0){
 +                        hotspotsprite=0;
 +                        hotspotsprite.x=float(abs(Random()%100000))/100000*hotspotsize[i];
 +                        hotspotsprite=DoRotation(hotspotsprite,0,0,Random()%360);
 +                        hotspotsprite=DoRotation(hotspotsprite,0,Random()%360,0);
 +                        hotspotsprite+=hotspot[i];
 +                        Sprite::MakeSprite(breathsprite, hotspotsprite, hotspotsprite*0, 1,0.5,0, 7, 0.4);
 +                        hotspotvisual[i]+=0.1/hotspotsize[i]/hotspotsize[i]/hotspotsize[i];
 +                    }
 +                }
 +
 +                for(int i=0;i<numhotspots;i++){
 +                    if(hotspottype[i]<=10&&hotspottype[i]>0){
 +                        hotspot[i]=player[hotspottype[i]].coords;
 +                    }
 +                }
 +            }
 +
 +            //Tutorial
 +            if(tutoriallevel){
 +                doTutorial();
 +            }
 +
 +            //bonuses
 +            if(tutoriallevel!=1){
 +                if(bonustime==0&&
 +                        bonus!=solidhit&&
 +                        bonus!=spinecrusher&&
 +                        bonus!=tracheotomy&&
 +                        bonus!=backstab&&
 +                        bonusvalue>10){
 +                    emit_sound_np(consolesuccesssound);
 +                }
 +            } else if(bonustime==0){
 +                emit_sound_np(fireendsound);
 +            }
 +            if(bonustime==0){
 +                if(bonus!=solidhit&&
 +                        bonus!=twoxcombo&&
 +                        bonus!=threexcombo&&
 +                        bonus!=fourxcombo&&
 +                        bonus!=megacombo)
 +                    bonusnum[bonus]++;
 +                else
 +                    bonusnum[bonus]+=0.15;
 +                if(tutoriallevel)
 +                    bonusvalue=0;
 +                bonusvalue/=bonusnum[bonus];
 +                bonustotal+=bonusvalue;
 +            }
 +            bonustime+=multiplier;
 +
 +            //snow effects
 +            if(environment==snowyenvironment){
 +                precipdelay-=multiplier;
 +                while(precipdelay<0){
 +                    precipdelay+=.04;
 +                    if(!detail)
 +                        precipdelay+=.04;
 +                    XYZ footvel,footpoint;
 +
 +                    footvel=0;
 +                    footpoint=viewer+viewerfacing*6;
 +                    footpoint.y+=((float)abs(Random()%1200))/100-6;
 +                    footpoint.x+=((float)abs(Random()%1200))/100-6;
 +                    footpoint.z+=((float)abs(Random()%1200))/100-6;
 +                    Sprite::MakeSprite(snowsprite, footpoint,footvel, 1,1,1, .1, 1);
 +                }
 +            }
 +
 +
 +            doAerialAcrobatics();
 +
 +
 +            static XYZ oldviewer;
 +
 +            //control keys
 +            if(indialogue==-1){
 +                player[0].forwardkeydown=Input::isKeyDown(forwardkey);
 +                player[0].leftkeydown=Input::isKeyDown(leftkey);
 +                player[0].backkeydown=Input::isKeyDown(backkey);
 +                player[0].rightkeydown=Input::isKeyDown(rightkey);
 +                player[0].jumpkeydown=Input::isKeyDown(jumpkey);
 +                player[0].crouchkeydown=Input::isKeyDown(crouchkey);
 +                player[0].drawkeydown=Input::isKeyDown(drawkey);
 +                player[0].throwkeydown=Input::isKeyDown(throwkey);
 +            }
 +            else
 +            {
 +                player[0].forwardkeydown=0;
 +                player[0].leftkeydown=0;
 +                player[0].backkeydown=0;
 +                player[0].rightkeydown=0;
 +                player[0].jumpkeydown=0;
 +                player[0].crouchkeydown=0;
 +                player[0].drawkeydown=0;
 +                player[0].throwkeydown=0;
 +            }
 +
 +            if(!player[0].jumpkeydown)
 +                player[0].jumpclimb=0;
 +
 +
 +            if(indialogue!=-1){
 +                cameramode=1;
 +                if(directing){
 +                    facing=0;
 +                    facing.z=-1;
 +
 +                    facing=DoRotation(facing,-rotation2,0,0);
 +                    facing=DoRotation(facing,0,0-rotation,0);
 +
 +                    flatfacing=0;
 +                    flatfacing.z=-1;
 +
 +                    flatfacing=DoRotation(flatfacing,0,-rotation,0);
 +
 +                    if(Input::isKeyDown(forwardkey))
 +                        viewer+=facing*multiplier*4;
 +                    if(Input::isKeyDown(backkey))
 +                        viewer-=facing*multiplier*4;
 +                    if(Input::isKeyDown(leftkey))
 +                        viewer+=DoRotation(flatfacing*multiplier,0,90,0)*4;
 +                    if(Input::isKeyDown(rightkey))
 +                        viewer+=DoRotation(flatfacing*multiplier,0,-90,0)*4;
 +                    if(Input::isKeyDown(jumpkey))
 +                        viewer.y+=multiplier*4;
 +                    if(Input::isKeyDown(crouchkey))
 +                        viewer.y-=multiplier*4;
 +                    if(     Input::isKeyPressed(SDLK_1)||
 +                            Input::isKeyPressed(SDLK_2)||
 +                            Input::isKeyPressed(SDLK_3)||
 +                            Input::isKeyPressed(SDLK_4)||
 +                            Input::isKeyPressed(SDLK_5)||
 +                            Input::isKeyPressed(SDLK_6)||
 +                            Input::isKeyPressed(SDLK_7)||
 +                            Input::isKeyPressed(SDLK_8)||
 +                            Input::isKeyPressed(SDLK_9)||
 +                            Input::isKeyPressed(SDLK_0)||
 +                            Input::isKeyPressed(SDLK_MINUS)){
 +                        int whichend;
 +                        if(Input::isKeyPressed(SDLK_1))whichend=1;
 +                        if(Input::isKeyPressed(SDLK_2))whichend=2;
 +                        if(Input::isKeyPressed(SDLK_3))whichend=3;
 +                        if(Input::isKeyPressed(SDLK_4))whichend=4;
 +                        if(Input::isKeyPressed(SDLK_5))whichend=5;
 +                        if(Input::isKeyPressed(SDLK_6))whichend=6;
 +                        if(Input::isKeyPressed(SDLK_7))whichend=7;
 +                        if(Input::isKeyPressed(SDLK_8))whichend=8;
 +                        if(Input::isKeyPressed(SDLK_9))whichend=9;
 +                        if(Input::isKeyPressed(SDLK_0))whichend=0;
 +                        if(Input::isKeyPressed(SDLK_MINUS))
 +                            whichend=-1;
 +                        if(whichend!=-1){
 +                            participantfocus[whichdialogue][indialogue]=whichend;
 +                            participantlocation[whichdialogue][whichend]=player[whichend].coords;
 +                            participantrotation[whichdialogue][whichend]=player[whichend].rotation;
 +                        }
 +                        if(whichend==-1){
 +                            participantfocus[whichdialogue][indialogue]=-1;
 +                        }
 +                        if(player[participantfocus[whichdialogue][indialogue]].dead){
 +                            indialogue=-1;
 +                            directing=0;
 +                            cameramode=0;
 +                        }
 +                        dialoguecamera[whichdialogue][indialogue]=viewer;
 +                        dialoguecamerarotation[whichdialogue][indialogue]=rotation;
 +                        dialoguecamerarotation2[whichdialogue][indialogue]=rotation2;
 +                        indialogue++;
 +                        if(indialogue<numdialogueboxes[whichdialogue]){
 +                            if(dialogueboxsound[whichdialogue][indialogue]!=0){
 +                                playdialogueboxsound();
 +                            }
 +                        }
 +
 +                        for(int j=0;j<numplayers;j++){
 +                            participantfacing[whichdialogue][indialogue][j]=participantfacing[whichdialogue][indialogue-1][j];
 +                        }
 +                    }
 +                    //TODO: should these be KeyDown or KeyPressed?
 +                    if(     Input::isKeyDown(SDLK_KP1)||
 +                            Input::isKeyDown(SDLK_KP2)||
 +                            Input::isKeyDown(SDLK_KP3)||
 +                            Input::isKeyDown(SDLK_KP4)||
 +                            Input::isKeyDown(SDLK_KP5)||
 +                            Input::isKeyDown(SDLK_KP6)||
 +                            Input::isKeyDown(SDLK_KP7)||
 +                            Input::isKeyDown(SDLK_KP8)||
 +                            Input::isKeyDown(SDLK_KP9)||
 +                            Input::isKeyDown(SDLK_KP0)){
 +                        int whichend;
 +                        if(Input::isKeyDown(SDLK_KP1))whichend=1;
 +                        if(Input::isKeyDown(SDLK_KP2))whichend=2;
 +                        if(Input::isKeyDown(SDLK_KP3))whichend=3;
 +                        if(Input::isKeyDown(SDLK_KP4))whichend=4;
 +                        if(Input::isKeyDown(SDLK_KP5))whichend=5;
 +                        if(Input::isKeyDown(SDLK_KP6))whichend=6;
 +                        if(Input::isKeyDown(SDLK_KP7))whichend=7;
 +                        if(Input::isKeyDown(SDLK_KP8))whichend=8;
 +                        if(Input::isKeyDown(SDLK_KP9))whichend=9;
 +                        if(Input::isKeyDown(SDLK_KP0))whichend=0;
 +                        participantfacing[whichdialogue][indialogue][whichend]=facing;
 +                    }
 +                    if(indialogue>=numdialogueboxes[whichdialogue]){
 +                        indialogue=-1;
 +                        directing=0;
 +                        cameramode=0;
 +                    }
 +                }
 +                if(!directing){
 +                    pause_sound(whooshsound);
 +                    viewer=dialoguecamera[whichdialogue][indialogue];
 +                    viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.1);
 +                    rotation=dialoguecamerarotation[whichdialogue][indialogue];
 +                    rotation2=dialoguecamerarotation2[whichdialogue][indialogue];
 +                    if(dialoguetime>0.5)
 +                        if(     Input::isKeyPressed(SDLK_1)||
 +                                Input::isKeyPressed(SDLK_2)||
 +                                Input::isKeyPressed(SDLK_3)||
 +                                Input::isKeyPressed(SDLK_4)||
 +                                Input::isKeyPressed(SDLK_5)||
 +                                Input::isKeyPressed(SDLK_6)||
 +                                Input::isKeyPressed(SDLK_7)||
 +                                Input::isKeyPressed(SDLK_8)||
 +                                Input::isKeyPressed(SDLK_9)||
 +                                Input::isKeyPressed(SDLK_0)||
 +                                Input::isKeyPressed(SDLK_MINUS)||
 +                                Input::isKeyPressed(attackkey)){
 +                            indialogue++;
 +                            if(indialogue<numdialogueboxes[whichdialogue]){
 +                                if(dialogueboxsound[whichdialogue][indialogue]!=0){
 +                                    playdialogueboxsound();
 +                                    if(dialogueboxsound[whichdialogue][indialogue]==-5){
 +                                        hotspot[numhotspots]=player[0].coords;
 +                                        hotspotsize[numhotspots]=10;
 +                                        hotspottype[numhotspots]=-1;
 +
 +                                        numhotspots++;
 +                                    }
 +                                    if(dialogueboxsound[whichdialogue][indialogue]==-6){
 +                                        hostile=1;
 +                                    }
 +
 +                                    if(player[participantfocus[whichdialogue][indialogue]].dead){
 +                                        indialogue=-1;
 +                                        directing=0;
 +                                        cameramode=0;
 +                                    }
 +                                }
 +                            }
 +                        }
 +                    if(indialogue>=numdialogueboxes[whichdialogue]){
 +                        indialogue=-1;
 +                        directing=0;
 +                        cameramode=0;
 +                        if(dialoguetype[whichdialogue]>19&&dialoguetype[whichdialogue]<30){
 +                            hostile=1;
 +                        }
 +                        if(dialoguetype[whichdialogue]>29&&dialoguetype[whichdialogue]<40){
 +                            windialogue=1;
 +                        }
 +                        if(dialoguetype[whichdialogue]>49&&dialoguetype[whichdialogue]<60){
 +                            hostile=1;
 +                            for(int i=1;i<numplayers;i++){
 +                                player[i].aitype = attacktypecutoff;
 +                            }
 +                        }
 +                    }
 +                }
 +            }
 +
 +            static float keyrefreshdelay=0,bigrefreshdelay=0;
 +
 +            if(!player[0].jumpkeydown){
 +                player[0].jumptogglekeydown=0;
 +            }
 +            if(player[0].jumpkeydown&&
 +                    player[0].targetanimation!=jumpupanim&&
 +                    player[0].targetanimation!=jumpdownanim&&
 +                    !player[0].isFlip())
 +                player[0].jumptogglekeydown=1;
 +
 +
 +            dialoguetime+=multiplier;
 +            hawkrotation+=multiplier*25;
 +            realhawkcoords=0;
 +            realhawkcoords.x=25;
 +            realhawkcoords=DoRotation(realhawkcoords,0,hawkrotation,0)+hawkcoords;
 +            hawkcalldelay-=multiplier/2;
 +
 +            if(hawkcalldelay<=0){
 +                emit_sound_at(hawksound, realhawkcoords);
 +
 +                hawkcalldelay=16+abs(Random()%8);
 +            }
 +            static float temptexdetail;
 +
 +
 +            doDebugKeys();
 +
 +            doAttacks();
 +
 +            doPlayerCollisions();
 +
 +            doJumpReversals();
 +
 +            for(int k=0;k<numplayers;k++)
 +                if(k!=0&&player[k].immobile)
 +                    player[k].coords=player[k].realoldcoords;
 +
 +            for(int k=0;k<numplayers;k++){
 +                if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
 +                    if(!isnormal(player[k].coords.x)||!isnormal(player[k].coords.y)||!isnormal(player[k].coords.z)){
 +                        player[k].DoDamage(1000);
 +                    }
 +                }
 +            }
 +
 +            //respawn
 +            static bool respawnkeydown;
 +            if(!editorenabled&&
 +                    (whichlevel!=-2&&
 +                     (Input::isKeyDown(SDLK_z)&&
 +                      Input::isKeyDown(SDLK_LMETA)&&
 +                      debugmode)||
 +                     (Input::isKeyDown(jumpkey)&&
 +                      !respawnkeydown&&
 +                      !oldattackkey&&
 +                      player[0].dead))){
 +                targetlevel=whichlevel;
 +                loading=1;
 +                leveltime=5;
 +            }
 +            if(!Input::isKeyDown(jumpkey))
 +                respawnkeydown=0;
 +            if(Input::isKeyDown(jumpkey))
 +                respawnkeydown=1;
 +
 +
 +
 +
 +            static bool movekey;
 +
 +            //?
 +            for(int i=0;i<numplayers;i++){
 +                static float oldtargetrotation;
 +                if(!player[i].skeleton.free){
 +                    oldtargetrotation=player[i].targetrotation;
 +                    if(i==0&&indialogue==-1){
 +                        //TODO: refactor repetitive code
 +                        if(!animation[player[0].targetanimation].attack&&
 +                                player[0].targetanimation!=staggerbackhighanim&&
 +                                player[0].targetanimation!=staggerbackhardanim&&
 +                                player[0].targetanimation!=crouchremoveknifeanim&&
 +                                player[0].targetanimation!=removeknifeanim&&
 +                                player[0].targetanimation!=backhandspringanim&&
 +                                player[0].targetanimation!=dodgebackanim&&
 +                                player[0].targetanimation!=walljumprightkickanim&&
 +                                player[0].targetanimation!=walljumpleftkickanim){
 +                            if(cameramode)
 +                                player[0].targetrotation=0;
 +                            else
 +                                player[0].targetrotation=-rotation+180;
 +                        }
 +
 +                        facing=0;
 +                        facing.z=-1;
 +
 +                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 +                        if(cameramode){
 +                            facing=flatfacing;
 +                        }else{
 +                            facing=DoRotation(facing,-rotation2,0,0);
 +                            facing=DoRotation(facing,0,0-rotation,0);
 +                        }
 +
 +                        player[0].lookrotation=-rotation;
 +
 +                        player[i].targetheadrotation=rotation;
 +                        player[i].targetheadrotation2=rotation2;
 +                    }
 +                    if(i!=0&&player[i].aitype==playercontrolled&&indialogue==-1){
 +                        if(!animation[player[i].targetanimation].attack&&
 +                                player[i].targetanimation!=staggerbackhighanim&&
 +                                player[i].targetanimation!=staggerbackhardanim&&
 +                                player[i].targetanimation!=crouchremoveknifeanim&&
 +                                player[i].targetanimation!=removeknifeanim&&
 +                                player[i].targetanimation!=backhandspringanim&&
 +                                player[i].targetanimation!=dodgebackanim&&
 +                                player[i].targetanimation!=walljumprightkickanim&&
 +                                player[i].targetanimation!=walljumpleftkickanim){
 +                            player[i].targetrotation=-player[i].lookrotation+180;
 +                        }
 +
 +                        facing=0;
 +                        facing.z=-1;
 +
 +                        flatfacing=DoRotation(facing,0,player[i].rotation+180,0);
 +
 +                        facing=DoRotation(facing,-player[i].lookrotation2,0,0);
 +                        facing=DoRotation(facing,0,0-player[i].lookrotation,0);
 +
 +                        player[i].targetheadrotation=player[i].lookrotation;
 +                        player[i].targetheadrotation2=player[i].lookrotation2;
 +                    }
 +                    if(indialogue!=-1){
 +                        player[i].targetheadrotation=180-roughDirection(participantfacing[whichdialogue][indialogue][i]);
 +                        player[i].targetheadrotation2=pitch(participantfacing[whichdialogue][indialogue][i]);
 +                    }
 +
 +                    bool pause;
 +
 +                    if(leveltime<.5)
 +                        numenvsounds=0;
 +
 +                    player[i].avoidsomething=0;
 +
 +                    //avoid flaming things
 +                    for(int j=0;j<objects.numobjects;j++)
 +                        if(objects.onfire[j])
 +                            if(findDistancefast(&player[i].coords,&objects.position[j])<sq(objects.scale[j])*200)
 +                                if(     findDistancefast(&player[i].coords,&objects.position[j])<
 +                                        findDistancefast(&player[i].coords,&player[0].coords)){
 +                                    player[i].collided=0;
 +                                    player[i].avoidcollided=1;
 +                                    if(player[i].avoidsomething==0||
 +                                            findDistancefast(&player[i].coords,&objects.position[j])<
 +                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
 +                                        player[i].avoidwhere=objects.position[j];
 +                                        player[i].avoidsomething=1;
 +                                    }
 +                                }
 +
 +                    //avoid flaming players
 +                    for(int j=0;j<numplayers;j++)
 +                        if(player[j].onfire)
 +                            if(findDistancefast(&player[j].coords,&player[i].coords)<sq(0.3)*200)
 +                                if(     findDistancefast(&player[i].coords,&player[j].coords)<
 +                                        findDistancefast(&player[i].coords,&player[0].coords)){
 +                                    player[i].collided=0;
 +                                    player[i].avoidcollided=1;
 +                                    if(player[i].avoidsomething==0||
 +                                            findDistancefast(&player[i].coords,&player[j].coords)<
 +                                            findDistancefast(&player[i].coords,&player[i].avoidwhere)){
 +                                        player[i].avoidwhere=player[j].coords;
 +                                        player[i].avoidsomething=1;
 +                                    }
 +                                }
 +
 +                    if(player[i].collided>.8)
 +                        player[i].avoidcollided=0;
 +
 +                    doAI(i);
 +
 +                    if(animation[player[i].targetanimation].attack==reversed){
 +                        //player[i].targetrotation=player[i].rotation;
 +                        player[i].forwardkeydown=0;
 +                        player[i].leftkeydown=0;
 +                        player[i].backkeydown=0;
 +                        player[i].rightkeydown=0;
 +                        player[i].jumpkeydown=0;
 +                        player[i].attackkeydown=0;
 +                        //player[i].crouchkeydown=0;
 +                        player[i].throwkeydown=0;
 +                    }
 +
 +                    if(indialogue!=-1){
 +                        player[i].forwardkeydown=0;
 +                        player[i].leftkeydown=0;
 +                        player[i].backkeydown=0;
 +                        player[i].rightkeydown=0;
 +                        player[i].jumpkeydown=0;
 +                        player[i].crouchkeydown=0;
 +                        player[i].drawkeydown=0;
 +                        player[i].throwkeydown=0;
 +                    }
 +
 +                    if(player[i].collided<-.3)
 +                        player[i].collided=-.3;
 +                    if(player[i].collided>1)
 +                        player[i].collided=1;
 +                    player[i].collided-=multiplier*4;
 +                    player[i].whichdirectiondelay-=multiplier;
 +                    if(player[i].avoidcollided<-.3||player[i].whichdirectiondelay<=0){
 +                        player[i].avoidcollided=-.3;
 +                        player[i].whichdirection=abs(Random()%2);
 +                        player[i].whichdirectiondelay=.4;
 +                    }
 +                    if(player[i].avoidcollided>1)
 +                        player[i].avoidcollided=1;
 +                    player[i].avoidcollided-=multiplier/4;
 +                    if(!player[i].skeleton.free){
 +                        player[i].stunned-=multiplier;
 +                        player[i].surprised-=multiplier;
 +                    }
 +                    if(i!=0&&player[i].surprised<=0&&
 +                            player[i].aitype==attacktypecutoff&&
 +                            !player[i].dead&&
 +                            !player[i].skeleton.free&&
 +                            animation[player[i].targetanimation].attack==neutral)
 +                        numresponded=1;
 +
 +                    if(!player[i].throwkeydown)
 +                        player[i].throwtogglekeydown=0;
 +
 +                    //pick up weapon
 +                    if(player[i].throwkeydown&&!player[i].throwtogglekeydown){
 +                        if(player[i].weaponactive==-1&&
 +                                player[i].num_weapons<2&&
 +                                (player[i].isIdle()||
 +                                 player[i].isCrouch()||
 +                                 player[i].targetanimation==sneakanim||
 +                                 player[i].targetanimation==rollanim||
 +                                 player[i].targetanimation==backhandspringanim||
 +                                 player[i].isFlip()||
 +                                 player[i].isFlip()||
 +                                 player[i].aitype!=playercontrolled)){
 +                            for(int j=0;j<weapons.numweapons;j++){
 +                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
 +                                            player[i].aitype==playercontrolled)&&
 +                                        weapons.owner[j]==-1&&
 +                                        player[i].weaponactive==-1)
 +                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2){
 +                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<2){
 +                                            if(player[i].isCrouch()||
 +                                                    player[i].targetanimation==sneakanim||
 +                                                    player[i].isRun()||
 +                                                    player[i].isIdle()||
 +                                                    player[i].aitype!=playercontrolled){
 +                                                player[i].throwtogglekeydown=1;
 +                                                setAnimation(i,crouchremoveknifeanim);
 +                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
 +                                                player[i].hasvictim=0;
 +                                            }
 +                                            if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
 +                                                player[i].throwtogglekeydown=1;
 +                                                player[i].hasvictim=0;
 +
 +                                                if((weapons.velocity[j].x==0&&weapons.velocity[j].y==0&&weapons.velocity[j].z==0||
 +                                                                player[i].aitype==playercontrolled)&&
 +                                                            weapons.owner[j]==-1||
 +                                                        player[i].victim&&
 +                                                        weapons.owner[j]==player[i].victim->id)
 +                                                    if(findDistancefastflat(&player[i].coords,&weapons.position[j])<2&&player[i].weaponactive==-1)
 +                                                        if(findDistancefast(&player[i].coords,&weapons.position[j])<1||player[i].victim){
 +                                                            if(weapons.type[j]!=staff)
 +                                                                emit_sound_at(knifedrawsound, player[i].coords, 128.);
 +
 +                                                            player[i].weaponactive=0;
 +                                                            weapons.owner[j]=player[i].id;
 +                                                            if(player[i].num_weapons>0)
 +                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 +                                                            player[i].num_weapons++;
 +                                                            player[i].weaponids[0]=j;
 +                                                        }
 +                                            }
 +                                        }else if((player[i].isIdle()||
 +                                                    player[i].isFlip()||
 +                                                    player[i].aitype!=playercontrolled)&&
 +                                                findDistancefast(&player[i].coords,&weapons.position[j])<5&&
 +                                                player[i].coords.y<weapons.position[j].y){
 +                                            if(!player[i].isFlip()){
 +                                                player[i].throwtogglekeydown=1;
 +                                                setAnimation(i,removeknifeanim);
 +                                                player[i].targetrotation=roughDirectionTo(player[i].coords,weapons.position[j]);
 +                                            }
 +                                            if(player[i].isFlip()){
 +                                                player[i].throwtogglekeydown=1;
 +                                                player[i].hasvictim=0;
 +
 +                                                for(int k=0;k<weapons.numweapons;k++){
 +                                                    if(player[i].weaponactive==-1)
 +                                                        if((weapons.velocity[k].x==0&&weapons.velocity[k].y==0&&weapons.velocity[k].z==0||
 +                                                                        player[i].aitype==playercontrolled)&&
 +                                                                    weapons.owner[k]==-1||
 +                                                                player[i].victim&&
 +                                                                 weapons.owner[k]==player[i].victim->id)
 +                                                            if(findDistancefastflat(&player[i].coords,&weapons.position[k])<3&&
 +                                                                    player[i].weaponactive==-1){
 +                                                                if(weapons.type[k]!=staff)
 +                                                                    emit_sound_at(knifedrawsound, player[i].coords, 128.);
 +
 +                                                                player[i].weaponactive=0;
 +                                                                weapons.owner[k]=player[i].id;
 +                                                                if(player[i].num_weapons>0)
 +                                                                    player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 +                                                                player[i].num_weapons++;
 +                                                                player[i].weaponids[0]=k;
 +                                                            }
 +                                                }
 +                                            }
 +                                        }
 +                                    }
 +                            }
 +                            if(player[i].isCrouch()||
 +                                    player[i].targetanimation==sneakanim||
 +                                    player[i].isRun()||
 +                                    player[i].isIdle()||player[i].targetanimation==rollanim||
 +                                    player[i].targetanimation==backhandspringanim){
 +                                if(numplayers>1)
 +                                    for(int j=0;j<numplayers;j++){
 +                                        if(player[i].weaponactive==-1)
 +                                            if(j!=i)
 +                                                if(player[j].num_weapons&&
 +                                                        player[j].skeleton.free&&
 +                                                        findDistancefast(&player[i].coords,&player[j].coords)<2/*&&player[j].dead*/&&
 +                                                        (((player[j].skeleton.forward.y<0&&
 +                                                           player[j].weaponstuckwhere==0)||
 +                                                          (player[j].skeleton.forward.y>0&&
 +                                                           player[j].weaponstuckwhere==1))||
 +                                                         player[j].weaponstuck==-1||
 +                                                         player[j].num_weapons>1)){
 +                                                    if(player[i].targetanimation!=rollanim&&player[i].targetanimation!=backhandspringanim){
 +                                                        player[i].throwtogglekeydown=1;
 +                                                        player[i].victim=&player[j];
 +                                                        player[i].hasvictim=1;
 +                                                        setAnimation(i,crouchremoveknifeanim);
 +                                                        player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
 +                                                    }
 +                                                    if(player[i].targetanimation==rollanim||player[i].targetanimation==backhandspringanim){
 +                                                        player[i].throwtogglekeydown=1;
 +                                                        player[i].victim=&player[j];
 +                                                        player[i].hasvictim=1;
 +                                                        int k = player[j].weaponids[0];
 +                                                        if(player[i].hasvictim){
 +                                                            bool fleshstuck;
 +                                                            fleshstuck=0;
 +                                                            if(player[i].victim->weaponstuck!=-1){
 +                                                                if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
 +                                                                    fleshstuck=1;
 +                                                                }
 +                                                            }
 +                                                            if(!fleshstuck){
 +                                                                if(weapons.type[k]!=staff)
 +                                                                  emit_sound_at(knifedrawsound, player[i].coords, 128.);
 +                                                            }
 +                                                            if(fleshstuck)
 +                                                              emit_sound_at(fleshstabremovesound, player[i].coords, 128.);
 +
 +                                                            player[i].weaponactive=0;
 +                                                            if(weapons.owner[k]!=-1){
 +                                                                if(player[i].victim->num_weapons==1)player[i].victim->num_weapons=0;
 +                                                                else player[i].victim->num_weapons=1;
 +
 +                                                                player[i].victim->skeleton.longdead=0;
 +                                                                player[i].victim->skeleton.free=1;
 +                                                                player[i].victim->skeleton.broken=0;
 +
 +                                                                for(int l=0;l<player[i].victim->skeleton.num_joints;l++){
 +                                                                    player[i].victim->skeleton.joints[l].velchange=0;
 +                                                                    player[i].victim->skeleton.joints[l].locked=0;
 +                                                                }
 +
 +                                                                XYZ relative;
 +                                                                relative=0;
 +                                                                relative.y=10;
 +                                                                Normalise(&relative);
 +                                                                XYZ footvel,footpoint;
 +                                                                footvel=0;
 +                                                                footpoint=weapons.position[k];
 +                                                                if(player[i].victim->weaponstuck!=-1){
 +                                                                    if(player[i].victim->weaponids[player[i].victim->weaponstuck]==k){
 +                                                                        if(bloodtoggle)Sprite::MakeSprite(cloudimpactsprite, footpoint,footvel, 1,0,0, .8, .3);
 +                                                                        weapons.bloody[k]=2;
 +                                                                        weapons.blooddrip[k]=5;
 +                                                                        player[i].victim->weaponstuck=-1;
 +                                                                        player[i].victim->bloodloss+=2000;
 +                                                                        player[i].victim->DoDamage(2000);
 +                                                                    }
 +                                                                }
 +                                                                if(player[i].victim->num_weapons>0){
 +                                                                    if(player[i].victim->weaponstuck!=0&&player[i].victim->weaponstuck!=-1)player[i].victim->weaponstuck=0;
 +                                                                    if(player[i].victim->weaponids[0]==k)
 +                                                                        player[i].victim->weaponids[0]=player[i].victim->weaponids[player[i].victim->num_weapons];
 +                                                                }
 +
 +                                                                player[i].victim->weaponactive=-1;
 +
 +                                                                playerJoint(player[i].victim,abdomen).velocity+=relative*6;
 +                                                                playerJoint(player[i].victim,neck).velocity+=relative*6;
 +                                                                playerJoint(player[i].victim,rightshoulder).velocity+=relative*6;
 +                                                                playerJoint(player[i].victim,leftshoulder).velocity+=relative*6;
 +                                                            }
 +                                                            weapons.owner[k]=i;
 +                                                            if(player[i].num_weapons>0){
 +                                                                player[i].weaponids[player[i].num_weapons]=player[i].weaponids[0];
 +                                                            }
 +                                                            player[i].num_weapons++;
 +                                                            player[i].weaponids[0]=k;
 +                                                        }
 +                                                    }
 +                                                }
 +                                    }
 +                            }
 +                        }
 +                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
 +                            if(weapons.type[player[i].weaponids[0]]==knife){
 +                                if(player[i].isIdle()||
 +                                        player[i].isRun()||
 +                                        player[i].isCrouch()||
 +                                        player[i].targetanimation==sneakanim||
 +                                        player[i].isFlip())
 +                                    if(numplayers>1)
 +                                        for(int j=0;j<numplayers;j++){
 +                                            if(i!=j)
 +                                                if(tutoriallevel!=1||tutorialstage==49)
 +                                                    if(hostile)
 +                                                        if(normaldotproduct(player[i].facing,player[i].coords-player[j].coords)<0&&
 +                                                                findDistancefast(&player[i].coords,&player[j].coords)<100&&
 +                                                                findDistancefast(&player[i].coords,&player[j].coords)>1.5&&
 +                                                                !player[j].skeleton.free&&
 +                                                                -1==checkcollide(DoRotation(playerJoint(j,head).position,0,player[j].rotation,0)*player[j].scale+player[j].coords,DoRotation(playerJoint(i,head).position,0,player[i].rotation,0)*player[i].scale+player[i].coords)){
 +                                                            if(!player[i].isFlip()){
 +                                                                player[i].throwtogglekeydown=1;
 +                                                                player[i].victim=&player[j];
 +                                                                setAnimation(i,knifethrowanim);
 +                                                                player[i].targetrotation=roughDirectionTo(player[i].coords,player[j].coords);
 +                                                                player[i].targettilt2=pitchTo(player[i].coords,player[j].coords);
 +                                                            }
 +                                                            if(player[i].isFlip()){
 +                                                                if(player[i].weaponactive!=-1){
 +                                                                    player[i].throwtogglekeydown=1;
 +                                                                    player[i].victim=&player[j];
 +                                                                    XYZ aim;
 +                                                                    weapons.owner[player[i].weaponids[0]]=-1;
 +                                                                    aim=player[i].victim->coords+DoRotation(playerJoint(player[i].victim,abdomen).position,0,player[i].victim->rotation,0)*player[i].victim->scale+player[i].victim->velocity*findDistance(&player[i].victim->coords,&player[i].coords)/50-(player[i].coords+DoRotation(playerJoint(i,righthand).position,0,player[i].rotation,0)*player[i].scale);
 +                                                                    Normalise(&aim);
 +
 +                                                                    aim=DoRotation(aim,(float)abs(Random()%30)-15,(float)abs(Random()%30)-15,0);
 +
 +                                                                    weapons.velocity[player[i].weaponids[0]]=aim*50;
 +                                                                    weapons.tipvelocity[player[i].weaponids[0]]=aim*50;
 +                                                                    weapons.missed[player[i].weaponids[0]]=0;
 +                                                                    weapons.freetime[player[i].weaponids[0]]=0;
 +                                                                    weapons.firstfree[player[i].weaponids[0]]=1;
 +                                                                    weapons.physics[player[i].weaponids[0]]=0;
 +                                                                    player[i].num_weapons--;
 +                                                                    if(player[i].num_weapons){
 +                                                                        player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
 +                                                                    }
 +                                                                    player[i].weaponactive=-1;
 +                                                                }
 +                                                            }
 +                                                        }
 +                                        }
 +                            }
 +                        }
 +                        if(player[i].weaponactive!=-1&&player[i].aitype==playercontrolled){
 +                            if(player[i].isCrouch()||player[i].targetanimation==sneakanim){
 +                                player[i].throwtogglekeydown=1;
 +                                weapons.owner[player[i].weaponids[0]]=-1;
 +                                weapons.velocity[player[i].weaponids[0]]=player[i].velocity*.2;
 +                                if(weapons.velocity[player[i].weaponids[0]].x==0)weapons.velocity[player[i].weaponids[0]].x=.1;
 +                                weapons.tipvelocity[player[i].weaponids[0]]=weapons.velocity[player[i].weaponids[0]];
 +                                weapons.missed[player[i].weaponids[0]]=1;
 +                                weapons.freetime[player[i].weaponids[0]]=0;
 +                                weapons.firstfree[player[i].weaponids[0]]=1;
 +                                weapons.physics[player[i].weaponids[0]]=1;
 +                                player[i].num_weapons--;
 +                                if(player[i].num_weapons){
 +                                    player[i].weaponids[0]=player[i].weaponids[player[i].num_weapons];
 +                                    if(player[i].weaponstuck==player[i].num_weapons)player[i].weaponstuck=0;
 +                                }
 +
 +                                player[i].weaponactive=-1;
 +                                for(int j=0;j<numplayers;j++){
 +                                    player[j].wentforweapon=0;
 +                                }
 +                            }
 +                        }
 +
 +                    }
 +
 +                    //draw weapon
 +                    if(i==0||!player[0].dead||player[i].weaponactive!=-1)
 +                        if(player[i].drawkeydown&&!player[i].drawtogglekeydown||
 +                                player[i].num_weapons==2&&
 +                                player[i].weaponactive==-1&&
 +                                player[i].isIdle()||
 +                                player[0].dead&&
 +                                player[i].weaponactive!=-1&&
 +                                i!=0){
 +                            bool isgood=1;
 +                            if(player[i].weaponactive!=-1)
 +                                if(weapons.type[player[i].weaponids[player[i].weaponactive]]==staff)
 +                                    isgood=0;
 +                            if(isgood&&player[i].creature!=wolftype){
 +                                if(player[i].isIdle()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
 +                                    setAnimation(i,drawrightanim);
 +                                    player[i].drawtogglekeydown=1;
 +                                }
 +                                if((player[i].isIdle()||
 +                                            (player[i].aitype!=playercontrolled&&
 +                                             player[0].weaponactive!=-1&&
 +                                             player[i].isRun()))&&
 +                                        player[i].num_weapons&&
 +                                        weapons.type[player[i].weaponids[0]]==sword){
 +                                    setAnimation(i,drawleftanim);
 +                                    player[i].drawtogglekeydown=1;
 +                                }
 +                                if(player[i].isCrouch()&&player[i].num_weapons&&weapons.type[player[i].weaponids[0]]==knife){
 +                                    setAnimation(i,crouchdrawrightanim);
 +                                    player[i].drawtogglekeydown=1;
 +                                }
 +                            }
 +                        }
 +                    //clean weapon
 +                    if(player[i].isCrouch()&&
 +                            weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
 +                            bloodtoggle&&
 +                            player[i].onterrain&&
 +                            player[i].num_weapons&&
 +                            player[i].weaponactive!=-1&&
 +                            player[i].attackkeydown){
 +                        if(weapons.bloody[player[i].weaponids[player[i].weaponactive]]&&
 +                                player[i].onterrain&&
 +                                bloodtoggle&&musictype!=stream_music2){
 +                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==knife)
 +                                setAnimation(i,crouchstabanim);
 +                            if(weapons.type[player[i].weaponids[player[i].weaponactive]]==sword)
 +                                setAnimation(i,swordgroundstabanim);
 +                            player[i].hasvictim=0;
 +                            //player[i].attacktogglekeydown=1;
 +                        }
 +                    }
 +
 +                    if(!player[i].drawkeydown)
 +                        player[i].drawtogglekeydown=0;
 +
 +                    XYZ absflatfacing;
 +                    if(i==0){
 +                        absflatfacing=0;
 +                        absflatfacing.z=-1;
 +
 +                        absflatfacing=DoRotation(absflatfacing,0,-rotation,0);
 +                    }
 +                    else absflatfacing=flatfacing;
 +
 +                    if(indialogue!=-1){
 +                        player[i].forwardkeydown=0;
 +                        player[i].leftkeydown=0;
 +                        player[i].backkeydown=0;
 +                        player[i].rightkeydown=0;
 +                        player[i].jumpkeydown=0;
 +                        player[i].crouchkeydown=0;
 +                        player[i].drawkeydown=0;
 +                        player[i].throwkeydown=0;
 +                    }
 +                    movekey=0;
 +                    //Do controls
 +                    if(!animation[player[i].targetanimation].attack&&
 +                            player[i].targetanimation!=staggerbackhighanim&&
 +                            player[i].targetanimation!=staggerbackhardanim&&
 +                            player[i].targetanimation!=backhandspringanim&&
 +                            player[i].targetanimation!=dodgebackanim){
 +                        if(!player[i].forwardkeydown)
 +                            player[i].forwardstogglekeydown=0;
 +                        if(player[i].crouchkeydown){
 +                            //Crouch
 +                            target=-2;
 +                            if(i==0){
 +                                player[i].superruntoggle=1;
 +                                if(numplayers>1)
 +                                    for(int j=0;j<numplayers;j++)
 +                                        if(j!=i&&!player[j].skeleton.free&&player[j].aitype==passivetype)
 +                                            if(findDistancefast(&player[j].coords,&player[i].coords)<16)
 +                                                player[i].superruntoggle=0;
 +                            }
 +
 +                            if(numplayers>1)
 +                                for(int j=0;j<numplayers;j++){
 +                                    if(j!=i&&!player[j].skeleton.free&&player[j].victim&&player[i].lowreversaldelay<=0){
 +                                        if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
 +                                                player[j].victim==&player[i]&&
 +                                                (player[j].targetanimation==sweepanim||
 +                                                 player[j].targetanimation==upunchanim||
 +                                                 player[j].targetanimation==wolfslapanim||
 +                                                 ((player[j].targetanimation==swordslashanim||
 +                                                   player[j].targetanimation==knifeslashstartanim||
 +                                                   player[j].targetanimation==staffhitanim||
 +                                                   player[j].targetanimation==staffspinhitanim)&&
 +                                                  findDistancefast(&player[j].coords,&player[i].coords)<2))){
 +                                            if(target>=0)
 +                                                target=-1;
 +                                            else
 +                                                target=j;
 +                                        }
 +                                    }
 +                                }
 +                            if(target>=0)
 +                                player[target].Reverse();
 +                            player[i].lowreversaldelay=.5;
 +
 +                            if(player[i].isIdle()){
 +                                setAnimation(i,player[i].getCrouch());
 +                                player[i].transspeed=10;
 +                            }
 +                            if(player[i].isRun()||
 +                                    (player[i].isStop()&&
 +                                     (player[i].leftkeydown||
 +                                      player[i].rightkeydown||
 +                                      player[i].forwardkeydown||
 +                                      player[i].backkeydown))){
 +                                setAnimation(i,rollanim);
 +                                player[i].transspeed=20;
 +                            }
 +                        }
 +                        if(!player[i].crouchkeydown){
 +                            //Uncrouch
 +                            if(!player[i].isRun()&&player[i].targetanimation!=sneakanim&&i==0)player[i].superruntoggle=0;
 +                            target=-2;
 +                            if(player[i].isCrouch()){
 +                                if(numplayers>1)
 +                                    for(int j=0;j<numplayers;j++){
 +                                        if(j!=i&&
 +                                                !player[j].skeleton.free&&
 +                                                player[j].victim&&
 +                                                player[i].highreversaldelay<=0){
 +                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
 +                                                    player[j].victim==&player[i]&&
 +                                                    (player[j].targetanimation==spinkickanim)&&
 +                                                    player[i].isCrouch()){
 +                                                if(target>=0)
 +                                                    target=-1;
 +                                                else
 +                                                    target=j;
 +                                            }
 +                                        }
 +                                    }
 +                                if(target>=0)
 +                                    player[target].Reverse();
 +                                player[i].highreversaldelay=.5;
 +
 +                                if(player[i].isCrouch()){
 +                                    if(!player[i].wasCrouch()){
 +                                        player[i].currentanimation=player[i].getCrouch();
 +                                        player[i].currentframe=0;
 +                                    }
 +                                    setAnimation(i,player[i].getIdle());
 +                                    player[i].transspeed=10;
 +                                }
 +                            }
 +                            if(player[i].targetanimation==sneakanim){
 +                                setAnimation(i,player[i].getIdle());
 +                                player[i].transspeed=10;
 +                            }
 +                        }
 +                        if(player[i].forwardkeydown){
 +                            if(player[i].isIdle()||
 +                                    (player[i].isStop()&&
 +                                     player[i].targetrotation==player[i].rotation)||
 +                                    (player[i].isLanding()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown)||
 +                                    (player[i].isLandhard()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown&&
 +                                     player[i].crouchkeydown)){
 +                                if(player[i].aitype==passivetype)
 +                                    setAnimation(i,walkanim);
 +                                else
 +                                    setAnimation(i,player[i].getRun());
 +                            }
 +                            if(player[i].isCrouch()){
 +                                player[i].targetanimation=sneakanim;
 +                                if(player[i].wasCrouch())
 +                                    player[i].target=0;
 +                                player[i].targetframe=0;
 +                            }
 +                            if(player[i].targetanimation==hanganim/*&&(!player[i].forwardstogglekeydown||player[i].aitype!=playercontrolled)*/){
 +                                setAnimation(i,climbanim);
 +                                player[i].targetframe=1;
 +                                player[i].jumpclimb=1;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 +                                player[i].velocity+=absflatfacing*5*multiplier;
 +                            }
 +                            player[i].forwardstogglekeydown=1;
 +                            movekey=1;
 +                        }
 +                        if (player[i].rightkeydown){
 +                            if(player[i].isIdle()||
 +                                    (player[i].isStop()&&
 +                                     player[i].targetrotation==player[i].rotation)||
 +                                    (player[i].isLanding()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown)||
 +                                    (player[i].isLandhard()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown&&
 +                                     player[i].crouchkeydown)){
 +                                setAnimation(i,player[i].getRun());
 +                            }
 +                            if(player[i].isCrouch()){
 +                                player[i].targetanimation=sneakanim;
 +                                if(player[i].wasCrouch())
 +                                    player[i].target=0;
 +                                player[i].targetframe=0;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 +                                player[i].velocity+=DoRotation(absflatfacing*5*multiplier,0,-90,0);
 +                            }
 +                            player[i].targetrotation-=90;
 +                            if(player[i].forwardkeydown)player[i].targetrotation+=45;
 +                            if(player[i].backkeydown)player[i].targetrotation-=45;
 +                            movekey=1;
 +                        }
 +                        if ( player[i].leftkeydown){
 +                            if(player[i].isIdle()||
 +                                    (player[i].isStop()&&
 +                                     player[i].targetrotation==player[i].rotation)||
 +                                    (player[i].isLanding()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown)||
 +                                    (player[i].isLandhard()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown&&
 +                                     player[i].crouchkeydown)){
 +                                setAnimation(i,player[i].getRun());
 +                            }
 +                            if(player[i].isCrouch()){
 +                                player[i].targetanimation=sneakanim;
 +                                if(player[i].wasCrouch())
 +                                    player[i].target=0;
 +                                player[i].targetframe=0;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 +                                player[i].velocity-=DoRotation(absflatfacing*5*multiplier,0,-90,0);
 +                            }
 +                            player[i].targetrotation+=90;
 +                            if(player[i].forwardkeydown)player[i].targetrotation-=45;
 +                            if(player[i].backkeydown)player[i].targetrotation+=45;
 +                            movekey=1;
 +                        }
 +                        if(player[i].backkeydown){
 +                            if(player[i].isIdle()||
 +                                    (player[i].isStop()&&
 +                                     player[i].targetrotation==player[i].rotation)||
 +                                    (player[i].isLanding()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown)||
 +                                    (player[i].isLandhard()&&
 +                                     player[i].targetframe>0&&
 +                                     !player[i].jumpkeydown&&
 +                                     player[i].crouchkeydown)){
 +                                setAnimation(i,player[i].getRun());
 +                            }
 +                            if(player[i].isCrouch()){
 +                                player[i].targetanimation=sneakanim;
 +                                if(player[i].wasCrouch())
 +                                    player[i].target=0;
 +                                player[i].targetframe=0;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim||player[i].targetanimation==jumpdownanim||player[i].isFlip()){
 +                                player[i].velocity-=absflatfacing*5*multiplier;
 +                            }
 +                            if(player[i].targetanimation==hanganim){
 +                                player[i].currentanimation=jumpdownanim;
 +                                player[i].targetanimation=jumpdownanim;
 +                                player[i].target=0;
 +                                player[i].currentframe=0;
 +                                player[i].targetframe=1;
 +                                player[i].velocity=0;
 +                                player[i].velocity.y+=gravity;
 +                                player[i].coords.y-=1.4;
 +                                player[i].grabdelay=1;
 +                            }
 +                            if ( !player[i].leftkeydown&&!player[i].rightkeydown)
 +                                player[i].targetrotation+=180;
 +                            movekey=1;
 +                        }
 +                        if((player[i].jumpkeydown&&!player[i].jumpclimb)||player[i].jumpstart){
 +                            if((((player[i].isLanding()&&player[i].targetframe>=3)||
 +                                            player[i].isRun()||
 +                                            player[i].targetanimation==walkanim||
 +                                            player[i].isCrouch()||
 +                                            player[i].targetanimation==sneakanim)&&
 +                                        player[i].jumppower>1)&&
 +                                    ((player[i].targetanimation!=rabbitrunninganim&&
 +                                      player[i].targetanimation!=wolfrunninganim)||i!=0)){
 +                                player[i].jumpstart=0;
 +                                setAnimation(i,jumpupanim);
 +                                player[i].rotation=player[i].targetrotation;
 +                                player[i].transspeed=20;
 +                                player[i].FootLand(0,1);
 +                                player[i].FootLand(1,1);
 +
 +                                facing=0;
 +                                facing.z=-1;
 +                                flatfacing=DoRotation(facing,0,player[i].targetrotation+180,0);
 +
 +                                if(movekey)player[i].velocity=flatfacing*player[i].speed*45*player[i].scale;
 +                                if(!movekey)player[i].velocity=0;
 +
 +                                //Dodge sweep?
 +                                target=-2;
 +                                if(numplayers>1)
 +                                    for(int j=0;j<numplayers;j++){
 +                                        if(j!=i&&!player[j].skeleton.free&&player[j].victim){
 +                                            if(findDistancefast(&player[j].coords,&player[j].victim->coords)<3&&
 +                                                    player[j].victim==&player[i]&&
 +                                                    (player[j].targetanimation==sweepanim)){
 +                                                if(target>=0)target=-1;
 +                                                else target=j;
 +                                            }
 +                                        }
 +                                    }
 +                                    if(target>=0)player[i].velocity.y=1;
 +                                    else if(player[i].crouchkeydown||player[i].aitype!=playercontrolled){
 +                                        player[i].velocity.y=7;
 +                                        player[i].crouchtogglekeydown=1;
 +                                    }
 +                                    else player[i].velocity.y=5;
 +
 +                                    if(mousejump&&i==0&&debugmode){
 +                                        if(!player[i].isLanding())player[i].tempdeltav=deltav;
 +                                        if(player[i].tempdeltav<0)player[i].velocity.y-=(float)(player[i].tempdeltav)/multiplier/1000;
 +                                    }
 +
 +                                    player[i].coords.y+=.2;
 +                                    player[i].jumppower-=1;
 +
 +                                    if (!i)
 +                                      emit_sound_at(whooshsound, player[i].coords, 128.);
 +
 +                                    emit_sound_at(jumpsound, player[i].coords, 128.);
 +                            }
 +                            if((player[i].isIdle())&&player[i].jumppower>1){
 +                                setAnimation(i,player[i].getLanding());
 +                                player[i].targetframe=2;
 +                                player[i].landhard=0;
 +                                player[i].jumpstart=1;
 +                                player[i].tempdeltav=deltav;
 +                            }
 +                            if(player[i].targetanimation==jumpupanim&&
 +                                    (((!floatjump&&
 +                                       !editorenabled)||
 +                                      !debugmode)||
 +                                     player[i].aitype!=playercontrolled)){
 +                                if(player[i].jumppower>multiplier*6){
 +                                    player[i].velocity.y+=multiplier*6;
 +                                    player[i].jumppower-=multiplier*6;
 +                                }
 +                                if(player[i].jumppower<=multiplier*6){
 +                                    player[i].velocity.y+=player[i].jumppower;
 +                                    player[i].jumppower=0;
 +                                }
 +                            }
 +                            if(((floatjump||editorenabled)&&debugmode)&&i==0)player[i].velocity.y+=multiplier*30;
 +                        }
 +
 +                        if(!movekey){
 +                            if(player[i].isRun()||player[i].targetanimation==walkanim)
 +                                setAnimation(i,player[i].getStop());
 +                            if(player[i].targetanimation==sneakanim){
 +                                player[i].targetanimation=player[i].getCrouch();
 +                                if(player[i].currentanimation==sneakanim)
 +                                    player[i].target=0;
 +                                player[i].targetframe=0;
 +                            }
 +                        }
 +                        if(player[i].targetanimation==walkanim&&
 +                                (player[i].aitype==attacktypecutoff||
 +                                 player[i].aitype==searchtype||
 +                                 (player[i].aitype==passivetype&&
 +                                  player[i].numwaypoints<=1)))
 +                            setAnimation(i,player[i].getStop());
 +                        if(player[i].isRun()&&(player[i].aitype==passivetype))
 +                            setAnimation(i,player[i].getStop());
 +                    }
 +                }
 +                if(player[i].targetanimation==rollanim)
 +                    player[i].targetrotation=oldtargetrotation;
 +            }
 +
 +            //Rotation
 +            for(int k=0;k<numplayers;k++){
 +                if(fabs(player[k].rotation-player[k].targetrotation)>180){
 +                    if(player[k].rotation>player[k].targetrotation)
 +                        player[k].rotation-=360;
 +                    else
 +                        player[k].rotation+=360;
 +                }
 +
 +                //stop to turn in right direction
 +                if(fabs(player[k].rotation-player[k].targetrotation)>90&&(player[k].isRun()||player[k].targetanimation==walkanim))
 +                    setAnimation(k,player[k].getStop());
 +
 +                if(player[k].targetanimation==backhandspringanim||player[k].targetanimation==dodgebackanim)
 +                    player[k].targettilt=0;
 +
 +                if(player[k].targetanimation!=jumpupanim&&
 +                        player[k].targetanimation!=backhandspringanim&&
 +                        player[k].targetanimation!=jumpdownanim&&
 +                        !player[k].isFlip()){
 +                    player[k].targettilt=0;
 +                    if(player[k].jumppower<0&&!player[k].jumpkeydown)
 +                        player[k].jumppower=0;
 +                    player[k].jumppower+=multiplier*7;
 +                    if(player[k].isCrouch())
 +                        player[k].jumppower+=multiplier*7;
 +                    if(player[k].jumppower>5)
 +                        player[k].jumppower=5;
 +                }
 +
 +                if(player[k].isRun())
 +                    player[k].targettilt=(player[k].rotation-player[k].targetrotation)/4;
 +
 +                player[k].tilt=stepTowardf(player[k].tilt,player[k].targettilt,multiplier*150);
 +                player[k].grabdelay-=multiplier;
 +            }
 +
 +            //do animations
 +            for(int k=0;k<numplayers;k++){
 +                player[k].DoAnimations();
 +                player[k].whichpatchx=player[k].coords.x/(terrain.size/subdivision*terrain.scale);
 +                player[k].whichpatchz=player[k].coords.z/(terrain.size/subdivision*terrain.scale);
 +            }
 +
 +            //do stuff
 +            objects.DoStuff();
 +            
 +            for(int j=numenvsounds-1;j>=0;j--){
 +                envsoundlife[j]-=multiplier;
 +                if(envsoundlife[j]<0){
 +                    numenvsounds--;
 +                    envsoundlife[j]=envsoundlife[numenvsounds];
 +                    envsound[j]=envsound[numenvsounds];
 +                }
 +            }
 +            if(slomo)
 +                OPENAL_SetFrequency(OPENAL_ALL, slomofreq);
 +            else
 +                OPENAL_SetFrequency(OPENAL_ALL, 22050);
 +
 +            if(tutoriallevel==1){
 +                XYZ temp;
 +                XYZ temp2;
 +                XYZ temp3;
 +                XYZ oldtemp;
 +                XYZ oldtemp2;
 +                temp.x=1011;
 +                temp.y=84;
 +                temp.z=491;
 +                temp2.x=1025;
 +                temp2.y=75;
 +                temp2.z=447;
 +                temp3.x=1038;
 +                temp3.y=76;
 +                temp3.z=453;
 +                oldtemp=temp;
 +                oldtemp2=temp2;
 +                if(tutorialstage>=51)
 +                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
 +                        OPENAL_StopSound(OPENAL_ALL);  // hack...OpenAL renderer isn't stopping music after tutorial goes to level menu...
 +                        OPENAL_SetFrequency(OPENAL_ALL, 0.001);
 +
 +                        emit_stream_np(stream_music3);
 +
 +                        gameon=0;
 +                        mainmenu=5;
 +
 +                        fireSound();
 +
 +                        flash();
 +                    }
 +                if(tutorialstage<51)
 +                    if(findDistancefast(&temp,&player[0].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[0].coords)<4){
 +                        emit_sound_at(fireendsound, player[0].coords);
 +
 +                        player[0].coords=(oldtemp+oldtemp2)/2;
 +
 +                        flash();
 +                    }
 +                if(tutorialstage>=14&&tutorialstage<50)
 +                    if(findDistancefast(&temp,&player[1].coords)>=findDistancefast(&temp,&temp2)-1||findDistancefast(&temp3,&player[1].coords)<4){
 +                        emit_sound_at(fireendsound, player[1].coords);
 +
 +                        for(int i=0;i<player[1].skeleton.num_joints;i++){
 +                            if(Random()%2==0){
 +                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 +                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 +                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 +                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 +                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 +                            }
 +                        }
 +
 +                        player[1].coords=(oldtemp+oldtemp2)/2;
 +                        for(int i=0;i<player[1].skeleton.num_joints;i++){
 +                            player[1].skeleton.joints[i].velocity=0;
 +                            if(Random()%2==0){
 +                                if(!player[1].skeleton.free)temp2=(player[1].coords-player[1].oldcoords)/multiplier/2;//velocity/2;
 +                                if(player[1].skeleton.free)temp2=player[1].skeleton.joints[i].velocity*player[1].scale/2;
 +                                if(!player[1].skeleton.free)temp=DoRotation(DoRotation(DoRotation(player[1].skeleton.joints[i].position,0,0,player[1].tilt),player[1].tilt2,0,0),0,player[1].rotation,0)*player[1].scale+player[1].coords;
 +                                if(player[1].skeleton.free)temp=player[1].skeleton.joints[i].position*player[1].scale+player[1].coords;
 +                                Sprite::MakeSprite(breathsprite, temp,temp2, 1,1,1, .6+(float)abs(Random()%100)/200-.25, 1);
 +                            }
 +                        }
 +                    }
 +            }
 +
 +
 +            //3d sound
 +            static float gLoc[3];
 +            gLoc[0]=viewer.x;
 +            gLoc[1]=viewer.y;
 +            gLoc[2]=viewer.z;
 +            static float vel[3];
 +            vel[0]=(viewer.x-oldviewer.x)/multiplier;
 +            vel[1]=(viewer.y-oldviewer.y)/multiplier;
 +            vel[2]=(viewer.z-oldviewer.z)/multiplier;
 +
 +            //Set orientation with forward and up vectors
 +            static XYZ upvector;
 +            upvector=0;
 +            upvector.z=-1;
 +
 +            upvector=DoRotation(upvector,-rotation2+90,0,0);
 +            upvector=DoRotation(upvector,0,0-rotation,0);
 +
 +            facing=0;
 +            facing.z=-1;
 +
 +            facing=DoRotation(facing,-rotation2,0,0);
 +            facing=DoRotation(facing,0,0-rotation,0);
 +
 +
 +            static float ori[6];
 +            ori[0] = -facing.x;
 +            ori[1] = facing.y;
 +            ori[2] = -facing.z;
 +            ori[3] = -upvector.x;
 +            ori[4] = upvector.y;
 +            ori[5] = -upvector.z;
 +
 +            OPENAL_3D_Listener_SetAttributes(&gLoc[0], &vel[0], ori[0], ori[1], ori[2], ori[3], ori[4], ori[5]);
 +            OPENAL_Update();
 +
 +            oldviewer=viewer;
                }
        }
  
 -      if(Input::isKeyDown(SDLK_F1)&&!freezetogglekeydown){
 +      if(Input::isKeyPressed(SDLK_F1))
                Screenshot();
 -              freezetogglekeydown=1;
 -      }
  }
  
 +
 +
  void  Game::TickOnce(){
        if(mainmenu)
                rotation+=multiplier*5;
        else
                if(directing||indialogue==-1) {
                        rotation+=deltah*.7;
 -                      if(!invertmouse)rotation2+=deltav*.7;
 -                      if(invertmouse)rotation2-=deltav*.7;
 -                      if(rotation2>90)rotation2=90;
 -                      if(rotation2<-70)rotation2=-70;
 +                      if(!invertmouse)
 +                rotation2+=deltav*.7;
 +                      if(invertmouse)
 +                rotation2-=deltav*.7;
 +                      if(rotation2>90)
 +                rotation2=90;
 +                      if(rotation2<-70)
 +                rotation2=-70;
                }
  }
  
@@@ -7596,6 -7338,7 +7597,6 @@@ void    Game::TickOnceAfter()
        static XYZ col;
        static float brotate;
        static XYZ facing;
 -      static int i,j;
        static float changedelay;
        static bool alldead;
        static float unseendelay;
  
        if(!mainmenu){
  
 -              if(environment==snowyenvironment)music1=stream_music1snow;
 -              if(environment==grassyenvironment)music1=stream_music1grass;
 -              if(environment==desertenvironment)music1=stream_music1desert;
 +              if(environment==snowyenvironment)
 +            music1=stream_music1snow;
 +              if(environment==grassyenvironment)
 +            music1=stream_music1grass;
 +              if(environment==desertenvironment)
 +            music1=stream_music1desert;
  
                realthreat=0;
  
                musictype=music1;
 -              for(i=0;i<numplayers;i++){
 -                      if((player[i].aitype==attacktypecutoff||player[i].aitype==getweapontype||player[i].aitype==gethelptype||player[i].aitype==searchtype)&&!player[i].dead/*&&player[i].surprised<=0*/&&(player[i].targetanimation!=sneakattackedanim&&player[i].targetanimation!=knifesneakattackedanim&&player[i].targetanimation!=swordsneakattackedanim)){
 +              for(int i=0;i<numplayers;i++){
 +                      if((player[i].aitype==attacktypecutoff||
 +                        player[i].aitype==getweapontype||
 +                        player[i].aitype==gethelptype||
 +                        player[i].aitype==searchtype)&&
 +                    !player[i].dead/*&&player[i].surprised<=0*/&&
 +                    (player[i].targetanimation!=sneakattackedanim&&
 +                     player[i].targetanimation!=knifesneakattackedanim&&
 +                     player[i].targetanimation!=swordsneakattackedanim)){
                                musictype=stream_music2;
                                realthreat=1;
                        }
                }
 -              if(player[0].dead)musictype=stream_music3;
 +              if(player[0].dead)
 +            musictype=stream_music3;
  
  
 -              if(musictype==stream_music2){
 +              if(musictype==stream_music2)
                        unseendelay=1;
 -              }
  
                if(oldmusictype==stream_music2&&musictype!=stream_music2){
                        unseendelay-=multiplier;
 -                      if(unseendelay>0){
 +                      if(unseendelay>0)
                                musictype=stream_music2;
 -                      }
                }
  
  
                        musicvolume[3]=0;
                }
  
 -              if(musictoggle){
 -                      if(musictype!=oldmusictype&&musictype==stream_music2){
 +              if(musictoggle)
 +                      if(musictype!=oldmusictype&&musictype==stream_music2)
                                emit_sound_np(alarmsound);
 -
 -                      }
 -              }
                musicselected=musictype;
  
 -              if(musicselected==music1)musicvolume[0]+=multiplier*450;
 -              else musicvolume[0]-=multiplier*450;
 -              if(musicselected==stream_music2)musicvolume[1]+=multiplier*450;
 -              else musicvolume[1]-=multiplier*450;
 -              if(musicselected==stream_music3)musicvolume[2]+=multiplier*450;
 -              else musicvolume[2]-=multiplier*450;
 +              if(musicselected==music1)
 +            musicvolume[0]+=multiplier*450;
 +              else
 +            musicvolume[0]-=multiplier*450;
 +              if(musicselected==stream_music2)
 +            musicvolume[1]+=multiplier*450;
 +              else
 +            musicvolume[1]-=multiplier*450;
 +              if(musicselected==stream_music3)
 +            musicvolume[2]+=multiplier*450;
 +              else
 +            musicvolume[2]-=multiplier*450;
  
 -              for(i=0;i<3;i++){
 -                      if(musicvolume[i]<0)musicvolume[i]=0;
 -                      if(musicvolume[i]>512)musicvolume[i]=512;
 +              for(int i=0;i<3;i++){
 +                      if(musicvolume[i]<0)
 +                musicvolume[i]=0;
 +                      if(musicvolume[i]>512)
 +                musicvolume[i]=512;
                }
  
 -              if(musicvolume[2]>128&&!loading&&!mainmenu)musicvolume[2]=128;
 +              if(musicvolume[2]>128&&!loading&&!mainmenu)
 +            musicvolume[2]=128;
  
                if(musictoggle){
                        if(musicvolume[0]>0&&oldmusicvolume[0]<=0)
                          emit_stream_np(stream_music2, musicvolume[1]);
                        if(musicvolume[2]>0&&oldmusicvolume[2]<=0)
                          emit_stream_np(stream_music3, musicvolume[2]);
 -                      if(musicvolume[0]<=0&&oldmusicvolume[0]>0){
 +                      if(musicvolume[0]<=0&&oldmusicvolume[0]>0)
                                pause_sound(music1);
 -                      }
 -                      if(musicvolume[1]<=0&&oldmusicvolume[1]>0){
 +                      if(musicvolume[1]<=0&&oldmusicvolume[1]>0)
                                pause_sound(stream_music2);
 -                      }
 -                      if(musicvolume[2]<=0&&oldmusicvolume[2]>0){
 +                      if(musicvolume[2]<=0&&oldmusicvolume[2]>0)
                                pause_sound(stream_music3);
 -                      }
  
 -                      if(musicvolume[0]!=oldmusicvolume[0]){
 +                      if(musicvolume[0]!=oldmusicvolume[0])
                                OPENAL_SetVolume(channels[music1], musicvolume[0]);
 -                      }
 -                      if(musicvolume[1]!=oldmusicvolume[1]){
 +                      if(musicvolume[1]!=oldmusicvolume[1])
                                OPENAL_SetVolume(channels[stream_music2], musicvolume[1]);
 -                      }
 -                      if(musicvolume[2]!=oldmusicvolume[2]){
 +                      if(musicvolume[2]!=oldmusicvolume[2])
                                OPENAL_SetVolume(channels[stream_music3], musicvolume[2]);
 -                      }
  
 -                      for(i=0;i<3;i++){
 +                      for(int i=0;i<3;i++)
                                oldmusicvolume[i]=musicvolume[i];
 -                      }
                } else {
                        pause_sound(music1);
                        pause_sound(stream_music2);
                        pause_sound(stream_music3);
  
 -                      for(i=0;i<4;i++){
 +                      for(int i=0;i<4;i++){
                                oldmusicvolume[i]=0;
                                musicvolume[i]=0;
                        }
                }
  
                killhotspot=2;
 -              for(i=0;i<numhotspots;i++){
 +              for(int i=0;i<numhotspots;i++){
                        if(hotspottype[i]>10&&hotspottype[i]<20){
 -                              if(player[hotspottype[i]-10].dead==0){
 +                              if(player[hotspottype[i]-10].dead==0)
                                        killhotspot=0;
 -                              }
                                else if(killhotspot==2)
                                        killhotspot=1;
                        }
                }
 -              if(killhotspot==2)killhotspot=0;
 +              if(killhotspot==2)
 +            killhotspot=0;
  
  
                winhotspot=0;
 -              for(i=0;i<numhotspots;i++){
 -                      if(hotspottype[i]==-1){
 +              for(int i=0;i<numhotspots;i++)
 +                      if(hotspottype[i]==-1)
                                if(findDistancefast(&player[0].coords,&hotspot[i])<hotspotsize[i])
                                        winhotspot=1;
 -                      }
 -              }
  
                int numalarmed=0;
 -              for(i=1;i<numplayers;i++){
 -                      if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)numalarmed++;
 -              }
 -              if(numalarmed>maxalarmed)maxalarmed=numalarmed;
 +              for(int i=1;i<numplayers;i++)
 +                      if(!player[i].dead&&player[i].aitype==attacktypecutoff&&player[i].surprised<=0)
 +                numalarmed++;
 +              if(numalarmed>maxalarmed)
 +            maxalarmed=numalarmed;
  
                if(changedelay<=0&&!loading&&!editorenabled&&gameon&&!tutoriallevel&&changedelay!=-999&&!won){
                        if(player[0].dead&&changedelay<=0){
                                targetlevel=whichlevel;
                        }
                        alldead=1;
 -                      for(i=1;i<numplayers;i++){
 -                              if(!player[i].dead&&player[i].howactive<typedead1)alldead=0;
 -                      }
 +                      for(int i=1;i<numplayers;i++)
 +                              if(!player[i].dead&&player[i].howactive<typedead1)
 +                    alldead=0;
  
  
                        if(alldead&&!player[0].dead&&maptype==mapkilleveryone){
                                if(campaign){
                                        accountactive->winCampaignLevel(whichchoice, bonustotal, leveltime);
                                        scoreadded=1;
 -                              }
 -                              else
 -                              {
 +                              }else{
                                        accountactive->winLevel(whichlevel,bonustotal-startbonustotal,leveltime);
                                }
                                won=1;
                        }
  
                        if(!editorenabled&&gameon&&!mainmenu){
 -                              if(changedelay!=-999)changedelay-=multiplier/7;
 -                              if(player[0].dead)targetlevel=whichlevel;
 +                              if(changedelay!=-999)
 +                    changedelay-=multiplier/7;
 +                              if(player[0].dead)
 +                    targetlevel=whichlevel;
                                if(loading==2&&!campaign){
                                        flash();
  
                                        fireSound(firestartsound);
  
 -                                      if(!player[0].dead&&targetlevel!=whichlevel){
 +                                      if(!player[0].dead&&targetlevel!=whichlevel)
                                                startbonustotal=bonustotal;
 -                                      }
 -                                      if(player[0].dead) Loadlevel(whichlevel);
 -                                      else Loadlevel(targetlevel);
 +                                      if(player[0].dead)
 +                        Loadlevel(whichlevel);
 +                                      else
 +                        Loadlevel(targetlevel);
  
                                        fireSound();
  
  
                                        loading=3;
                                }
 -                              if(changedelay<=-999&&whichlevel!=-2&&!loading&&(player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(killhotspot))&&!winfreeze)loading=1;
 -                              if((player[0].dead||(alldead&&maptype==mapkilleveryone)||(winhotspot)||(windialogue)||(killhotspot))&&changedelay<=0){
 -                      {
 -                                              if(whichlevel!=-2&&!loading&&!player[0].dead){
 -                                                      winfreeze=1;
 -                                                      changedelay=-999;
 -                                              }
 -                                              if(player[0].dead)loading=1;
 -                                      }
 +                              if(changedelay<=-999&&
 +                        whichlevel!=-2&&
 +                        !loading&&
 +                        (player[0].dead||
 +                         (alldead&&maptype==mapkilleveryone)||
 +                         (winhotspot)||
 +                         (killhotspot))&&
 +                        !winfreeze)
 +                    loading=1;
 +                              if((player[0].dead||
 +                            (alldead&&maptype==mapkilleveryone)||
 +                            (winhotspot)||
 +                            (windialogue)||
 +                            (killhotspot))&&
 +                        changedelay<=0){
 +                    if(whichlevel!=-2&&!loading&&!player[0].dead){
 +                        winfreeze=1;
 +                        changedelay=-999;
 +                    }
 +                    if(player[0].dead)
 +                        loading=1;
                                }
                        }
  
                        if(campaign)
 -                              if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1){
 -                                      if(campaignnumnext[campaignchoicewhich[whichchoice]]==0){
 +                              if(mainmenu==0&&winfreeze&&(campaignchoosenext[campaignchoicewhich[whichchoice]])==1)
 +                                      if(campaignnumnext[campaignchoicewhich[whichchoice]]==0)
                                                endgame=1;
 -                                      }
 -                              }
                                else if(mainmenu==0&&winfreeze){
                                        if(campaignchoosenext[campaignchoicewhich[whichchoice]]==2)
                                                stealthloading=1;
 -                                      else stealthloading=0;
 +                                      else
 +                        stealthloading=0;
  
                                        if(!stealthloading){
                                                float gLoc[3]={0,0,0};
                                        ifstream ipstream(ConvertFileName(":Data:Campaigns:main.txt"));
                                        ipstream.ignore(256,':');
                                        ipstream >> campaignnumlevels;
 -                                      for(i=0;i<campaignnumlevels;i++){
 +                                      for(int i=0;i<campaignnumlevels;i++){
                                                ipstream.ignore(256,':');
                                                ipstream.ignore(256,':');
                                                ipstream.ignore(256,' ');
                                                ipstream >> campaignmapname[i];
                                                ipstream.ignore(256,':');
                                                ipstream >> campaigndescription[i];
 -                                              for(j=0;j<256;j++){
 +                                              for(int j=0;j<256;j++){
                                                        if(campaigndescription[i][j]=='_')campaigndescription[i][j]=' ';
                                                }
                                                ipstream.ignore(256,':');
                                                ipstream >> campaignchoosenext[i];
                                                ipstream.ignore(256,':');
                                                ipstream >> campaignnumnext[i];
 -                                              for(j=0;j<campaignnumnext[i];j++){
 +                                              for(int j=0;j<campaignnumnext[i];j++){
                                                        ipstream.ignore(256,':');
                                                        ipstream >> campaignnextlevel[i][j];
                                                        campaignnextlevel[i][j]-=1;
                                        }
                                        ipstream.close();
  
 -                                      for(i=0;i<campaignnumlevels;i++){
 +                                      for(int i=0;i<campaignnumlevels;i++){
                                                levelvisible[i]=0;
                                                levelhighlight[i]=0;
                                        }
  
  
 -                                      for(i=0;i<campaignnumlevels;i++){
 +                                      for(int i=0;i<campaignnumlevels;i++){
                                                levelvisible[i]=0;
                                                levelhighlight[i]=0;
                                        }
  
                                        levelorder[0]=0;
                                        levelvisible[0]=1;
 -                                      for(i=0;i<accountactive->getCampaignChoicesMade();i++){
 +                                      for(int i=0;i<accountactive->getCampaignChoicesMade();i++){
                                                levelorder[i+1]=campaignnextlevel[levelorder[i]][accountactive->getCampaignChoice(i)];
                                                levelvisible[levelorder[i+1]]=1;
                                        }
                                        else
                                        {
                                                campaignchoicenum=campaignnumnext[levelorder[whichlevelstart]];
 -                                              for(i=0;i<campaignchoicenum;i++){
 +                                              for(int i=0;i<campaignchoicenum;i++){
                                                        campaignchoicewhich[i]=campaignnextlevel[levelorder[whichlevelstart]][i];
                                                        levelvisible[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
                                                        levelhighlight[campaignnextlevel[levelorder[whichlevelstart]][i]]=1;
                                        stealthloading=0;
                                }
  
 -                              if(loading==3)loading=0;
 +            if(loading==3)
 +                loading=0;
  
 -                      }
 +        }
  
 -                      oldmusictype=musictype;
 +        oldmusictype=musictype;
        }
  
        facing=0;
                else target=player[0].oldcoords+player[0].currentoffset*(1-player[0].target)*player[0].scale+player[0].targetoffset*player[0].target*player[0].scale-player[0].facing*.05;
                target.y+=.1;
                if(player[0].skeleton.free){
 -                      for(i=0;i<player[0].skeleton.num_joints;i++){
 +                      for(int i=0;i<player[0].skeleton.num_joints;i++){
                                if(player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y>target.y)
                                        target.y=player[0].skeleton.joints[i].position.y*player[0].scale+player[0].coords.y;
                        }
                        coltarget=cameraloc;
                        objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
                        if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 -                              for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 -                                      i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 +                              for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 +                                      int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
                                        if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
                                }
 -                              if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 -                                      for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 -                                              i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 -                                              colviewer=viewer;
 -                                              if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
 -                                                      viewer=colviewer;
 -                                              }
 -                                      }
 -                                      cameradist=findDistance(&viewer,&target);
 -                                      if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
 -                                              viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
 -                                      }
 -                                      if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
 -                                              cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
 -                                      }
 +            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 +                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 +                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 +                    colviewer=viewer;
 +                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
 +                        viewer=colviewer;
 +                    }
 +                }
 +            cameradist=findDistance(&viewer,&target);
 +            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
 +            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
 +                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
 +            }
                }
                if(player[0].skeleton.free!=2&&autocam){
                        cameraspeed=20;
                        coltarget=cameraloc;
                        objects.SphereCheckPossible(&colviewer, findDistance(&colviewer,&coltarget));
                        if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 -                              for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 -                                      i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 +                              for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 +                                      int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
                                        colviewer=viewer;
                                        coltarget=cameraloc;
                                        if(objects.model[i].LineCheckPossible(&colviewer,&coltarget,&col,&objects.position[i],&objects.rotation[i])!=-1)viewer=col;
                                }
 -                              if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 -                                      for(j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 -                                              i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 -                                              colviewer=viewer;
 -                                              if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
 -                                                      viewer=colviewer;
 -                                              }
 -                                      }
 -                                      cameradist=findDistance(&viewer,&target);
 -                                      if(viewer.y<terrain.getHeight(viewer.x,viewer.z)+.6){
 -                                              viewer.y=terrain.getHeight(viewer.x,viewer.z)+.6;
 -                                      }
 -                                      if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
 -                                              cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
 -                                      }
 +            if(terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz])
 +                for(int j=0;j<terrain.patchobjectnum[player[0].whichpatchx][player[0].whichpatchz];j++){
 +                    int i=terrain.patchobjects[player[0].whichpatchx][player[0].whichpatchz][j];
 +                    colviewer=viewer;
 +                    if(objects.model[i].SphereCheck(&colviewer,.15,&col,&objects.position[i],&objects.rotation[i])!=-1){
 +                        viewer=colviewer;
 +                    }
 +                }
 +            cameradist=findDistance(&viewer,&target);
 +            viewer.y=max((double)viewer.y,terrain.getHeight(viewer.x,viewer.z)+.6);
 +            if(cameraloc.y<terrain.getHeight(cameraloc.x,cameraloc.z)){
 +                cameraloc.y=terrain.getHeight(cameraloc.x,cameraloc.z);
 +            }
                }
                if(camerashake>.8)camerashake=.8;
                //if(woozy>10)woozy=10;
                }
        }
  }
 +