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authorNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-21 18:11:55 +0700
committerNguyễn Gia Phong <mcsinyx@disroot.org>2021-06-21 21:31:11 +0700
commit325dca9f212f9fd44cd10a8180529970c7a08c72 (patch)
treee1cfaec078dfa49f4d51d05eef8a5b0967843a41
parent10f5376de856ecead4e8bbf66f19157f36f7a382 (diff)
downloadblackshades-1.2.0.tar.gz
Remove trailing whitespaces and duplicated blank lines 1.2.0
-rw-r--r--src/AGL_DSp.cpp83
-rw-r--r--src/AGL_DSp.h5
-rw-r--r--src/Alerts.cpp40
-rw-r--r--src/Alerts.h6
-rw-r--r--src/Camera.cpp2
-rw-r--r--src/Camera.h6
-rw-r--r--src/Constants.h1
-rw-r--r--src/Decals.cpp42
-rw-r--r--src/Decals.h17
-rw-r--r--src/Files.cpp28
-rw-r--r--src/Files.h18
-rw-r--r--src/Fog.cpp7
-rw-r--r--src/Fog.h7
-rw-r--r--src/Frustum.cpp71
-rw-r--r--src/Frustum.h1
-rw-r--r--src/Game.h105
-rw-r--r--src/GameDraw.cpp168
-rw-r--r--src/GameInitDispose.cpp865
-rw-r--r--src/GameLoop.cpp84
-rw-r--r--src/GameTick.cpp410
-rw-r--r--src/MacInput.cpp13
-rw-r--r--src/MacInput.h3
-rw-r--r--src/Main.cpp29
-rw-r--r--src/Models.cpp27
-rw-r--r--src/Models.h14
-rw-r--r--src/Person.cpp109
-rw-r--r--src/Person.h43
-rw-r--r--src/PhysicsMath.h289
-rw-r--r--src/Quaternions.cpp148
-rw-r--r--src/Quaternions.h5
-rw-r--r--src/SConstruct2
-rw-r--r--src/Serialize.cpp40
-rw-r--r--src/Skeleton.cpp97
-rw-r--r--src/Skeleton.h28
-rw-r--r--src/Sprites.cpp54
-rw-r--r--src/Sprites.h15
-rw-r--r--src/Support.cpp104
-rw-r--r--src/Support.h11
-rw-r--r--src/TGALoader.cpp29
-rw-r--r--src/TGALoader.h8
-rw-r--r--src/Text.cpp2
-rw-r--r--src/Text.h8
-rw-r--r--src/Textures.cpp7
-rw-r--r--src/Timer.cpp20
-rw-r--r--src/Timer.h9
45 files changed, 778 insertions, 2302 deletions
diff --git a/src/AGL_DSp.cpp b/src/AGL_DSp.cpp
index eace870..8e86b0a 100644
--- a/src/AGL_DSp.cpp
+++ b/src/AGL_DSp.cpp
@@ -2,19 +2,16 @@
 #include "AGL_DSp.h"
 #include "Alerts.h"
 
-
 /**> GLOBAL VARIABLES <**/
 DSpContextAttributes	gDSpContextAttributes;	// Global DrawSprocket context attributes
 DSpContextReference		gDSpContext;			// The global DrawSprocket context
 AGLContext				gOpenGLContext;			// The global OpenGL (AGL) context
 
-
 /********************> ToolboxInit() <*****/
 void		ToolboxInit( void )
 {
-	
 	MaxApplZone();
-	
+
 	InitGraf( &qd.thePort );
 	InitFonts();
 	InitWindows();
@@ -22,39 +19,38 @@ void		ToolboxInit( void )
 	TEInit();
 	InitDialogs( 0L );
 	InitCursor();
-	
 }
 
 /********************> HasAppearance() <*****/
 Boolean 	HasAppearance( void )
 {
-	
+
 	OSErr    error;
 	SInt32   response;
 	Boolean  appearancePresent    = false;
 	Boolean  appearance101present = false;
 	Boolean  appearance110present = false;
 	Boolean  inCompatibilityMode  = false;
-	
+
 	error = Gestalt( gestaltAppearanceAttr, &response );
-	
+
 	// If Gestalt returns no error and the bit in response represented by the constant
 	// gestaltAppearanceExists is set, proceed, otherwise exit with an error message.
-	
+
 	if ( error == noErr && ( BitTst( &response, 31 - gestaltAppearanceExists ) ) )
 	{
 		// At least Version 1.0 is present.  Set a flag.
 		appearancePresent = true;
-		
+
 		// If the bit in response represented by the constant gestaltAppearanceCompatMode
 		// is set, system-wide Appearance is off.  The result of this check will be
 		// relevant only where Versions 1.0 through 1.0.3 are present.
 		if( BitTst( &response, 31 - gestaltAppearanceCompatMode ) )
 			inCompatibilityMode = true;
-		
+
 		// Call Gestalt again with the gestaltAppearanceVersion selector.
 		Gestalt( gestaltAppearanceVersion, &response );
-		
+
 		// If the low order word in response is 0x0101, Version 1.0.1, 1.0.2, or 1.0.3 is
 		// present. If the low order word in response is 0x0110, Version 1.1 is available.
 		if( response == 0x00000101 )
@@ -67,26 +63,26 @@ Boolean 	HasAppearance( void )
 		StopAlert( kNoAppearanceAlert, nil );
 		ExitToShell();
 	}*/
-	
+
 	// Register this app as an Appearance Client
 	//RegisterAppearanceClient();
-	
+
 	return appearancePresent;
-	
+
 }
 
 /********************> SetupScreen() <*****/
 CGrafPtr	SetupScreen( int width, int height )
 {
-	
+
 	OSStatus theError;
 	CGrafPtr theFrontBuffer;
-	
+
 	// Start DrawSprocket
 	theError = DSpStartup();
 	if( theError )
 		FatalErrorAlert( kErr_DSpStartupFailed, theError );
-	
+
 	// Set the Context Attributes
 	gDSpContextAttributes.displayWidth = width;
 	gDSpContextAttributes.displayHeight = height;
@@ -96,104 +92,104 @@ CGrafPtr	SetupScreen( int width, int height )
 	gDSpContextAttributes.displayBestDepth = 32;
 	gDSpContextAttributes.backBufferBestDepth = 32;
 	gDSpContextAttributes.pageCount = 1;
-	
+
 	// Find the best context for our attributes
 	theError = DSpFindBestContext( &gDSpContextAttributes, &gDSpContext );
 	if( theError != noErr )
 		FatalErrorAlert( kErr_DSpFindBestContextFailed, theError ); // This function is in my Alerts.cpp
-	
+
 	// Reserve that context
 	theError = DSpContext_Reserve( gDSpContext, &gDSpContextAttributes );
 	if( theError != noErr )
 		FatalErrorAlert( kErr_DSpContext_ReserveFailed, theError );
-	
+
 	// Fade out
-	theError = DSpContext_FadeGammaOut( NULL, NULL );	
+	theError = DSpContext_FadeGammaOut( NULL, NULL );
 	if( theError != noErr )
 		FatalErrorAlert( kErr_DSpFadeFailed, theError );
-	
+
 	// Activate the context
 	theError = DSpContext_SetState( gDSpContext, kDSpContextState_Active );
 	if( theError != noErr )
 	{
 		// Fade back in the display before dying
 		theError = DSpContext_FadeGammaIn( NULL, NULL );
-		
+
 		// Now do the fatal error alert
 		FatalErrorAlert( kErr_ActivateContextFailed, theError );
 	}
-	
+
 	// Fade in
 	theError = DSpContext_FadeGammaIn( NULL, NULL );
 	if( theError != noErr )
 		FatalErrorAlert( kErr_DSpFadeFailed, theError );
-		
+
 	// Create a window to draw in
 	CreateWindow( theFrontBuffer, width, height );
-	
+
 	return theFrontBuffer;
-	
+
 }
 
 /********************> CreateWindow() <*****/
 void		CreateWindow( CGrafPtr &theFrontBuffer, int width, int height )
 {
-	
+
 	Rect			rect;
 	AuxWinHandle	awh;
 	CTabHandle		theColorTable;
 	OSErr			error;
 	RGBColor 		backColor = { 0xFFFF, 0xFFFF, 0xFFFF };
 	RGBColor 		foreColor = { 0x0000, 0x0000, 0x0000 };
-	
+
 	// Set the window rect
 	rect.top = rect.left = 0;
 	DSpContext_LocalToGlobal( gDSpContext, ( Point* )&rect );
 	rect.right = rect.left + width;
 	rect.bottom = rect.top + height;
-	
+
 	// Create a new color window
 	theFrontBuffer = ( CGrafPtr )NewCWindow( NULL, &rect, "\p", 0, plainDBox, kMoveToFront, 0, 0 );
-	
-	// set the content color of the window to black to avoid a white flash when the window appears.		
+
+	// set the content color of the window to black to avoid a white flash when the window appears.
 	if ( GetAuxWin( ( WindowPtr )theFrontBuffer, &awh ) )
 	{
 		theColorTable = ( **awh ).awCTable;
 		error = HandToHand( ( Handle* )&theColorTable );
 		if ( error )
 			DebugStr( "\pOut of memory!" );
-			
+
 		( **theColorTable ).ctTable[wContentColor].rgb.red = 0;
 		( **theColorTable ).ctTable[wContentColor].rgb.green = 0;
 		( **theColorTable ).ctTable[wContentColor].rgb.blue = 0;
-		
+
 		CTabChanged( theColorTable );
-		
+
 		// the color table will be disposed by the window manager when the window is disposed
 		SetWinColor( ( WindowPtr )theFrontBuffer, ( WCTabHandle )theColorTable );
 	}
-	
+
 	// Show the window
 	ShowWindow( ( GrafPtr )theFrontBuffer );
 	SetPort( ( GrafPtr )theFrontBuffer );
-	
+
 	// Set current pen colors
 	RGBForeColor( &foreColor );
 	RGBBackColor( &backColor );
-	
+
 }
 
 /********************> ShutdownScreen() <*****/
 void		ShutdownScreen( CGrafPtr theFrontBuffer )
 {
-	
+
 	DSpContext_FadeGammaOut( NULL, NULL );
 	DisposeWindow( ( WindowPtr )theFrontBuffer );
 	DSpContext_SetState( gDSpContext, kDSpContextState_Inactive );
 	DSpContext_FadeGammaIn( NULL, NULL );
 	DSpContext_Release( gDSpContext );
 	DSpShutdown();
-	
+
 }
 
 /********************> SetupAGL() <*****/
@@ -218,7 +214,7 @@ AGLContext	SetupAGL( AGLDrawable window )
 	ok = aglSetDrawable( context, window );
 	if ( !ok )
 		return NULL;
-	
+
 	// Make the context the current context
 	ok = aglSetCurrentContext( context );
 	if ( !ok )
@@ -228,15 +224,12 @@ AGLContext	SetupAGL( AGLDrawable window )
 	aglDestroyPixelFormat( format );
 
 	return context;
-	
 }
 
 /********************> CleanupAGL() <*****/
 void		CleanupAGL( AGLContext context )
 {
-	
 	aglSetCurrentContext( NULL );
 	aglSetDrawable( context, NULL );
 	aglDestroyContext( context );
-	
 }
diff --git a/src/AGL_DSp.h b/src/AGL_DSp.h
index 4c1d531..f001017 100644
--- a/src/AGL_DSp.h
+++ b/src/AGL_DSp.h
@@ -3,7 +3,6 @@
 #ifndef _AGL_DSP_H_
 #define _AGL_DSP_H_
 
-
 /**> HEADER FILES <**/
 #include <stdlib.h>			// ANSI C cross platform headers
 #include <stdio.h>
@@ -12,7 +11,6 @@
 #include <glu.h>			// Used for setting perspective and making objects
 #include <tk.h>				// Used for loading images
 
-
 /**> CONSTANT DECLARATIONS <**/
 #define	kMoveToFront		kFirstWindowOfClass
 
@@ -20,14 +18,12 @@
 #define SCREEN_WIDTH		640
 #define SCREEN_HEIGHT		480
 
-
 /**> GLOBAL VARIABLES <**/
 extern DSpContextAttributes		gDSpContextAttributes;	// Global DrawSprocket context attributes
 extern DSpContextReference		gDSpContext;			// The global DrawSprocket context
 extern AGLContext				gOpenGLContext;			// The global OpenGL (AGL) context
 														// Note: These are actually defined in AGL_DSp.cpp
 
-
 /**> FUNCTION PROTOTYPES <**/
 void		ToolboxInit( void );
 Boolean 	HasAppearance( void );
@@ -37,5 +33,4 @@ void		ShutdownScreen( CGrafPtr theFrontBuffer );
 AGLContext	SetupAGL( AGLDrawable window );
 void		CleanupAGL( AGLContext context );
 
-
 #endif
\ No newline at end of file
diff --git a/src/Alerts.cpp b/src/Alerts.cpp
index acfefae..2e01ca9 100644
--- a/src/Alerts.cpp
+++ b/src/Alerts.cpp
@@ -1,11 +1,9 @@
 /**> HEADER FILES <**/
 #include "Alerts.h"
 
-
 /********************> SelectResolution() <*****/
 int		SelectResolution( void )
 {
-	
 	DialogPtr	dialog;
 	Boolean		dialogDone = false;
 	short		itemHit, itemType;
@@ -13,29 +11,28 @@ int		SelectResolution( void )
 	Handle		resolutionItem;
 	Rect		itemRect;
 	int			selectionNum;
-	
+
 	// Load the dialog
 	dialog = GetNewDialog( kResID_DLOG_SelectResolution, nil, kMoveToFront );
-	
+
 	// Display the dialog
 	ShowWindow( dialog );
 	SetPort( dialog );
-	
+
 	// Load dialog items
 	SetDialogDefaultItem( dialog, iOK );
 	SetDialogTracksCursor( dialog, true );
 	GetDialogItem( dialog, iOK, &itemType, &okItem, &itemRect );
 	GetDialogItem( dialog, iResolutionPopUp, &itemType, &resolutionItem, &itemRect );
-	
+
 	// Set item values
 	SetControlValue( ( ControlHandle )resolutionItem, i640x480 );
-	
-	
+
 	while ( !dialogDone )
 	{
-		
+
 		ModalDialog( nil, &itemHit );
-		
+
 		switch( itemHit )
 		{
 			case iOK:
@@ -47,9 +44,9 @@ int		SelectResolution( void )
 				// We don't actually need to do anything here
 				break;
 		}
-		
+
 	}
-	
+
 	DisposeDialog( dialog );
 
 	// Return the item selected in the popup menu
@@ -59,35 +56,34 @@ int		SelectResolution( void )
 /********************> MessageAlert() <*****/
 void	MessageAlert( unsigned char *theMessage )
 {
-	
+
 	// Set parameter ^0 to our message (I could set up to three, but for simplicity's sake I won't)
 	ParamText( ( unsigned char * )theMessage, NULL, NULL, NULL );
-	
+
 	// Do the Alert
 	NoteAlert( kResID_ALRT_MessageAlert, nil );
-	
+
 }
 
 /********************> FatalErrorAlert() <*****/
 void	FatalErrorAlert( UInt16 errorNum, OSErr osError )
 {
-	
+
 	Str15				errNumStr;
 	Str255				mainMessage;
-	
+
 	// Convert the OSErr to a string
 	NumToString( osError, errNumStr );
-	
+
 	// Get the error description (inErrorDesc) from the STR# resource
 	GetIndString( mainMessage, kResID_STRn_ErrorStrings, errorNum );
-	
+
 	// Set the parameters (^0 and ^1) in the ALRT to our error messages
 	ParamText( mainMessage, errNumStr, NULL, NULL );
-	
+
 	// Do the alert (which now has our messages in it)
 	StopAlert( kResID_ALRT_ErrorAlert, NULL );
-	
+
 	// Quit
 	exit( EXIT_SUCCESS );
-	
 }
diff --git a/src/Alerts.h b/src/Alerts.h
index 5db7938..02cad9f 100644
--- a/src/Alerts.h
+++ b/src/Alerts.h
@@ -1,12 +1,10 @@
 #ifndef _MYALERTS_H_
 #define _MYALERTS_H_
 
-
 /**> HEADER FILES <**/
 #include <string.h>
 #include <stdlib.h>
 
-
 /**> CONSTANT DECLARATIONS <**/
 #define	kMoveToFront		kFirstWindowOfClass
 // Alerts
@@ -26,7 +24,7 @@
 // Misc
 #define kInsignificantConstant7454955	0
 
-// Error numbers	
+// Error numbers
 #define	kErr_DSpFindBestContextFailed	1
 #define	kErr_DSpContext_ReserveFailed	2
 #define	kErr_ActivateContextFailed		3
@@ -34,11 +32,9 @@
 #define	kErr_DSpFadeFailed				5
 #define	kErr_AGLContext_CreationFailed	6
 
-
 /**> FUNCTION PROTOTYPES <**/
 int		SelectResolution( void );
 void	MessageAlert( unsigned char *theMessage );
 void	FatalErrorAlert( UInt16 errorNum, OSErr osError );
 
-
 #endif
\ No newline at end of file
diff --git a/src/Camera.cpp b/src/Camera.cpp
index 950c12d..ca2b9af 100644
--- a/src/Camera.cpp
+++ b/src/Camera.cpp
@@ -1,9 +1,7 @@
 /**> HEADER FILES <**/
 #include "Camera.h"
 
-
 void Camera::Apply()
 {
 	glTranslatef(-position.x,-position.y,-position.z);
 }
-
diff --git a/src/Camera.h b/src/Camera.h
index a31055f..72319a3 100644
--- a/src/Camera.h
+++ b/src/Camera.h
@@ -1,9 +1,8 @@
 #ifndef _CAMERA_H_
 #define _CAMERA_H_
 
-
 /**> HEADER FILES <**/
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #else
 #include <GL/gl.h>
@@ -17,7 +16,7 @@ class Camera
 		XYZ position;
 		XYZ oldposition;
 		XYZ targetoffset;
-		
+
 	 	float rotation, rotation2;
 	 	float oldrotation, oldrotation2;
 	 	float oldoldrotation, oldoldrotation2;
@@ -26,4 +25,3 @@ class Camera
 };
 
 #endif
-
diff --git a/src/Constants.h b/src/Constants.h
index 76c67de..71e434d 100644
--- a/src/Constants.h
+++ b/src/Constants.h
@@ -133,4 +133,3 @@
 #define soundscalefactordefault 10
 
 #endif
-
diff --git a/src/Decals.cpp b/src/Decals.cpp
index 3cebb4c..7617420 100644
--- a/src/Decals.cpp
+++ b/src/Decals.cpp
@@ -26,21 +26,20 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
 	XYZ nothing;
 	XYZ axis[3];
 	XYZ temp;
-	
+
 	nothing=0;
-	
+
 	axis[0].x=1;
 	axis[1].y=1;
 	axis[2].z=1;
-	
+
 	normalv[0]=abs(normal.x);
 	normalv[1]=abs(normal.y);
 	normalv[2]=abs(normal.z);
-	
-	
+
 	if(normalv[1]>normalv[major])major=1;
 	if(normalv[2]>normalv[major])major=2;
-	
+
 	if (normalv[0] == 1 || normalv[1] == 1 || normalv[2] == 1)
 	{
 	if ((major == 0 && normal.x > 0) || major == 1){
@@ -55,11 +54,11 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
    	}
    	else
     	CrossProduct(axis[major], normal, &right);
-   
+
     CrossProduct(normal, right, &up);
-    Normalise(&up); 
+    Normalise(&up);
     Normalise(&right);
-	
+
 	float count;
 	float count2;
 	float countinc=1/size;
@@ -67,7 +66,7 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
 	if(countinc>.2)countinc=.2;
 	float normaloffset=.02;
 	int good;
-	
+
 	numpoints[howmanydecals]=0;
     points[howmanydecals*8+numpoints[howmanydecals]] = location + (nothing - right - up) * (size/3) /*+ normal/100*/;
     texcoordsx[howmanydecals*8+numpoints[howmanydecals]] = 0;
@@ -113,7 +112,7 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
 	    	if(good!=-1)numpoints[howmanydecals]++;
     	}
     }
-    
+
     points[howmanydecals*8+numpoints[howmanydecals]] = location + (nothing + right - up) * (size/3) /*+ normal/100*/;
     texcoordsx[howmanydecals*8+numpoints[howmanydecals]] = 1;
     texcoordsy[howmanydecals*8+numpoints[howmanydecals]] = 0;
@@ -158,7 +157,7 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
 	    	if(good!=-1)numpoints[howmanydecals]++;
     	}
     }
-    
+
     points[howmanydecals*8+numpoints[howmanydecals]] = location + (nothing + right + up) * (size/3) /*+ normal/100*/;
     texcoordsx[howmanydecals*8+numpoints[howmanydecals]] = 1;
     texcoordsy[howmanydecals*8+numpoints[howmanydecals]] = 1;
@@ -203,7 +202,7 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
 	    	if(good!=-1)numpoints[howmanydecals]++;
     	}
     }
-    
+
     points[howmanydecals*8+numpoints[howmanydecals]] = location + (nothing - right + up) * (size/3) /*+ normal/100*/;
 	texcoordsx[howmanydecals*8+numpoints[howmanydecals]] = 0;
     texcoordsy[howmanydecals*8+numpoints[howmanydecals]] = 1;
@@ -251,7 +250,7 @@ int Decals::MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly,
     for(int i=0;i<numpoints[howmanydecals];i++){
     	 points[howmanydecals*8+i] += normal*normaloffset;
     }
-    
+
     type[howmanydecals]=atype;
 	alivetime[howmanydecals]=0;
 	if(howmanydecals<maxdecals){howmanydecals++;}
@@ -271,7 +270,7 @@ int Decals::DeleteDecal(int which){
 	    }
 		if(howmanydecals>0){howmanydecals--;}
 	}
-	
+
 	return 0;
 }
 
@@ -302,9 +301,9 @@ void Decals::DoStuff()
 void Decals::draw()
 {
 	glAlphaFunc(GL_GREATER, 0.01);
-	
+
 	float bloodpoolspeed=1;
-	
+
 	glDepthFunc(GL_LEQUAL);
 	glEnable(GL_BLEND);
 	glEnable(GL_CULL_FACE);
@@ -320,7 +319,7 @@ void Decals::draw()
 		if(type[i]==bullethole)glBindTexture(GL_TEXTURE_2D, bulletholetextureptr);
 		if(type[i]==crater)glBindTexture(GL_TEXTURE_2D, cratertextureptr);
 		if(type[i]!=bloodpool)glColor4f(1,1,1,10-alivetime[i]);
-		
+
 		if(type[i]==bloodpool&&alivetime[i]<bloodpoolspeed*.2)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[0]);
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*.2&&alivetime[i]<bloodpoolspeed*.4)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[1]);
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*.4&&alivetime[i]<bloodpoolspeed*.6)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[2]);
@@ -334,7 +333,7 @@ void Decals::draw()
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*2.0)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[10]);
 		if(type[i]==bloodpool&&alivetime[i]<bloodpoolspeed*2.0)glColor4f(1,1,1,1.5-(alivetime[i]*5/bloodpoolspeed-(int)(alivetime[i]*5/bloodpoolspeed)));
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*2.0)glColor4f(1,1,1,20-alivetime[i]);
-		
+
 		glPushMatrix();
 		glBegin(GL_TRIANGLE_FAN);
 			for(int j=0;j<numpoints[i];j++){
@@ -342,7 +341,7 @@ void Decals::draw()
 			}
 		glEnd();
 		glPopMatrix();
-		
+
 		if(type[i]==bloodpool&&alivetime[i]<bloodpoolspeed*2.0){
 			if(type[i]==bloodpool&&alivetime[i]<bloodpoolspeed*.2)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[1]);
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*.2&&alivetime[i]<bloodpoolspeed*.4)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[2]);
@@ -355,7 +354,7 @@ void Decals::draw()
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*1.6&&alivetime[i]<bloodpoolspeed*1.8)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[9]);
 		if(type[i]==bloodpool&&alivetime[i]>=bloodpoolspeed*1.8&&alivetime[i]<bloodpoolspeed*2.0)glBindTexture(GL_TEXTURE_2D, bloodtextureptr[10]);
 		if(type[i]==bloodpool)glColor4f(1,1,1,alivetime[i]*5/bloodpoolspeed-(int)(alivetime[i]*5/bloodpoolspeed));
-			
+
 			glPushMatrix();
 			glBegin(GL_TRIANGLE_FAN);
 				for(int j=0;j<numpoints[i];j++){
@@ -372,4 +371,3 @@ void Decals::draw()
 	glDisable(GL_POLYGON_OFFSET_FILL);
 	glDepthFunc(GL_LEQUAL);
 }
-
diff --git a/src/Decals.h b/src/Decals.h
index 127a6d2..e77195a 100644
--- a/src/Decals.h
+++ b/src/Decals.h
@@ -2,7 +2,7 @@
 #define _DECALS_H_
 
 #include "Quaternions.h"
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include <glu.h>
 #include "glut.h"
@@ -27,27 +27,27 @@ class Decals{
 				GLuint 				bulletholetextureptr;
 				GLuint 				cratertextureptr;
 				GLuint 				bloodtextureptr[11];
-				
+
 				int howmanydecals;
-				
+
 				int type[maxdecals];
-				
+
 				XYZ points[8*maxdecals];
 				int numpoints[maxdecals];
 				float texcoordsx[8*maxdecals];
 				float texcoordsy[8*maxdecals];
 				float alivetime[maxdecals];
-				
+
 				void draw();
-				
+
 				int DeleteDecal(int which);
 				int MakeDecal(int atype, XYZ location, float size, XYZ normal, int poly, Model *model, XYZ move, float rotation);
-				
+
 				void DoStuff();
 				void LoadBulletHoleTexture(char *fileName);
 				void LoadCraterTexture(char *fileName);
 				void LoadBloodTexture(char *fileName, int which);
-				
+
 				~Decals() {
 					glDeleteTextures( 1, (const GLuint *)bulletholetextureptr );
 					glDeleteTextures( 1, (const GLuint *)cratertextureptr );
@@ -56,4 +56,3 @@ class Decals{
 };
 
 #endif
-
diff --git a/src/Files.cpp b/src/Files.cpp
index dd55c52..542595b 100644
--- a/src/Files.cpp
+++ b/src/Files.cpp
@@ -23,22 +23,21 @@ short Files::OpenNewFile( SFReply *psfReply,
 {
   sFile = 0;
   OSErr osErr;
-  
+
   SetVol( nil, psfReply->vRefNum );
   osErr = Create( psfReply->fName, psfReply->vRefNum, osTypeCreator, osTypeType );
-    
+
   if ( osErr == dupFNErr )
   {
     FSDelete( psfReply->fName, psfReply->vRefNum );
     Create( psfReply->fName, psfReply->vRefNum, osTypeCreator, osTypeType );
   }
-    
+
    FSOpen( psfReply->fName, psfReply->vRefNum, &sFile );
 
   return( sFile );
 }
 
-
 short Files::PromptForSaveAS( short   sPromptID,
                               short   sNameID,
                               Str255  str255NamePrompt,
@@ -50,7 +49,7 @@ short Files::PromptForSaveAS( short   sPromptID,
   Str255  str255Name;
   sFile = 0;
   Point   ptOrigin = { 0, 0 };
-  
+
   GetIndString( str255Prompt, FILE_STRINGS, sPromptID );
 
   if ( !str255NamePrompt )
@@ -58,9 +57,9 @@ short Files::PromptForSaveAS( short   sPromptID,
 
   else
     memcpy( str255Name, str255NamePrompt, *str255NamePrompt + 1 );
-    
+
   SFPutFile( ptOrigin, str255Prompt, str255Name, nil, psfReply );
-  
+
   if ( psfReply->good )
   {
     sFile = OpenNewFile( psfReply, osTypeCreator, osTypeType );
@@ -88,7 +87,7 @@ short Files::OpenFileDialog()
   SFReply    sfReply;
   SFTypeList sfTypeList = { 'DMAP', '\p', '\p', '\p' };
     SFGetFile( ptOrigin, "\p", nil, 1, sfTypeList, nil, &sfReply );
-    
+
     if ( sfReply.good )
     {
       PtoCstr( sfReply.fName );
@@ -101,7 +100,7 @@ short Files::OpenFileDialog()
     SetVol( nil, sSavedGameVolume );
 
     CtoPstr( szSavedGameName );
-    
+
    FSOpen( (Pstr) szSavedGameName, sSavedGameVolume,&sFile );
 
     PtoCstr( (Pstr) szSavedGameName );
@@ -117,7 +116,7 @@ void Files::StartSave()
   sFile = 0;
   long          lSize;
   long          lLongSize = sizeof( long );
-   
+
     CtoPstr( szSavedGameName );
 
     sFile = PromptForSaveAS( SAVE_GAME_STRING, 0, (Pstr)szSavedGameName,'DAVD', 'DMAP', &sfReply );
@@ -139,7 +138,7 @@ void Files::StartSave()
 
     sFile = OpenNewFile( &sfReply, 'GLF2', 'SKLT' );
   }
- 
+
 }
 
 void Files::EndSave()
@@ -148,7 +147,7 @@ void Files::EndSave()
   SFReply       sfReply;
   long          lSize;
   long          lLongSize = sizeof( long );
-   
+
     if ( sFile )
     FSClose( sFile );
 
@@ -159,15 +158,14 @@ void Files::StartLoad()
   Boolean     bLoaded = false;
   long        lSize;
   long        lLongSize = sizeof( long );
- 
+
   int x,y,kl;
   sFile=OpenFileDialog();
- 
+
 }
 
 void Files::EndLoad()
 {
-  
   if (sFile)
   FSClose( sFile );
 }
\ No newline at end of file
diff --git a/src/Files.h b/src/Files.h
index 35f4b6e..01ea9da 100644
--- a/src/Files.h
+++ b/src/Files.h
@@ -10,7 +10,7 @@
 #include <cmath>
 #include <iostream>
 #include <fstream>
-#ifdef OS9 
+#ifdef OS9
 #include "gl.h"				// Header File For The OpenGL32 Library
 #include "glu.h"			// Header File For The GLu32 Library
 #include "tk.h"				// Header File For The Glaux Library
@@ -18,14 +18,14 @@
 #include <GL/gl.h>
 #include <GL/glu.h>
 #endif
-#ifdef OS9 
+#ifdef OS9
 #include <Sound.h>
 #include <Resources.h>
 #include "AGL_DSp.h"		// Header for OpenGL and DrawSprocket Functions
 #include "Alerts.h"			// Header for Dialogs and alerts for this application
 #endif
 #include "MacInput.h"		// Header for Special Mac Input functions
-#ifdef OS9 
+#ifdef OS9
 #include "glm.h"
 #include <TextUtils.h>
 #endif
@@ -72,24 +72,24 @@ class Files
 	public:
 		char          szSavedGameName[FILE_NAME_SIZE + 1];
 		short         sSavedGameVolume;
-#ifdef OS9 
+#ifdef OS9
 		SFReply    sfReply;
 		Boolean       bGameSaved;
 #endif
-#ifdef OS9 
+#ifdef OS9
 		short sFile;
 #else
 		int sFile;
 #endif
 
-#ifdef OS9 
+#ifdef OS9
 		short OpenFile(Str255 Name);
 #else
 		int OpenFile(Str255 Name);
-		Files() : sFile(-1) { } 
+		Files() : sFile(-1) { }
 #endif
 
-#ifdef OS9 
+#ifdef OS9
 		short PromptForSaveAS( short   sPromptID,
                               short   sNameID,
                               Str255  str255NamePrompt,
@@ -109,5 +109,5 @@ class Files
 		void StartLoad();
 		void EndLoad();
 };
-	
+
 #endif
diff --git a/src/Fog.cpp b/src/Fog.cpp
index 21ca229..82f1d88 100644
--- a/src/Fog.cpp
+++ b/src/Fog.cpp
@@ -18,7 +18,7 @@ void Fog::SetFog(float colorR, float colorG, float colorB, float fStart, float f
 	glFogi(GL_FOG_HINT,GL_DONT_CARE);
 	glFogi(GL_FOG_START,fogStart);
 	glFogi(GL_FOG_END,fogEnd);
-	
+
 	glEnable(GL_FOG);
 }
 
@@ -36,7 +36,7 @@ void Fog::TempFog(float colorR, float colorG, float colorB)
 	glFogi(GL_FOG_HINT,GL_DONT_CARE);
 	glFogi(GL_FOG_START,fogStart);
 	glFogi(GL_FOG_END,fogEnd);
-	
+
 	glEnable(GL_FOG);
 }
 
@@ -48,7 +48,6 @@ void Fog::ResetFog()
 	glFogi(GL_FOG_HINT,GL_DONT_CARE);
 	glFogi(GL_FOG_START,fogStart);
 	glFogi(GL_FOG_END,fogEnd);
-	
+
 	glEnable(GL_FOG);
 }
-
diff --git a/src/Fog.h b/src/Fog.h
index a7e0c25..a22c378 100644
--- a/src/Fog.h
+++ b/src/Fog.h
@@ -1,16 +1,14 @@
 #ifndef _FOG_H_
 #define _FOG_H_
 
-
 /**> HEADER FILES <**/
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #else
 #include <GL/gl.h>
 #endif
 #include "Quaternions.h"
 
-
 class Fog{
 	public:
 		GLfloat fogColor[4];
@@ -18,11 +16,10 @@ class Fog{
 		GLfloat fogDensity;
 		GLfloat fogStart;
 		GLfloat fogEnd;
-		
+
 		void SetFog(float colorR, float colorG, float colorB, float fStart, float fEnd, float fogDensity);
 		void TempFog(float colorR, float colorG, float colorB);
 		void ResetFog();
 };
 
 #endif
-
diff --git a/src/Frustum.cpp b/src/Frustum.cpp
index 0e617b8..79f0aa6 100644
--- a/src/Frustum.cpp
+++ b/src/Frustum.cpp
@@ -1,5 +1,5 @@
 #include <cmath>
-#ifdef OS9 
+#ifdef OS9
 #include "gl.h"
 #else
 #include <GL/gl.h>
@@ -13,61 +13,61 @@ void FRUSTUM::
 	float mvmatrix[16];
 	float clip[16];
 	float t;
-	
+
 	glGetFloatv(GL_PROJECTION_MATRIX, projmatrix);
 	glGetFloatv(GL_MODELVIEW_MATRIX, mvmatrix);
-	
+
 	// Combine the matrices
 	clip[0]	= mvmatrix[0] * projmatrix[0] + mvmatrix[1] * projmatrix[4] + mvmatrix[2] * projmatrix[8] + mvmatrix[3] * projmatrix[12];
 	clip[1] = mvmatrix[0] * projmatrix[1] + mvmatrix[1] * projmatrix[5] + mvmatrix[2] * projmatrix[9] + mvmatrix[3] * projmatrix[13];
 	clip[2] = mvmatrix[0] * projmatrix[2] + mvmatrix[1] * projmatrix[6] + mvmatrix[2] * projmatrix[10] + mvmatrix[3] * projmatrix[14];
 	clip[3] = mvmatrix[0] * projmatrix[3] + mvmatrix[1] * projmatrix[7] + mvmatrix[2] * projmatrix[11] + mvmatrix[3] * projmatrix[15];
-	
+
 	clip[4] = mvmatrix[4] * projmatrix[0] + mvmatrix[5] * projmatrix[4] + mvmatrix[6] * projmatrix[8] + mvmatrix[7] * projmatrix[12];
 	clip[5] = mvmatrix[4] * projmatrix[1] + mvmatrix[5] * projmatrix[5] + mvmatrix[6] * projmatrix[9] + mvmatrix[7] * projmatrix[13];
 	clip[6] = mvmatrix[4] * projmatrix[2] + mvmatrix[5] * projmatrix[6] + mvmatrix[6] * projmatrix[10] + mvmatrix[7] * projmatrix[14];
 	clip[7] = mvmatrix[4] * projmatrix[3] + mvmatrix[5] * projmatrix[7] + mvmatrix[6] * projmatrix[11] + mvmatrix[7] * projmatrix[15];
-	
+
 	clip[8] = mvmatrix[8] * projmatrix[0] + mvmatrix[9] * projmatrix[4] + mvmatrix[10] * projmatrix[8] + mvmatrix[11] * projmatrix[12];
 	clip[9] = mvmatrix[8] * projmatrix[1] + mvmatrix[9] * projmatrix[5] + mvmatrix[10] * projmatrix[9] + mvmatrix[11] * projmatrix[13];
 	clip[10] = mvmatrix[8] * projmatrix[2] + mvmatrix[9] * projmatrix[6] + mvmatrix[10] * projmatrix[10] + mvmatrix[11] * projmatrix[14];
 	clip[11] = mvmatrix[8] * projmatrix[3] + mvmatrix[9] * projmatrix[7] + mvmatrix[10] * projmatrix[11] + mvmatrix[11] * projmatrix[15];
-	
+
 	clip[12] = mvmatrix[12] * projmatrix[0] + mvmatrix[13] * projmatrix[4] + mvmatrix[14] * projmatrix[8] + mvmatrix[15] * projmatrix[12];
 	clip[13] = mvmatrix[12] * projmatrix[1] + mvmatrix[13] * projmatrix[5] + mvmatrix[14] * projmatrix[9] + mvmatrix[15] * projmatrix[13];
 	clip[14] = mvmatrix[12] * projmatrix[2] + mvmatrix[13] * projmatrix[6] + mvmatrix[14] * projmatrix[10] + mvmatrix[15] * projmatrix[14];
 	clip[15] = mvmatrix[12] * projmatrix[3] + mvmatrix[13] * projmatrix[7] + mvmatrix[14] * projmatrix[11] + mvmatrix[15] * projmatrix[15];
-	
+
 	// Right plane
 	frustum[0][0] = clip[3] - clip[0];
 	frustum[0][1] = clip[7] - clip[4];
 	frustum[0][2] = clip[11] - clip[8];
 	frustum[0][3] = clip[15] - clip[12];
-	
+
 	// Left plane
 	frustum[1][0] = clip[3] + clip[0];
 	frustum[1][1] = clip[7] + clip[4];
 	frustum[1][2] = clip[11] + clip[8];
 	frustum[1][3] = clip[15] + clip[12];
-	
+
 	// Bottom plane
 	frustum[2][0] = clip[3] + clip[1];
 	frustum[2][1] = clip[7] + clip[5];
 	frustum[2][2] = clip[11] + clip[9];
 	frustum[2][3] = clip[15] + clip[13];
-	
+
 	// Top plane
 	frustum[3][0] = clip[3] - clip[1];
 	frustum[3][1] = clip[7] - clip[5];
 	frustum[3][2] = clip[11] - clip[9];
 	frustum[3][3] = clip[15] - clip[13];
-	
+
 	// Far plane
 	frustum[4][0] = clip[3] - clip[2];
 	frustum[4][1] = clip[7] - clip[6];
 	frustum[4][2] = clip[11] - clip[10];
 	frustum[4][3] = clip[15] - clip[14];
-	
+
 	// Near plane
 	frustum[5][0] = clip[3] + clip[2];
 	frustum[5][1] = clip[7] + clip[6];
@@ -75,14 +75,14 @@ void FRUSTUM::
 	frustum[5][3] = clip[15] + clip[14];
 
 	/* normalize the right plane */
-	t = sqrt(frustum[0][0]*frustum[0][0] 
-		+ frustum[0][1]*frustum[0][1] 
+	t = sqrt(frustum[0][0]*frustum[0][0]
+		+ frustum[0][1]*frustum[0][1]
 		+ frustum[0][2]*frustum[0][2]);
 	frustum[0][0] /= t;
 	frustum[0][1] /= t;
 	frustum[0][2] /= t;
 	frustum[0][3] /= t;
-		
+
 	/* calculate left plane */
 	frustum[1][0] = clip[ 3] + clip[ 0];
 	frustum[1][1] = clip[ 7] + clip[ 4];
@@ -90,14 +90,14 @@ void FRUSTUM::
 	frustum[1][3] = clip[15] + clip[12];
 
 	/* normalize the left plane */
-	t = sqrt(frustum[1][0]*frustum[1][0] 
-		+ frustum[1][1]*frustum[1][1] 
+	t = sqrt(frustum[1][0]*frustum[1][0]
+		+ frustum[1][1]*frustum[1][1]
 		+ frustum[1][2]*frustum[1][2]);
 	frustum[1][0] /= t;
 	frustum[1][1] /= t;
 	frustum[1][2] /= t;
 	frustum[1][3] /= t;
-	
+
 	/* calculate the bottom plane */
 	frustum[2][0] = clip[ 3] + clip[ 1];
 	frustum[2][1] = clip[ 7] + clip[ 5];
@@ -105,65 +105,64 @@ void FRUSTUM::
 	frustum[2][3] = clip[15] + clip[13];
 
 	/* normalize the bottom plane */
-	t = sqrt(frustum[2][0]*frustum[2][0] 
-		+ frustum[2][1]*frustum[2][1] 
+	t = sqrt(frustum[2][0]*frustum[2][0]
+		+ frustum[2][1]*frustum[2][1]
 		+ frustum[2][2]*frustum[2][2]);
 	frustum[2][0] /= t;
 	frustum[2][1] /= t;
 	frustum[2][2] /= t;
 	frustum[2][3] /= t;
-	
+
 	/* calculate the top plane */
 	frustum[3][0] = clip[ 3] - clip[ 1];
 	frustum[3][1] = clip[ 7] - clip[ 5];
 	frustum[3][2] = clip[11] - clip[ 9];
 	frustum[3][3] = clip[15] - clip[13];
-	
+
 	/* normalize the top plane */
-	t = sqrt(frustum[3][0]*frustum[3][0] 
-		+ frustum[3][1]*frustum[3][1] 
+	t = sqrt(frustum[3][0]*frustum[3][0]
+		+ frustum[3][1]*frustum[3][1]
 		+ frustum[3][2]*frustum[3][2]);
 	frustum[3][0] /= t;
 	frustum[3][1] /= t;
 	frustum[3][2] /= t;
 	frustum[3][3] /= t;
-	
+
 	/* calculate the far plane */
 	frustum[4][0] = clip[ 3] - clip[ 2];
 	frustum[4][1] = clip[ 7] - clip[ 6];
 	frustum[4][2] = clip[11] - clip[10];
 	frustum[4][3] = clip[15] - clip[14];
-	
+
 	/* normalize the far plane */
-	t = sqrt(frustum[4][0]*frustum[4][0] 
-		+ frustum[4][1]*frustum[4][1] 
+	t = sqrt(frustum[4][0]*frustum[4][0]
+		+ frustum[4][1]*frustum[4][1]
 		+ frustum[4][2]*frustum[4][2]);
 	frustum[4][0] /= t;
 	frustum[4][1] /= t;
 	frustum[4][2] /= t;
 	frustum[4][3] /= t;
-	
+
 	/* calculate the near plane */
 	frustum[5][0] = clip[ 3] + clip[ 2];
 	frustum[5][1] = clip[ 7] + clip[ 6];
 	frustum[5][2] = clip[11] + clip[10];
 	frustum[5][3] = clip[15] + clip[14];
-	
+
 	/* normalize the near plane */
-	t = sqrt(frustum[5][0]*frustum[5][0] 
-		+ frustum[5][1]*frustum[5][1] 
+	t = sqrt(frustum[5][0]*frustum[5][0]
+		+ frustum[5][1]*frustum[5][1]
 		+ frustum[5][2]*frustum[5][2]);
 	frustum[5][0] /= t;
 	frustum[5][1] /= t;
 	frustum[5][2] /= t;
 	frustum[5][3] /= t;
-
 }
 
 int FRUSTUM::
 	CubeInFrustum(float x, float y, float z, float size) {
 	int c, c2;
-	
+
 	c2 = 0;
 	for(int i=0; i<6; i++) {
 		c=0;
@@ -198,7 +197,7 @@ int FRUSTUM::
 	CubeInFrustum(float x, float y, float z, float size, float height) {
 	int c, c2;
 
-	c2 = 0;	
+	c2 = 0;
 	for(int i=0; i<6; i++) {
 		c=0;
 		if(frustum[i][0] * (x-size) + frustum[i][1] * (y-height) + frustum[i][2] * (z-size) + frustum[i][3] > 0)
@@ -232,7 +231,7 @@ int FRUSTUM::
 	SphereInFrustum(float x, float y, float z, float radius) {
 	int  c2;
 
-	c2 = 0;	
+	c2 = 0;
 	for(int i=0; i<6; i++) {
 		if(frustum[i][0] * x + frustum[i][1] * y + frustum[i][2] * z + frustum[i][3] > -1*radius)
 			c2++;
diff --git a/src/Frustum.h b/src/Frustum.h
index 1680226..2c5cea4 100644
--- a/src/Frustum.h
+++ b/src/Frustum.h
@@ -11,4 +11,3 @@ class FRUSTUM {
 };
 
 #endif
-
diff --git a/src/Game.h b/src/Game.h
index e7d5b53..c1127ea 100644
--- a/src/Game.h
+++ b/src/Game.h
@@ -1,7 +1,7 @@
 #ifndef _GAME_H_
 #define _GAME_H_
 
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include <glu.h>
 #include <tk.h>
@@ -9,31 +9,31 @@
 #include <GL/gl.h>
 #include <GL/glu.h>
 #endif
-#include <stdlib.h>			
-#include <stdio.h>			
+#include <stdlib.h>
+#include <stdio.h>
 #include <string.h>
 #include <ctype.h>
-#ifdef OS9 
+#ifdef OS9
 #include <Sound.h>
-#include <Resources.h>		
+#include <Resources.h>
 #endif
 #include <cstdarg>
-#ifdef OS9 
+#ifdef OS9
 #include <glm.h>
 #include <TextUtils.h>
 #endif
-#ifndef OS9 
+#ifndef OS9
 #include <SDL/SDL.h>
 #endif
-#ifdef OS9 
+#ifdef OS9
 #include "alut.h"
 #else
 #include <AL/al.h>
 #include <AL/alut.h>
 #endif
-#include "Timer.h"	
-#ifdef OS9 
-#include "AGL_DSp.h"	
+#include "Timer.h"
+#ifdef OS9
+#include "AGL_DSp.h"
 #endif
 #include "MacInput.h"
 #include "Quaternions.h"
@@ -53,34 +53,33 @@
 #define max_people 90
 #define max_people_block 20
 
-
-class Game			 							
+class Game
 {
 	public:
 		//Eventloop
   		Boolean	gQuit;
 		float gamespeed;
 		double multiplier2,multiplier3,multiplier4,multiplier5,end,start,timetaken,framespersecond;
-		timer theTimer;	
+		timer theTimer;
 		float sps;
 		int maxfps;
-#ifdef OS9 
+#ifdef OS9
 		AGLContext gOpenGLContext;
 		CGrafPtr	theScreen;
 #endif
 		//Graphics
 		int screenwidth,screenheight;
 		float viewdistance;
-		
+
 		//GL functions
 		GLvoid ReSizeGLScene(float fov, float near);
 		int DrawGLScene(void);
 		int InitGL(void);
 		void LoadingScreen(float percent);
-		
+
 		//Game Functions
 		void	HandleKeyDown( char theChar );
-#ifdef OS9 
+#ifdef OS9
 		void	DoEvent( EventRecord *event );
 #endif
 		void	EventLoop( void );
@@ -88,7 +87,7 @@ class Game
 		void 	Splat(int k);
 		void 	InitGame();
 		void 	Dispose();
-		
+
 		//Mouse
 		Point mouseloc;
 		Point oldmouseloc;
@@ -97,11 +96,11 @@ class Game
 		float oldmouserotation,oldmouserotation2;
 		float mousesensitivity;
 		float usermousesensitivity;
-		
+
 		//keyboard
-		
+
 		bool tabkeydown;
-		
+
 		//Project Specific
 		int cityrotation[num_blocks][num_blocks];
 		int citytype[num_blocks][num_blocks];
@@ -111,22 +110,22 @@ class Game
 		bool cubetest;
 		bool disttest;
 		bool oldbutton;
-		
+
 		bool initialized;
-		
+
 		float flashamount;
 		float flashr,flashg,flashb;
-		
+
 		int enemystate;
-		
+
 		int cycle;
-		
+
 		bool whacked;
-		
+
 		float losedelay;
-		
+
 		XYZ bodycoords;
-		
+
 		FRUSTUM frustum;
 		Model blocks[4];
 		Model blockwalls[4];
@@ -146,59 +145,59 @@ class Game
 		int badkills;
 		int civkills;
 		int machinegunsoundloop;
-		
+
 		bool lasersight;
 		bool debug;
 		bool vblsync;
-		
+
 		bool blur;
 		bool blurness;
-		
+
 		bool paused;
-		
+
 		int mainmenu;
-		
+
 		bool reloadtoggle;
-		
+
 		bool aimtoggle;
 
 		Point olddrawmouse;
-	
+
 		XYZ vipgoal;
-		
+
 		XYZ aimer[2];
-		
+
 		double eqn[4];
-		
+
 		float oldrot,oldrot2;
-		
+
 		XYZ lastshot[2];
 		bool zoom;
 		bool oldzoom;
-		
+
 		int numpeople;
 		float spawndelay;
-		
+
 		bool customlevels;
-		
+
 		bool musictoggle;
-		
+
 		float psychicpower;
-		
+
 		int type;
-	
+
 		bool slomokeydown;
-		
+
 		int mouseoverbutton;
 		int oldmouseoverbutton;
-		
+
 		Person person[max_people];
-		
+
 		GLuint 				personspritetextureptr;
 		GLuint 				deadpersonspritetextureptr;
 		GLuint 				scopetextureptr;
 		GLuint 				flaretextureptr;
-		
+
 		bool killedinnocent;
 		bool gameinprogress;
 		bool beatgame;
@@ -217,14 +216,14 @@ class Game
 		float difficulty;
 		bool azertykeyboard;
 		bool oldvisionkey;
-		
+
 		~Game() {
 			glDeleteTextures( 1, (const GLuint *)personspritetextureptr );
 			glDeleteTextures( 1, (const GLuint *)deadpersonspritetextureptr );
 			glDeleteTextures( 1, (const GLuint *)scopetextureptr );
 			glDeleteTextures( 1, (const GLuint *)flaretextureptr );
 		}
-		
+
 };
 
 #endif
diff --git a/src/GameDraw.cpp b/src/GameDraw.cpp
index 999b5e3..6ddfed8 100644
--- a/src/GameDraw.cpp
+++ b/src/GameDraw.cpp
@@ -1,4 +1,4 @@
-#include "Game.h"	
+#include "Game.h"
 
 extern int thirdperson;
 
@@ -36,10 +36,9 @@ extern Decals decals;
 
 /*********************> DrawGLScene() <*****/
 
-int Game::DrawGLScene(void)									
-
-{	
+int Game::DrawGLScene(void)
 
+{
 	//Main menu
 
 	if(mainmenu==1){
@@ -50,8 +49,6 @@ int Game::DrawGLScene(void)
 
 		sinefluctprog+=multiplier*1.5;
 
-		
-
 		glLoadIdentity();
 
 		glClearColor(0,0,0,1);
@@ -62,8 +59,6 @@ int Game::DrawGLScene(void)
 
 		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-		
-
 		//"Black Shades"
 
 		glDisable(GL_TEXTURE_2D);
@@ -178,12 +173,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -194,8 +185,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(100,175,string,1,2,640,480);
 
-		
-
 		//"New Game"
 
 		glDisable(GL_TEXTURE_2D);
@@ -314,12 +303,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -330,8 +315,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(190-gameinprogress*10,170,string,1,1.5,640,480);
 
-		
-
 		//"Quit"
 
 		glDisable(GL_TEXTURE_2D);
@@ -450,12 +433,8 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-		
-
 		//Text
 
-		
-
 		glEnable(GL_TEXTURE_2D);
 
 		glColor4f(0,0,0,1);
@@ -466,8 +445,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(197-gameinprogress*15,87,string,1,1.5,640,480);
 
-		
-
 		//High score
 
 		glColor4f(.5+sinefluct/5,0,0,1);
@@ -478,8 +455,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(0,0,string,1,.8,640,480);
 
-		
-
 		//Mandatory udg text
 
 		glColor4f(.3-sinefluct/20,.3-sinefluct/20,.3-sinefluct/20,1);
@@ -488,9 +463,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(500,750,string,1,.6,640,480);
 
-		
-
-		
 		//Mouse (draw)
 
 		glMatrixMode(GL_PROJECTION);						// Select The Projection Matrix
@@ -501,26 +473,20 @@ int Game::DrawGLScene(void)
 
 		glOrtho(0,screenwidth,0,screenheight,-100,100);						// Set Up An Ortho Screen
 
-		glMatrixMode(GL_MODELVIEW);			
+		glMatrixMode(GL_MODELVIEW);
 
 		glDisable(GL_TEXTURE_2D);
 
-
 		Point mouseloc;
 
 		GetMouse(&mouseloc);
 
 		mouseloc.v=screenheight-mouseloc.v;
-		
 
 		glColor4f(.1,0,0,1);
 
-		
-
 		float size=5;
 
-		
-
 		glBegin(GL_TRIANGLES);
 
 			glVertex3f(mouseloc.h,mouseloc.v,0);
@@ -531,12 +497,8 @@ int Game::DrawGLScene(void)
 
 		glEnd();
 
-		
-
 		glColor4f(1,0,0,1);
 
-		
-
 		glBegin(GL_QUADS);
 
 			glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
@@ -547,8 +509,6 @@ int Game::DrawGLScene(void)
 
 			glVertex3f(olddrawmouse.h+2*size,olddrawmouse.v-2*size,0);
 
-			
-
 			glVertex3f(olddrawmouse.h,olddrawmouse.v,0);
 
 			glVertex3f(mouseloc.h,mouseloc.v,0);
@@ -557,8 +517,6 @@ int Game::DrawGLScene(void)
 
 			glVertex3f(olddrawmouse.h+.5*size,olddrawmouse.v-2*size,0);
 
-			
-
 			glVertex3f(olddrawmouse.h+2*size,olddrawmouse.v-2*size,0);
 
 			glVertex3f(mouseloc.h+2*size,mouseloc.v-2*size,0);
@@ -571,9 +529,7 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
 		olddrawmouse=mouseloc;
-		
 
 		//Flash
 
@@ -642,8 +598,7 @@ int Game::DrawGLScene(void)
 			glDisable(GL_BLEND);
 
 			glDepthMask(1);
-
-		}	
+		}
 
 	}
 
@@ -675,7 +630,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==sunny_environment){
 
-				viewdistance=2000;	
+				viewdistance=2000;
 
 				fogcolorr=.5;
 
@@ -689,7 +644,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==foggy_environment){
 
-				viewdistance=500;	
+				viewdistance=500;
 
 				fogcolorr=.5;
 
@@ -703,7 +658,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==night_environment){
 
-				viewdistance=500;	
+				viewdistance=500;
 
 				fogcolorr=.15;
 
@@ -717,7 +672,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==snowy_environment){
 
-				viewdistance=800;	
+				viewdistance=800;
 
 				fogcolorr=.5;
 
@@ -731,7 +686,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==rainy_environment){
 
-				viewdistance=700;	
+				viewdistance=700;
 
 				fogcolorr=.3;
 
@@ -745,7 +700,7 @@ int Game::DrawGLScene(void)
 
 			if(environment==firey_environment){
 
-				viewdistance=600;	
+				viewdistance=600;
 
 				fogcolorr=.3;
 
@@ -759,17 +714,15 @@ int Game::DrawGLScene(void)
 
 			glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
 
-			
-
 			if(environment==sunny_environment){
 
 				GLfloat LightAmbient[]=	{ fogcolorr/4, fogcolorg/4, fogcolorb/4, 1.0f};
 
 				GLfloat LightDiffuse[]=	{ fogcolorr*1.6f, fogcolorg*1.6f, fogcolorr*1.6f, 1.0f };
 
-				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
+				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);	
+				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
 			}
 
@@ -779,17 +732,13 @@ int Game::DrawGLScene(void)
 
 				GLfloat LightDiffuse[]=	{ fogcolorr*.8f, fogcolorg*.8f, fogcolorr*.8f, 1.0f };
 
-				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
-
-				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);	
+				glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-			}			
+				glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
-				
-
-			glEnable(GL_LIGHT0);	
+			}
 
-			
+			glEnable(GL_LIGHT0);
 
 			//Change fov if zooming with scope
 
@@ -801,8 +750,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(visions==1){
 
 			//light
@@ -811,15 +758,11 @@ int Game::DrawGLScene(void)
 
 			GLfloat LightDiffuse[]=		{ .1f+sinefluct/5.0f, 0, 0, 1.0f };
 
-			
-
-			glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
+			glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-			glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);		
+			glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
-			glEnable(GL_LIGHT0);	
-
-			
+			glEnable(GL_LIGHT0);
 
 			fogcolorr=(sinefluct/4+.5);
 
@@ -845,8 +788,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//Camera
 
 		float bluramount=.1*blurness;
@@ -899,8 +840,6 @@ int Game::DrawGLScene(void)
 
 		camera.Apply();
 
-		
-
 		glPushMatrix();
 
 			glClipPlane(GL_CLIP_PLANE0, eqn);
@@ -909,18 +848,12 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
-
 		frustum.GetFrustum();
 
-
-
 		GLfloat LightPosition[]=	{ -.5, 1, -.8, 0.0f };
 
 		glLightfv(GL_LIGHT0, GL_POSITION, LightPosition);
 
-		
-
 		glDisable(GL_TEXTURE_2D);
 
 		glEnable(GL_FOG);
@@ -931,8 +864,6 @@ int Game::DrawGLScene(void)
 
 		glDepthMask(1);
 
-				
-
 		//Draw street
 
 		glPushMatrix();
@@ -957,14 +888,10 @@ int Game::DrawGLScene(void)
 
 		glPopMatrix();
 
-		
-
 		if(visions==0)glEnable(GL_LIGHTING);
 
 		if(visions==1)glDisable(GL_LIGHTING);
 
-		
-
 		//Draw blocks
 
 		glEnable(GL_BLEND);
@@ -977,8 +904,6 @@ int Game::DrawGLScene(void)
 
 		int distsquared;
 
-		
-
 		//Only nearby blocks
 
 		beginx=(camera.position.x-viewdistance+block_spacing/2)/block_spacing-2;
@@ -989,8 +914,6 @@ int Game::DrawGLScene(void)
 
 		if(beginz<0)beginz=0;
 
-		
-
 		endx=(camera.position.x+viewdistance+block_spacing/2)/block_spacing+2;
 
 		if(endx>num_blocks-1)endx=num_blocks-1;
@@ -999,16 +922,12 @@ int Game::DrawGLScene(void)
 
 		if(endz>num_blocks-1)endz=num_blocks-1;
 
-		
-
 		bool draw;
 
 		int whichtri;
 
 		XYZ collpoint;
 
-		
-
 		for(int i=beginx;i<=endx;i++){
 
 			for(int j=beginz;j<=endz;j++){
@@ -1019,8 +938,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(beginx<endx&&beginz<endz)
 
 		for(int i=beginx;i<=endx;i++){
@@ -1069,14 +986,10 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//Decals
 
 		decals.draw();
 
-		
-
 		//Occluding blocks
 
 		beginx=(camera.position.x+block_spacing/2)/block_spacing-2;
@@ -1087,8 +1000,6 @@ int Game::DrawGLScene(void)
 
 		if(beginz<0)beginz=0;
 
-		
-
 		endx=(camera.position.x+block_spacing/2)/block_spacing+2;
 
 		if(endx>num_blocks-1)endx=num_blocks-1;
@@ -1097,16 +1008,12 @@ int Game::DrawGLScene(void)
 
 		if(endz>num_blocks-1)endz=num_blocks-1;
 
-		
-
 		float M[16];
 
 		XYZ drawpoint;
 
 		float size=20;
 
-		
-
 		//Draw people
 
 		if(visions==1)fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8*.5*(-sinefluct/4+.3),-sinefluct/3+.7);
@@ -1119,8 +1026,6 @@ int Game::DrawGLScene(void)
 
 		for(int i=0;i<numpeople;i++){
 
-		
-
 			draw=1;
 
 			if(person[i].skeleton.free<1){
@@ -1253,7 +1158,7 @@ int Game::DrawGLScene(void)
 
 							glTranslatef(person[i].playercoords.x,person[i].playercoords.y,person[i].playercoords.z);
 
-							glRotatef(person[i].playerrotation,0,1,0);					
+							glRotatef(person[i].playerrotation,0,1,0);
 
 							if(i!=0||visions==0)person[i].DoAnimations(i);
 
@@ -1353,8 +1258,6 @@ int Game::DrawGLScene(void)
 
 			if(person[i].skeleton.free<1&&!draw)person[i].DoAnimationslite(i);
 
-						
-
 			if(!person[i].existing)
 
 				if(!draw||findDistancefast(person[i].playercoords,camera.position)>10000){person[i].existing=1;}
@@ -1365,9 +1268,7 @@ int Game::DrawGLScene(void)
 
 		glDisable(GL_BLEND);
 
-		
-
-		//Attacker psychicness 
+		//Attacker psychicness
 
 		for(int i=0;i<numpeople;i++){
 
@@ -1385,28 +1286,20 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		//Sprites
 
 		glEnable(GL_CLIP_PLANE0);
 
 		sprites.draw();
 
-		
-
 		glDisable(GL_CLIP_PLANE0);
 
-
-
 		glDisable(GL_FOG);
 
 		//Zoom
 
 		glAlphaFunc(GL_GREATER, 0.01);
 
-		
-
 		if(zoom){
 
 			glDisable(GL_DEPTH_TEST);							// Disables Depth Testing
@@ -1481,9 +1374,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
-
-		
+		}
 
 		//Flash
 
@@ -1553,7 +1444,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
+		}
 
 		if(person[0].skeleton.free>0&&thirdperson!=2){
 
@@ -1615,9 +1506,7 @@ int Game::DrawGLScene(void)
 
 			glDepthMask(1);
 
-		}	
-
-		
+		}
 
 		//Text
 
@@ -1701,8 +1590,6 @@ int Game::DrawGLScene(void)
 
 		text.glPrint(580,440,string,1,1,640,480);
 
-		
-
 		glColor4f(1,1,0,1);
 
 		sprintf (string, "Time Remaining");
@@ -1719,8 +1606,6 @@ int Game::DrawGLScene(void)
 
 		}
 
-		
-
 		if(debug){
 
 		sprintf (string, "The framespersecond is %d out of maximum %d.",(int)framespersecond+1,maxfps);
@@ -1753,10 +1638,9 @@ int Game::DrawGLScene(void)
 		sprintf (string, "");
 
 		text.glPrint(10,80,string,0,.8,screenwidth,screenheight);
-		*/	
+		*/
 
 	}
 
 	return 1;
 }
-
diff --git a/src/GameInitDispose.cpp b/src/GameInitDispose.cpp
index 0f303fc..f4d898e 100644
--- a/src/GameInitDispose.cpp
+++ b/src/GameInitDispose.cpp
@@ -1,12 +1,11 @@
 #include <ctype.h>
 #include "Textures.h"
 
-#ifndef OS9 
+#ifndef OS9
 #include <time.h>
 #endif
 
-#include "Game.h"	
-
+#include "Game.h"
 
 extern unsigned int gSourceID[100];
 
@@ -56,8 +55,6 @@ extern float soundscalefactor;
 
 extern int slomo;
 
-
-
 extern int forwardskey;
 
 extern int backwardskey;
@@ -72,8 +69,6 @@ extern int psychicaimkey;
 
 extern int psychickey;
 
-
-
 void LoadSounds(bool musictoggle);
 
 void LoadSounds(bool musictoggle)
@@ -93,10 +88,6 @@ void LoadSounds(bool musictoggle)
 
 	alutInit(NULL, 0);
 
-	
-
-	
-
 	// load up some audio data...
 
 	// generate ten OpenAL sample sets and two sources
@@ -109,7 +100,7 @@ void LoadSounds(bool musictoggle)
 
 	alGenBuffers(iNumSampleSets, &gSampleSet[0]);
 
-#ifdef NOOGG	
+#ifdef NOOGG
 	alutLoadWAVFile((char *)":Data:Sounds:underwater.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[visionsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -118,8 +109,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:soulin.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[soulinsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -128,8 +117,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:soulout.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[souloutsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -138,8 +125,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:footstep1.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -148,8 +133,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:footstep2.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+1], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -158,8 +141,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:footstep3.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+2], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -168,8 +149,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:footstep4.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+3], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -178,8 +157,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:footstep5.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+4], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -188,8 +165,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:bodyland.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodylandsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -198,8 +173,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:headland.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headlandsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -208,8 +181,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:sniperrifle.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[riflesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -218,8 +189,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:BodyHit.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodyhitsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -228,8 +197,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:WallHit.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[wallhitsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -238,8 +205,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:machinegun.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[machinegunsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -248,8 +213,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:Nearbullet.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[nearbulletsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -258,8 +221,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:riflewhack.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headwhacksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -268,8 +229,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:headshot.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headshotsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -278,8 +237,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:reload.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[reloadsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -288,8 +245,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:click.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[clicksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -298,8 +253,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:SW.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pistol1sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -308,8 +261,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:glock.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pistol2sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -318,8 +269,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:pinpull.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pinpullsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -328,8 +277,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:pinreplace.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pinreplacesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -338,8 +285,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:handlerelease.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[grenadethrowsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -348,8 +293,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:bounce.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bouncesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -358,8 +301,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:bounce2.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bounce2sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -368,8 +309,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:explosion.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[explosionsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -378,8 +317,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	alutLoadWAVFile((char *)":Data:Sounds:headland.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodywhacksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -388,8 +325,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:rain.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[rainsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -398,8 +333,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:Lose.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[losesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -408,8 +341,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:Disguisekill.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[disguisekillsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -418,8 +349,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:knifeslash.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[knifeslashsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -428,8 +357,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:shotgun.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[shotgunsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -438,10 +365,7 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	if(musictoggle){
-
 	alutLoadWAVFile((char *)":Data:Sounds:mainmenusong.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[mainmenusong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -450,8 +374,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:shootsong.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[shootsong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -460,8 +382,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:zombiesong.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[zombiesong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -470,8 +390,6 @@ void LoadSounds(bool musictoggle)
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	alutLoadWAVFile((char *)":Data:Sounds:knifesong.wav",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[knifesong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -479,7 +397,6 @@ void LoadSounds(bool musictoggle)
 	alSourcei(gSourceID[knifesong], AL_BUFFER, gSampleSet[knifesong]);
 
 	alutUnloadWAV(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
-
 	}
 #else
 	LoadOGG_CFH((char *)":Data:Sounds:underwater.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
@@ -490,8 +407,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:soulin.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[soulinsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -500,8 +415,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:soulout.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[souloutsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -510,17 +423,13 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:footstep1.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
 	alSourcei(gSourceID[footstepsound], AL_BUFFER, gSampleSet[footstepsound]);
 
-	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1); 
-
-	
+	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
 	LoadOGG_CFH((char *)":Data:Sounds:footstep2.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
@@ -530,8 +439,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:footstep3.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+2], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -540,8 +447,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:footstep4.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+3], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -550,8 +455,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:footstep5.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[footstepsound+4], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -560,8 +463,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:bodyland.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodylandsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -570,8 +471,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:headland.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headlandsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -580,8 +479,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:sniperrifle.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[riflesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -590,8 +487,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:BodyHit.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodyhitsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -600,8 +495,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:WallHit.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[wallhitsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -610,8 +503,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:machinegun.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[machinegunsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -620,8 +511,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:Nearbullet.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[nearbulletsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -630,8 +519,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:riflewhack.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headwhacksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -640,8 +527,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:headshot.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[headshotsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -650,8 +535,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:reload.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[reloadsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -660,8 +543,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:click.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[clicksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -670,8 +551,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:SW.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pistol1sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -680,8 +559,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:glock.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pistol2sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -690,8 +567,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:pinpull.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pinpullsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -700,8 +575,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:pinreplace.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[pinreplacesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -710,8 +583,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:handlerelease.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[grenadethrowsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -720,8 +591,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:bounce.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bouncesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -730,8 +599,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:bounce2.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bounce2sound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -740,8 +607,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:explosion.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[explosionsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -750,8 +615,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-	
-
 	LoadOGG_CFH((char *)":Data:Sounds:headland.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[bodywhacksound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -760,8 +623,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:rain.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[rainsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -770,8 +631,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:Lose.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[losesound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -780,8 +639,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:Disguisekill.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[disguisekillsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -790,8 +647,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:knifeslash.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[knifeslashsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -800,8 +655,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:shotgun.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[shotgunsound], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -810,8 +663,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	if(musictoggle){
 
 	LoadOGG_CFH((char *)":Data:Sounds:mainmenusong.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
@@ -822,8 +673,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:shootsong.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[shootsong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -832,8 +681,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:zombiesong.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[zombiesong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -842,8 +689,6 @@ void LoadSounds(bool musictoggle)
 
 	FreeOGG(formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
 
-
-
 	LoadOGG_CFH((char *)":Data:Sounds:knifesong.ogg",&formatBuffer1, (void **) &pBuffer1,(unsigned int *)&lBuffer1Len,&freqBuffer1);
 
 	alBufferData(gSampleSet[knifesong], formatBuffer1, pBuffer1, lBuffer1Len, freqBuffer1);
@@ -854,46 +699,34 @@ void LoadSounds(bool musictoggle)
 
 	}
 
-
 #endif
 
-
 	float gLoc[3];
 
-	
-
 	gLoc[0]=0;
 
 	gLoc[1]=0;
 
 	gLoc[2]=0;
 
-	
-
 	alSourcefv(gSourceID[visionsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[visionsound], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[visionsound], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[soulinsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[soulinsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[soulinsound], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[souloutsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[souloutsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[souloutsound], AL_MIN_GAIN, 1);
 
-	
-
 	for(int i=0;i<5;i++){
 
 		alSourcefv(gSourceID[footstepsound+i], AL_POSITION, gLoc);
@@ -902,9 +735,7 @@ void LoadSounds(bool musictoggle)
 
 		alSourcef(gSourceID[footstepsound+i], AL_MIN_GAIN, 0);
 
-	}	
-
-	
+	}
 
 	alSourcefv(gSourceID[bodylandsound], AL_POSITION, gLoc);
 
@@ -912,32 +743,24 @@ void LoadSounds(bool musictoggle)
 
 	alSourcef(gSourceID[bodylandsound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[headlandsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[headlandsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[headlandsound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[riflesound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[riflesound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[riflesound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[bodyhitsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[bodyhitsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, .1);
 
-	
-
 	alSourcefv(gSourceID[wallhitsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[wallhitsound], AL_LOOPING, 0);
@@ -946,207 +769,153 @@ void LoadSounds(bool musictoggle)
 
 	alSourcef(gSourceID[wallhitsound], AL_MAX_GAIN, .6);
 
-	
-
 	alSourcefv(gSourceID[machinegunsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[machinegunsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[machinegunsound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[nearbulletsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[nearbulletsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[nearbulletsound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[headwhacksound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[headwhacksound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[headshotsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[headshotsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[reloadsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[reloadsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[reloadsound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[clicksound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[clicksound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[pistol1sound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[pistol1sound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[pistol1sound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[pistol2sound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[pistol2sound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[pistol2sound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[pinpullsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[pinpullsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[pinpullsound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[pinreplacesound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[pinreplacesound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[pinreplacesound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[grenadethrowsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[grenadethrowsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[grenadethrowsound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[bouncesound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[bouncesound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[bouncesound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[bounce2sound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[bounce2sound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[bounce2sound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[explosionsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[explosionsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[explosionsound], AL_MIN_GAIN,0);
 
-
-
 	alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[bodywhacksound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[bodywhacksound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[rainsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[rainsound], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[rainsound], AL_MIN_GAIN, .3);
 
-	
-
 	alSourcefv(gSourceID[losesound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[losesound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[losesound], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[disguisekillsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[disguisekillsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[disguisekillsound], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[knifeslashsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[knifeslashsound], AL_MIN_GAIN,0);
 
-	
-
 	alSourcefv(gSourceID[shotgunsound], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[shotgunsound], AL_LOOPING, 0);
 
 	alSourcef(gSourceID[shotgunsound], AL_MIN_GAIN, 0);
 
-	
-
 	alSourcefv(gSourceID[knifesong], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[knifesong], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[knifesong], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[mainmenusong], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[mainmenusong], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[mainmenusong], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[zombiesong], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[zombiesong], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[zombiesong], AL_MIN_GAIN, 1);
 
-	
-
 	alSourcefv(gSourceID[shootsong], AL_POSITION, gLoc);
 
 	alSourcei(gSourceID[shootsong], AL_LOOPING, 1);
 
 	alSourcef(gSourceID[shootsong], AL_MIN_GAIN, 1);
 
-	
-
-	
-
 }
 
-
-
-void Game::LoadingScreen(float percent)										
+void Game::LoadingScreen(float percent)
 
 {
 	glLoadIdentity();
@@ -1221,12 +990,8 @@ void Game::LoadingScreen(float percent)
 
 	glDepthMask(1);
 
-	
-
 	//Progress
 
-	
-
 	glDisable(GL_DEPTH_TEST);							// Disables Depth Testing
 
 	glDisable(GL_CULL_FACE);
@@ -1291,12 +1056,8 @@ void Game::LoadingScreen(float percent)
 
 	glDepthMask(1);
 
-	
-
 	//Text
 
-	
-
 	glEnable(GL_TEXTURE_2D);
 
 	glColor4f(.6-.6*percent/100,0,0,1);
@@ -1307,10 +1068,7 @@ void Game::LoadingScreen(float percent)
 
 	text.glPrint(280,195,string,1,1,640,480);
 
-	
-
-	
-#ifdef OS9 
+#ifdef OS9
 	aglSwapBuffers( gOpenGLContext );
 #else
 	SDL_GL_SwapBuffers( );
@@ -1318,8 +1076,6 @@ void Game::LoadingScreen(float percent)
 
 }
 
-
-
 void LoadPersonSpriteTexture(char *fileName, GLuint *textureid);
 
 void LoadPersonSpriteTexture(char *fileName, GLuint *textureid)
@@ -1330,9 +1086,7 @@ void LoadPersonSpriteTexture(char *fileName, GLuint *textureid)
 	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 }
 
-
-
-void Game::InitGame()										
+void Game::InitGame()
 
 {
 
@@ -1344,12 +1098,8 @@ void Game::InitGame()
 
 	if(initialized)loadingscreenamounttotal=20;
 
-	
-
 	if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 	//Set up rain and snow
 
 	precipitationhorz=60;
@@ -1358,8 +1108,6 @@ void Game::InitGame()
 
 	precipitationdensity=25;
 
-	
-
 	//Bodyguard stats
 
 	person[0].playercoords=camera.position;
@@ -1376,14 +1124,10 @@ void Game::InitGame()
 
 	}
 
-	
-
 	//Level setup
 
 	killedinnocent=0; //Haven't shot any civilians yet...
 
-	
-
 	if(customlevels){ //Load custom levels
 
 		nummissions=1; //Default level in case of load failure
@@ -1402,7 +1146,7 @@ void Game::InitGame()
 
 		person[0].whichgun=knife;
 
-		person[0].reloads[person[0].whichgun]=6;	
+		person[0].reloads[person[0].whichgun]=6;
 
 		if(!gameinprogress)score=0;
 
@@ -1436,7 +1180,7 @@ void Game::InitGame()
 
 		    ipstream.ignore(256,'\n');
 
-		    ipstream >> environment;		
+		    ipstream >> environment;
 
 		    ipstream.ignore(256,'\n');
 
@@ -1494,11 +1238,9 @@ void Game::InitGame()
 
 	}
 
-	
-
 	if(!customlevels){ //Setup hardcoded default levels
 
-	if(mission==0){		
+	if(mission==0){
 
 		environment=sunny_environment;
 
@@ -1516,7 +1258,7 @@ void Game::InitGame()
 
 		person[0].whichgun=assaultrifle;
 
-		person[0].reloads[person[0].whichgun]=6;	
+		person[0].reloads[person[0].whichgun]=6;
 
 		if(!gameinprogress)score=0;
 
@@ -1526,7 +1268,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==1){		
+	if(mission==1){
 
 		environment=snowy_environment;
 
@@ -1542,7 +1284,7 @@ void Game::InitGame()
 
 		person[0].whichgun=handgun2;
 
-		person[0].reloads[person[0].whichgun]=3;	
+		person[0].reloads[person[0].whichgun]=3;
 
 		if(!gameinprogress)score=0;
 
@@ -1552,7 +1294,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==2){		
+	if(mission==2){
 
 		environment=foggy_environment;
 
@@ -1566,7 +1308,7 @@ void Game::InitGame()
 
 		person[0].whichgun=sniperrifle;
 
-		person[0].reloads[person[0].whichgun]=4;	
+		person[0].reloads[person[0].whichgun]=4;
 
 		if(!gameinprogress)score=0;
 
@@ -1576,7 +1318,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==3){		
+	if(mission==3){
 
 		environment=firey_environment;
 
@@ -1588,7 +1330,7 @@ void Game::InitGame()
 
 		person[0].whichgun=shotgun;
 
-		person[0].reloads[person[0].whichgun]=5;	
+		person[0].reloads[person[0].whichgun]=5;
 
 		if(!gameinprogress)score=0;
 
@@ -1598,7 +1340,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==4){	
+	if(mission==4){
 
 		environment=snowy_environment;
 
@@ -1614,7 +1356,7 @@ void Game::InitGame()
 
 		person[0].whichgun=grenade;
 
-		person[0].reloads[person[0].whichgun]=20;	
+		person[0].reloads[person[0].whichgun]=20;
 
 		if(!gameinprogress)score=0;
 
@@ -1624,7 +1366,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==5){	
+	if(mission==5){
 
 		environment=rainy_environment;
 
@@ -1642,7 +1384,7 @@ void Game::InitGame()
 
 		person[0].whichgun=knife;
 
-		person[0].reloads[person[0].whichgun]=3;	
+		person[0].reloads[person[0].whichgun]=3;
 
 		if(!gameinprogress)score=0;
 
@@ -1652,7 +1394,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==6){		
+	if(mission==6){
 
 		environment=night_environment;
 
@@ -1670,7 +1412,7 @@ void Game::InitGame()
 
 		person[0].whichgun=handgun1;
 
-		person[0].reloads[person[0].whichgun]=4;	
+		person[0].reloads[person[0].whichgun]=4;
 
 		if(!gameinprogress)score=0;
 
@@ -1680,7 +1422,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==7){		
+	if(mission==7){
 
 		environment=firey_environment;
 
@@ -1688,7 +1430,7 @@ void Game::InitGame()
 
 		person[0].whichgun=assaultrifle;
 
-		person[0].reloads[person[0].whichgun]=5;	
+		person[0].reloads[person[0].whichgun]=5;
 
 		if(!gameinprogress)score=0;
 
@@ -1698,7 +1440,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==8){		
+	if(mission==8){
 
 		environment=rainy_environment;
 
@@ -1720,7 +1462,7 @@ void Game::InitGame()
 
 		person[0].whichgun=nogun;
 
-		person[0].reloads[person[0].whichgun]=3;	
+		person[0].reloads[person[0].whichgun]=3;
 
 		if(!gameinprogress)score=0;
 
@@ -1730,7 +1472,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==9){		
+	if(mission==9){
 
 		environment=snowy_environment;
 
@@ -1754,7 +1496,7 @@ void Game::InitGame()
 
 		person[0].whichgun=handgun1;
 
-		person[0].reloads[person[0].whichgun]=3;	
+		person[0].reloads[person[0].whichgun]=3;
 
 		if(!gameinprogress)score=0;
 
@@ -1764,7 +1506,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==10){		
+	if(mission==10){
 
 		environment=night_environment;
 
@@ -1778,7 +1520,7 @@ void Game::InitGame()
 
 		person[0].whichgun=sniperrifle;
 
-		person[0].reloads[person[0].whichgun]=4;	
+		person[0].reloads[person[0].whichgun]=4;
 
 		if(!gameinprogress)score=0;
 
@@ -1788,7 +1530,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==11){		
+	if(mission==11){
 
 		environment=sunny_environment;
 
@@ -1812,7 +1554,7 @@ void Game::InitGame()
 
 	}
 
-	if(mission==12){		
+	if(mission==12){
 
 		environment=firey_environment;
 
@@ -1824,7 +1566,7 @@ void Game::InitGame()
 
 		person[0].whichgun=handgun2;
 
-		person[0].reloads[person[0].whichgun]=10;	
+		person[0].reloads[person[0].whichgun]=10;
 
 		if(!gameinprogress)score=0;
 
@@ -1834,29 +1576,21 @@ void Game::InitGame()
 
 	}
 
-	
-
 	nummissions=13;
 
 	}
 
-	
-
 	//Setup fast radian to degree conversion
 
 	rad2deg= 56.54866776;
 
 	visions=0;
 
-	
-
 	//Setup bounding cylinder model
 
 	float boundingscale=3;
 
-	
-
-	if(!initialized){		
+	if(!initialized){
 
 		boundingpoints[0]=0;
 
@@ -1880,9 +1614,7 @@ void Game::InitGame()
 
 	enemystate=2;
 
-	
-
-	if(!initialized){	
+	if(!initialized){
 
 		if(!azertykeyboard){
 
@@ -1902,8 +1634,6 @@ void Game::InitGame()
 
 		}
 
-	
-
 		if(azertykeyboard){
 
 			forwardskey=MAC_Z_KEY;
@@ -1922,16 +1652,10 @@ void Game::InitGame()
 
 		}
 
-	
-
 		soundscalefactor=soundscalefactordefault; //Setup sound falloff
 
-	
-
 		gQuit=false;
 
-		
-
 		//Sounds
 
 		LoadSounds(musictoggle);
@@ -1958,21 +1682,17 @@ void Game::InitGame()
 
 		alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
 
-		alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);	
+		alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
 
 	}
 
-	
-
 	loadingscreenamount+=5;
 
 	if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 	//Setup random seed
 
-#ifdef OS9 
+#ifdef OS9
 	qd.randSeed = TickCount();
 #else
 	srand(time(NULL));
@@ -1980,8 +1700,6 @@ void Game::InitGame()
 
 	gamespeed=1;
 
-	
-
 	//Setup camera
 
 	camera.position=0;
@@ -1996,8 +1714,6 @@ void Game::InitGame()
 
 	numpeople=1;
 
-	
-
 	//Setup path to walk around blocks
 
 	path.load((unsigned char *)":Data:Models:path.solid");
@@ -2008,34 +1724,22 @@ void Game::InitGame()
 
 	path.CalculateNormals();
 
-	
-
 	loadingscreenamount+=5;
 
 	if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 	person[0].speedmult=1.3;
 
-	
-
-	//Add vip	
+	//Add vip
 
 	person[numpeople].playerrotation=0;
 
-	
-
-	person[numpeople].whichcostume=vipcostume; 
-
-	
+	person[numpeople].whichcostume=vipcostume;
 
 	person[numpeople].whichblockx=((person[0].playercoords.x+block_spacing/2)/block_spacing);
 
 	person[numpeople].whichblocky=((person[0].playercoords.x+block_spacing/2)/block_spacing);
 
-	
-
 	person[numpeople].pathnum=-1;
 
 	person[numpeople].oldpathnum=-1;
@@ -2052,7 +1756,7 @@ void Game::InitGame()
 
 	person[numpeople].pathtarget.x=path.vertex[person[numpeople].pathnum].x;
 
-	person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;			
+	person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;
 
 	person[numpeople].pathsize=.98+float(abs(Random()%20))/400;
 
@@ -2062,16 +1766,10 @@ void Game::InitGame()
 
 	person[numpeople].pathtarget.z+=person[numpeople].whichblocky*block_spacing;
 
-	
-
-	
-
 	person[numpeople].playercoords=person[numpeople].pathtarget;
 
 	person[numpeople].oldplayercoords=person[numpeople].playercoords;
 
-	
-
 	person[0].playercoords=person[numpeople].playercoords;
 
 	person[0].playercoords.x+=1;
@@ -2080,12 +1778,8 @@ void Game::InitGame()
 
 	person[0].oldplayercoords=person[0].playercoords;
 
-	
-
 	person[numpeople].skeleton.free=0;
 
-	
-
 	person[numpeople].targetanimation=walkanim;
 
 	person[numpeople].speed=1;
@@ -2096,36 +1790,26 @@ void Game::InitGame()
 
 	if(type==zombie_type)person[numpeople].speedmult=.8;
 
-	person[numpeople].health=100;	
+	person[numpeople].health=100;
 
 	person[numpeople].playerrotation2=0;//20;
 
-	
-
 	person[numpeople].lastdistancevictim=200000;
 
-	
-
 	if(person[numpeople].skeleton.broken)person[numpeople].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
-	
-
 	person[numpeople].type=viptype;
 
 	person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1;
 
 	person[numpeople].existing=1;
 
-	
-
 	citypeoplenum[person[numpeople].whichblockx][person[numpeople].whichblocky]++;
 
 	numpeople++;
 
 	spawndelay=.1;
 
-	
-
 	XYZ vipdistance;
 
 	vipdistance=0;
@@ -2134,9 +1818,7 @@ void Game::InitGame()
 
 	vipgoal=person[1].playercoords+DoRotation(vipdistance,0,Random()%360,0);
 
-	
-
-	//Setup block models	
+	//Setup block models
 
 	if(!initialized){
 
@@ -2148,8 +1830,6 @@ void Game::InitGame()
 
 		blocks[0].CalculateNormals();
 
-		
-
 		blocks[1].load((unsigned char *)":Data:Models:Block2.solid");
 
 		blocks[1].Rotate(90,0,0);
@@ -2158,14 +1838,10 @@ void Game::InitGame()
 
 		blocks[1].CalculateNormals();
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-		
-
 		blocks[2].load((unsigned char *)":Data:Models:Block3.solid");
 
 		blocks[2].Rotate(90,0,0);
@@ -2174,8 +1850,6 @@ void Game::InitGame()
 
 		blocks[2].CalculateNormals();
 
-		
-
 		blocks[3].load((unsigned char *)":Data:Models:Block4.solid");
 
 		blocks[3].Rotate(90,0,0);
@@ -2184,14 +1858,10 @@ void Game::InitGame()
 
 		blocks[3].CalculateNormals();
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		sidewalkcollide.load((unsigned char *)":Data:Models:Lowheightcollide.solid");
 
 		sidewalkcollide.Rotate(90,0,0);
@@ -2200,8 +1870,6 @@ void Game::InitGame()
 
 		sidewalkcollide.CalculateNormals();
 
-		
-
 		blockwalls[0].load((unsigned char *)":Data:Models:Block1collide.solid");
 
 		blockwalls[0].Rotate(90,0,0);
@@ -2210,8 +1878,6 @@ void Game::InitGame()
 
 		blockwalls[0].CalculateNormals();
 
-		
-
 		blockwalls[1].load((unsigned char *)":Data:Models:Block2collide.solid");
 
 		blockwalls[1].Rotate(90,0,0);
@@ -2220,8 +1886,6 @@ void Game::InitGame()
 
 		blockwalls[1].CalculateNormals();
 
-		
-
 		blockwalls[2].load((unsigned char *)":Data:Models:Block3collide.solid");
 
 		blockwalls[2].Rotate(90,0,0);
@@ -2230,8 +1894,6 @@ void Game::InitGame()
 
 		blockwalls[2].CalculateNormals();
 
-		
-
 		blockwalls[3].load((unsigned char *)":Data:Models:Block4collide.solid");
 
 		blockwalls[3].Rotate(90,0,0);
@@ -2240,14 +1902,10 @@ void Game::InitGame()
 
 		blockwalls[3].CalculateNormals();
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-		
-
 		blockroofs[0].load((unsigned char *)":Data:Models:Highblock1collide.solid");
 
 		blockroofs[0].Rotate(90,0,0);
@@ -2256,8 +1914,6 @@ void Game::InitGame()
 
 		blockroofs[0].CalculateNormals();
 
-		
-
 		blockroofs[1].load((unsigned char *)":Data:Models:Highblock2collide.solid");
 
 		blockroofs[1].Rotate(90,0,0);
@@ -2266,8 +1922,6 @@ void Game::InitGame()
 
 		blockroofs[1].CalculateNormals();
 
-		
-
 		blockroofs[2].load((unsigned char *)":Data:Models:Highblock3collide.solid");
 
 		blockroofs[2].Rotate(90,0,0);
@@ -2276,8 +1930,6 @@ void Game::InitGame()
 
 		blockroofs[2].CalculateNormals();
 
-		
-
 		blockroofs[3].load((unsigned char *)":Data:Models:Highblock4collide.solid");
 
 		blockroofs[3].Rotate(90,0,0);
@@ -2286,8 +1938,6 @@ void Game::InitGame()
 
 		blockroofs[3].CalculateNormals();
 
-		
-
 		blockcollide[0].load((unsigned char *)":Data:Models:block1complete.solid");
 
 		blockcollide[0].Rotate(90,0,0);
@@ -2296,8 +1946,6 @@ void Game::InitGame()
 
 		blockcollide[0].CalculateNormals();
 
-		
-
 		blockcollide[1].load((unsigned char *)":Data:Models:block2complete.solid");
 
 		blockcollide[1].Rotate(90,0,0);
@@ -2306,8 +1954,6 @@ void Game::InitGame()
 
 		blockcollide[1].CalculateNormals();
 
-		
-
 		blockcollide[2].load((unsigned char *)":Data:Models:block3complete.solid");
 
 		blockcollide[2].Rotate(90,0,0);
@@ -2316,8 +1962,6 @@ void Game::InitGame()
 
 		blockcollide[2].CalculateNormals();
 
-		
-
 		blockcollide[3].load((unsigned char *)":Data:Models:block4complete.solid");
 
 		blockcollide[3].Rotate(90,0,0);
@@ -2326,16 +1970,10 @@ void Game::InitGame()
 
 		blockcollide[3].CalculateNormals();
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
-		
-
 		blocksimplecollide[0].load((unsigned char *)":Data:Models:lowsimplecollide1.solid");
 
 		blocksimplecollide[0].Rotate(90,0,0);
@@ -2344,8 +1982,6 @@ void Game::InitGame()
 
 		blocksimplecollide[0].CalculateNormals();
 
-		
-
 		blocksimplecollide[1].load((unsigned char *)":Data:Models:lowsimplecollide2.solid");
 
 		blocksimplecollide[1].Rotate(90,0,0);
@@ -2354,8 +1990,6 @@ void Game::InitGame()
 
 		blocksimplecollide[1].CalculateNormals();
 
-		
-
 		blocksimplecollide[2].load((unsigned char *)":Data:Models:lowsimplecollide3.solid");
 
 		blocksimplecollide[2].Rotate(90,0,0);
@@ -2364,8 +1998,6 @@ void Game::InitGame()
 
 		blocksimplecollide[2].CalculateNormals();
 
-		
-
 		blocksimplecollide[3].load((unsigned char *)":Data:Models:lowsimplecollide4.solid");
 
 		blocksimplecollide[3].Rotate(90,0,0);
@@ -2374,14 +2006,10 @@ void Game::InitGame()
 
 		blocksimplecollide[3].CalculateNormals();
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		blockocclude.load((unsigned char *)":Data:Models:blockocclude.solid");
 
 		blockocclude.Rotate(90,0,0);
@@ -2390,8 +2018,6 @@ void Game::InitGame()
 
 		blockocclude.CalculateNormals();
 
-
-
 		blocksimple.load((unsigned char *)":Data:Models:blocksimple.solid");
 
 		blocksimple.Rotate(90,0,0);
@@ -2400,8 +2026,6 @@ void Game::InitGame()
 
 		blocksimple.CalculateNormals();
 
-
-
 		street.load((unsigned char *)":Data:Models:streetsubdivided2.solid");
 
 		street.Rotate(90,0,0);
@@ -2410,20 +2034,14 @@ void Game::InitGame()
 
 		street.CalculateNormals();
 
-		
-
 		Bigstreet=street;
 
 		Bigstreet.Scale(10000,10000,10000);
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		path.load((unsigned char *)":Data:Models:path.solid");
 
 		path.Rotate(90,0,0);
@@ -2432,8 +2050,6 @@ void Game::InitGame()
 
 		path.CalculateNormals();
 
-	
-
 		//Fix block radius
 
 		for(int i=0;i<4;i++){
@@ -2454,12 +2070,10 @@ void Game::InitGame()
 
 		}
 
-	}	
+	}
 
 	mousesensitivity=1;
 
-	
-
 	//init city block rotations
 
 	for(int i=0;i<num_blocks;i++){
@@ -2480,8 +2094,6 @@ void Game::InitGame()
 
 	}
 
-
-
 		if(!initialized){
 
 		//Load player model
@@ -2494,8 +2106,6 @@ void Game::InitGame()
 
 		skeletonmodels[0].CalculateNormals();
 
-		
-
 		skeletonmodels[1].load((unsigned char *)":Data:Models:Chest.solid");
 
 		skeletonmodels[1].Rotate(90,0,0);
@@ -2504,8 +2114,6 @@ void Game::InitGame()
 
 		skeletonmodels[1].CalculateNormals();
 
-		
-
 		skeletonmodels[2].load((unsigned char *)":Data:Models:Abdomen.solid");
 
 		skeletonmodels[2].Rotate(90,0,0);
@@ -2514,8 +2122,6 @@ void Game::InitGame()
 
 		skeletonmodels[2].CalculateNormals();
 
-		
-
 		skeletonmodels[3].load((unsigned char *)":Data:Models:Upper arm.solid");
 
 		skeletonmodels[3].Rotate(90,0,0);
@@ -2524,8 +2130,6 @@ void Game::InitGame()
 
 		skeletonmodels[3].CalculateNormals();
 
-		
-
 		skeletonmodels[4].load((unsigned char *)":Data:Models:Lower arm.solid");
 
 		skeletonmodels[4].Rotate(90,0,0);
@@ -2534,8 +2138,6 @@ void Game::InitGame()
 
 		skeletonmodels[4].CalculateNormals();
 
-		
-
 		skeletonmodels[5].load((unsigned char *)":Data:Models:Hand.solid");
 
 		skeletonmodels[5].Rotate(90,0,0);
@@ -2544,8 +2146,6 @@ void Game::InitGame()
 
 		skeletonmodels[5].CalculateNormals();
 
-		
-
 		skeletonmodels[6].load((unsigned char *)":Data:Models:Upper leg.solid");
 
 		skeletonmodels[6].Rotate(90,0,0);
@@ -2554,8 +2154,6 @@ void Game::InitGame()
 
 		skeletonmodels[6].CalculateNormals();
 
-		
-
 		skeletonmodels[7].load((unsigned char *)":Data:Models:Lower leg.solid");
 
 		skeletonmodels[7].Rotate(90,0,0);
@@ -2564,8 +2162,6 @@ void Game::InitGame()
 
 		skeletonmodels[7].CalculateNormals();
 
-		
-
 		skeletonmodels[8].load((unsigned char *)":Data:Models:Foot.solid");
 
 		skeletonmodels[8].Rotate(90,0,0);
@@ -2574,8 +2170,6 @@ void Game::InitGame()
 
 		skeletonmodels[8].CalculateNormals();
 
-		
-
 		skeletonmodels[9].load((unsigned char *)":Data:Models:Shades.solid");
 
 		skeletonmodels[9].Rotate(90,0,0);
@@ -2584,16 +2178,12 @@ void Game::InitGame()
 
 		skeletonmodels[9].CalculateNormals();
 
-		
-
 		//Load gun models
 
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		gunmodels[sniperriflemodel].load((unsigned char *)":Data:Models:sniperrifle.solid");
 
 		gunmodels[sniperriflemodel].Rotate(0,0,90);
@@ -2602,8 +2192,6 @@ void Game::InitGame()
 
 		gunmodels[sniperriflemodel].CalculateNormals();
 
-		
-
 		gunmodels[assaultriflemodel].load((unsigned char *)":Data:Models:assaultrifle.solid");
 
 		gunmodels[assaultriflemodel].Rotate(0,0,90);
@@ -2612,8 +2200,6 @@ void Game::InitGame()
 
 		gunmodels[assaultriflemodel].CalculateNormals();
 
-		
-
 		gunmodels[handgunbasemodel].load((unsigned char *)":Data:Models:Handgunbase.solid");
 
 		gunmodels[handgunbasemodel].Rotate(0,0,90);
@@ -2630,8 +2216,6 @@ void Game::InitGame()
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		gunmodels[handgunslidemodel].load((unsigned char *)":Data:Models:Handgunslide.solid");
 
 		gunmodels[handgunslidemodel].Rotate(0,0,90);
@@ -2644,8 +2228,6 @@ void Game::InitGame()
 
 		gunmodels[handgunslidemodel].MultColor(.6);
 
-		
-
 		gunmodels[handgun2basemodel].load((unsigned char *)":Data:Models:glockbase.solid");
 
 		gunmodels[handgun2basemodel].Rotate(0,0,90);
@@ -2658,8 +2240,6 @@ void Game::InitGame()
 
 		gunmodels[handgun2basemodel].MultColor(.6);
 
-		
-
 		gunmodels[handgun2slidemodel].load((unsigned char *)":Data:Models:glockslide.solid");
 
 		gunmodels[handgun2slidemodel].Rotate(0,0,90);
@@ -2676,8 +2256,6 @@ void Game::InitGame()
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		gunmodels[grenadebasemodel].load((unsigned char *)":Data:Models:grenadebase.solid");
 
 		gunmodels[grenadebasemodel].Rotate(0,0,90);
@@ -2688,8 +2266,6 @@ void Game::InitGame()
 
 		gunmodels[grenadebasemodel].CalculateNormals();
 
-		
-
 		gunmodels[grenadepinmodel].load((unsigned char *)":Data:Models:grenadepin.solid");
 
 		gunmodels[grenadepinmodel].Rotate(0,0,90);
@@ -2700,8 +2276,6 @@ void Game::InitGame()
 
 		gunmodels[grenadepinmodel].CalculateNormals();
 
-		
-
 		gunmodels[grenadespoonmodel].load((unsigned char *)":Data:Models:grenadespoon.solid");
 
 		gunmodels[grenadespoonmodel].Rotate(0,0,90);
@@ -2712,8 +2286,6 @@ void Game::InitGame()
 
 		gunmodels[grenadespoonmodel].CalculateNormals();
 
-		
-
 		gunmodels[knifemodel].load((unsigned char *)":Data:Models:Knife.solid");
 
 		gunmodels[knifemodel].Rotate(0,0,90);
@@ -2724,8 +2296,6 @@ void Game::InitGame()
 
 		gunmodels[knifemodel].CalculateNormals();
 
-		
-
 		gunmodels[shotgunmodel].load((unsigned char *)":Data:Models:shotgun.solid");
 
 		gunmodels[shotgunmodel].Rotate(0,0,90);
@@ -2738,14 +2308,10 @@ void Game::InitGame()
 
 		}
 
-		
-
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		//Setup costumes
 
 		float headcolor[3];
@@ -2766,40 +2332,30 @@ void Game::InitGame()
 
 		headcolor[2]=(float)132/255;
 
-		
-
 		footcolor[0]=(float)119/255;
 
 		footcolor[1]=(float)68/255;
 
 		footcolor[2]=(float)18/255;
 
-		
-
 		handcolor[0]=(float)240/255;
 
 		handcolor[1]=(float)183/255;
 
 		handcolor[2]=(float)132/255;
 
-		
-
 		topcolor[0]=(float)14/255;
 
 		topcolor[1]=(float)18/255;
 
 		topcolor[2]=(float)195/255;
 
-		
-
 		bottomcolor[0]=(float)14/255;
 
 		bottomcolor[1]=(float)18/255;
 
 		bottomcolor[2]=(float)195/255;
 
-		
-
 		//Greenish skin if zombies
 
 		if(type==zombie_type){
@@ -2810,8 +2366,6 @@ void Game::InitGame()
 
 			headcolor[2]=(float)197/255;
 
-			
-
 			handcolor[0]=(float)223/255;
 
 			handcolor[1]=(float)243/255;
@@ -2820,80 +2374,60 @@ void Game::InitGame()
 
 		}
 
-		
-
 		costume[policecostume].headcolor[0]=headcolor[0];
 
 		costume[policecostume].headcolor[1]=headcolor[1];
 
 		costume[policecostume].headcolor[2]=headcolor[2];
 
-		
-
 		costume[policecostume].handcolor[0]=handcolor[0];
 
 		costume[policecostume].handcolor[1]=handcolor[1];
 
 		costume[policecostume].handcolor[2]=handcolor[2];
 
-		
-
 		costume[policecostume].chestcolor[0]=topcolor[0];
 
 		costume[policecostume].chestcolor[1]=topcolor[1];
 
 		costume[policecostume].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[policecostume].abdomencolor[0]=topcolor[0];
 
 		costume[policecostume].abdomencolor[1]=topcolor[1];
 
 		costume[policecostume].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[policecostume].upperarmcolor[0]=topcolor[0];
 
 		costume[policecostume].upperarmcolor[1]=topcolor[1];
 
 		costume[policecostume].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[policecostume].lowerarmcolor[0]=topcolor[0];
 
 		costume[policecostume].lowerarmcolor[1]=topcolor[1];
 
 		costume[policecostume].lowerarmcolor[2]=topcolor[2];
 
-		
-
 		costume[policecostume].upperlegcolor[0]=bottomcolor[0];
 
 		costume[policecostume].upperlegcolor[1]=bottomcolor[1];
 
 		costume[policecostume].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[policecostume].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[policecostume].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[policecostume].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[policecostume].footcolor[0]=footcolor[0];
 
 		costume[policecostume].footcolor[1]=footcolor[1];
 
 		costume[policecostume].footcolor[2]=footcolor[2];
 
-		
-
 		//casual
 
 		topcolor[0]=(float)14/255;
@@ -2902,88 +2436,66 @@ void Game::InitGame()
 
 		topcolor[2]=(float)30/255;
 
-		
-
 		bottomcolor[0]=(float)14/255;
 
 		bottomcolor[1]=(float)18/255;
 
 		bottomcolor[2]=(float)195/255;
 
-		
-
 		costume[casualcostumes].headcolor[0]=headcolor[0];
 
 		costume[casualcostumes].headcolor[1]=headcolor[1];
 
 		costume[casualcostumes].headcolor[2]=headcolor[2];
 
-		
-
 		costume[casualcostumes].handcolor[0]=handcolor[0];
 
 		costume[casualcostumes].handcolor[1]=handcolor[1];
 
 		costume[casualcostumes].handcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes].chestcolor[0]=topcolor[0];
 
 		costume[casualcostumes].chestcolor[1]=topcolor[1];
 
 		costume[casualcostumes].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes].abdomencolor[0]=topcolor[0];
 
 		costume[casualcostumes].abdomencolor[1]=topcolor[1];
 
 		costume[casualcostumes].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes].upperarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes].upperarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes].lowerarmcolor[0]=handcolor[0];
 
 		costume[casualcostumes].lowerarmcolor[1]=handcolor[1];
 
 		costume[casualcostumes].lowerarmcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes].upperlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes].upperlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes].footcolor[0]=footcolor[0];
 
 		costume[casualcostumes].footcolor[1]=footcolor[1];
 
 		costume[casualcostumes].footcolor[2]=footcolor[2];
 
-		
-
 		//casual 2
 
 		topcolor[0]=(float)140/255;
@@ -2992,88 +2504,66 @@ void Game::InitGame()
 
 		topcolor[2]=(float)4/255;
 
-		
-
 		bottomcolor[0]=(float)14/255;
 
 		bottomcolor[1]=(float)18/255;
 
 		bottomcolor[2]=(float)135/255;
 
-		
-
 		costume[casualcostumes+1].headcolor[0]=headcolor[0];
 
 		costume[casualcostumes+1].headcolor[1]=headcolor[1];
 
 		costume[casualcostumes+1].headcolor[2]=headcolor[2];
 
-		
-
 		costume[casualcostumes+1].handcolor[0]=handcolor[0];
 
 		costume[casualcostumes+1].handcolor[1]=handcolor[1];
 
 		costume[casualcostumes+1].handcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes+1].chestcolor[0]=topcolor[0];
 
 		costume[casualcostumes+1].chestcolor[1]=topcolor[1];
 
 		costume[casualcostumes+1].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+1].abdomencolor[0]=topcolor[0];
 
 		costume[casualcostumes+1].abdomencolor[1]=topcolor[1];
 
 		costume[casualcostumes+1].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+1].upperarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes+1].upperarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes+1].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+1].lowerarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes+1].lowerarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes+1].lowerarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+1].upperlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+1].upperlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+1].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+1].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+1].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+1].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+1].footcolor[0]=footcolor[0];
 
 		costume[casualcostumes+1].footcolor[1]=footcolor[1];
 
 		costume[casualcostumes+1].footcolor[2]=footcolor[2];
 
-		
-
 		//casual 3
 
 		topcolor[0]=(float)134/255;
@@ -3082,98 +2572,72 @@ void Game::InitGame()
 
 		topcolor[2]=(float)3/255;
 
-		
-
 		bottomcolor[0]=(float)30/255;
 
 		bottomcolor[1]=(float)30/255;
 
 		bottomcolor[2]=(float)30/255;
 
-		
-
 		footcolor[0]=(float)20/255;
 
 		footcolor[1]=(float)20/255;
 
 		footcolor[2]=(float)20/255;
 
-		
-
-		
-
 		costume[casualcostumes+2].headcolor[0]=headcolor[0];
 
 		costume[casualcostumes+2].headcolor[1]=headcolor[1];
 
 		costume[casualcostumes+2].headcolor[2]=headcolor[2];
 
-		
-
 		costume[casualcostumes+2].handcolor[0]=handcolor[0];
 
 		costume[casualcostumes+2].handcolor[1]=handcolor[1];
 
 		costume[casualcostumes+2].handcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes+2].chestcolor[0]=topcolor[0];
 
 		costume[casualcostumes+2].chestcolor[1]=topcolor[1];
 
 		costume[casualcostumes+2].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+2].abdomencolor[0]=topcolor[0];
 
 		costume[casualcostumes+2].abdomencolor[1]=topcolor[1];
 
 		costume[casualcostumes+2].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+2].upperarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes+2].upperarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes+2].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+2].lowerarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes+2].lowerarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes+2].lowerarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+2].upperlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+2].upperlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+2].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+2].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+2].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+2].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+2].footcolor[0]=footcolor[0];
 
 		costume[casualcostumes+2].footcolor[1]=footcolor[1];
 
 		costume[casualcostumes+2].footcolor[2]=footcolor[2];
 
-		
-
 		//casual 4
 
 		topcolor[0]=(float)228/255;
@@ -3182,96 +2646,72 @@ void Game::InitGame()
 
 		topcolor[2]=(float)0/255;
 
-		
-
 		bottomcolor[0]=(float)20/255;
 
 		bottomcolor[1]=(float)20/255;
 
 		bottomcolor[2]=(float)20/255;
 
-		
-
 		footcolor[0]=(float)119/255;
 
 		footcolor[1]=(float)68/255;
 
 		footcolor[2]=(float)18/255;
 
-		
-
 		costume[casualcostumes+3].headcolor[0]=headcolor[0];
 
 		costume[casualcostumes+3].headcolor[1]=headcolor[1];
 
 		costume[casualcostumes+3].headcolor[2]=headcolor[2];
 
-		
-
 		costume[casualcostumes+3].handcolor[0]=handcolor[0];
 
 		costume[casualcostumes+3].handcolor[1]=handcolor[1];
 
 		costume[casualcostumes+3].handcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes+3].chestcolor[0]=topcolor[0];
 
 		costume[casualcostumes+3].chestcolor[1]=topcolor[1];
 
 		costume[casualcostumes+3].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+3].abdomencolor[0]=topcolor[0];
 
 		costume[casualcostumes+3].abdomencolor[1]=topcolor[1];
 
 		costume[casualcostumes+3].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+3].upperarmcolor[0]=topcolor[0];
 
 		costume[casualcostumes+3].upperarmcolor[1]=topcolor[1];
 
 		costume[casualcostumes+3].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[casualcostumes+3].lowerarmcolor[0]=handcolor[0];
 
 		costume[casualcostumes+3].lowerarmcolor[1]=handcolor[1];
 
 		costume[casualcostumes+3].lowerarmcolor[2]=handcolor[2];
 
-		
-
 		costume[casualcostumes+3].upperlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+3].upperlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+3].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+3].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[casualcostumes+3].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[casualcostumes+3].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[casualcostumes+3].footcolor[0]=footcolor[0];
 
 		costume[casualcostumes+3].footcolor[1]=footcolor[1];
 
 		costume[casualcostumes+3].footcolor[2]=footcolor[2];
 
-	
-
 		if(!initialized){
 
 		//vip
@@ -3282,120 +2722,90 @@ void Game::InitGame()
 
 		topcolor[2]=(float)235/255;
 
-		
-
 		bottomcolor[0]=(float)200/255;
 
 		bottomcolor[1]=(float)200/255;
 
 		bottomcolor[2]=(float)200/255;
 
-		
-
 		footcolor[0]=(float)119/255;
 
 		footcolor[1]=(float)68/255;
 
 		footcolor[2]=(float)18/255;
 
-		
-
 		headcolor[0]=(float)240/255;
 
 		headcolor[1]=(float)183/255;
 
 		headcolor[2]=(float)132/255;
 
-		
-
 		footcolor[0]=(float)119/255;
 
 		footcolor[1]=(float)68/255;
 
 		footcolor[2]=(float)18/255;
 
-		
-
 		handcolor[0]=(float)240/255;
 
 		handcolor[1]=(float)183/255;
 
 		handcolor[2]=(float)132/255;
 
-		
-
 		costume[vipcostume].headcolor[0]=headcolor[0];
 
 		costume[vipcostume].headcolor[1]=headcolor[1];
 
 		costume[vipcostume].headcolor[2]=headcolor[2];
 
-		
-
 		costume[vipcostume].handcolor[0]=handcolor[0];
 
 		costume[vipcostume].handcolor[1]=handcolor[1];
 
 		costume[vipcostume].handcolor[2]=handcolor[2];
 
-		
-
 		costume[vipcostume].chestcolor[0]=topcolor[0];
 
 		costume[vipcostume].chestcolor[1]=topcolor[1];
 
 		costume[vipcostume].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[vipcostume].abdomencolor[0]=topcolor[0];
 
 		costume[vipcostume].abdomencolor[1]=topcolor[1];
 
 		costume[vipcostume].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[vipcostume].upperarmcolor[0]=topcolor[0];
 
 		costume[vipcostume].upperarmcolor[1]=topcolor[1];
 
 		costume[vipcostume].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[vipcostume].lowerarmcolor[0]=topcolor[0];
 
 		costume[vipcostume].lowerarmcolor[1]=topcolor[1];
 
 		costume[vipcostume].lowerarmcolor[2]=topcolor[2];
 
-		
-
 		costume[vipcostume].upperlegcolor[0]=bottomcolor[0];
 
 		costume[vipcostume].upperlegcolor[1]=bottomcolor[1];
 
 		costume[vipcostume].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[vipcostume].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[vipcostume].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[vipcostume].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[vipcostume].footcolor[0]=footcolor[0];
 
 		costume[vipcostume].footcolor[1]=footcolor[1];
 
 		costume[vipcostume].footcolor[2]=footcolor[2];
 
-		
-
 		//Bodyguard
 
 		topcolor[0]=(float)50/255;
@@ -3404,104 +2814,78 @@ void Game::InitGame()
 
 		topcolor[2]=(float)50/255;
 
-		
-
 		bottomcolor[0]=(float)30/255;
 
 		bottomcolor[1]=(float)30/255;
 
 		bottomcolor[2]=(float)30/255;
 
-		
-
 		footcolor[0]=(float)20/255;
 
 		footcolor[1]=(float)20/255;
 
 		footcolor[2]=(float)20/255;
 
-		
-
 		costume[bodyguardcostume].headcolor[0]=headcolor[0];
 
 		costume[bodyguardcostume].headcolor[1]=headcolor[1];
 
 		costume[bodyguardcostume].headcolor[2]=headcolor[2];
 
-		
-
 		costume[bodyguardcostume].handcolor[0]=handcolor[0];
 
 		costume[bodyguardcostume].handcolor[1]=handcolor[1];
 
 		costume[bodyguardcostume].handcolor[2]=handcolor[2];
 
-		
-
 		costume[bodyguardcostume].chestcolor[0]=topcolor[0];
 
 		costume[bodyguardcostume].chestcolor[1]=topcolor[1];
 
 		costume[bodyguardcostume].chestcolor[2]=topcolor[2];
 
-		
-
 		costume[bodyguardcostume].abdomencolor[0]=topcolor[0];
 
 		costume[bodyguardcostume].abdomencolor[1]=topcolor[1];
 
 		costume[bodyguardcostume].abdomencolor[2]=topcolor[2];
 
-		
-
 		costume[bodyguardcostume].upperarmcolor[0]=topcolor[0];
 
 		costume[bodyguardcostume].upperarmcolor[1]=topcolor[1];
 
 		costume[bodyguardcostume].upperarmcolor[2]=topcolor[2];
 
-		
-
 		costume[bodyguardcostume].lowerarmcolor[0]=topcolor[0];
 
 		costume[bodyguardcostume].lowerarmcolor[1]=topcolor[1];
 
 		costume[bodyguardcostume].lowerarmcolor[2]=topcolor[2];
 
-		
-
 		costume[bodyguardcostume].upperlegcolor[0]=bottomcolor[0];
 
 		costume[bodyguardcostume].upperlegcolor[1]=bottomcolor[1];
 
 		costume[bodyguardcostume].upperlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[bodyguardcostume].lowerlegcolor[0]=bottomcolor[0];
 
 		costume[bodyguardcostume].lowerlegcolor[1]=bottomcolor[1];
 
 		costume[bodyguardcostume].lowerlegcolor[2]=bottomcolor[2];
 
-		
-
 		costume[bodyguardcostume].footcolor[0]=footcolor[0];
 
 		costume[bodyguardcostume].footcolor[1]=footcolor[1];
 
 		costume[bodyguardcostume].footcolor[2]=footcolor[2];
 
-		
-
 		//Load animations
 
 		loadingscreenamount+=5;
 
 		if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 		testskeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
 		animation[idleanim].Load((char *)":Data:Animations:Breathe");
@@ -3580,8 +2964,6 @@ void Game::InitGame()
 
 	}
 
-	
-
 	//Setup people
 
 	for(int i=0;i<max_people;i++){
@@ -3590,15 +2972,13 @@ void Game::InitGame()
 
 			person[i].whichcostume=bodyguardcostume;
 
-		}		
-
-		
+		}
 
 		if(i>1){
 
 			person[i].whichcostume=casualcostumes+abs(Random())%numcasual;
 
-		}	
+		}
 
 		//person[i].firstlongdead=0;
 
@@ -3616,8 +2996,6 @@ void Game::InitGame()
 
 		if(!initialized)person[i].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
-		
-
 		if(i%5==0){
 
 			loadingscreenamount+=5;
@@ -3628,66 +3006,40 @@ void Game::InitGame()
 
 	}
 
-	
-
 	loadingscreenamount+=5;
 
 	if(!initialized)LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-	
-
 	if(initialized)person[0].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
-	
-
 	person[0].attackframe=-1;
 
-	
-
 	spawndelay=0;
 
-
-
 	fog.SetFog(fogcolorr,fogcolorg,fogcolorb,0,viewdistance*.8,.1);
 
-	
-
 	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 
-	
-
-	
-
 	//light
 
 	GLfloat LightAmbient[]=		{ .3, .3, .3, 1.0f};
 
 	GLfloat LightDiffuse[]=		{ 1, 1, 1, 1.0f };
 
-	
-
-	glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);		
+	glLightfv(GL_LIGHT0, GL_AMBIENT, LightAmbient);
 
-	glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);		
+	glLightfv(GL_LIGHT0, GL_DIFFUSE, LightDiffuse);
 
-	glEnable(GL_LIGHT0);	
-
-	
+	glEnable(GL_LIGHT0);
 
 	loadingscreenamount+=5;
 
-	
-
 	//Load some textures
 
 	if(!initialized){
 
 		LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
 
-		
-
-		
-
 		LoadPersonSpriteTexture(":Data:Textures:Personsprite.png",&personspritetextureptr);
 
 		LoadPersonSpriteTexture(":Data:Textures:DeadPersonsprite.png",&deadpersonspritetextureptr);
@@ -3696,8 +3048,6 @@ void Game::InitGame()
 
 		LoadPersonSpriteTexture(":Data:Textures:Flare.png",&flaretextureptr);
 
-		
-
 		sprites.LoadFlareTexture(":Data:Textures:HitFlash.png");
 
 		sprites.LoadMuzzleFlareTexture(":Data:Textures:MuzzleFlash.png");
@@ -3738,8 +3088,6 @@ void Game::InitGame()
 
 	}
 
-		
-
 	//Setup clip plane equation
 
 	eqn[0]=0;
@@ -3750,22 +3098,14 @@ void Game::InitGame()
 
 	eqn[3]=0;
 
-	
-
 	glClearColor(fogcolorr,fogcolorg,fogcolorb,1);
 
-
-
 	if(!initialized)InitMouse();
 
-	
-
 	//Draw city one frame to fix evil menu bug
 
 	if(!initialized)mainmenu=2;
 
-	
-
 	if(!initialized){
 
 		LoadingScreen(loadingscreenamount/loadingscreenamounttotal*100);
@@ -3778,30 +3118,21 @@ void Game::InitGame()
 
 	}
 
-	
-
 	initialized=1;
 
-	
-
 	loadingscreenamount+=5;
 
-	
-
 	//Sync to refresh rate
 
-	if(vblsync){	
+	if(vblsync){
 
 		GLint swapInt = 1;
 
-#ifdef OS9 
+#ifdef OS9
  	   	aglSetInteger(gOpenGLContext, AGL_SWAP_INTERVAL, &swapInt);
 #else
- 
-#endif
-
 
-               
+#endif
 
 	}
 
@@ -3813,8 +3144,6 @@ void Game::InitGame()
 
 	}
 
-	
-
 	for(int i=0;i<decals.howmanydecals;i++){
 
 		decals.DeleteDecal(0);
@@ -3825,25 +3154,15 @@ void Game::InitGame()
 
 	sprites.howmanysprites=0;
 
-	
-
 	losedelay=1;
 
-		
-
 	oldscore=score;
 
 }
 
-
-
 /*********************> InitGL() <*****/
 
-
-
-
-
-int Game::InitGL(void)										
+int Game::InitGL(void)
 
 {
 
@@ -3851,8 +3170,8 @@ int Game::InitGL(void)
 
 	if(!initialized){
 
-		//Default config in case config is not found	
-#ifdef OS9 
+		//Default config in case config is not found
+#ifdef OS9
 		HideCursor();
 #else
 		STUB_FUNCTION;
@@ -3878,15 +3197,13 @@ int Game::InitGL(void)
 
 	    musictoggle=1;
 
-		
-
 		//If no config, write one
 
 		ifstream ipstream("config.txt");
 
 	    if(!ipstream) {
 
-	        ofstream opstream("config.txt"); 
+	        ofstream opstream("config.txt");
 
 	        opstream << "Screenwidth:\n";
 
@@ -4008,10 +3325,8 @@ int Game::InitGL(void)
 
 		}
 
-		
-
 		//Read high score
-#ifdef OS9 
+#ifdef OS9
 		ifstream ipstream2(":Data:Highscore");
 #else
 		/* TODO */
@@ -4023,8 +3338,8 @@ int Game::InitGL(void)
 
 	        beatgame=0;
 
-#ifdef OS9 
-	        ofstream opstream(":Data:Highscore"); 
+#ifdef OS9
+	        ofstream opstream(":Data:Highscore");
 #else
 		/* TODO */
 		ofstream opstream("Data/Highscore");
@@ -4051,24 +3366,18 @@ int Game::InitGL(void)
 
 		}
 
-		
-
 		sps=40;
 
 		maxfps=90;
 
-		
-
 		disttest=1;
 
 		cubetest=1;
 
 	}
 
-
-
 	//Setup screen
-#ifdef OS9 
+#ifdef OS9
 	if(screenwidth<640||screenheight<480)
 
 		theScreen = SetupScreen( 640, 480 );
@@ -4077,8 +3386,6 @@ int Game::InitGL(void)
 
 		theScreen = SetupScreen( screenwidth, screenheight );
 
-
-
 	gOpenGLContext = SetupAGL( ( AGLDrawable )theScreen );
 
 	if ( !gOpenGLContext )
@@ -4089,7 +3396,7 @@ int Game::InitGL(void)
 		fprintf(stderr, "SDL Init Video failed: %s\n", SDL_GetError());
 		exit(EXIT_FAILURE);
         }
-        
+
 	atexit(SDL_Quit);
 
 	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
@@ -4099,7 +3406,7 @@ int Game::InitGL(void)
         SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
 
 	if(screenwidth<640||screenheight<480) {
-#ifdef FULLSCREEN 
+#ifdef FULLSCREEN
 		if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL | SDL_FULLSCREEN) == NULL) {
 #else
 		if (SDL_SetVideoMode(640, 480, 0, SDL_OPENGL) == NULL) {
@@ -4117,9 +3424,9 @@ int Game::InitGL(void)
 			exit(EXIT_FAILURE);
 		}
 	}
-	
+
 	SDL_WM_SetCaption("Black Shades", "Black Shades");
-	
+
 	SDL_EnableUNICODE(1); /* toggle it to ON */
 
 #ifdef FULLSCREEN
@@ -4128,7 +3435,6 @@ int Game::InitGL(void)
 #endif
 
 #endif
-		
 
 	text.LoadFontTexture(":Data:Textures:Font.png");
 
@@ -4138,77 +3444,56 @@ int Game::InitGL(void)
 
 	glDepthFunc(GL_LESS);
 
-	
-
 	glPolygonOffset(-8,0);
 
 	glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
 
-	
-
 	return TRUE;
 
 }
 
-
-
 //***************> Dispose() <******/
 
-void Game::Dispose()										
+void Game::Dispose()
 
 {
-#ifdef OS9 
+#ifdef OS9
 	CleanupAGL( gOpenGLContext );
 
 	ShutdownScreen( theScreen );
 
 	ShowCursor();
 #endif
-	
 
 	//Delete sound sources
 
 	alDeleteSources(100, gSourceID);
 
-
-
 }
 
-
-
 //***************> ResizeGLScene() <******/
 
-GLvoid Game::ReSizeGLScene(float fov, float near)		
+GLvoid Game::ReSizeGLScene(float fov, float near)
 
 {
 
-	if (screenheight==0)										
+	if (screenheight==0)
 
 	{
 
-		screenheight=1;									
+		screenheight=1;
 
 	}
 
+	glViewport(0,0,screenwidth,screenheight);
 
+	glMatrixMode(GL_PROJECTION);
 
-	glViewport(0,0,screenwidth,screenheight);						
-
-
-
-	glMatrixMode(GL_PROJECTION);						
-
-	glLoadIdentity();								
-
-
+	glLoadIdentity();
 
 	gluPerspective(fov,(GLfloat)screenwidth/(GLfloat)screenheight,near,viewdistance);
 
+	glMatrixMode(GL_MODELVIEW);
 
-
-	glMatrixMode(GL_MODELVIEW);							
-
-	glLoadIdentity();									
-
+	glLoadIdentity();
 }
-
diff --git a/src/GameLoop.cpp b/src/GameLoop.cpp
index 8a72b4b..eec916c 100644
--- a/src/GameLoop.cpp
+++ b/src/GameLoop.cpp
@@ -1,6 +1,4 @@
-#include "Game.h"	
-
-
+#include "Game.h"
 
 extern double multiplier;
 
@@ -25,20 +23,17 @@ extern int slomo;
 void	Game::HandleKeyDown( char theChar )
 
 {
-
 	XYZ facing;
 
-	
-
 	if(!mainmenu){
 
 	switch( theChar )
 
 	{
 
-		case 'l': 
-		        if(!lasersight==1){lasersight=1;}else{lasersight=0;} 
-			
+		case 'l':
+		        if(!lasersight==1){lasersight=1;}else{lasersight=0;}
+
 			break;
 
 		case 'k':
@@ -47,8 +42,6 @@ void	Game::HandleKeyDown( char theChar )
 
 			break;
 
-		
-
 		case 'b':
 
 			if(debug){
@@ -66,7 +59,6 @@ void	Game::HandleKeyDown( char theChar )
 				alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(.5));
 
 				alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(.5));
-
 			}
 
 			if(!slomo){
@@ -103,13 +95,11 @@ void	Game::HandleKeyDown( char theChar )
 
 			facing.z=-1;
 
-			
-
 			facing=DoRotation(facing,-camera.rotation2,0,0);
 
 			facing=DoRotation(facing,0,0-camera.rotation,0);
 
-			for(int i=1;i<numpeople;i++){				
+			for(int i=1;i<numpeople;i++){
 
 				if(person[i].skeleton.free!=1){
 
@@ -171,21 +161,15 @@ void	Game::HandleKeyDown( char theChar )
 
 }
 
-
-
 /********************> DoEvent() <*****/
 
-#ifdef OS9 
+#ifdef OS9
 void	Game::DoEvent( EventRecord *event )
 
 {
 
-	
-
 	char	theChar;
 
-	
-
 	switch ( event->what )
 
 	{
@@ -202,14 +186,10 @@ void	Game::DoEvent( EventRecord *event )
 
 	}
 
-	
-
-	
-
 }
 #endif
 
-#ifndef OS9 
+#ifndef OS9
 static int mapinit = 0;
 static int sdlkeymap[SDLK_LAST];
 
@@ -218,11 +198,11 @@ static unsigned char ourkeys[16];
 static void init_sdlkeymap()
 {
 	int i;
-	
+
 	for (i = 0; i < SDLK_LAST; i++) {
 		sdlkeymap[i] = -1;
 	}
-	
+
 	sdlkeymap[SDLK_1] = MAC_1_KEY;
 	sdlkeymap[SDLK_2] = MAC_2_KEY;
 	sdlkeymap[SDLK_3] = MAC_3_KEY;
@@ -306,7 +286,7 @@ static void init_sdlkeymap()
 	sdlkeymap[SDLK_DOWN] = MAC_ARROW_DOWN_KEY;
 	sdlkeymap[SDLK_LEFT] = MAC_ARROW_LEFT_KEY;
 	sdlkeymap[SDLK_RIGHT] = MAC_ARROW_RIGHT_KEY;
-	
+
 	mapinit = 1;
 }
 
@@ -322,39 +302,37 @@ static void DoSDLKey(Game *g, SDL_Event *event)
 	int mackey;
 	int index;
 	int mask;
-	
 
 	if (mapinit == 0) {
 		init_sdlkeymap();
 	}
-	
+
 	mackey = sdlkeymap[event->key.keysym.sym];
-	
+
 	if (mackey != -1) {
 		index = mackey / 8;
 		mask = 1 << (mackey % 8);
-		
+
 		if (press) {
 			ourkeys[index] |= mask;
 		} else {
 			ourkeys[index] &= ~mask;
 		}
 	}
-	
-	if (event->key.keysym.unicode && 
+
+	if (event->key.keysym.unicode &&
 		!(event->key.keysym.unicode & 0xFF80)) {
-	
+
 		/* hey, at least it was aleady public */
 		g->HandleKeyDown(event->key.keysym.unicode);
 	}
-	
-	
+
 }
 
 static void ProcessSDLEvents(Game *g)
 {
 	SDL_Event event;
-	
+
 	if (SDL_PollEvent(&event)) {
 		do {
 			switch(event.type) {
@@ -388,7 +366,7 @@ static void ProcessSDLEvents(Game *g)
 			}
 		} while (SDL_PollEvent(&event));
 	}
-}	
+}
 
 #endif
 
@@ -398,7 +376,7 @@ void	Game::EventLoop( void )
 
 {
 
-#ifdef OS9 
+#ifdef OS9
 	EventRecord		event;
 #endif
 
@@ -414,25 +392,20 @@ void	Game::EventLoop( void )
 
 	{
 
-#ifdef OS9 
+#ifdef OS9
 		if ( GetNextEvent( everyEvent, &event ) )
 
 			DoEvent( &event );
 #else
 		ProcessSDLEvents(this);
 #endif
-		
 
 		start=TimerGetTime(&theTimer);
 
-		
-
 		colaccuracy=sps/framespersecond+1;
 
 		if(colaccuracy>sps){colaccuracy=sps;}
 
-		
-
 		oldmult=multiplier;
 
 		multiplier/=colaccuracy;
@@ -445,11 +418,9 @@ void	Game::EventLoop( void )
 
 		multiplier=oldmult;
 
-		
-
 		if ( DrawGLScene())
 
-#ifdef OS9 
+#ifdef OS9
 			aglSwapBuffers( gOpenGLContext );
 #else
                         SDL_GL_SwapBuffers();
@@ -459,9 +430,7 @@ void	Game::EventLoop( void )
 
 			gQuit = true;
 
-		oldmult=multiplier;	
-
-		
+		oldmult=multiplier;
 
 		end=TimerGetTime(&theTimer);
 
@@ -509,8 +478,8 @@ void	Game::EventLoop( void )
 
 				highscore=score;
 
-#ifdef OS9 
-				ofstream opstream(":Data:Highscore"); 
+#ifdef OS9
+				ofstream opstream(":Data:Highscore");
 #else
 				/* TODO */
 				ofstream opstream("Data/Highscore");
@@ -532,8 +501,6 @@ void	Game::EventLoop( void )
 
 			alSourcePause(gSourceID[rainsound]);
 
-		
-
 			mainmenu=1;
 
 			alSourcePlay(gSourceID[souloutsound]);
@@ -569,5 +536,4 @@ void	Game::EventLoop( void )
 		}
 
 	}
-
 }
diff --git a/src/GameTick.cpp b/src/GameTick.cpp
index 6b28436..4249b05 100644
--- a/src/GameTick.cpp
+++ b/src/GameTick.cpp
@@ -1,6 +1,4 @@
-#include "Game.h"	
-
-
+#include "Game.h"
 
 extern double multiplier;
 
@@ -10,8 +8,6 @@ extern int visions;
 
 extern Sprites sprites;
 
-
-
 extern unsigned int gSourceID[100];
 
 extern unsigned int gSampleSet[100];
@@ -36,8 +32,6 @@ extern float soundscalefactor;
 
 extern int slomo;
 
-
-
 extern int forwardskey;
 
 extern int backwardskey;
@@ -52,18 +46,13 @@ extern int psychicaimkey;
 
 extern int psychickey;
 
-
-
 extern Decals decals;
 
 /********************> Tick() <*****/
 
 #define maxfallvel 40
 
-
-
 void Game::Splat(int k){
-
 	if(k!=0||visions==0){
 
 		person[k].health=0;
@@ -76,8 +65,6 @@ void Game::Splat(int k){
 
 		person[k].longdead=1;
 
-
-
 		person[k].bleeding=1;
 
 		person[k].bleeddelay=1;
@@ -86,8 +73,6 @@ void Game::Splat(int k){
 
 		person[k].bjoint2=&person[k].skeleton.joints[person[k].skeleton.jointlabels[neck]];
 
-		
-
 		for(int j=0;j<person[k].skeleton.num_joints;j++){
 
 			person[k].skeleton.joints[j].position+=person[k].skeleton.joints[j].offset;
@@ -101,11 +86,8 @@ void Game::Splat(int k){
 			person[k].skeleton.joints[j].velocity=0;
 
 			person[k].skeleton.joints[j].velocity.y+=person[k].velocity.y;
-
 		}
 
-		
-
 		float gLoc[3];
 
 		gLoc[0]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.x/soundscalefactor;
@@ -118,32 +100,24 @@ void Game::Splat(int k){
 
 		alSourcePlay(gSourceID[headwhacksound]);
 
-	}	
+	}
 
 }
 
-
-
 void 	Game::Tick(){
 
 	if(mainmenu){
 
-		
-
 		unsigned char	theKeyMap[16];
 
 		GetKeys( ( unsigned long * )theKeyMap );
 
-		
-
 		if(IsKeyDown(theKeyMap, MAC_SPACE_KEY)){
 
 			mainmenu=0;
 
 		}
 
-		
-
 		GetMouse(&mouseloc);
 
 		float mousex=mouseloc.h;
@@ -153,7 +127,6 @@ void 	Game::Tick(){
 		mousex=(float)mouseloc.h*640/screenwidth;
 
 		mousey=480-(float)mouseloc.v*480/screenheight;
-		
 
 		oldmouseoverbutton=mouseoverbutton;
 
@@ -269,8 +242,8 @@ void 	Game::Tick(){
 
 				highscore=score;
 
-#ifdef OS9 
-				ofstream opstream(":Data:Highscore"); 
+#ifdef OS9
+				ofstream opstream(":Data:Highscore");
 #else
 				/* TODO */
 				ofstream opstream("Data/Highscore");
@@ -301,8 +274,8 @@ void 	Game::Tick(){
 
 				highscore=score;
 
-#ifdef OS9 
-				 ofstream opstream(":Data:Highscore"); 
+#ifdef OS9
+				 ofstream opstream(":Data:Highscore");
 #else
 				/* TODO */
 				ofstream opstream("Data/Highscore");
@@ -319,8 +292,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(Button())oldbutton=1;
 
 		if(!Button())oldbutton=0;
@@ -335,8 +306,6 @@ void 	Game::Tick(){
 			losedelay-=multiplier/6;
 		}
 
-		
-
 		if(person[1].health>0&&person[0].health>0&&!killedinnocent)timeremaining-=multiplier*25/40;
 
 		if(timeremaining<=0){
@@ -361,8 +330,6 @@ void 	Game::Tick(){
 
 				alSourcePause(gSourceID[rainsound]);
 
-		
-
 				alSourceStop(gSourceID[visionsound]);
 
 				alSourceStop(gSourceID[whichsong]);
@@ -387,8 +354,8 @@ void 	Game::Tick(){
 
 					highscore=score;
 
-#ifdef OS9 
-					 ofstream opstream(":Data:Highscore"); 
+#ifdef OS9
+					 ofstream opstream(":Data:Highscore");
 #else
 					/* TODO */
 					ofstream opstream("Data/Highscore");
@@ -467,48 +434,34 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		unsigned char	theKeyMap[16];
 
 		GetKeys( ( unsigned long * )theKeyMap );
 
-		
-
 		//Sprites
 
 		sprites.DoStuff();
 
-		
-
 		//Decals
 
 		decals.DoStuff();
 
-		
-
 		//Facing
 
 		facing=0;
 
 		facing.z=-1;
 
-		
-
 		facing=DoRotation(facing,-camera.rotation2,0,0);
 
 		facing=DoRotation(facing,0,0-camera.rotation,0);
 
-		
-
 		flatfacing=facing;
 
 		flatfacing.y=0;
 
 		Normalise(&flatfacing);
 
-		
-
 		if(IsKeyDown(theKeyMap, psychickey)&&!oldvisionkey){
 
 			oldvisionkey=1;
@@ -543,9 +496,7 @@ void 	Game::Tick(){
 
 				}
 
-				
-
-				person[0].playercoords=bodycoords; 
+				person[0].playercoords=bodycoords;
 
 				person[0].oldplayercoords=bodycoords;
 
@@ -553,7 +504,7 @@ void 	Game::Tick(){
 
 				alSourcePlay(gSourceID[soulinsound]);
 
-				alSourceStop(gSourceID[visionsound]);				
+				alSourceStop(gSourceID[visionsound]);
 
 				alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(1));
 
@@ -593,8 +544,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(IsKeyDown(theKeyMap, MAC_TAB_KEY)&&!tabkeydown&&debug){
 
 			thirdperson++;
@@ -605,14 +554,10 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(!IsKeyDown(theKeyMap, MAC_TAB_KEY))
 
 			tabkeydown=0;
 
-		
-
 		if(IsKeyDown(theKeyMap, aimkey)&&!aimtoggle){
 
 			person[0].aiming=1-person[0].aiming;
@@ -621,14 +566,10 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(!IsKeyDown(theKeyMap, aimkey))
 
 			aimtoggle=0;
 
-		
-
 		if(IsKeyDown(theKeyMap, MAC_R_KEY)&&!reloadtoggle){
 
 			if(person[0].reloads[person[0].whichgun]>0&&person[0].reloading<=0)person[0].ammo=-1;
@@ -637,14 +578,10 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(!IsKeyDown(theKeyMap, MAC_R_KEY))
 
 			reloadtoggle=0;
 
-		
-
 		if(IsKeyDown(theKeyMap, psychicaimkey)&&!slomokeydown&&slomo==0){
 
 			alSourcePlay(gSourceID[souloutsound]);
@@ -667,18 +604,12 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(!IsKeyDown(theKeyMap, psychicaimkey))
 
 			slomokeydown=0;
 
-			
-
 		//Mouse look
 
-		
-
 		if((person[0].aimamount<=0&&person[0].targetanimation!=crouchanim)){
 
 			camera.rotation=camera.visrotation;
@@ -720,8 +651,6 @@ void 	Game::Tick(){
 		GetMouseRel(&mouseloc);
 #endif
 
-		
-
 #if 0	// DDOI
 		oldmouserotation=(oldmouseloc.h/1.3888)*mousesensitivity;
 
@@ -732,8 +661,6 @@ void 	Game::Tick(){
 
 		mouserotation2=(mouseloc.v/1.3888)*mousesensitivity;
 
-		
-
 #if 0	// DDOI
 		if(abs(oldmouseloc.h-mouseloc.h)<400)camera.rotation+=mouserotation-oldmouserotation;
 
@@ -757,22 +684,16 @@ void 	Game::Tick(){
 		if(mouseloc.v<-200)camera.rotation2+=mouserotation2+(300/1.3888*mousesensitivity);
 #endif
 
-		
-
 		if(camera.rotation2>89){camera.rotation2=89;}
 
 		if(camera.rotation2<-89){camera.rotation2=-89;}
 
-		
-
 		//Smooth
 
 		camera.rotation=(camera.oldoldrotation+((camera.rotation-camera.oldoldrotation)*.7+(camera.oldrotation-camera.oldoldrotation)*.3));
 
 		camera.rotation2=(camera.oldoldrotation2+((camera.rotation2-camera.oldoldrotation2)*.7+(camera.oldrotation2-camera.oldoldrotation2)*.3));
 
-		
-
 		if(camera.visrotation<camera.rotation-7)camera.visrotation=camera.rotation-7;
 
 		if(camera.visrotation>camera.rotation+7)camera.visrotation=camera.rotation+7;
@@ -781,8 +702,6 @@ void 	Game::Tick(){
 
 		if(camera.visrotation2>camera.rotation2+15)camera.visrotation2=camera.rotation2+15;
 
-		
-
 		if(zoom||person[0].aimamount<=0||person[0].whichgun==nogun||visions||person[0].whichgun==grenade||person[0].whichgun==knife){
 
 			camera.visrotation=camera.rotation;
@@ -793,8 +712,6 @@ void 	Game::Tick(){
 
 		oldzoom=zoom;
 
-		
-
 		camera.oldoldrotation=camera.oldrotation;
 
 		camera.oldoldrotation2=camera.oldrotation2;
@@ -803,12 +720,8 @@ void 	Game::Tick(){
 
 		camera.oldrotation2=camera.rotation2;
 
-		
-
 		//Check collision with buildings
 
-		
-
 		int beginx,endx;
 
 		int beginz,endz;
@@ -831,21 +744,15 @@ void 	Game::Tick(){
 
 		bool inblock;
 
-		
-
-		
-
 		person[0].playerrotation=180-camera.rotation;
 
-		
-
 		//Check people collisions
 
 		for(int k=0;k<numpeople;k++){
 			// SBF - backing up the old coordinates makes
 			// the most sense here.
 			person[k].oldplayercoords=person[k].playercoords;
-			
+
 			person[k].DoStuff(k);
 
 			if(person[k].skeleton.free<1){
@@ -862,8 +769,6 @@ void 	Game::Tick(){
 
 			underpoint.y-=3000;
 
-			
-
 			beginx=(person[k].playercoords.x+block_spacing/2)/block_spacing;
 
 			if(beginx<0)beginx=0;
@@ -872,8 +777,6 @@ void 	Game::Tick(){
 
 			if(beginz<0)beginz=0;
 
-			
-
 			endx=(person[k].playercoords.x+block_spacing/2)/block_spacing+1;
 
 			if(endx>num_blocks-1)endx=num_blocks-1;
@@ -882,8 +785,6 @@ void 	Game::Tick(){
 
 			if(endz>num_blocks-1)endz=num_blocks-1;
 
-			
-
 			if(k!=0){
 				/* TODO: huh? */
 				beginx==person[k].whichblockx;
@@ -896,8 +797,6 @@ void 	Game::Tick(){
 
 			}
 
-			
-
 			if(beginx<=endx&&beginz<=endz)
 
 			for(int i=beginx;i<=endx;i++)
@@ -1047,8 +946,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(IsKeyDown( theKeyMap, MAC_SPACE_KEY )){
 
 			if(visions==0&&person[0].targetanimation==joganim&&person[0].currentanimation==joganim&&person[0].backwardsanim==0&&person[0].playerrotation==person[0].playerlowrotation){
@@ -1065,8 +962,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Camera
 
 		camera.oldposition=camera.position;
@@ -1075,10 +970,6 @@ void 	Game::Tick(){
 
 		camera.targetoffset.z=-5;
 
-		
-
-		
-
 		//Spawn people
 
 		spawndelay-=multiplier;
@@ -1103,7 +994,7 @@ void 	Game::Tick(){
 
 		}
 
-		if(cyclenum<10){	
+		if(cyclenum<10){
 
 		if(spawndelay<0&&numpeople<max_people){
 
@@ -1121,8 +1012,6 @@ void 	Game::Tick(){
 
 			}
 
-		
-
 			if(person[numpeople].type!=civiliantype&&blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky){
 
 				while((citypeoplenum[blockspawnx][blockspawny]>=max_people_block&&cyclenum<10)||blockspawnx==0||(blockspawnx==person[1].whichblockx&&blockspawny==person[1].whichblocky)){
@@ -1137,22 +1026,14 @@ void 	Game::Tick(){
 
 			}
 
-					
-
 			person[numpeople].playerrotation=0;
 
-			
-
 			person[numpeople].whichcostume=casualcostumes+abs(Random())%numcasual;
 
-			
-
 			person[numpeople].whichblockx=blockspawnx;
 
 			person[numpeople].whichblocky=blockspawny;
 
-			
-
 			person[numpeople].pathnum=-1;
 
 			person[numpeople].oldpathnum=-1;
@@ -1169,7 +1050,7 @@ void 	Game::Tick(){
 
 			person[numpeople].pathtarget.x=path.vertex[person[numpeople].pathnum].x;
 
-			person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;			
+			person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;
 
 			person[numpeople].pathsize=.98+float(abs(Random()%20))/400;
 
@@ -1179,18 +1060,12 @@ void 	Game::Tick(){
 
 			person[numpeople].pathtarget.z+=person[numpeople].whichblocky*block_spacing;
 
-			
-
-			
-
 			person[numpeople].playercoords=person[numpeople].pathtarget;
 
 			person[numpeople].oldplayercoords=person[numpeople].playercoords;
 
 			person[numpeople].skeleton.free=0;
 
-			
-
 			person[numpeople].targetanimation=walkanim;
 
 			if(person[numpeople].type==zombietype)person[numpeople].targetanimation=zombiewalkanim;
@@ -1201,48 +1076,30 @@ void 	Game::Tick(){
 
 			person[numpeople].speedmult=.8+float(abs(Random()%20))/50;
 
-			person[numpeople].health=100;	
+			person[numpeople].health=100;
 
-			person[numpeople].maxhealth=100;	
+			person[numpeople].maxhealth=100;
 
 			person[numpeople].playerrotation2=0;
 
-			
-
 			person[numpeople].lastdistancevictim=200000;
 
-			
-
 			if(person[numpeople].skeleton.broken)person[numpeople].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
-			
-
 			if(numpeople==1)person[numpeople].type=viptype;
 
-				
-
 			person[numpeople].killtarget=-1;
 
-			
-
 			if(person[numpeople].type==eviltype){person[numpeople].existing=1; person[numpeople].pathsize=1.04; person[numpeople].whichgun=nogun; person[numpeople].aiming=1; person[numpeople].killtarget=-1; person[numpeople].speedmult=1+.3*difficulty;}
 
 			if(person[numpeople].type==zombietype){person[numpeople].existing=1; person[numpeople].pathsize=1.04; person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1; person[numpeople].speedmult=0.7+.2*difficulty;}
 
 			else {person[numpeople].whichgun=nogun; person[numpeople].aiming=0; person[numpeople].killtarget=-1;}
 
-			
-
 			if(person[numpeople].type==viptype){person[numpeople].existing=1;}
 
-			
-
-			
-
 			if(enemystate==2)person[numpeople].killtarget=1;
 
-			
-
 			numpeople++;
 
 			citypeoplenum[blockspawnx][blockspawny]++;
@@ -1299,20 +1156,14 @@ void 	Game::Tick(){
 
 				person[cycle].playerrotation=0;
 
-				
-
 				person[cycle].whichcostume=casualcostumes+abs(Random())%numcasual;
 
-				
-
 				citypeoplenum[person[cycle].whichblockx][person[cycle].whichblocky]--;
 
 				person[cycle].whichblockx=blockspawnx;
 
 				person[cycle].whichblocky=blockspawny;
 
-				
-
 				person[cycle].pathnum=-1;
 
 				person[cycle].oldpathnum=-1;
@@ -1329,7 +1180,7 @@ void 	Game::Tick(){
 
 				person[cycle].pathtarget.x=path.vertex[person[cycle].pathnum].x;
 
-				person[cycle].pathtarget.z=path.vertex[person[cycle].pathnum].z;			
+				person[cycle].pathtarget.z=path.vertex[person[cycle].pathnum].z;
 
 				person[cycle].pathsize=.98+float(abs(Random()%20))/400;
 
@@ -1339,16 +1190,12 @@ void 	Game::Tick(){
 
 				person[cycle].pathtarget.z+=person[cycle].whichblocky*block_spacing;
 
-				
-
 				person[cycle].playercoords=person[cycle].pathtarget;
 
 				person[cycle].oldplayercoords=person[cycle].playercoords;
 
 				person[cycle].skeleton.free=0;
 
-				
-
 				person[cycle].targetanimation=walkanim;
 
 				if(person[cycle].type==zombietype)person[cycle].targetanimation=zombiewalkanim;
@@ -1365,48 +1212,32 @@ void 	Game::Tick(){
 
 				person[cycle].playerrotation2=0;
 
-						
-
 				if(person[cycle].skeleton.broken)person[cycle].skeleton.Load((char *)":Data:Skeleton:Basic Figure");
 
-							
-
 				if(enemystate==1)person[cycle].killtarget=-1;
 
-				
-
 				if(person[cycle].type==eviltype){person[cycle].existing=1;  person[cycle].pathsize=1.04; person[cycle].whichgun=nogun; person[cycle].aiming=1; person[cycle].killtarget=-1; person[cycle].speedmult=1+.3*difficulty;}
 
 				if(person[cycle].type==zombietype){person[cycle].existing=1; person[cycle].pathsize=1.04; person[cycle].whichgun=nogun; person[cycle].aiming=0; person[cycle].killtarget=-1; person[cycle].speedmult=.7+.2*difficulty;}
 
 				else {person[cycle].whichgun=nogun; person[cycle].aiming=0; person[cycle].killtarget=-1;}
 
-			
-
 				person[cycle].lastdistancevictim=200000;
 
-			
-
 				if(enemystate==2)person[cycle].killtarget=1;
 
-			
-
 				if(numpeople<max_people)numpeople++;
 
 				citypeoplenum[blockspawnx][blockspawny]++;
 
 				cycle++;
 
-				
-
 				spawndelay=.1;
 
 			}
 
 		}}
 
-		
-
 		XYZ towards;
 
 		XYZ finaltarget;
@@ -1417,22 +1248,14 @@ void 	Game::Tick(){
 
 		float leastdistance = 0.0;
 
-		
-
-		
-
 		XYZ bleedloc;
 
 		XYZ vel;
 
-		
-
 		float tooclose;
 
 		float toofar;
 
-		
-
 		//People
 
 		for(int i=0;i<numpeople;i++){
@@ -1539,8 +1362,6 @@ void 	Game::Tick(){
 
 			}
 
-			
-
 			if(person[i].maxhealth<100&&person[i].type==zombietype){
 
 			 		person[i].maxhealth+=multiplier*2;
@@ -1675,14 +1496,10 @@ void 	Game::Tick(){
 
 			 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].locked=0;
 
-				 		
-
 			 		person[person[i].killtarget].longdead=1;
 
 			 	}
 
-				
-
 				if(i>0&&enemystate!=1&&person[i].type==zombietype&&person[i].speedmult>.7){
 
 					if(findDistancefast(person[i].playercoords,person[1].playercoords)<20000)person[i].killtarget=1;
@@ -1697,8 +1514,6 @@ void 	Game::Tick(){
 
 				}
 
-				
-
 				bool realcheck = false;
 
 				//Pathfinding
@@ -1711,7 +1526,7 @@ void 	Game::Tick(){
 					// b) we're moving away from our target
 			 		realcheck=(abs(person[i].playercoords.x-person[i].pathtarget.x)<1&&abs(person[i].playercoords.z-person[i].pathtarget.z)<1)
 					  ||findDistancefast(person[i].playercoords,person[i].pathtarget)>findDistancefast(person[i].oldplayercoords,person[i].pathtarget);
-			 		
+
 					if(person[i].targetanimation==idleanim&&person[i].killtargetvisible==0){
 
 						person[i].targetanimation=walkanim;
@@ -1736,9 +1551,9 @@ void 	Game::Tick(){
 
 					 			person[i].pathtarget.x=path.vertex[j].x;
 
-								person[i].pathtarget.z=path.vertex[j].z;		
+								person[i].pathtarget.z=path.vertex[j].z;
 
-								person[i].pathtarget.y=path.vertex[j].y;		
+								person[i].pathtarget.y=path.vertex[j].y;
 
 								person[i].pathtarget*=person[i].pathsize;
 
@@ -1752,7 +1567,7 @@ void 	Game::Tick(){
 
 									closesttarget=j;
 
-								}	
+								}
 
 					 		}
 
@@ -1768,7 +1583,7 @@ void 	Game::Tick(){
 
 								person[i].pathtarget.x=path.vertex[person[i].pathnum].x;
 
-								person[i].pathtarget.z=path.vertex[person[i].pathnum].z;		
+								person[i].pathtarget.z=path.vertex[person[i].pathnum].z;
 
 								person[i].pathtarget*=person[i].pathsize;
 
@@ -1796,8 +1611,6 @@ void 	Game::Tick(){
 
 							 person[i].killtarget=1;
 
-							 
-
 							 //If pathfind
 
 							if(realcheck){
@@ -1824,8 +1637,6 @@ void 	Game::Tick(){
 
 								if(beginz<0)beginz=0;
 
-								
-
 								endx=person[i].whichblockx+2;
 
 								if(endx>num_blocks-1)endx=num_blocks-1;
@@ -1834,8 +1645,6 @@ void 	Game::Tick(){
 
 								if(endz>num_blocks-1)endz=num_blocks-1;
 
-								
-
 								leastdistance=2000000;
 
 					 			for(int l=beginx;l<=endx;l++){
@@ -1848,7 +1657,7 @@ void 	Game::Tick(){
 
 											person[i].pathtarget.y=path.vertex[j].y;
 
-											person[i].pathtarget.z=path.vertex[j].z;		
+											person[i].pathtarget.z=path.vertex[j].z;
 
 											person[i].pathtarget*=person[i].pathsize;
 
@@ -1958,8 +1767,6 @@ void 	Game::Tick(){
 
 							 }
 
-							 
-
 							 //If pathfind
 
 							if(realcheck){
@@ -1976,9 +1783,9 @@ void 	Game::Tick(){
 
 					 			person[i].pathtarget.x=path.vertex[j].x;
 
-								person[i].pathtarget.z=path.vertex[j].z;		
+								person[i].pathtarget.z=path.vertex[j].z;
 
-								person[i].pathtarget.y=path.vertex[j].y;		
+								person[i].pathtarget.y=path.vertex[j].y;
 
 								person[i].pathtarget*=person[i].pathsize;
 
@@ -1996,7 +1803,7 @@ void 	Game::Tick(){
 
 									finaltarget=person[i].pathtarget;
 
-								}	
+								}
 
 					 		}
 
@@ -2006,9 +1813,9 @@ void 	Game::Tick(){
 
 					 			person[i].pathtarget.x=path.vertex[j].x;
 
-								person[i].pathtarget.z=path.vertex[j].z;		
+								person[i].pathtarget.z=path.vertex[j].z;
 
-								person[i].pathtarget.y=path.vertex[j].y;		
+								person[i].pathtarget.y=path.vertex[j].y;
 
 								person[i].pathtarget*=person[i].pathsize;
 
@@ -2026,7 +1833,7 @@ void 	Game::Tick(){
 
 									finaltarget=person[i].pathtarget;
 
-								}	
+								}
 
 					 		}
 
@@ -2042,8 +1849,6 @@ void 	Game::Tick(){
 
 								if(beginz<0)beginz=0;
 
-								
-
 								endx=person[i].whichblockx+2;
 
 								if(endx>num_blocks-1)endx=num_blocks-1;
@@ -2052,8 +1857,6 @@ void 	Game::Tick(){
 
 								if(endz>num_blocks-1)endz=num_blocks-1;
 
-								
-
 								leastdistance=2000000;
 
 					 			for(int l=beginx;l<=endx;l++){
@@ -2068,7 +1871,7 @@ void 	Game::Tick(){
 
 											person[i].pathtarget.y=path.vertex[j].y;
 
-											person[i].pathtarget.z=path.vertex[j].z;		
+											person[i].pathtarget.z=path.vertex[j].z;
 
 											person[i].pathtarget*=person[i].pathsize;
 
@@ -2132,8 +1935,6 @@ void 	Game::Tick(){
 
 								if(beginz<0)beginz=0;
 
-								
-
 								endx=person[i].whichblockx+2;
 
 								if(endx>num_blocks-1)endx=num_blocks-1;
@@ -2142,8 +1943,6 @@ void 	Game::Tick(){
 
 								if(endz>num_blocks-1)endz=num_blocks-1;
 
-								
-
 						 		for(int l=beginx;l<=endx;l++){
 
 									for(int m=beginx;m<=endx;m++){
@@ -2366,14 +2165,12 @@ void 	Game::Tick(){
 
 							 if(person[i].killtargetvisible||realcheck)person[i].pathtarget=finaltarget;
 
-							 if(realcheck)person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);	 
+							 if(realcheck)person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
 
 							}
 
 						}
 
-						
-
 						if(person[i].targetanimation!=zombieeatanim||person[i].type!=zombietype){
 
 							towards=person[i].playercoords-person[i].pathtarget;
@@ -2394,8 +2191,6 @@ void 	Game::Tick(){
 
 			 	person[i].whichblocky=((person[i].playercoords.z+block_spacing/2)/block_spacing);
 
-			 					
-
 				if(!person[i].onground)person[i].velocity.y+=multiplier*gravity;
 
 			 	if(!person[i].onground&&(i!=0||visions!=1))person[i].playercoords+=person[i].velocity*multiplier;
@@ -2534,8 +2329,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Grenade
 
 		if(Button()&&person[0].whichgun==grenade&&person[0].ammo>0&&person[0].reloading<=0&&person[0].attackframe<0&&person[0].targetanimation!=crouchanim){
@@ -2602,8 +2395,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Get gun
 
 		int temp;
@@ -2626,14 +2417,10 @@ void 	Game::Tick(){
 
 					gLoc[2]=person[0].playercoords.z/soundscalefactor;
 
-
-
 					alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
 
 					alSourcePlay(gSourceID[clicksound]);
 
-
-
 					temp=person[0].whichgun;
 
 					temp2=person[0].ammo;
@@ -2650,8 +2437,6 @@ void 	Game::Tick(){
 
 					person[0].aimamount=0;
 
-					
-
 					switched=1;
 
 				}
@@ -2660,8 +2445,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Throw
 
 		if(Button()&&person[0].attackframe<0&&((person[0].whichgun==nogun||person[0].aiming==0)&&person[0].whichgun!=knife)&&person[0].currentanimation!=crouchanim&&person[0].targetanimation!=crouchanim&&person[0].targetanimation!=throwanim&&visions==0){
@@ -2674,7 +2457,7 @@ void 	Game::Tick(){
 
 				float closedistance=-1;
 
-				for(int i=1;i<numpeople;i++){				
+				for(int i=1;i<numpeople;i++){
 
 					if(person[i].skeleton.free<1&&(person[i].whichgun!=nogun)&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<12){
 
@@ -2734,8 +2517,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Gun whacking
 
 		if(Button()&&(person[0].aiming==0||person[0].ammo<=0||person[0].whichgun==nogun||person[0].whichgun==knife||person[0].targetanimation==joganim)&&person[0].currentanimation!=crouchanim&&person[0].targetanimation!=throwanim&&person[0].whichgun!=grenade&&person[0].targetanimation!=crouchanim&&visions==0){
@@ -2748,7 +2529,7 @@ void 	Game::Tick(){
 
 				float closedistance=-1;
 
-				for(int i=1;i<numpeople;i++){				
+				for(int i=1;i<numpeople;i++){
 
 					if(person[i].existing&&person[i].type!=viptype&&person[i].skeleton.free<1&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<12+(person[0].whichgun==knife)*10){
 
@@ -2780,12 +2561,8 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		XYZ velocity;
 
-		
-
 		if(person[0].attackframe>1||(person[0].attackframe>=0&&person[0].currentanimation==joganim)){
 
 			if(person[person[0].killtarget].skeleton.free<1&&person[0].killtarget!=0&&(person[0].aiming<1||person[0].whichgun==nogun||person[0].whichgun==knife||person[0].targetanimation==joganim)){
@@ -2840,7 +2617,7 @@ void 	Game::Tick(){
 
 						sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.2, 3);
 
-						sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);					
+						sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);
 
 					}
 
@@ -2924,7 +2701,7 @@ void 	Game::Tick(){
 
 							sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.2, 3);
 
-							sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);					
+							sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,DoRotation(person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]].position,0,person[person[0].killtarget].playerrotation,0)+person[person[0].killtarget].playercoords, velocity*.1, 4);
 
 						}
 
@@ -2970,13 +2747,11 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Tackle
 
 		if(person[0].currentanimation==diveanim&&visions==0){
 
-			for(int i=1;i<numpeople;i++){				
+			for(int i=1;i<numpeople;i++){
 
 				if(person[i].skeleton.free<1&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<22){
 
@@ -3022,8 +2797,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Fire/wing
 
 		XYZ wallhit;
@@ -3094,8 +2867,6 @@ void 	Game::Tick(){
 
 				gLoc[2]=person[0].playercoords.z/soundscalefactor;
 
-
-
 				alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
 
 				alSourcePlay(gSourceID[clicksound]);
@@ -3124,8 +2895,6 @@ void 	Game::Tick(){
 
 				if(person[person[j].killtarget].skeleton.free==1)inaccuracy*=3;
 
-
-
 				person[j].shotdelay=shotdelayamount/difficulty;
 
 				if(person[j].aiming>=1&&person[j].recoil<=0){
@@ -3198,12 +2967,8 @@ void 	Game::Tick(){
 
 						float gLoc[3];
 
-						
-
 						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.35;
 
-						
-
 						gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
 
 						gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
@@ -3230,12 +2995,8 @@ void 	Game::Tick(){
 
 						float gLoc[3];
 
-						
-
 						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.35;
 
-						
-
 						if(p==numshots-1){
 
 						gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
@@ -3266,12 +3027,8 @@ void 	Game::Tick(){
 
 						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.55;
 
-						
-
 						float gLoc[3];
 
-						
-
 						gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
 
 						gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
@@ -3298,12 +3055,8 @@ void 	Game::Tick(){
 
 						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.55;
 
-						
-
 						float gLoc[3];
 
-						
-
 						gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
 
 						gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
@@ -3330,8 +3083,6 @@ void 	Game::Tick(){
 
 						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*.25;
 
-						
-
 						float gLoc[3];
 
 						gLoc[0]=(camera.position.x+(start.x-camera.position.x)/4)/soundscalefactor;
@@ -3396,7 +3147,7 @@ void 	Game::Tick(){
 
 							if(i!=j&&i!=firstpass&&person[i].existing){
 
-								temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);	
+								temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);
 
 								if(temphitstruct.collision){
 
@@ -3432,8 +3183,6 @@ void 	Game::Tick(){
 
 						if(beginz<0)beginz=0;
 
-						
-
 						endx=(person[j].playercoords.x+block_spacing/2)/block_spacing+3;
 
 						if(endx>num_blocks-1)endx=num_blocks-1;
@@ -3442,8 +3191,6 @@ void 	Game::Tick(){
 
 						if(endz>num_blocks-1)endz=num_blocks-1;
 
-						
-
 						if(beginx<endx&&beginz<endz)
 
 						finalwallhit=0;
@@ -3664,8 +3411,6 @@ void 	Game::Tick(){
 
 							person[whichhit].longdead=1;
 
-							
-
 							if(person[whichhit].health<=0){
 
 								person[whichhit].skeleton.offset=0;
@@ -3814,8 +3559,6 @@ void 	Game::Tick(){
 
 							}
 
-							
-
 							XYZ velocity;
 
 							velocity=aim*-8;
@@ -3854,8 +3597,6 @@ void 	Game::Tick(){
 
 							}
 
-							
-
 							person[whichhit].bjoint1=hitstruct.joint1;
 
 							person[whichhit].bjoint2=hitstruct.joint2;
@@ -3976,7 +3717,7 @@ void 	Game::Tick(){
 
 						if(j!=0||zoom==0)sprites.MakeSprite(bullet, .07, 1, 1, .7, lastshot[0]+aim*1, lastshot[1], .2);
 
-						//Nearby bullet whoosh		
+						//Nearby bullet whoosh
 
 						long dot_ta,dot_tb;
 
@@ -3998,8 +3739,6 @@ void 	Game::Tick(){
 
 						if (!dot_ta <= 0&&!dot_tb <= 0){
 
-						
-
 								nearest.x = a->x + ((b->x - a->x) * dot_ta)/(dot_ta + dot_tb);
 
 								nearest.y = a->y + ((b->y - a->y) * dot_ta)/(dot_ta +dot_tb);
@@ -4008,16 +3747,12 @@ void 	Game::Tick(){
 
 							}
 
-						
-
 						if(nearest.x){
 
 							if(findDistancefast(nearest,camera.position)<10&&(thirdperson==2||j!=0)){
 
 								float gLoc[3];
 
-								
-
 								gLoc[0]=(camera.position.x+(nearest.x-camera.position.x))/soundscalefactor;
 
 								gLoc[1]=(camera.position.y+(nearest.y-camera.position.y))/soundscalefactor;
@@ -4046,12 +3781,8 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(!Button())oldbutton=0;
 
-		
-
 		if(lasersight&&person[0].whichgun!=grenade){
 
 		for(int j=0;j<numpeople;j++){
@@ -4154,8 +3885,6 @@ void 	Game::Tick(){
 
 					if(beginz<0)beginz=0;
 
-					
-
 					endx=(person[j].playercoords.x+block_spacing/2)/block_spacing+2;
 
 					if(endx>num_blocks-1)endx=num_blocks-1;
@@ -4164,8 +3893,6 @@ void 	Game::Tick(){
 
 					if(endz>num_blocks-1)endz=num_blocks-1;
 
-					
-
 					if(beginx<endx&&beginz<endz)
 
 					finalwallhit=0;
@@ -4216,7 +3943,7 @@ void 	Game::Tick(){
 
 						if(i!=j&&findDistancefast(person[j].playercoords,person[i].playercoords)<20000){
 
-							temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);	
+							temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);
 
 							if(temphitstruct.collision){
 
@@ -4246,8 +3973,6 @@ void 	Game::Tick(){
 
 					sprites.MakeSprite(bulletinstant, .4, 1, 0, 0, aimer[0], aimer[1], .2);
 
-					
-
 				}
 
 			}
@@ -4256,8 +3981,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Snow
 
 		snowdelay-=multiplier;
@@ -4300,9 +4023,7 @@ void 	Game::Tick(){
 
 			sprites.MakeSprite(rainsprite, .5, 1, 1, 1, start, velocity, 2.00);
 
-		}			
-
-		
+		}
 
 		//Grenade collision
 
@@ -4322,8 +4043,6 @@ void 	Game::Tick(){
 
 				}
 
-						
-
 				if(findLengthfast(sprites.velocity[i])>0){
 
 					wherex=(sprites.location[i].x+block_spacing/2)/block_spacing;
@@ -4366,7 +4085,7 @@ void 	Game::Tick(){
 
 							alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
 
-							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);			
+							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);
 
 						}
 
@@ -4414,7 +4133,7 @@ void 	Game::Tick(){
 
 							alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
 
-							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);			
+							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);
 
 						}
 
@@ -4430,7 +4149,7 @@ void 	Game::Tick(){
 
 							if((j!=0||sprites.brightness[i]<.9)&&person[j].existing){
 
-								hitstruct=person[j].BulletCollideWithPlayer(j, sprites.oldlocation[i], sprites.location[i]);	
+								hitstruct=person[j].BulletCollideWithPlayer(j, sprites.oldlocation[i], sprites.location[i]);
 
 								if(hitstruct.collision){
 
@@ -4622,9 +4341,9 @@ void 	Game::Tick(){
 
 						//}
 
-						for(int k=0;k<numpeople;k++){		
+						for(int k=0;k<numpeople;k++){
 
-							if(person[k].existing&&(person[k].longdead!=-1||person[k].skeleton.free<1)){		
+							if(person[k].existing&&(person[k].longdead!=-1||person[k].skeleton.free<1)){
 
 							if((findDistancefast(person[k].playercoords,sprites.location[i])<700&&person[k].skeleton.free<1)||(findDistancefast(person[k].averageloc,sprites.location[i])<700&&person[k].skeleton.free>=1)){
 
@@ -4650,18 +4369,12 @@ void 	Game::Tick(){
 
 							person[k].longdead=1;
 
-							
-
 							person[k].bleeddelay=1;
 
 							person[k].bjoint1=&person[k].skeleton.joints[person[k].skeleton.jointlabels[head]];
 
 							person[k].bjoint2=&person[k].skeleton.joints[person[k].skeleton.jointlabels[neck]];
 
-							
-
-							
-
 							for(int j=0;j<person[k].skeleton.num_joints;j++){
 
 								person[k].skeleton.joints[j].position=DoRotation(person[k].skeleton.joints[j].position,0,person[k].playerrotation,0);
@@ -4722,8 +4435,6 @@ void 	Game::Tick(){
 
 						}
 
-									
-
 					}
 
 				}
@@ -4732,16 +4443,12 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//camera shake
 
 		camerashake-=multiplier;
 
 		if(camerashake<0)camerashake=0;
 
-		
-
 		//camera position
 
 		XYZ average;
@@ -4750,20 +4457,14 @@ void 	Game::Tick(){
 
 		if(zoom)average=person[0].skeleton.joints[(person[0].skeleton.jointlabels[righthand])].position;
 
-		
-
 		if(person[0].skeleton.free==0&&thirdperson!=2)camera.position=person[0].playercoords+DoRotation(average,0,person[0].playerrotation,0);
 
 		if(person[0].skeleton.free==1&&thirdperson!=2)camera.position=average;
 
-		
-
 		//Restraints
 
 		if(camera.position.y<.1)camera.position.y=.1;
 
-		
-
 		if(thirdperson!=2){
 
 			oldrot=camera.visrotation;
@@ -4772,27 +4473,25 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		//Kill count
 
 		for(int i=0;i<numpeople;i++){
 
 			if(person[i].oldhealth>0&&person[i].health<=0){
 
-				if(i==1)alSourcePlay(gSourceID[losesound]);	
+				if(i==1)alSourcePlay(gSourceID[losesound]);
 
 				if(person[i].type==civiliantype){
 
 					alSourcePlay(gSourceID[disguisekillsound]);
 
-					score-=300;	
+					score-=300;
 
 				}
 
 				if(person[i].type==eviltype){
 
-					alSourcePlay(gSourceID[soulinsound]);	
+					alSourcePlay(gSourceID[soulinsound]);
 
 					score+=75;
 
@@ -4808,8 +4507,6 @@ void 	Game::Tick(){
 
 		}
 
-		
-
 		if(slomo==2){
 
 			psychicpower-=multiplier*15;
@@ -4856,8 +4553,6 @@ void 	Game::Tick(){
 
 		if(psychicpower>10)psychicpower=10;
 
-		
-
 		//3d sound
 		float gLoc[3];
 
@@ -4871,8 +4566,6 @@ void 	Game::Tick(){
 
 		alListenerfv(AL_POSITION, gLoc);
 
-		
-
 		//Set orientation with forward and up vectors
 
 		XYZ upvector;
@@ -4881,14 +4574,10 @@ void 	Game::Tick(){
 
 		upvector.z=-1;
 
-		
-
 		upvector=DoRotation(upvector,-camera.rotation2+90,0,0);
 
 		upvector=DoRotation(upvector,0,0-camera.rotation,0);
 
-		
-
 		float ori[6];
 
 	   	ori[0] = -facing.x;
@@ -4905,8 +4594,6 @@ void 	Game::Tick(){
 
 		alListenerfv(AL_ORIENTATION, ori);
 
-		
-
 		if(person[0].currentanimation==throwanim||person[0].currentanimation==diveanim||paused){
 
 			MoveMouse(oldmouseloc.h,oldmouseloc.v,&mouseloc);
@@ -4917,10 +4604,7 @@ void 	Game::Tick(){
 
 		oldmouseloc=mouseloc;
 
-		
-
 		if(score<0)score=0;
 
 	}
-
 }
diff --git a/src/MacInput.cpp b/src/MacInput.cpp
index 512200d..5b7aeda 100644
--- a/src/MacInput.cpp
+++ b/src/MacInput.cpp
@@ -2,7 +2,7 @@
 #include "MacInput.h"
 
 /**> Mouse Stuff <**/
-#ifdef OS9 
+#ifdef OS9
 CursorDevicePtr	theCursor;
 #endif
 
@@ -12,22 +12,21 @@ Boolean	IsKeyDown( unsigned char *keyMap, unsigned short theKey )
 	long	keyMapIndex;
 	Boolean	isKeyDown;
 	short	bitToCheck;
-	
+
 	// Calculate the key map index
 	keyMapIndex = keyMap[theKey/8];
-	
+
 	// Calculate the individual bit to check
 	bitToCheck = theKey%8;
-	
+
 	// Check the status of the key
 	isKeyDown = ( keyMapIndex >> bitToCheck ) & 0x01;
-	
+
 	// Return the status of the key
 	return isKeyDown;
-	
 }
 
-#ifdef OS9 
+#ifdef OS9
 void 	InitMouse()
 {
 	CursorDeviceNewDevice( &theCursor ); //Mouse
diff --git a/src/MacInput.h b/src/MacInput.h
index 0c741aa..43b3dc0 100644
--- a/src/MacInput.h
+++ b/src/MacInput.h
@@ -4,7 +4,7 @@
 /**> HEADER FILES <**/
 #include <stdlib.h>
 #include <stdio.h>
-#ifdef OS9 
+#ifdef OS9
 #include <CursorDevices.h> //Mouse
 #endif
 
@@ -94,7 +94,6 @@
 #define	MAC_ARROW_LEFT_KEY		0x7B
 #define	MAC_ARROW_RIGHT_KEY		0x7C
 
-
 /**> FUNCTION PROTOTYPES <**/
 Boolean	IsKeyDown( unsigned char *keyMap, unsigned short theKey );
 void 	InitMouse();
diff --git a/src/Main.cpp b/src/Main.cpp
index 2c8f381..a4899a9 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -2,63 +2,38 @@
 
 #include "Game.h"
 
-
-
 /********************> Globals <*****/
 
-
-
 Game game;
 
-
-
 /********************> main() <*****/
 
 int 	main( int argc, char *argv[] )
 
 	{
-
-	
-#ifdef OS9 
+#ifdef OS9
 	ToolboxInit();
 
-	
-
 	if ( HasAppearance() )
 
 		RegisterAppearanceClient();
 #endif
-	
-
-
 
 	game.InitGL();
 
-	
-
 	game.InitGame();
 
-	
-
 	game.EventLoop();
 
-	
-
 	game.Dispose();
 
-	
-#ifdef OS9 
+#ifdef OS9
 	if ( HasAppearance() )
 
 		UnregisterAppearanceClient();
 
-	
-
 	FlushEvents( everyEvent, 0 );
 
 	ExitToShell();
 #endif
-	
-
 }
-
diff --git a/src/Models.cpp b/src/Models.cpp
index b4fbb82..60330c2 100644
--- a/src/Models.cpp
+++ b/src/Models.cpp
@@ -15,7 +15,7 @@ void Model::UpdateVertexArray(){
 		vArray[i*27+6]=Triangles[i].r;
 		vArray[i*27+7]=Triangles[i].g;
 		vArray[i*27+8]=Triangles[i].b;
-		
+
 		vArray[i*27+9]=vertex[Triangles[i].vertex[1]].x;
 		vArray[i*27+10]=vertex[Triangles[i].vertex[1]].y;
 		vArray[i*27+11]=vertex[Triangles[i].vertex[1]].z;
@@ -25,7 +25,7 @@ void Model::UpdateVertexArray(){
 		vArray[i*27+15]=Triangles[i].r;
 		vArray[i*27+16]=Triangles[i].g;
 		vArray[i*27+17]=Triangles[i].b;
-		
+
 		vArray[i*27+18]=vertex[Triangles[i].vertex[2]].x;
 		vArray[i*27+19]=vertex[Triangles[i].vertex[2]].y;
 		vArray[i*27+20]=vertex[Triangles[i].vertex[2]].z;
@@ -36,7 +36,7 @@ void Model::UpdateVertexArray(){
 		vArray[i*27+25]=Triangles[i].g;
 		vArray[i*27+26]=Triangles[i].b;
 	}
-	
+
 	XYZ average;
 	int howmany;
 	average=0;
@@ -67,24 +67,24 @@ bool Model::load(Str255 Name)
 	short				tfile;
 	long				err;
 	Files file;
-	
+
 	tfile=file.OpenFile(Name);
 	SetFPos(tfile,fsFromStart,0);
 
 		// read model settings
-	
+
 	err=ReadShort(tfile,1,&vertexNum);
 	err=ReadShort(tfile,1,&TriangleNum);
-	
+
 		// read the model data
-	
+
 	err=ReadXYZ(tfile,vertexNum,vertex);
 	err=ReadTexturedTriangle(tfile,TriangleNum,Triangles);
 
 	FSClose(tfile);
-		
+
 	UpdateVertexArray();
-	
+
 	XYZ average;
 	int howmany;
 	average=0;
@@ -100,7 +100,7 @@ bool Model::load(Str255 Name)
 		if(findDistancefast(average,vertex[i])>boundingsphereradius)boundingsphereradius=findDistancefast(average,vertex[i]);
 	}
 	boundingsphereradius=sqrt(boundingsphereradius);
-	
+
 	return 1;
 }
 
@@ -157,7 +157,6 @@ void Model::Rotate(float xang,float yang,float zang)
 	UpdateVertexArray();
 }
 
-
 void Model::CalculateNormals()
 {
 	int i;
@@ -191,7 +190,6 @@ void Model::draw()
 	}
 }
 
-
 void Model::draw(float r, float g, float b)
 {
 	if(!nocolors)glColor4f(r,g,b,1);
@@ -234,7 +232,6 @@ void Model::draw(float r, float g, float b, float x, float y, float z)
 	glDrawArrays(GL_TRIANGLES, 0, TriangleNum*3);
 }
 
-
 int Model::LineCheck(XYZ p1,XYZ p2, XYZ *p)
 {
   	int j;
@@ -278,7 +275,7 @@ int Model::LineCheck2(XYZ p1,XYZ p2, XYZ *p, XYZ move, float rotate)
 		distance=(point.x-p1.x)*(point.x-p1.x)+(point.y-p1.y)*(point.y-p1.y)+(point.z-p1.z)*(point.z-p1.z);
 		if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
 	}
-	
+
 	if(rotate)*p=DoRotation(*p,0,rotate,0);
 	*p=*p+move;
 	return firstintersecting;
@@ -306,7 +303,7 @@ int Model::LineCheck2(XYZ *p1,XYZ *p2, XYZ *p, XYZ *move, float *rotate)
 		distance=(point.x-p1->x)*(point.x-p1->x)+(point.y-p1->y)*(point.y-p1->y)+(point.z-p1->z)*(point.z-p1->z);
 		if((distance<olddistance||firstintersecting==-1)&&intersecting){olddistance=distance; firstintersecting=j; *p=point;}
 	}
-	
+
 	if(*rotate)*p=DoRotation(*p,0,*rotate,0);
 	*p=*p+*move;
 	return firstintersecting;
diff --git a/src/Models.h b/src/Models.h
index e49b8f1..d0a2575 100644
--- a/src/Models.h
+++ b/src/Models.h
@@ -6,7 +6,7 @@
 // Model Maximums
 //
 #include "Quaternions.h"
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include <glu.h>
 #else
@@ -19,11 +19,10 @@
 #define max_textured_triangle		400		// maximum number of texture-filled triangles in a model
 #define max_model_vertex			max_textured_triangle*3		// maximum number of vertexs
 
-
 //
 // Model Structures
 //
-					
+
 class TexturedTriangle{
 	public:
 				short			vertex[3];
@@ -33,19 +32,19 @@ class TexturedTriangle{
 class Model{
 	public:
 				short	vertexNum,TriangleNum;
-				
+
 				XYZ					vertex[max_model_vertex];
 				XYZ					normals[max_textured_triangle];
 				TexturedTriangle	Triangles[max_textured_triangle];
 				GLfloat 			vArray[max_textured_triangle*27];
-				
+
 				XYZ boundingspherecenter;
 				float boundingsphereradius;
 				int LineCheck(XYZ p1,XYZ p2, XYZ *p);
 				int LineCheck2(XYZ p1,XYZ p2, XYZ *p,XYZ move,float rotate);
 				int LineCheck2(XYZ *p1,XYZ *p2, XYZ *p,XYZ *move,float *rotate);
 				int LineCheck3(XYZ p1,XYZ p2, XYZ *p,XYZ move,float rotate,float *d);
-				
+
 				void UpdateVertexArray();
 				bool load(Str255 Name);
 				void Scale(float xscale,float yscale,float zscale);
@@ -58,9 +57,8 @@ class Model{
 				void draw(float r,float g,float b, float x, float y, float z);
 				void Rotate(float xang,float yang,float zang);
 				void MultColor(float howmuch);
-				
+
 				XYZ boundingboxmin,boundingboxmax;
 };
 
 #endif
-
diff --git a/src/Person.cpp b/src/Person.cpp
index bc77ad9..597aba3 100644
--- a/src/Person.cpp
+++ b/src/Person.cpp
@@ -144,7 +144,7 @@ HitStruct 	Person::BulletCollideWithPlayer(int who, XYZ start, XYZ end){
 				glRotatef(skeleton.muscles[j].rotate3,0,1,0);
 				glRotatef(skeleton.muscles[j].rotate2-90,0,0,1);
 				glRotatef(skeleton.muscles[j].rotate1-90,0,1,0);
-				
+
 				glTranslatef(	(-(skeleton.muscles[j].parent1->position.x+skeleton.muscles[j].parent2->position.x)/2),
 								(-(skeleton.muscles[j].parent1->position.y+skeleton.muscles[j].parent2->position.y)/2),
 								(-(skeleton.muscles[j].parent1->position.z+skeleton.muscles[j].parent2->position.z)/2));
@@ -189,8 +189,7 @@ HitStruct 	Person::BulletCollideWithPlayer(int who, XYZ start, XYZ end){
 
 extern float camerashake;
 extern int cycle;
-void 	Person::DoAnimations(int who){	
-	
+void 	Person::DoAnimations(int who){
 	if(target>1&&!skeleton.free){
 		//Footstep sounds
 		if(who==0&&slomo==0&&(targetanimation==joganim||targetanimation==walkanim)&&(targetframe==0||targetframe==8)&&visions==0&&(onground||abs(velocity.y)<1)){
@@ -251,7 +250,7 @@ void 	Person::DoAnimations(int who){
 			}
 		}
 	}
-	
+
 	if(!skeleton.free){
 		if(currentanimation!=lyinganim){
 			if(animation[targetanimation].speed[currentframe]>animation[currentanimation].speed[currentframe])
@@ -261,12 +260,12 @@ void 	Person::DoAnimations(int who){
 		}
 		if(currentanimation==lyinganim){
 			target+=multiplier*animation[targetanimation].speed[targetframe]*speed;
-		}		
+		}
 		if(((currentanimation==crouchanim)&&(targetanimation!=crouchanim))||((currentanimation!=crouchanim)&&(targetanimation==crouchanim)))target+=multiplier*animation[crouchanim].speed[0]*2;
 		if(currentanimation==idleanim&&targetanimation==idleanim)target-=multiplier*animation[idleanim].speed[0]/2;
-		
+
 		if(target>1)currentframe=targetframe;
-		
+
 		for(int i=0;i<skeleton.num_joints;i++){
 			if(currentanimation!=lyinganim){
 				skeleton.joints[i].velocity=((animation[currentanimation].position[i][currentframe]*(1-target)+animation[targetanimation].position[i][targetframe]*(target))-(skeleton.joints[i].position))/multiplier;
@@ -290,9 +289,9 @@ void 	Person::DoAnimations(int who){
 			}
 		}
 	}
-	
+
 	//Look up+down
-	if(!skeleton.free&&(whichgun!=nogun||who==0)&&health==100&&currentanimation!=lyinganim&&currentanimation!=getupfrontanim&&currentanimation!=getupbackanim&&currentanimation!=diveanim&&targetanimation!=diveanim&&targetanimation!=throwanim&&targetanimation!=thrownanim){		
+	if(!skeleton.free&&(whichgun!=nogun||who==0)&&health==100&&currentanimation!=lyinganim&&currentanimation!=getupfrontanim&&currentanimation!=getupbackanim&&currentanimation!=diveanim&&targetanimation!=diveanim&&targetanimation!=throwanim&&targetanimation!=thrownanim){
 		XYZ facing;
 		XYZ facingdown;
 		XYZ facinghalf;
@@ -302,7 +301,7 @@ void 	Person::DoAnimations(int who){
 			//Facing
 			facing=0;
 			facing.z=1;
-			
+
 			facinghalf=DoRotation(facing,playerrotation2/2,0,0);
 			facinghalf=DoRotation(facinghalf,0,-7,0);
 			facing=DoRotation(facing,playerrotation2,0,0);
@@ -313,7 +312,7 @@ void 	Person::DoAnimations(int who){
 			//Facing
 			facing=0;
 			facing.z=1;
-			
+
 			facinghalf=DoRotation(facing,playerrotation2/2,0,0);
 			facinghalf=DoRotation(facinghalf,0,-7,0);
 			facing=DoRotation(facing,playerrotation2,0,0);
@@ -321,7 +320,7 @@ void 	Person::DoAnimations(int who){
 			facingdown=DoRotation(facing,90,0,0);
 		}
 		XYZ rotatearound;
-		XYZ oldpos;	
+		XYZ oldpos;
 		if(whichgun==sniperrifle){
 			for(int i=0;i<skeleton.num_joints;i++){
 				if(skeleton.joints[i].label!=righthand&&skeleton.joints[i].label!=rightelbow&&skeleton.joints[i].label!=rightwrist&&skeleton.joints[i].label!=lefthand&&skeleton.joints[i].label!=leftelbow&&skeleton.joints[i].label!=leftwrist){
@@ -339,7 +338,7 @@ void 	Person::DoAnimations(int who){
 					if(currentanimation==crouchanim||targetanimation==crouchanim)skeleton.joints[i].position-=(animation[idleanim].position[skeleton.jointlabels[neck]][0]-skeleton.joints[skeleton.jointlabels[neck]].position);
 				}
 			}
-		}	
+		}
 		if(whichgun==assaultrifle){
 			for(int i=0;i<skeleton.num_joints;i++){
 				if(skeleton.joints[i].label!=righthand&&skeleton.joints[i].label!=rightelbow&&skeleton.joints[i].label!=rightwrist&&skeleton.joints[i].label!=lefthand&&skeleton.joints[i].label!=leftelbow&&skeleton.joints[i].label!=leftwrist){
@@ -348,7 +347,7 @@ void 	Person::DoAnimations(int who){
 					if(currentanimation==crouchanim||targetanimation==crouchanim)skeleton.joints[i].position-=(animation[idleanim].position[skeleton.jointlabels[neck]][0]-skeleton.joints[skeleton.jointlabels[neck]].position);
 				}
 			}
-		}	
+		}
 		if((aiming||aimamount>0||whichgun==grenade)&&whichgun!=nogun){
 			if(aiming&&targetanimation!=joganim){
 				if(aimamount<1)aimamount+=multiplier*4;
@@ -486,7 +485,7 @@ void 	Person::DoAnimations(int who){
 				}
 			}
 		}
-		
+
 		rotatearound=skeleton.joints[skeleton.jointlabels[abdomen]].position;
 		if(who==0)
 		for(int i=0;i<skeleton.num_joints;i++){
@@ -503,9 +502,9 @@ void 	Person::DoAnimations(int who){
 		rotatearound=skeleton.joints[skeleton.jointlabels[neck]].position;
 		skeleton.joints[skeleton.jointlabels[head]].position=rotatearound+DoRotation(skeleton.joints[skeleton.jointlabels[head]].position-rotatearound,playerrotation2/2,0,0);
 		}
-		
+
 		skeleton.DoConstraints();
-		
+
 		//Reload
 		if(whichgun!=nogun&&whichgun!=knife){
 			if(reloading>0){
@@ -519,9 +518,9 @@ void 	Person::DoAnimations(int who){
 					gLoc[0]=playercoords.x/soundscalefactor;
 					gLoc[1]=playercoords.y/soundscalefactor;
 					gLoc[2]=playercoords.z/soundscalefactor;
-#ifdef DEBIAN_NEEDS_TO_UPDATE_THEIR_OPENAL					
+#ifdef DEBIAN_NEEDS_TO_UPDATE_THEIR_OPENAL
 					alGetSourceiv(gSourceID[reloadsound], AL_SOURCE_STATE, &tempint);
-#else					
+#else
 					alGetSourcei(gSourceID[reloadsound], AL_SOURCE_STATE, &tempint);
 #endif
 
@@ -541,7 +540,7 @@ void 	Person::DoAnimations(int who){
 				reloads[whichgun]--;
 			}
 			if(reloads[whichgun]==0&&whichgun==grenade&&ammo<=0){
-				whichgun=nogun;	
+				whichgun=nogun;
 			}
 			if(reloading<0){
 				reloading=0;
@@ -587,7 +586,7 @@ void 	Person::DoAnimationslite(int who){
 			targetanimation=idleanim;
 		}
 	}
-	
+
 	if(!skeleton.free){
 		if(currentanimation!=lyinganim){
 			if(animation[targetanimation].speed[currentframe]>animation[currentanimation].speed[currentframe])
@@ -597,10 +596,10 @@ void 	Person::DoAnimationslite(int who){
 		}
 		if(currentanimation==lyinganim){
 			target+=multiplier*animation[targetanimation].speed[targetframe]*speed;
-		}		
+		}
 		if(((currentanimation==crouchanim)&&(targetanimation!=crouchanim))||((currentanimation!=crouchanim)&&(targetanimation==crouchanim)))target+=multiplier*animation[crouchanim].speed[0]*2;
 		if(currentanimation==idleanim&&targetanimation==idleanim)target-=multiplier*animation[idleanim].speed[0]/2;
-		
+
 		if(target>1)currentframe=targetframe;
 	}
 }
@@ -618,13 +617,13 @@ void 	Person::DoStuff(int who){
 		if(playerrotation<playerlowrotation-70){playerrotation=playerlowrotation-70;}
 	}
 	if(who==0)camera.rotation=180-playerrotation;
-	
+
 	if(who!=0&&visions==0){
 		if(targetanimation!=walkanim&&targetanimation!=zombiewalkanim)speed=1.0*speedmult;
 		if(targetanimation==walkanim||targetanimation==zombiewalkanim)speed=1.8*speedmult;
 		playerlowrotation=playerrotation;
 	}
-	
+
 	//Do controls
 	if(who==0&&targetanimation!=diveanim&&targetanimation!=throwanim&&targetanimation!=thrownanim&&currentanimation!=diveanim&&currentanimation!=getupfrontanim){
 		backwardsanim=0;
@@ -634,7 +633,7 @@ void 	Person::DoStuff(int who){
 		if(visions==0&&targetanimation==walkanim)speed=2.5;
 		unsigned char	theKeyMap[16];
 		GetKeys( ( unsigned long * )theKeyMap );
-		
+
 		if(IsKeyDown( theKeyMap, MAC_SHIFT_KEY )||visions==1){
 			moveanim=joganim;
 		}else{
@@ -651,7 +650,7 @@ void 	Person::DoStuff(int who){
 		if((onground||(who==0&&visions==1))&&currentanimation!=crouchanim){
 			if ( IsKeyDown( theKeyMap, forwardskey )&&!( IsKeyDown( theKeyMap, backwardskey ))){
 				if(targetanimation!=moveanim)targetframe=0;
-				targetanimation=moveanim;		
+				targetanimation=moveanim;
 			}
 			if ( IsKeyDown( theKeyMap, rightkey )&&!( IsKeyDown( theKeyMap, leftkey ))){
 				if(targetanimation!=moveanim)targetframe=0;
@@ -678,7 +677,7 @@ void 	Person::DoStuff(int who){
 			float oldplayerrotation=playerrotation;
 			if ( IsKeyDown( theKeyMap, forwardskey )&&!( IsKeyDown( theKeyMap, backwardskey ))){
 				facing=0;
-				facing.z=1;		
+				facing.z=1;
 				facing=DoRotation(facing,0,playerrotation,0);
 				velocity=velocity+facing*multiplier*4;
 			}
@@ -687,7 +686,7 @@ void 	Person::DoStuff(int who){
 				if(IsKeyDown( theKeyMap, forwardskey ))playerrotation+=45;
 				if(IsKeyDown( theKeyMap, backwardskey ))playerrotation-=45;
 				facing=0;
-				facing.z=1;		
+				facing.z=1;
 				facing=DoRotation(facing,0,playerrotation,0);
 				velocity=velocity+facing*multiplier*4;
 			}
@@ -696,14 +695,14 @@ void 	Person::DoStuff(int who){
 				if(IsKeyDown( theKeyMap, forwardskey ))playerrotation-=45;
 				if(IsKeyDown( theKeyMap, backwardskey ))playerrotation+=45;
 				facing=0;
-				facing.z=1;		
+				facing.z=1;
 				facing=DoRotation(facing,0,playerrotation,0);
 				velocity=velocity+facing*multiplier*4;
 			}
 			if ( IsKeyDown( theKeyMap, backwardskey )&&!IsKeyDown( theKeyMap, forwardskey )&&!IsKeyDown( theKeyMap, leftkey )&&!IsKeyDown( theKeyMap, rightkey )){
 				playerrotation+=180;
 				facing=0;
-				facing.z=1;		
+				facing.z=1;
 				facing=DoRotation(facing,0,playerrotation,0);
 				velocity=velocity+facing*multiplier*4;
 			}
@@ -717,14 +716,13 @@ void 	Person::DoStuff(int who){
 			}
 		}
 	}
-	
-	
+
 	facing=0;
 	facing.z=1;
-	
+
 	facing=DoRotation(facing,0,playerlowrotation,0);
 	if(backwardsanim)facing*=-1;
-	
+
 	if(onground){
 		velocity=0;
 	}
@@ -744,7 +742,7 @@ void Person::FindRotationGun(XYZ start, XYZ target)
 {
 	XYZ temppoint1,temppoint2,tempforward;
 	float distance;
-	
+
 	temppoint1=start;
 	temppoint2=target;
 	distance=findDistance(temppoint1,temppoint2);
@@ -779,7 +777,7 @@ int Person::DrawSkeleton(int who){
 				gunmodels[sniperriflemodel].draw();
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==shotgun){
 		FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,skeleton.joints[skeleton.jointlabels[lefthand]].position);
 		glPushMatrix();
@@ -794,7 +792,7 @@ int Person::DrawSkeleton(int who){
 				gunmodels[shotgunmodel].draw();
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==assaultrifle){
 		FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,skeleton.joints[skeleton.jointlabels[lefthand]].position);
 		glPushMatrix();
@@ -807,7 +805,7 @@ int Person::DrawSkeleton(int who){
 				gunmodels[assaultriflemodel].draw();
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==handgun1){
 		if(!thirdperson&&who==0)FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,(skeleton.joints[skeleton.jointlabels[head]].position*.65+skeleton.joints[skeleton.jointlabels[neck]].position*.35));
 		if(thirdperson||who!=0)FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,(skeleton.joints[skeleton.jointlabels[head]].position*.35+skeleton.joints[skeleton.jointlabels[neck]].position*.65));
@@ -824,7 +822,7 @@ int Person::DrawSkeleton(int who){
 				gunmodels[handgunslidemodel].draw();
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==handgun2){
 		if(!thirdperson&&who==0)FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,(skeleton.joints[skeleton.jointlabels[head]].position*.65+skeleton.joints[skeleton.jointlabels[neck]].position*.35));
 		if(thirdperson||who!=0)FindRotationGun(skeleton.joints[skeleton.jointlabels[righthand]].position,(skeleton.joints[skeleton.jointlabels[head]].position*.35+skeleton.joints[skeleton.jointlabels[neck]].position*.65));
@@ -841,7 +839,7 @@ int Person::DrawSkeleton(int who){
 				gunmodels[handgun2slidemodel].draw();
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==grenade){
 		glPushMatrix();
 				glTranslatef(	skeleton.joints[skeleton.jointlabels[righthand]].position.x,
@@ -857,7 +855,7 @@ int Person::DrawSkeleton(int who){
 				}
 			glPopMatrix();
 	}
-	
+
 	if(whichgun==grenade){
 		glPushMatrix();
 				glTranslatef(	skeleton.joints[skeleton.jointlabels[lefthand]].position.x,
@@ -880,13 +878,13 @@ int Person::DrawSkeleton(int who){
 		lightpoint=skeleton.joints[skeleton.jointlabels[lefthand]].position;
 		GLfloat LightPosition[]=	{lightpoint.x,lightpoint.y,lightpoint.z,0};
 		glLightfv(GL_LIGHT1, GL_POSITION, LightPosition);
-		glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);		
-		glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);	
+		glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient);
+		glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse);
 		glEnable(GL_LIGHT1);
-		
+
 		litup=0;
 	}
-	
+
 	//Find forward vectors
 	if(who==0||skeleton.free!=0||skeleton.offset!=0||whichgun!=nogun||currentanimation==lyinganim||((currentanimation==getupfrontanim||currentanimation==getupbackanim)&&targetanimation==idleanim)){
 	if(!(skeleton.free==1&&longdead<=0)){
@@ -908,13 +906,13 @@ int Person::DrawSkeleton(int who){
 	}
 	CrossProduct(skeleton.joints[skeleton.forwardjoints[1]].position-skeleton.joints[skeleton.forwardjoints[0]].position,skeleton.joints[skeleton.forwardjoints[2]].position-skeleton.joints[skeleton.forwardjoints[0]].position,&skeleton.forward);
 	Normalise(&skeleton.forward);
-	
+
 	CrossProduct(skeleton.joints[skeleton.lowforwardjoints[1]].position-skeleton.joints[skeleton.lowforwardjoints[0]].position,skeleton.joints[skeleton.lowforwardjoints[2]].position-skeleton.joints[skeleton.lowforwardjoints[0]].position,&skeleton.lowforward);
 	Normalise(&skeleton.lowforward);
-	
+
 	//Special forwards
 	skeleton.specialforward[0]=skeleton.forward;
-	
+
 	skeleton.specialforward[1]=skeleton.joints[skeleton.jointlabels[rightshoulder]].position+skeleton.joints[skeleton.jointlabels[rightwrist]].position;
 	skeleton.specialforward[1]=skeleton.joints[skeleton.jointlabels[rightelbow]].position-skeleton.specialforward[1]/2;
 	skeleton.specialforward[1]+=skeleton.forward*.2;
@@ -931,13 +929,13 @@ int Person::DrawSkeleton(int who){
 		//Facing
 		facing=0;
 		facing.z=1;
-		
+
 		facing=DoRotation(facing,camera.rotation2,0,0);
 		facingdown=DoRotation(facing,90,0,0);
 		skeleton.specialforward[1]=skeleton.specialforward[1]*(1-aimamount)+facingdown*aimamount;
 		skeleton.specialforward[2]=skeleton.specialforward[2]*(1-aimamount)+facingdown*aimamount;
 	}
-	
+
 	skeleton.specialforward[3]=skeleton.joints[skeleton.jointlabels[righthip]].position+skeleton.joints[skeleton.jointlabels[rightankle]].position;
 	skeleton.specialforward[3]=skeleton.specialforward[3]/2-skeleton.joints[skeleton.jointlabels[rightknee]].position;
 	skeleton.specialforward[3]+=skeleton.lowforward*.2;
@@ -983,7 +981,7 @@ int Person::DrawSkeleton(int who){
 			glPopMatrix();
 		}
 	}
-	
+
 	for(int i=0;i<skeleton.num_muscles;i++){
 		if(skeleton.muscles[i].visible)
 		{
@@ -1004,7 +1002,7 @@ int Person::DrawSkeleton(int who){
 				if(skeleton.muscles[i].parent1->modelnum==6)skeletonmodels[skeleton.muscles[i].parent1->modelnum].draw(costume[whichcostume].upperlegcolor[0],costume[whichcostume].upperlegcolor[1],costume[whichcostume].upperlegcolor[2]);
 				if(skeleton.muscles[i].parent1->modelnum==7)skeletonmodels[skeleton.muscles[i].parent1->modelnum].draw(costume[whichcostume].lowerlegcolor[0],costume[whichcostume].lowerlegcolor[1],costume[whichcostume].lowerlegcolor[2]);
 				if(skeleton.muscles[i].parent1->modelnum==8)skeletonmodels[skeleton.muscles[i].parent1->modelnum].draw(costume[whichcostume].footcolor[0],costume[whichcostume].footcolor[1],costume[whichcostume].footcolor[2]);
-				
+
 		glPopMatrix();
 		}
 	}
@@ -1025,9 +1023,8 @@ int Person::DrawSkeleton(int who){
 			skeleton.joints[i].position=skeleton.joints[i].oldposition;
 		}
 	}
-	
+
 	glDisable(GL_LIGHT1);
-	
+
 	return 0;
 }
-
diff --git a/src/Person.h b/src/Person.h
index e7542b0..8257e13 100644
--- a/src/Person.h
+++ b/src/Person.h
@@ -3,12 +3,12 @@
 
 /**> HEADER FILES <**/
 #include <cmath>
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #else
 #include <GL/gl.h>
 #endif
-#ifdef OS9 
+#ifdef OS9
 #include "alut.h"
 #else
 #include <AL/al.h>
@@ -62,16 +62,16 @@ class Person
 		XYZ velocity;
 		float shotdelay;
 		bool litup;
-		
+
 		bool existing;
-		
+
 		int type;
-		
+
 		int whichcostume;
-		
+
 		Skeleton skeleton;
 		Animation tempanimation;
-		
+
 		bool freshshootkey;
 		bool freshkickkey;
 		int bufferattack;
@@ -82,7 +82,7 @@ class Person
 		int shoot_key;
 		int kick_key;
 		int block_key;
-		
+
 		float speed;
 		bool aiming;
 		int grenphase;
@@ -90,7 +90,7 @@ class Person
 		float aimamount;
 		float speedmult;
 		float pathsize;
-		
+
 		int pathnum;
 		int oldpathnum;
 		int oldoldpathnum;
@@ -98,26 +98,26 @@ class Person
 		XYZ pathtarget;
 		int whichblockx;
 		int whichblocky;
-		
+
 		bool dead;
-		
+
 		XYZ averageloc;
 		XYZ oldaverageloc;
-		
+
 		float lastdistancevictim;
-		
+
 		bool firstlongdead;
 		float longdead;
-		
+
 		Joint *bjoint1,*bjoint2;
 		float bleeding;
 		float bleeddelay;
-		
+
 		float attacktarget;
 		int attackframe;
 		int killtarget;
 		bool killtargetvisible;
-		
+
 		float gunrotate1, gunrotate2, gunrotate3;
 		float recoil;
 		int whichgun;
@@ -129,14 +129,14 @@ class Person
 		int reloads[10];
 		bool running;
 		bool onpath;
-		
+
 		void FindRotationGun(XYZ start, XYZ target);
-		
+
 		int DrawSkeleton(int who);
 		void DoStuff(int who);
-		void DoAnimations(int who);	
-		void DoAnimationslite(int who);	
-		HitStruct BulletCollideWithPlayer(int who, XYZ start, XYZ end);		
+		void DoAnimations(int who);
+		void DoAnimationslite(int who);
+		HitStruct BulletCollideWithPlayer(int who, XYZ start, XYZ end);
 };
 
 class Costume
@@ -153,5 +153,4 @@ class Costume
 		float chestcolor[3];
 };
 
-
 #endif
diff --git a/src/PhysicsMath.h b/src/PhysicsMath.h
index 99ef76f..758931b 100644
--- a/src/PhysicsMath.h
+++ b/src/PhysicsMath.h
@@ -2,33 +2,23 @@
 
 #define _PHYSICSMATH_H_
 
-
-
 #include <cmath>
 
 #include "Quaternions.h"
 
-
-
 //------------------------------------------------------------------------//
 
 // Misc. Constants
 
 //------------------------------------------------------------------------//
 
-
-
 float	const	pi	= 3.14159265f;
 
 float	const	g	= -32.174f;		// acceleration due to gravity, ft/s^2
 
 float	const	rho = 0.0023769f;	// desity of air at sea level, slugs/ft^3
 
-float	const	tol = 0.0000000001f;		// float type tolerance 
-
-
-
-
+float	const	tol = 0.0000000001f;		// float type tolerance
 
 //------------------------------------------------------------------------//
 
@@ -40,28 +30,20 @@ inline	float	DegreesToRadians(float deg);
 
 inline	float	RadiansToDegrees(float rad);
 
-
-
 inline	float	DegreesToRadians(float deg)
 
 {
-
 	return deg * pi / 180.0f;
-
 }
 
-
-
 inline	float	RadiansToDegrees(float rad)
 
-{	
+{
 
 	return rad * 180.0f / pi;
 
 }
 
-
-
 //------------------------------------------------------------------------//
 
 // Vector Class and vector functions
@@ -78,22 +60,16 @@ public:
 
 	float z;
 
-
-
 	Vector(void);
 
 	Vector(float xi, float yi, float zi);
 
-
-
 	float Magnitude(void);
 
 	void  Normalize(void);
 
 	void  Reverse(void);
 
-
-
 	Vector& operator+=(Vector u);	// vector addition
 
 	Vector& operator-=(Vector u);	// vector subtraction
@@ -102,16 +78,10 @@ public:
 
 	Vector& operator/=(float s);	// scalar divide
 
-
-
 	Vector operator-(void);
 
-
-
 };
 
-
-
 inline	Vector operator+(Vector u, Vector v);
 
 inline	Vector operator-(Vector u, Vector v);
@@ -128,8 +98,6 @@ inline	Vector operator/(Vector u, float s);
 
 inline	float TripleScalarProduct(Vector u, Vector v, Vector w);
 
-
-
 inline Vector::Vector(void)
 
 {
@@ -142,8 +110,6 @@ inline Vector::Vector(void)
 
 }
 
-
-
 inline Vector::Vector(float xi, float yi, float zi)
 
 {
@@ -156,8 +122,6 @@ inline Vector::Vector(float xi, float yi, float zi)
 
 }
 
-
-
 inline	float Vector::Magnitude(void)
 
 {
@@ -166,8 +130,6 @@ inline	float Vector::Magnitude(void)
 
 }
 
-
-
 inline	void  Vector::Normalize(void)
 
 {
@@ -180,9 +142,7 @@ inline	void  Vector::Normalize(void)
 
 	y /= m;
 
-	z /= m;	
-
-
+	z /= m;
 
 	if (fabs(x) < tol) x = 0.0f;
 
@@ -192,8 +152,6 @@ inline	void  Vector::Normalize(void)
 
 }
 
-
-
 inline	void  Vector::Reverse(void)
 
 {
@@ -206,8 +164,6 @@ inline	void  Vector::Reverse(void)
 
 }
 
-
-
 inline Vector& Vector::operator+=(Vector u)
 
 {
@@ -222,8 +178,6 @@ inline Vector& Vector::operator+=(Vector u)
 
 }
 
-
-
 inline	Vector& Vector::operator-=(Vector u)
 
 {
@@ -238,8 +192,6 @@ inline	Vector& Vector::operator-=(Vector u)
 
 }
 
-
-
 inline	Vector& Vector::operator*=(float s)
 
 {
@@ -254,8 +206,6 @@ inline	Vector& Vector::operator*=(float s)
 
 }
 
-
-
 inline	Vector& Vector::operator/=(float s)
 
 {
@@ -270,8 +220,6 @@ inline	Vector& Vector::operator/=(float s)
 
 }
 
-
-
 inline	Vector Vector::operator-(void)
 
 {
@@ -280,10 +228,6 @@ inline	Vector Vector::operator-(void)
 
 }
 
-
-
-
-
 inline	Vector operator+(Vector u, Vector v)
 
 {
@@ -292,8 +236,6 @@ inline	Vector operator+(Vector u, Vector v)
 
 }
 
-
-
 inline	Vector operator-(Vector u, Vector v)
 
 {
@@ -302,8 +244,6 @@ inline	Vector operator-(Vector u, Vector v)
 
 }
 
-
-
 // Vector cross product (u cross v)
 
 inline	Vector operator^(Vector u, Vector v)
@@ -318,8 +258,6 @@ inline	Vector operator^(Vector u, Vector v)
 
 }
 
-
-
 // Vector dot product
 
 inline	float operator*(Vector u, Vector v)
@@ -330,8 +268,6 @@ inline	float operator*(Vector u, Vector v)
 
 }
 
-
-
 inline	Vector operator*(float s, Vector u)
 
 {
@@ -340,8 +276,6 @@ inline	Vector operator*(float s, Vector u)
 
 }
 
-
-
 inline	Vector operator*(Vector u, float s)
 
 {
@@ -350,8 +284,6 @@ inline	Vector operator*(Vector u, float s)
 
 }
 
-
-
 inline	Vector operator/(Vector u, float s)
 
 {
@@ -360,8 +292,6 @@ inline	Vector operator/(Vector u, float s)
 
 }
 
-
-
 // triple scalar product (u dot (v cross w))
 
 inline	float TripleScalarProduct(Vector u, Vector v, Vector w)
@@ -376,52 +306,36 @@ inline	float TripleScalarProduct(Vector u, Vector v, Vector w)
 
 	//return u*(v^w);
 
-
-
 }
 
-
-
-
-
-
-
 //------------------------------------------------------------------------//
 
 // Matrix Class and matrix functions
 
 //------------------------------------------------------------------------//
 
-
-
 class Matrix3x3 {
 
 public:
 
 	// elements eij: i -> row, j -> column
 
-	float	e11, e12, e13, e21, e22, e23, e31, e32, e33;	
-
-
+	float	e11, e12, e13, e21, e22, e23, e31, e32, e33;
 
 	Matrix3x3(void);
 
-	Matrix3x3(	float r1c1, float r1c2, float r1c3, 
+	Matrix3x3(	float r1c1, float r1c2, float r1c3,
 
-				float r2c1, float r2c2, float r2c3, 
+				float r2c1, float r2c2, float r2c3,
 
 				float r3c1, float r3c2, float r3c3 );
 
-
-
 	float	det(void);
 
 	Matrix3x3	Transpose(void);
 
 	Matrix3x3	Inverse(void);
 
-
-
 	Matrix3x3& operator+=(Matrix3x3 m);
 
 	Matrix3x3& operator-=(Matrix3x3 m);
@@ -432,8 +346,6 @@ public:
 
 };
 
-
-
 inline	Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2);
 
 inline	Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2);
@@ -450,16 +362,6 @@ inline	Vector operator*(Matrix3x3 m, Vector u);
 
 inline	Vector operator*(Vector u, Matrix3x3 m);
 
-
-
-
-
-
-
-
-
-
-
 inline	Matrix3x3::Matrix3x3(void)
 
 {
@@ -484,11 +386,9 @@ inline	Matrix3x3::Matrix3x3(void)
 
 }
 
+inline	Matrix3x3::Matrix3x3(	float r1c1, float r1c2, float r1c3,
 
-
-inline	Matrix3x3::Matrix3x3(	float r1c1, float r1c2, float r1c3, 
-
-								float r2c1, float r2c2, float r2c3, 
+								float r2c1, float r2c2, float r2c3,
 
 								float r3c1, float r3c2, float r3c3 )
 
@@ -514,28 +414,24 @@ inline	Matrix3x3::Matrix3x3(	float r1c1, float r1c2, float r1c3,
 
 }
 
-
-
 inline	float	Matrix3x3::det(void)
 
 {
 
-	return	e11*e22*e33 - 
+	return	e11*e22*e33 -
 
-			e11*e32*e23 + 
+			e11*e32*e23 +
 
-			e21*e32*e13 - 
+			e21*e32*e13 -
 
-			e21*e12*e33 + 
+			e21*e12*e33 +
 
-			e31*e12*e23 - 
+			e31*e12*e23 -
 
-			e31*e22*e13;	
+			e31*e22*e13;
 
 }
 
-
-
 inline	Matrix3x3	Matrix3x3::Transpose(void)
 
 {
@@ -544,30 +440,24 @@ inline	Matrix3x3	Matrix3x3::Transpose(void)
 
 }
 
-
-
 inline	Matrix3x3	Matrix3x3::Inverse(void)
 
 {
 
-	float	d = e11*e22*e33 - 
+	float	d = e11*e22*e33 -
 
-				e11*e32*e23 + 
+				e11*e32*e23 +
 
-				e21*e32*e13 - 
+				e21*e32*e13 -
 
-				e21*e12*e33 + 
+				e21*e12*e33 +
 
-				e31*e12*e23 - 
+				e31*e12*e23 -
 
 				e31*e22*e13;
 
-
-
 	if (d == 0) d = 1;
 
-
-
 	return	Matrix3x3(	(e22*e33-e23*e32)/d,
 
 						-(e12*e33-e13*e32)/d,
@@ -584,12 +474,10 @@ inline	Matrix3x3	Matrix3x3::Inverse(void)
 
 						-(e11*e32-e12*e31)/d,
 
-						(e11*e22-e12*e21)/d );	
+						(e11*e22-e12*e21)/d );
 
 }
 
-
-
 inline	Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
 
 {
@@ -616,8 +504,6 @@ inline	Matrix3x3& Matrix3x3::operator+=(Matrix3x3 m)
 
 }
 
-
-
 inline	Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
 
 {
@@ -644,8 +530,6 @@ inline	Matrix3x3& Matrix3x3::operator-=(Matrix3x3 m)
 
 }
 
-
-
 inline	Matrix3x3& Matrix3x3::operator*=(float s)
 
 {
@@ -672,8 +556,6 @@ inline	Matrix3x3& Matrix3x3::operator*=(float s)
 
 }
 
-
-
 inline	Matrix3x3& Matrix3x3::operator/=(float s)
 
 {
@@ -700,8 +582,6 @@ inline	Matrix3x3& Matrix3x3::operator/=(float s)
 
 }
 
-
-
 inline	Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
 
 {
@@ -726,8 +606,6 @@ inline	Matrix3x3 operator+(Matrix3x3 m1, Matrix3x3 m2)
 
 }
 
-
-
 inline	Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
 
 {
@@ -752,11 +630,9 @@ inline	Matrix3x3 operator-(Matrix3x3 m1, Matrix3x3 m2)
 
 }
 
-
-
 inline	Matrix3x3 operator/(Matrix3x3 m, float s)
 
-{	
+{
 
 	return	Matrix3x3(	m.e11/s,
 
@@ -778,8 +654,6 @@ inline	Matrix3x3 operator/(Matrix3x3 m, float s)
 
 }
 
-
-
 inline	Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
 
 {
@@ -804,8 +678,6 @@ inline	Matrix3x3 operator*(Matrix3x3 m1, Matrix3x3 m2)
 
 }
 
-
-
 inline	Matrix3x3 operator*(Matrix3x3 m, float s)
 
 {
@@ -830,8 +702,6 @@ inline	Matrix3x3 operator*(Matrix3x3 m, float s)
 
 }
 
-
-
 inline	Matrix3x3 operator*(float s, Matrix3x3 m)
 
 {
@@ -856,8 +726,6 @@ inline	Matrix3x3 operator*(float s, Matrix3x3 m)
 
 }
 
-
-
 inline	Vector operator*(Matrix3x3 m, Vector u)
 
 {
@@ -866,12 +734,10 @@ inline	Vector operator*(Matrix3x3 m, Vector u)
 
 					m.e21*u.x + m.e22*u.y + m.e23*u.z,
 
-					m.e31*u.x + m.e32*u.y + m.e33*u.z);					
+					m.e31*u.x + m.e32*u.y + m.e33*u.z);
 
 }
 
-
-
 inline	Vector operator*(Vector u, Matrix3x3 m)
 
 {
@@ -884,16 +750,12 @@ inline	Vector operator*(Vector u, Matrix3x3 m)
 
 }
 
-
-
 //------------------------------------------------------------------------//
 
 // Quaternion Class and Quaternion functions
 
 //------------------------------------------------------------------------//
 
-
-
 class Quaternion {
 
 public:
@@ -902,14 +764,10 @@ public:
 
 	Vector	v;	// vector part: v.x, v.y, v.z
 
-
-
 	Quaternion(void);
 
 	Quaternion(float e0, float e1, float e2, float e3);
 
-
-
 	float	Magnitude(void);
 
 	Vector	GetVector(void);
@@ -928,8 +786,6 @@ public:
 
 };
 
-
-
 inline	Quaternion operator+(Quaternion q1, Quaternion q2);
 
 inline	Quaternion operator-(Quaternion q1, Quaternion q2);
@@ -958,10 +814,6 @@ inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z);
 
 inline	Vector	MakeEulerAnglesFromQ(Quaternion q);
 
-
-
-
-
 inline	Quaternion::Quaternion(void)
 
 {
@@ -976,8 +828,6 @@ inline	Quaternion::Quaternion(void)
 
 }
 
-
-
 inline	Quaternion::Quaternion(float e0, float e1, float e2, float e3)
 
 {
@@ -992,8 +842,6 @@ inline	Quaternion::Quaternion(float e0, float e1, float e2, float e3)
 
 }
 
-
-
 inline	float	Quaternion::Magnitude(void)
 
 {
@@ -1002,8 +850,6 @@ inline	float	Quaternion::Magnitude(void)
 
 }
 
-
-
 inline	Vector	Quaternion::GetVector(void)
 
 {
@@ -1012,8 +858,6 @@ inline	Vector	Quaternion::GetVector(void)
 
 }
 
-
-
 inline	float	Quaternion::GetScalar(void)
 
 {
@@ -1022,8 +866,6 @@ inline	float	Quaternion::GetScalar(void)
 
 }
 
-
-
 inline	Quaternion	Quaternion::operator+=(Quaternion q)
 
 {
@@ -1040,8 +882,6 @@ inline	Quaternion	Quaternion::operator+=(Quaternion q)
 
 }
 
-
-
 inline	Quaternion	Quaternion::operator-=(Quaternion q)
 
 {
@@ -1058,8 +898,6 @@ inline	Quaternion	Quaternion::operator-=(Quaternion q)
 
 }
 
-
-
 inline	Quaternion Quaternion::operator*=(float s)
 
 {
@@ -1076,8 +914,6 @@ inline	Quaternion Quaternion::operator*=(float s)
 
 }
 
-
-
 inline	Quaternion Quaternion::operator/=(float s)
 
 {
@@ -1094,8 +930,6 @@ inline	Quaternion Quaternion::operator/=(float s)
 
 }
 
-
-
 /*inline	Quaternion	Quaternion::operator~()
 
 {
@@ -1104,8 +938,6 @@ inline	Quaternion Quaternion::operator/=(float s)
 
 }*/
 
-
-
 inline	Quaternion operator+(Quaternion q1, Quaternion q2)
 
 {
@@ -1120,8 +952,6 @@ inline	Quaternion operator+(Quaternion q1, Quaternion q2)
 
 }
 
-
-
 inline	Quaternion operator-(Quaternion q1, Quaternion q2)
 
 {
@@ -1136,8 +966,6 @@ inline	Quaternion operator-(Quaternion q1, Quaternion q2)
 
 }
 
-
-
 inline	Quaternion operator*(Quaternion q1, Quaternion q2)
 
 {
@@ -1148,12 +976,10 @@ inline	Quaternion operator*(Quaternion q1, Quaternion q2)
 
 							q1.n*q2.v.y + q1.v.y*q2.n + q1.v.z*q2.v.x - q1.v.x*q2.v.z,
 
-							q1.n*q2.v.z + q1.v.z*q2.n + q1.v.x*q2.v.y - q1.v.y*q2.v.x);							
+							q1.n*q2.v.z + q1.v.z*q2.n + q1.v.x*q2.v.y - q1.v.y*q2.v.x);
 
 }
 
-
-
 inline	Quaternion operator*(Quaternion q, float s)
 
 {
@@ -1162,8 +988,6 @@ inline	Quaternion operator*(Quaternion q, float s)
 
 }
 
-
-
 inline	Quaternion operator*(float s, Quaternion q)
 
 {
@@ -1172,8 +996,6 @@ inline	Quaternion operator*(float s, Quaternion q)
 
 }
 
-
-
 inline	Quaternion operator*(Quaternion q, Vector v)
 
 {
@@ -1188,8 +1010,6 @@ inline	Quaternion operator*(Quaternion q, Vector v)
 
 }
 
-
-
 inline	Quaternion operator*(Vector v, Quaternion q)
 
 {
@@ -1204,8 +1024,6 @@ inline	Quaternion operator*(Vector v, Quaternion q)
 
 }
 
-
-
 inline	Quaternion operator/(Quaternion q, float s)
 
 {
@@ -1214,8 +1032,6 @@ inline	Quaternion operator/(Quaternion q, float s)
 
 }
 
-
-
 inline	float QGetAngle(Quaternion q)
 
 {
@@ -1224,8 +1040,6 @@ inline	float QGetAngle(Quaternion q)
 
 }
 
-
-
 inline	Vector QGetAxis(Quaternion q)
 
 {
@@ -1234,26 +1048,20 @@ inline	Vector QGetAxis(Quaternion q)
 
 	float m;
 
-
-
 	v = q.GetVector();
 
 	m = v.Magnitude();
 
-	
-
 	if (m <= tol)
 
 		return Vector();
 
 	else
 
-		return v/m;	
+		return v/m;
 
 }
 
-
-
 inline	Quaternion QRotate(Quaternion q1, Quaternion q2)
 
 {
@@ -1262,28 +1070,18 @@ inline	Quaternion QRotate(Quaternion q1, Quaternion q2)
 
 }
 
-
-
 inline	Vector	QVRotate(Quaternion q, Vector v)
 
 {
 
 	Quaternion t;
 
-
-
-
-
 	t = q*v*(~q);
 
-
-
 	return	t.GetVector();
 
 }
 
-
-
 inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z)
 
 {
@@ -1296,14 +1094,10 @@ inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z)
 
 	double	yaw = DegreesToRadians(z);
 
-	
-
 	double	cyaw, cpitch, croll, syaw, spitch, sroll;
 
 	double	cyawcpitch, syawspitch, cyawspitch, syawcpitch;
 
-
-
 	cyaw = cos(0.5f * yaw);
 
 	cpitch = cos(0.5f * pitch);
@@ -1316,8 +1110,6 @@ inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z)
 
 	sroll = sin(0.5f * roll);
 
-
-
 	cyawcpitch = cyaw*cpitch;
 
 	syawspitch = syaw*spitch;
@@ -1326,24 +1118,18 @@ inline	Quaternion	MakeQFromEulerAngles(float x, float y, float z)
 
 	syawcpitch = syaw*cpitch;
 
-
-
 	q.n = (float) (cyawcpitch * croll + syawspitch * sroll);
 
-	q.v.x = (float) (cyawcpitch * sroll - syawspitch * croll); 
+	q.v.x = (float) (cyawcpitch * sroll - syawspitch * croll);
 
 	q.v.y = (float) (cyawspitch * croll + syawcpitch * sroll);
 
 	q.v.z = (float) (syawcpitch * croll - cyawspitch * sroll);
 
-
-
 	return q;
 
 }
 
-
-
 inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 {
@@ -1356,8 +1142,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 	Vector	u;
 
-
-
 	q00 = q.n * q.n;
 
 	q11 = q.v.x * q.v.x;
@@ -1366,8 +1150,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 	q33 = q.v.z * q.v.z;
 
-
-
 	r11 = q00 + q11 - q22 - q33;
 
 	r21 = 2 * (q.v.x*q.v.y + q.n*q.v.z);
@@ -1378,8 +1160,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 	r33 = q00 - q11 - q22 + q33;
 
-
-
 	tmp = fabs(r31);
 
 	if(tmp > 0.999999)
@@ -1390,8 +1170,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 		r13 = 2 * (q.v.x*q.v.z + q.n*q.v.y);
 
-
-
 		u.x = RadiansToDegrees(0.0f); //roll
 
 		u.y = RadiansToDegrees((float) (-(pi/2) * r31/tmp)); // pitch
@@ -1402,8 +1180,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 	}
 
-
-
 	u.x = RadiansToDegrees((float) atan2(r32, r33)); // roll
 
 	u.y = RadiansToDegrees((float) asin(-r31));		 // pitch
@@ -1412,21 +1188,6 @@ inline	Vector	MakeEulerAnglesFromQ(Quaternion q)
 
 	return u;
 
-	
-
-
-
 }
 
-
-
-
-
-
-
-
-
-
-
 #endif
-
diff --git a/src/Quaternions.cpp b/src/Quaternions.cpp
index 9ce344f..90c7502 100644
--- a/src/Quaternions.cpp
+++ b/src/Quaternions.cpp
@@ -113,10 +113,10 @@ quaternion To_Quat(Matrix_t m)
 {
         // From Jason Shankel, (C) 2000.
         quaternion Quat;
-        
+
         double Tr = m[0][0] + m[1][1] + m[2][2] + 1.0, fourD;
         double q[4];
-        
+
         int i,j,k;
         if (Tr >= 1.0)
         {
@@ -148,7 +148,7 @@ quaternion To_Quat(Matrix_t m)
                 q[k] = (m[k][i] + m[i][k]) / fourD;
                 q[3] = (m[j][k] - m[k][j]) / fourD;
         }
-        
+
         Quat.x = q[0];
         Quat.y = q[1];
         Quat.z = q[2];
@@ -186,7 +186,7 @@ quaternion To_Quat(angle_axis Ang_Ax)
 {
         // From the Quaternion Powers article on gamedev.net
         quaternion Quat;
-        
+
         Quat.x = Ang_Ax.x * sin(Ang_Ax.angle / 2);
         Quat.y = Ang_Ax.y * sin(Ang_Ax.angle / 2);
         Quat.z = Ang_Ax.z * sin(Ang_Ax.angle / 2);
@@ -202,7 +202,7 @@ angle_axis Quat_2_AA(quaternion Quat)
         Ang_Ax.x = Quat.x / scale;
         Ang_Ax.y = Quat.y / scale;
         Ang_Ax.z = Quat.z / scale;
-        
+
         Ang_Ax.angle = 2.0 * acos(Quat.w)/(float)PI*180;
         return Ang_Ax;
 }
@@ -226,23 +226,23 @@ quaternion To_Quat(int In_Degrees, euler Euler)
         sr = float(sin(Euler.x/2));
         sp = float(sin(Euler.y/2));
         sy = float(sin(Euler.z/2));
-        
+
         cpcy = cp * cy;
         spsy = sp * sy;
         Quat.w = cr * cpcy + sr * spsy;
         Quat.x = sr * cpcy - cr * spsy;
         Quat.y = cr * sp * cy + sr * cp * sy;
         Quat.z = cr * cp * sy - sr * sp * cy;
-        
+
         return Quat;
 }
-        
+
 quaternion QNormalize(quaternion Quat)
 {
         float norm;
-        norm =  Quat.x * Quat.x + 
-                Quat.y * Quat.y + 
-                Quat.z * Quat.z + 
+        norm =  Quat.x * Quat.x +
+                Quat.y * Quat.y +
+                Quat.z * Quat.z +
                 Quat.w * Quat.w;
         Quat.x = float(Quat.x / norm);
         Quat.y = float(Quat.y / norm);
@@ -259,13 +259,13 @@ XYZ Quat2Vector(quaternion Quat)
 	float fX = Quat.x;
 	float fY = Quat.y;
 	float fZ = Quat.z;
-	
+
 	XYZ tempvec;
 
 	tempvec.x = 2.0f*(fX*fZ-fW*fY);
 	tempvec.y = 2.0f*(fY*fZ+fW*fX);
 	tempvec.z = 1.0f-2.0f*(fX*fX+fY*fY);
-	
+
 	return tempvec;
 }
 
@@ -305,37 +305,36 @@ extern float normalv[3];
 bool PointInTriangle(Vector *p, Vector normal, float p11, float p12, float p13, float p21, float p22, float p23, float p31, float p32, float p33)
 {
 	bInter=0;
-	
+
 	pointv[0]=p->x;
 	pointv[1]=p->y;
 	pointv[2]=p->z;
-	
-	
+
 	p1v[0]=p11;
 	p1v[1]=p12;
 	p1v[2]=p13;
-	
+
 	p2v[0]=p21;
 	p2v[1]=p22;
 	p2v[2]=p23;
-	
+
 	p3v[0]=p31;
 	p3v[1]=p32;
 	p3v[2]=p33;
-	
+
 	normalv[0]=normal.x;
 	normalv[1]=normal.y;
 	normalv[2]=normal.z;
-	
+
 #define ABS(X) (((X)<0.f)?-(X):(X) )
-#define MAX(A, B) (((A)<(B))?(B):(A))	
+#define MAX(A, B) (((A)<(B))?(B):(A))
 	float max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
 #undef MAX
 	if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
 	if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
 	if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
 #undef ABS
-	
+
 	u0 = pointv[i] - p1v[i];
 	v0 = pointv[j] - p1v[j];
 	u1 = p2v[i] - p1v[i];
@@ -373,63 +372,62 @@ bool LineFacet(Vector p1,Vector p2,Vector pa,Vector pb,Vector pc,Vector *p)
    float denom, mu;
    Vector n, pa1, pa2, pa3;
 
-   //Calculate the parameters for the plane 
+   //Calculate the parameters for the plane
    n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
    n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
    n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
    n.Normalize();
    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
-   //Calculate the position on the line that intersects the plane 
+   //Calculate the position on the line that intersects the plane
    denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-   if (abs(denom) < 0.0000001)        // Line and plane don't intersect 
+   if (abs(denom) < 0.0000001)        // Line and plane don't intersect
       return 0;
    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
    p->x = p1.x + mu * (p2.x - p1.x);
    p->y = p1.y + mu * (p2.y - p1.y);
    p->z = p1.z + mu * (p2.z - p1.z);
-   if (mu < 0 || mu > 1)   // Intersection not along line segment 
+   if (mu < 0 || mu > 1)   // Intersection not along line segment
       return 0;
-    
+
    if(!PointInTriangle( p, n, pa.x, pa.y, pa.z, pb.x, pb.y, pb.z, pc.x, pc.y, pc.z)){return 0;}
-   
+
    return 1;
 }
 
 bool PointInTriangle(XYZ *p, XYZ normal, XYZ *p1, XYZ *p2, XYZ *p3)
 {
 	bInter=0;
-		
+
 	pointv[0]=p->x;
 	pointv[1]=p->y;
 	pointv[2]=p->z;
-	
-	
+
 	p1v[0]=p1->x;
 	p1v[1]=p1->y;
 	p1v[2]=p1->z;
-	
+
 	p2v[0]=p2->x;
 	p2v[1]=p2->y;
 	p2v[2]=p2->z;
-	
+
 	p3v[0]=p3->x;
 	p3v[1]=p3->y;
 	p3v[2]=p3->z;
-	
+
 	normalv[0]=normal.x;
 	normalv[1]=normal.y;
 	normalv[2]=normal.z;
-	
+
 #define ABS(X) (((X)<0.f)?-(X):(X) )
-#define MAX(A, B) (((A)<(B))?(B):(A))	
+#define MAX(A, B) (((A)<(B))?(B):(A))
 	float max = MAX(MAX(ABS(normalv[0]), ABS(normalv[1])), ABS(normalv[2]));
 #undef MAX
 	if (max == ABS(normalv[0])) {i = 1; j = 2;} // y, z
 	if (max == ABS(normalv[1])) {i = 0; j = 2;} // x, z
 	if (max == ABS(normalv[2])) {i = 0; j = 1;} // x, y
 #undef ABS
-	
+
 	u0 = pointv[i] - p1v[i];
 	v0 = pointv[j] - p1v[j];
 	u1 = p2v[i] - p1v[i];
@@ -467,26 +465,26 @@ bool LineFacet(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p)
    float denom, mu;
    XYZ n;
 
-   //Calculate the parameters for the plane 
+   //Calculate the parameters for the plane
    n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
    n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
    n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
    Normalise(&n);
    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
-   //Calculate the position on the line that intersects the plane 
+   //Calculate the position on the line that intersects the plane
    denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-   if (abs(denom) < 0.0000001)        // Line and plane don't intersect 
+   if (abs(denom) < 0.0000001)        // Line and plane don't intersect
       return 0;
    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
    p->x = p1.x + mu * (p2.x - p1.x);
    p->y = p1.y + mu * (p2.y - p1.y);
    p->z = p1.z + mu * (p2.z - p1.z);
-   if (mu < 0 || mu > 1)   // Intersection not along line segment 
+   if (mu < 0 || mu > 1)   // Intersection not along line segment
       return 0;
-    
+
    if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;}
-   
+
    return 1;
 }
 
@@ -497,47 +495,46 @@ extern XYZ pa1,pa2,pa3,n;
 
 float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc,XYZ *p)
 {
-
-   //Calculate the parameters for the plane 
+   //Calculate the parameters for the plane
    n.x = (pb.y - pa.y)*(pc.z - pa.z) - (pb.z - pa.z)*(pc.y - pa.y);
    n.y = (pb.z - pa.z)*(pc.x - pa.x) - (pb.x - pa.x)*(pc.z - pa.z);
    n.z = (pb.x - pa.x)*(pc.y - pa.y) - (pb.y - pa.y)*(pc.x - pa.x);
    Normalise(&n);
    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
-   //Calculate the position on the line that intersects the plane 
+   //Calculate the position on the line that intersects the plane
    denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-   if (abs(denom) < 0.0000001)        // Line and plane don't intersect 
+   if (abs(denom) < 0.0000001)        // Line and plane don't intersect
       return 0;
    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
    p->x = p1.x + mu * (p2.x - p1.x);
    p->y = p1.y + mu * (p2.y - p1.y);
    p->z = p1.z + mu * (p2.z - p1.z);
-   if (mu < 0 || mu > 1)   // Intersection not along line segment 
+   if (mu < 0 || mu > 1)   // Intersection not along line segment
       return 0;
-    
+
    if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;}
-   
+
    return 1;
 }
 
 float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc, XYZ n, XYZ *p)
 {
 
-   //Calculate the parameters for the plane 
+   //Calculate the parameters for the plane
    d = - n.x * pa.x - n.y * pa.y - n.z * pa.z;
 
-   //Calculate the position on the line that intersects the plane 
+   //Calculate the position on the line that intersects the plane
    denom = n.x * (p2.x - p1.x) + n.y * (p2.y - p1.y) + n.z * (p2.z - p1.z);
-   if (abs(denom) < 0.0000001)        // Line and plane don't intersect 
+   if (abs(denom) < 0.0000001)        // Line and plane don't intersect
       return 0;
    mu = - (d + n.x * p1.x + n.y * p1.y + n.z * p1.z) / denom;
    p->x = p1.x + mu * (p2.x - p1.x);
    p->y = p1.y + mu * (p2.y - p1.y);
    p->z = p1.z + mu * (p2.z - p1.z);
-   if (mu < 0 || mu > 1)   // Intersection not along line segment 
+   if (mu < 0 || mu > 1)   // Intersection not along line segment
       return 0;
-    
+
    if(!PointInTriangle( p, n, &pa, &pb, &pc)){return 0;}
    return 1;
 }
@@ -545,20 +542,20 @@ float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc, XYZ n, XYZ *p)
 float LineFacetd(XYZ *p1,XYZ *p2,XYZ *pa,XYZ *pb,XYZ *pc, XYZ *n, XYZ *p)
 {
 
-   //Calculate the parameters for the plane 
+   //Calculate the parameters for the plane
    d = - n->x * pa->x - n->y * pa->y - n->z * pa->z;
 
-   //Calculate the position on the line that intersects the plane 
+   //Calculate the position on the line that intersects the plane
    denom = n->x * (p2->x - p1->x) + n->y * (p2->y - p1->y) + n->z * (p2->z - p1->z);
-   if (abs(denom) < 0.0000001)        // Line and plane don't intersect 
+   if (abs(denom) < 0.0000001)        // Line and plane don't intersect
       return 0;
    mu = - (d + n->x * p1->x + n->y * p1->y + n->z * p1->z) / denom;
    p->x = p1->x + mu * (p2->x - p1->x);
    p->y = p1->y + mu * (p2->y - p1->y);
    p->z = p1->z + mu * (p2->z - p1->z);
-   if (mu < 0 || mu > 1)   // Intersection not along line segment 
+   if (mu < 0 || mu > 1)   // Intersection not along line segment
       return 0;
-    
+
    if(!PointInTriangle( p, *n, pa, pb, pc)){return 0;}
    return 1;
 }
@@ -568,7 +565,7 @@ void ReflectVector(XYZ *vel, XYZ *n)
    XYZ vn;
    XYZ vt;
    float dotprod;
-   
+
    dotprod=dotproduct(*n,*vel);
    vn.x=n->x*dotprod;
    vn.y=n->y*dotprod;
@@ -577,7 +574,7 @@ void ReflectVector(XYZ *vel, XYZ *n)
    vt.x=vel->x-vn.x;
    vt.y=vel->y-vn.y;
    vt.z=vel->z-vn.z;
-	
+
    vel->x = vt.x - vn.x;
    vel->y = vt.y - vn.y;
    vel->z = vt.z - vn.z;
@@ -597,7 +594,6 @@ float findLength(XYZ point1){
 	return sqrt((point1.x)*(point1.x)+(point1.y)*(point1.y)+(point1.z)*(point1.z));
 }
 
-
 float findLengthfast(XYZ point1){
 	return((point1.x)*(point1.x)+(point1.y)*(point1.y)+(point1.z)*(point1.z));
 }
@@ -620,29 +616,28 @@ XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang){
 		zang*=6.283185;
 		zang/=360;
 	}
-	
-	
+
 	if(yang){
 	newpoint.z=thePoint.z*cos(yang)-thePoint.x*sin(yang);
 	newpoint.x=thePoint.z*sin(yang)+thePoint.x*cos(yang);
 	thePoint.z=newpoint.z;
 	thePoint.x=newpoint.x;
 	}
-	
+
 	if(zang){
 	newpoint.x=thePoint.x*cos(zang)-thePoint.y*sin(zang);
 	newpoint.y=thePoint.y*cos(zang)+thePoint.x*sin(zang);
 	thePoint.x=newpoint.x;
 	thePoint.y=newpoint.y;
 	}
-	
+
 	if(xang){
 	newpoint.y=thePoint.y*cos(xang)-thePoint.z*sin(xang);
 	newpoint.z=thePoint.y*sin(xang)+thePoint.z*cos(xang);
 	thePoint.z=newpoint.z;
-	thePoint.y=newpoint.y;	
+	thePoint.y=newpoint.y;
 	}
-	
+
 	return thePoint;
 }
 
@@ -692,31 +687,30 @@ bool sphere_line_intersection (
 XYZ DoRotationRadian(XYZ thePoint, float xang, float yang, float zang){
 	XYZ newpoint;
 	XYZ oldpoint;
-	
+
 	oldpoint=thePoint;
-	
+
 	if(yang!=0){
 	newpoint.z=oldpoint.z*cos(yang)-oldpoint.x*sin(yang);
 	newpoint.x=oldpoint.z*sin(yang)+oldpoint.x*cos(yang);
 	oldpoint.z=newpoint.z;
 	oldpoint.x=newpoint.x;
 	}
-	
+
 	if(zang!=0){
 	newpoint.x=oldpoint.x*cos(zang)-oldpoint.y*sin(zang);
 	newpoint.y=oldpoint.y*cos(zang)+oldpoint.x*sin(zang);
 	oldpoint.x=newpoint.x;
 	oldpoint.y=newpoint.y;
 	}
-	
+
 	if(xang!=0){
 	newpoint.y=oldpoint.y*cos(xang)-oldpoint.z*sin(xang);
 	newpoint.z=oldpoint.y*sin(xang)+oldpoint.z*cos(xang);
 	oldpoint.z=newpoint.z;
-	oldpoint.y=newpoint.y;	
+	oldpoint.y=newpoint.y;
 	}
-	
+
 	return oldpoint;
-	
-}
 
+}
diff --git a/src/Quaternions.h b/src/Quaternions.h
index 1678b79..2b46db9 100644
--- a/src/Quaternions.h
+++ b/src/Quaternions.h
@@ -2,11 +2,11 @@
 #ifndef _QUATERNIONS_H_
 #define _QUATERNIONS_H_
 
-#ifdef OS9 
+#ifdef OS9
 #pragma mark -
 #endif
 
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #else
 #include <GL/gl.h>
@@ -89,4 +89,3 @@ bool sphere_line_intersection (
     float x3, float y3 , float z3, float r );
 
 #endif
-
diff --git a/src/SConstruct b/src/SConstruct
index 70fa779..f764f34 100644
--- a/src/SConstruct
+++ b/src/SConstruct
@@ -1,6 +1,6 @@
 Program(
 	'blackshades',
-	Split('Camera.cpp Decals.cpp Fog.cpp Frustum.cpp  GameDraw.cpp GameInitDispose.cpp GameLoop.cpp GameTick.cpp ' + 
+	Split('Camera.cpp Decals.cpp Fog.cpp Frustum.cpp  GameDraw.cpp GameInitDispose.cpp GameLoop.cpp GameTick.cpp ' +
 	'Globals.cpp MacInput.cpp Main.cpp Maths.cpp Models.cpp Person.cpp Quaternions.cpp Serialize.cpp Skeleton.cpp ' +
 	'Sprites.cpp Support.cpp Text.cpp Timer.cpp Textures.cpp'),
 	CPPDEFS=['GNUSOURCE=1'],
diff --git a/src/Serialize.cpp b/src/Serialize.cpp
index 589dcb9..443e935 100644
--- a/src/Serialize.cpp
+++ b/src/Serialize.cpp
@@ -10,16 +10,16 @@ int ReadBool(int fd, int count, bool *b)
 {
 	while (count--) {
 		unsigned char buf[1];
-		
+
 		if (read(fd, buf, 1) != 1) {
 			STUB_FUNCTION;
 		}
-		
+
 		*b = (buf[0] != 0) ? true : false;
-		
+
 		b++;
 	}
-	
+
 	return 1;
 }
 
@@ -27,16 +27,16 @@ int ReadShort(int fd, int count, short *s)
 {
 	while (count--) {
 		unsigned char buf[2];
-		
+
 		if (read(fd, buf, 2) != 2) {
 			STUB_FUNCTION;
 		}
-		
+
 		*s = (short)((buf[0] << 8) | buf[1]);
-		
+
 		s++;
 	}
-	
+
 	return 1;
 }
 
@@ -44,16 +44,16 @@ int ReadInt(int fd, int count, int *s)
 {
 	while (count--) {
 		unsigned char buf[4];
-		
+
 		if (read(fd, buf, 4) != 4) {
 			STUB_FUNCTION;
 		}
-		
+
 		*s = (int)((buf[0] << 24) | (buf[1] << 16) | (buf[2] << 8) | buf[3]);
-		
+
 		s++;
 	}
-	
+
 	return 1;
 }
 
@@ -65,15 +65,15 @@ union intfloat {
 int ReadFloat(int fd, int count, float *f)
 {
 	union intfloat infl;
-	
+
 	while (count--) {
 		ReadInt(fd, 1, &(infl.i));
-		
+
 		*f = infl.f;
-		
+
 		f++;
 	}
-	
+
 	return 1;
 }
 
@@ -83,10 +83,10 @@ int ReadXYZ(int fd, int count, XYZ *xyz)
 		ReadFloat(fd, 1, &(xyz->x));
 		ReadFloat(fd, 1, &(xyz->y));
 		ReadFloat(fd, 1, &(xyz->z));
-		
+
 		xyz++;
 	}
-	
+
 	return 1;
 }
 
@@ -99,9 +99,9 @@ int ReadTexturedTriangle(int fd, int count, TexturedTriangle *tt)
 		ReadFloat(fd, 1, &(tt->r));
 		ReadFloat(fd, 1, &(tt->g));
 		ReadFloat(fd, 1, &(tt->b));
-		
+
 		tt++;
 	}
-	
+
 	return count;
 }
diff --git a/src/Skeleton.cpp b/src/Skeleton.cpp
index e039bc4..a5516c6 100644
--- a/src/Skeleton.cpp
+++ b/src/Skeleton.cpp
@@ -29,10 +29,8 @@ extern int whichtri;
 extern XYZ normalrotated;
 extern bool groundish;
 
-
 void Joint::DoConstraint()
 {
-	
 	if(hasparent){
 		//Find midpoint
 		midp=(position+parent->position)/2;
@@ -53,22 +51,22 @@ void Muscle::DoConstraint(int broken)
 {
 	oldlength=length;
 	relaxlength=findDistance(parent1->position,parent2->position);
-	
+
 	if(type==boneconnect)strength=1;
 	if(type==constraint)strength=0;
-	
+
 	if(strength<0)strength=0;
 	if(strength>1)strength=1;
-	
+
 	length-=(length-relaxlength)*(1-strength)*multiplier*multiplier*10000;
 	length-=(length-targetlength)*(strength)*multiplier*multiplier*10000;
 	if(strength==0)length=relaxlength;
-	
+
 	if((relaxlength-length>0&&relaxlength-oldlength<0)||(relaxlength-length<0&&relaxlength-oldlength>0))length=relaxlength;
-	
+
 	if(length<minlength)length=minlength;
 	if(length>maxlength&&!broken)length=maxlength;
-	
+
 	//Find midpoint
 	midp=(parent1->position+parent2->position)/2;
 	//Find vector from midpoint to second vector
@@ -88,7 +86,7 @@ void Muscle::DoConstraint(int broken)
 void Skeleton::DoConstraints()
 {
 	numrepeats=3;
-	
+
 	for(int j=0; j<numrepeats; j++){
 		for(int i=0; i<num_joints; i++){
 			joints[i].DoConstraint();
@@ -101,9 +99,9 @@ void Skeleton::DoConstraints(Model *collide, XYZ *move, float rotation)
 	friction=20;
 	numrepeats=2;
 	groundlevel=0;
-	
+
 	move->y+=.35;
-	
+
 	for(int j=0; j<numrepeats; j++){
 		for(int i=0; i<num_joints; i++){
 			if(joints[i].existing||i==jointlabels[lefthand]||i==jointlabels[righthand]){
@@ -149,7 +147,7 @@ void Skeleton::DoConstraints(Model *collide, XYZ *move, float rotation)
 					gLoc[0]=joints[i].position.x/soundscalefactor;
 					gLoc[1]=joints[i].position.y/soundscalefactor;
 					gLoc[2]=joints[i].position.z/soundscalefactor;
-#ifdef DEBIAN_NEEDS_TO_UPDATE_THEIR_OPENAL					
+#ifdef DEBIAN_NEEDS_TO_UPDATE_THEIR_OPENAL
 					alGetSourceiv(gSourceID[headlandsound], AL_SOURCE_STATE, &tempint);
 #else
 					alGetSourcei(gSourceID[headlandsound], AL_SOURCE_STATE, &tempint);
@@ -174,7 +172,7 @@ void Skeleton::DoConstraints(Model *collide, XYZ *move, float rotation)
 					alGetSourceiv(gSourceID[bodylandsound], AL_SOURCE_STATE, &tempint);
 #else
 					alGetSourcei(gSourceID[bodylandsound], AL_SOURCE_STATE, &tempint);
-#endif					
+#endif
 					if (tempint != AL_PLAYING){
 						alSourcef(gSourceID[bodylandsound], AL_MIN_GAIN, ALfloat(findLengthfast(joints[i].velocity)*1/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2));
 						alSourcef(gSourceID[bodylandsound], AL_MAX_GAIN, ALfloat(findLengthfast(joints[i].velocity)*1/findDistancefast(joints[i].position,camera.position)*soundscalefactor*2));
@@ -190,11 +188,11 @@ void Skeleton::DoConstraints(Model *collide, XYZ *move, float rotation)
 			muscles[i].DoConstraint(broken);
 		}
 	}
-	
+
 	for(int i=0; i<num_joints; i++){
 		joints[i].realoldposition=joints[i].position;
 	}
-	
+
 	//Add velocity
 	for(int i=0; i<num_joints; i++){
 		if(joints[i].existing||i==jointlabels[lefthand]||i==jointlabels[righthand])joints[i].position=joints[i].position+joints[i].velocity*multiplier;
@@ -218,7 +216,7 @@ void Skeleton::Draw(int  muscleview)
 		jointcolor[2]=.5;
 		jointcolor[3]=1;
 	}
-	
+
 	if(muscleview==2){
 		jointcolor[0]=0;
 		jointcolor[1]=0;
@@ -287,9 +285,9 @@ void Skeleton::Draw(int  muscleview)
 				glVertex3f(muscles[i].parent1->position.x,muscles[i].parent1->position.y,muscles[i].parent1->position.z);
 				glVertex3f(muscles[i].parent2->position.x,muscles[i].parent2->position.y,muscles[i].parent2->position.z);
 			}
-		}	
+		}
 	glEnd();
-	
+
 	if(muscleview!=2){
 		glPointSize(3);
 		glBegin(GL_POINTS);
@@ -301,7 +299,7 @@ void Skeleton::Draw(int  muscleview)
 			}
 		glEnd();
 	}
-		
+
 	//Set old position to current position
 	if(muscleview==2)
 	for(int i=0; i<num_joints; i++){
@@ -318,13 +316,13 @@ void Skeleton::AddJoint(float x, float y, float z, int which)
 		joints[num_joints].position.y=y;
 		joints[num_joints].position.z=z;
 		joints[num_joints].locked=0;
-		
+
 		if(which>=num_joints||which<0)joints[num_joints].hasparent=0;
 		if(which<num_joints&&which>=0){
 			joints[num_joints].parent=&joints[which];
 			joints[num_joints].hasparent=1;
 			joints[num_joints].length=findDistance(joints[num_joints].position,joints[num_joints].parent->position);
-		}	
+		}
 		num_joints++;
 	}
 }
@@ -355,7 +353,7 @@ void Skeleton::DeleteMuscle(int whichmuscle)
 		muscles[whichmuscle].visible=muscles[num_muscles-1].visible;
 		muscles[whichmuscle].type=muscles[num_muscles-1].type;
 		muscles[whichmuscle].targetlength=muscles[num_muscles-1].targetlength;
-		
+
 		num_muscles--;
 	}
 }
@@ -367,13 +365,13 @@ void Skeleton::SetJoint(float x, float y, float z, int which, int whichjoint)
 		joints[whichjoint].position.x=x;
 		joints[whichjoint].position.y=y;
 		joints[whichjoint].position.z=z;
-		
+
 		if(which>=num_joints||which<0)joints[whichjoint].hasparent=0;
 		if(which<num_joints&&which>=0){
 			joints[whichjoint].parent=&joints[which];
 			joints[whichjoint].hasparent=1;
 			joints[whichjoint].length=findDistance(joints[whichjoint].position,joints[whichjoint].parent->position);
-		}	
+		}
 	}
 }
 
@@ -388,7 +386,7 @@ void Skeleton::AddMuscle(int attach1,int attach2,float minlength,float maxlength
 		muscles[num_muscles].type=type;
 		muscles[num_muscles].minlength=minlength;
 		muscles[num_muscles].maxlength=maxlength;
-		
+
 		num_muscles++;
 	}
 }
@@ -404,7 +402,7 @@ void Skeleton::FindRotationJoint(int which)
 {
 	XYZ temppoint1,temppoint2,tempforward;
 	float distance;
-	
+
 	temppoint1=joints[which].position;
 	temppoint2=joints[which].parent->position;
 	distance=findDistance(temppoint1,temppoint2);
@@ -432,7 +430,7 @@ void Skeleton::FindRotationMuscle(int which)
 {
 	XYZ temppoint1,temppoint2,tempforward;
 	float distance;
-	
+
 	temppoint1=muscles[which].parent1->position;
 	temppoint2=muscles[which].parent2->position;
 	distance=findDistance(temppoint1,temppoint2);
@@ -490,23 +488,23 @@ void Animation::Load(char *fileName)
 			}
 		}
 	}
-	
+
 	files.EndLoad();
-	
+
 	for(int j=0;j<numframes;j++){
 		for(int i=0;i<testskeleton.num_joints;i++){
-			testskeleton.joints[i].position=position[i][j];	
+			testskeleton.joints[i].position=position[i][j];
 		}
 		//Find forward vectors
 		CrossProduct(testskeleton.joints[testskeleton.forwardjoints[1]].position-testskeleton.joints[testskeleton.forwardjoints[0]].position,testskeleton.joints[testskeleton.forwardjoints[2]].position-testskeleton.joints[testskeleton.forwardjoints[0]].position,&testskeleton.forward);
 		Normalise(&testskeleton.forward);
-		
+
 		CrossProduct(testskeleton.joints[testskeleton.lowforwardjoints[1]].position-testskeleton.joints[testskeleton.lowforwardjoints[0]].position,testskeleton.joints[testskeleton.lowforwardjoints[2]].position-testskeleton.joints[testskeleton.lowforwardjoints[0]].position,&testskeleton.lowforward);
 		Normalise(&testskeleton.lowforward);
-		
+
 		//Special forwards
 		testskeleton.specialforward[0]=testskeleton.forward;
-		
+
 		testskeleton.specialforward[1]=testskeleton.joints[testskeleton.jointlabels[rightshoulder]].position+testskeleton.joints[testskeleton.jointlabels[rightwrist]].position;
 		testskeleton.specialforward[1]=testskeleton.joints[testskeleton.jointlabels[rightelbow]].position-testskeleton.specialforward[1]/2;
 		testskeleton.specialforward[1]+=testskeleton.forward*.2;
@@ -515,7 +513,7 @@ void Animation::Load(char *fileName)
 		testskeleton.specialforward[2]=testskeleton.joints[testskeleton.jointlabels[leftelbow]].position-testskeleton.specialforward[2]/2;
 		testskeleton.specialforward[2]+=testskeleton.forward*.2;
 		Normalise(&testskeleton.specialforward[2]);
-		
+
 		testskeleton.specialforward[3]=testskeleton.joints[testskeleton.jointlabels[righthip]].position+testskeleton.joints[testskeleton.jointlabels[rightankle]].position;
 		testskeleton.specialforward[3]=testskeleton.specialforward[3]/2-testskeleton.joints[testskeleton.jointlabels[rightknee]].position;
 		testskeleton.specialforward[3]+=testskeleton.lowforward*.2;
@@ -567,7 +565,7 @@ void Animation::Load(char *fileName)
 			}
 		}
 	}
-	
+
 	for(int k=0;k<2;k++)
 	for(int j=0;j<numframes;j++){
 		for(int i=0;i<testskeleton.num_muscles;i++){
@@ -579,7 +577,7 @@ void Animation::Load(char *fileName)
 				if(j!=0&&mrotate2[i][j]<mrotate2[i][j-1]-180)mrotate2[i][j]+=360;
 				if(j!=0&&mrotate1[i][j]>mrotate1[i][j-1]+180)mrotate1[i][j]-=360;
 				if(j!=0&&mrotate1[i][j]<mrotate1[i][j-1]-180)mrotate1[i][j]+=360;
-				
+
 				if(j==0&&mrotate3[i][j]>mrotate3[i][numframes-1]+180)mrotate3[i][j]-=360;
 				if(j==0&&mrotate3[i][j]<mrotate3[i][numframes-1]-180)mrotate3[i][j]+=360;
 				if(j==0&&mrotate2[i][j]>mrotate2[i][numframes-1]+180)mrotate2[i][j]-=360;
@@ -597,7 +595,7 @@ void Animation::Load(char *fileName)
 				if(j!=0&&rotate2[i][j]<rotate2[i][j-1]-180)rotate2[i][j]+=360;
 				if(j!=0&&rotate1[i][j]>rotate1[i][j-1]+180)rotate1[i][j]-=360;
 				if(j!=0&&rotate1[i][j]<rotate1[i][j-1]-180)rotate1[i][j]+=360;
-				
+
 				if(j==0&&rotate3[i][j]>rotate3[i][numframes-1]+180)rotate3[i][j]-=360;
 				if(j==0&&rotate3[i][j]<rotate3[i][numframes-1]-180)rotate3[i][j]+=360;
 				if(j==0&&rotate2[i][j]>rotate2[i][numframes-1]+180)rotate2[i][j]-=360;
@@ -635,21 +633,21 @@ void Animation::Load(char *fileName, float rotate)
 		}
 	}
 	files.EndLoad();
-	
+
 	for(int j=0;j<numframes;j++){
 		for(int i=0;i<testskeleton.num_joints;i++){
-			testskeleton.joints[i].position=position[i][j];	
+			testskeleton.joints[i].position=position[i][j];
 		}
 		//Find forward vectors
 		CrossProduct(testskeleton.joints[testskeleton.forwardjoints[1]].position-testskeleton.joints[testskeleton.forwardjoints[0]].position,testskeleton.joints[testskeleton.forwardjoints[2]].position-testskeleton.joints[testskeleton.forwardjoints[0]].position,&testskeleton.forward);
 		Normalise(&testskeleton.forward);
-		
+
 		CrossProduct(testskeleton.joints[testskeleton.lowforwardjoints[1]].position-testskeleton.joints[testskeleton.lowforwardjoints[0]].position,testskeleton.joints[testskeleton.lowforwardjoints[2]].position-testskeleton.joints[testskeleton.lowforwardjoints[0]].position,&testskeleton.lowforward);
 		Normalise(&testskeleton.lowforward);
-		
+
 		//Special forwards
 		testskeleton.specialforward[0]=testskeleton.forward;
-		
+
 		testskeleton.specialforward[1]=testskeleton.joints[testskeleton.jointlabels[rightshoulder]].position+testskeleton.joints[testskeleton.jointlabels[rightwrist]].position;
 		testskeleton.specialforward[1]=testskeleton.joints[testskeleton.jointlabels[rightelbow]].position-testskeleton.specialforward[1]/2;
 		testskeleton.specialforward[1]+=testskeleton.forward*.2;
@@ -658,7 +656,7 @@ void Animation::Load(char *fileName, float rotate)
 		testskeleton.specialforward[2]=testskeleton.joints[testskeleton.jointlabels[leftelbow]].position-testskeleton.specialforward[2]/2;
 		testskeleton.specialforward[2]+=testskeleton.forward*.2;
 		Normalise(&testskeleton.specialforward[2]);
-		
+
 		testskeleton.specialforward[3]=testskeleton.joints[testskeleton.jointlabels[righthip]].position+testskeleton.joints[testskeleton.jointlabels[rightankle]].position;
 		testskeleton.specialforward[3]=testskeleton.specialforward[3]/2-testskeleton.joints[testskeleton.jointlabels[rightknee]].position;
 		testskeleton.specialforward[3]+=testskeleton.lowforward*.2;
@@ -710,7 +708,7 @@ void Animation::Load(char *fileName, float rotate)
 			}
 		}
 	}
-	
+
 	for(int k=0;k<2;k++)
 	for(int j=0;j<numframes;j++){
 		for(int i=0;i<testskeleton.num_muscles;i++){
@@ -722,7 +720,7 @@ void Animation::Load(char *fileName, float rotate)
 				if(j!=0&&mrotate2[i][j]<mrotate2[i][j-1]-180)mrotate2[i][j]+=360;
 				if(j!=0&&mrotate1[i][j]>mrotate1[i][j-1]+180)mrotate1[i][j]-=360;
 				if(j!=0&&mrotate1[i][j]<mrotate1[i][j-1]-180)mrotate1[i][j]+=360;
-				
+
 				if(j==0&&mrotate3[i][j]>mrotate3[i][numframes-1]+180)mrotate3[i][j]-=360;
 				if(j==0&&mrotate3[i][j]<mrotate3[i][numframes-1]-180)mrotate3[i][j]+=360;
 				if(j==0&&mrotate2[i][j]>mrotate2[i][numframes-1]+180)mrotate2[i][j]-=360;
@@ -740,7 +738,7 @@ void Animation::Load(char *fileName, float rotate)
 				if(j!=0&&rotate2[i][j]<rotate2[i][j-1]-180)rotate2[i][j]+=360;
 				if(j!=0&&rotate1[i][j]>rotate1[i][j-1]+180)rotate1[i][j]-=360;
 				if(j!=0&&rotate1[i][j]<rotate1[i][j-1]-180)rotate1[i][j]+=360;
-				
+
 				if(j==0&&rotate3[i][j]>rotate3[i][numframes-1]+180)rotate3[i][j]-=360;
 				if(j==0&&rotate3[i][j]<rotate3[i][numframes-1]-180)rotate3[i][j]+=360;
 				if(j==0&&rotate2[i][j]>rotate2[i][numframes-1]+180)rotate2[i][j]-=360;
@@ -801,13 +799,12 @@ void Skeleton::Load(char *fileName)
 		}
 	}
 	files.EndLoad();
-	
+
 	for(int i=0;i<num_joints;i++){
 		for(int j=0;j<num_joints;j++){
 			if(joints[i].label==j)jointlabels[j]=i;
 		}
 	}
-	
-	broken=0;	
-}
 
+	broken=0;
+}
diff --git a/src/Skeleton.h b/src/Skeleton.h
index 9730665..7b5be13 100644
--- a/src/Skeleton.h
+++ b/src/Skeleton.h
@@ -2,7 +2,7 @@
 #define _SKELETON_H_
 
 /**> HEADER FILES <**/
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include "alut.h"
 #else
@@ -24,7 +24,7 @@
 		//right shoulder, right elbow, right wrist, right hand,
 		//middle, left hip, right hip,groin
 		//left knee,left ankle, left foot, right knee, right ankle, right foort
-		
+
 #define head 1
 #define neck 2
 #define leftshoulder 3
@@ -67,7 +67,7 @@ class Joint
 		int label;
 		int hasgun;
 		float rotate1,rotate2,rotate3;
-		
+
 		void DoConstraint();
 };
 
@@ -84,7 +84,7 @@ class Muscle
 		bool visible;
 		void DoConstraint(int broken);
 		float rotate1,rotate2,rotate3;
-		
+
 		float strength;
 };
 
@@ -108,34 +108,33 @@ class Animation
 		void Load(char *fileName,float rotate);
 };
 
-
 class Skeleton
 {
 	public:
 		int num_joints;
 		Joint joints[max_joints];
 		int jointlabels[max_joints];
-		
+
 		int num_muscles;
 		Muscle muscles[max_muscles];
-	
+
 		int selected;
-	
+
 		int forwardjoints[3];
 		XYZ forward;
-	
+
 		int lowforwardjoints[3];
 		XYZ lowforward;
-		
+
 		int broken;
 		bool offset;
-		
+
 		XYZ specialforward[5];
-		
+
 		bool free;
-		
+
 		Files files;
-	
+
 		void DoConstraints();
 		void DoConstraints(Model *collide, XYZ *move, float rotation);
 		void DoGravity();
@@ -153,4 +152,3 @@ class Skeleton
 };
 
 #endif
-
diff --git a/src/Sprites.cpp b/src/Sprites.cpp
index 9bf307d..ef60a7d 100644
--- a/src/Sprites.cpp
+++ b/src/Sprites.cpp
@@ -35,7 +35,7 @@ int Sprites::MakeSprite(int atype, float abrightness, float acolor1, float acolo
 	alivetime[howmanysprites]=0;
 	owner[howmanysprites]=0;
 	if(howmanysprites<maxsprites){howmanysprites++;}
-	
+
 	return 0;
 }
 
@@ -56,7 +56,7 @@ int Sprites::MakeSprite(int atype, float abrightness, float acolor1, float acolo
 	alivetime[howmanysprites]=0;
 	owner[howmanysprites]=aowner;
 	if(howmanysprites<maxsprites){howmanysprites++;}
-	
+
 	return 0;
 }
 
@@ -76,10 +76,10 @@ int Sprites::DeleteSprite(int which){
 		rotation[which]=rotation[howmanysprites-1];
 		type[which]=type[howmanysprites-1];
 		type[howmanysprites-1]=0;
-		
+
 		if(howmanysprites>0){howmanysprites--;}
 	}
-	
+
 	return 0;
 }
 
@@ -118,7 +118,6 @@ void Sprites::LoadBulletTexture(char *fileName)
 	bullettextureptr = loadTexture(fileName);
 }
 
-
 void Sprites::DoStuff()
 {
 	for(int i=0;i<howmanysprites;i++){
@@ -146,14 +145,14 @@ void Sprites::DoStuff()
 		if(type[i]==bloodspritedown||type[i]==particlesspritedown){
 			velocity[i].y+=gravity*multiplier;
 		}
-		
+
 		if(type[i]!=bulletinstant&&type[i]!=bullet)location[i]=location[i]+velocity[i]*multiplier;
-		
+
 		alivetime[i]+=multiplier;
 		if(brightness[i]<=0)DeleteSprite(i);
 		if(type[i]==snowsprite&&(location[i].y<-.1||environment!=snowy_environment))DeleteSprite(i);
 		if(type[i]==rainsprite&&(location[i].y<-.1||environment!=rainy_environment))DeleteSprite(i);
-		
+
 		if(type[i]==snowsprite){
 			if(location[i].x<camera.position.x-precipitationhorz){location[i].x+=precipitationhorz*2;}
 			if(location[i].z<camera.position.z-precipitationhorz){location[i].z+=precipitationhorz*2;}
@@ -181,9 +180,9 @@ void Sprites::draw()
 	float bulletsize;
 	XYZ point;
 	glAlphaFunc(GL_GREATER, 0.01);
-	
+
 	//glEnable(GL_POLYGON_OFFSET_FILL);
-	
+
 	glEnable(GL_BLEND);
 	glDisable(GL_CULL_FACE);
 	glEnable(GL_TEXTURE_2D);
@@ -199,7 +198,7 @@ void Sprites::draw()
 		if(type[i]==snowsprite){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  snowtextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
 		if(type[i]==rainsprite){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  raintextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
 		if(type[i]==bullet||type[i]==bulletinstant){fog.ResetFog(); glBindTexture(GL_TEXTURE_2D,  bullettextureptr);glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);}
-		
+
 		glPushMatrix();
 		if(type[i]==muzzleflashsprite||type[i]==flashsprite||type[i]==smokesprite||type[i]==smokespritenoup||type[i]==snowsprite||type[i]==particlesspritedown||((type[i]==bloodspritenoup||type[i]==bloodspritedown)&&blood)){
 			glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
@@ -214,7 +213,7 @@ void Sprites::draw()
 			glLoadIdentity();
 			glTranslatef(point.x, point.y, point.z);
 			glRotatef(rotation[i],0,0,1);
-			
+
 			glBegin(GL_TRIANGLES);
 					glTexCoord2f(1.0f, 1.0f); glVertex3f( .3f*size[i], .3f*size[i], 0.0f);
 					glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
@@ -223,23 +222,21 @@ void Sprites::draw()
 					glTexCoord2f(1.0f, 0.0f); glVertex3f( .3f*size[i], -.3f*size[i], 0.0f);
 					glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
 				glEnd();
-			
+
 		}
-		
+
 		if(type[i]==rainsprite){
 			glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
 			glTranslatef(location[i].x,location[i].y,location[i].z);
 			glGetFloatv(GL_MODELVIEW_MATRIX,M);
-			for( int k=0; k<3; k+=2 ) 
+			for( int k=0; k<3; k+=2 )
 				for( int j=0; j<3; j++ ) {
 					if ( k==j )
 						M[k*4+j] = 1.0;
 					else
 						M[k*4+j] = 0.0;
 				}
-			
-			
-			
+
 			glLoadMatrixf(M);
 			glScalef(.2,abs(velocity[i].y)*multiplier,.2);
 			glBegin(GL_TRIANGLES);
@@ -251,7 +248,7 @@ void Sprites::draw()
 				glTexCoord2f(0.0f, 1.0f); glVertex3f(-.3f*size[i], .3f*size[i], 0.0f);
 			glEnd();
 		}
-		
+
 		if(type[i]==grenadesprite||type[i]==spoonsprite||type[i]==pinsprite){
 			glTranslatef(location[i].x,location[i].y+.2,location[i].z);
 			glDisable(GL_BLEND);
@@ -262,11 +259,11 @@ void Sprites::draw()
 			glEnable(GL_COLOR_MATERIAL);
 			glDepthMask(1);
 			glRotatef(rotation[i],1,.6,.3);
-			
+
 			if(type[i]==grenadesprite)gunmodels[grenadebasemodel].draw();
 			if(type[i]==spoonsprite)gunmodels[grenadespoonmodel].draw();
 			if(type[i]==pinsprite)gunmodels[grenadepinmodel].draw();
-			
+
 			glEnable(GL_BLEND);
 			glDisable(GL_FOG);
 			glDisable(GL_CULL_FACE);
@@ -275,7 +272,7 @@ void Sprites::draw()
 			glDisable(GL_COLOR_MATERIAL);
 			glDepthMask(0);
 		}
-		
+
 		if(type[i]==bullet||type[i]==bulletinstant){
 			bulletsize=size[i];
 			glPushMatrix();
@@ -296,15 +293,15 @@ void Sprites::draw()
 					endProj.z=M[14];
 				glPopMatrix();
 				avgProj=(endProj+begProj)/2;
-				
+
 				dx	= endProj.x - begProj.x;
 				dy	= endProj.y - begProj.y;
 				oolen= 1/sqrt(dx*dx+dy*dy)*0.5;
 				persp=0;
 				persp.x=-dy*oolen; persp.y=dx*oolen;
-				
+
 				glColor4f(color1[i]*fogcolorr*1.6,color2[i]*fogcolorg*1.6,color3[i]*fogcolorb*1.6,brightness[i]);
-				
+
 				glPushMatrix();
 					glLoadIdentity();
 					glBegin(GL_TRIANGLES);
@@ -316,15 +313,14 @@ void Sprites::draw()
 						glTexCoord2f(1.0f, 1.0f); glVertex3f(endProj.x+persp.x*bulletsize/2, endProj.y+persp.y*bulletsize/2, endProj.z);
 					glEnd();
 				glPopMatrix();
-			glPopMatrix();	
+			glPopMatrix();
 		}
 		glPopMatrix();
 	}
-	fog.ResetFog(); 
+	fog.ResetFog();
 	glDepthMask(1);
 	glDisable(GL_TEXTURE_2D);
 	glEnable(GL_CULL_FACE);
 	//glDisable(GL_POLYGON_OFFSET_FILL);
-	
-}
 
+}
diff --git a/src/Sprites.h b/src/Sprites.h
index b1f6b2e..42edc67 100644
--- a/src/Sprites.h
+++ b/src/Sprites.h
@@ -2,7 +2,7 @@
 #define _SPRITE_H_
 
 #include "Quaternions.h"
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include <glu.h>
 #else
@@ -45,9 +45,9 @@ class Sprites{
 				GLuint 				bloodtextureptr;
 				GLuint 				raintextureptr;
 				GLuint 				snowtextureptr;
-				
+
 				int howmanysprites;
-				
+
 				XYZ location[maxsprites];
 				XYZ oldlocation[maxsprites];
 				XYZ velocity[maxsprites];
@@ -63,13 +63,13 @@ class Sprites{
 				float rotation[maxsprites];
 				int type[maxsprites];
 				int owner[maxsprites];
-				
+
 				void draw();
-				
+
 				int DeleteSprite(int which);
 				int MakeSprite(int atype, float abrightness, float acolor1, float acolor2, float acolor3, XYZ alocation, XYZ avelocity, float asize);
 				int MakeSprite(int atype, float abrightness, float acolor1, float acolor2, float acolor3, XYZ alocation, XYZ avelocity, float asize, int aowner);
-				
+
 				void DoStuff();
 				void LoadMuzzleFlareTexture(char *fileName);
 				void LoadFlareTexture(char *fileName);
@@ -78,7 +78,7 @@ class Sprites{
 				void LoadBloodTexture(char *fileName);
 				void LoadSnowTexture(char *fileName);
 				void LoadRainTexture(char *fileName);
-				
+
 				~Sprites() {
 					glDeleteTextures( 1, (const GLuint *)muzzleflaretextureptr );
 					glDeleteTextures( 1, (const GLuint *)flaretextureptr );
@@ -91,4 +91,3 @@ class Sprites{
 };
 
 #endif
-
diff --git a/src/Support.cpp b/src/Support.cpp
index 7c77fc5..083de12 100644
--- a/src/Support.cpp
+++ b/src/Support.cpp
@@ -32,9 +32,9 @@ void GetMouse(Point *p)
 {
 	int x;
 	int y;
-	
+
 	SDL_GetMouseState(&x, &y);
-	
+
 	p->h = x;
 	p->v = y;
 }
@@ -43,9 +43,9 @@ void GetMouseRel(Point *p)
 {
 	int x;
 	int y;
-	
+
 	SDL_GetRelativeMouseState(&x, &y);
-	
+
 	p->h = x;
 	p->v = y;
 }
@@ -89,13 +89,13 @@ static int find_filename(char *filename)
 	char *next;
 	DIR *dir;
 	struct dirent *dirent;
-	
+
 	if (access(filename, R_OK) == 0) {
 		return 1;
 	}
-	
+
 	ptr = filename;
-	
+
 	while (*ptr) {
 		if (ptr == filename || *ptr == '/') {
 			if (*ptr == '/') {
@@ -103,53 +103,53 @@ static int find_filename(char *filename)
 			} else {
 				cur = ptr;
 			}
-			
+
 			if (*cur == 0) {
 				/* hit the end */
 				break;
 			}
-			
+
 			next = strchr(cur, '/');
-			
+
 			if (ptr != filename) {
 				*ptr = 0;
 			}
-			
+
 			if (next) {
 				*next = 0;
 			}
-			
+
 			if (ptr == filename && *ptr == '/') {
 				dir = opendir("/");
 			} else {
 				dir = opendir(filename);
 			}
-			
+
 			if (dir == NULL) {
 				if (ptr != filename) {
 					*ptr = '/';
 				}
-				
+
 				if (next) {
 					*next = 0;
 				}
-				
+
 				return 0;
 			}
-			
+
 			while ((dirent = readdir(dir)) != NULL) {
 				if (strcasecmp(cur, dirent->d_name) == 0) {
 					strcpy(cur, dirent->d_name);
 					break;
 				}
 			}
-			
+
 			closedir(dir);
-			
+
 			if (ptr != filename) {
 				*ptr = '/';
 			}
-			
+
 			if (next) {
 				*next = '/';
 				ptr = next;
@@ -160,11 +160,11 @@ static int find_filename(char *filename)
 			ptr++;
 		}
 	}
-	
+
 	if (access(filename, R_OK) == 0) {
 		return 1;
 	}
-	
+
 	return 0;
 }
 
@@ -180,28 +180,28 @@ static void fix_filename(const char *original, char *fixed)
 	}
 
 	fixed[MAX_PATH-1] = 0;
-	
+
 	strncpy(fixed, start, MAX_PATH);
-	
+
 	/* check to see if strncpy overwrote the terminator */
 	if (fixed[MAX_PATH-1] != 0) {
 		fixed[MAX_PATH-1] = 0;
-	
-		fprintf(stderr, "ERROR: file truncation error: %s -> %s\n", 
+
+		fprintf(stderr, "ERROR: file truncation error: %s -> %s\n",
 			original, fixed);
 	}
-	
+
 	len = strlen(fixed);
 	for (i = 0; i < len; i++) {
 		if (fixed[i] == ':') {
 			fixed[i] = '/';
 		}
 	}
-	
-	/* 
+
+	/*
 	   here we would try to see if the file is available (game dir),
 	   else try another dir
-	   
+
 	   really, this function also needs a flag to indicate whether
 	   it should only go to local (write) or both (read)
 	 */
@@ -218,18 +218,18 @@ Convenient Filename Hacks
 FILE *cfh_fopen(const char *filename, const char *mode)
 {
 	char filename1[MAX_PATH];
-	
+
 	fix_filename(filename, filename1);
-	
-	return fopen(filename1, mode);	
+
+	return fopen(filename1, mode);
 }
 
 int Files::OpenFile(Str255 Name)
 {
 	char filename1[MAX_PATH];
-	
+
 	fix_filename((char *)Name, filename1);
-	
+
 	sFile = open(filename1, O_RDONLY | O_BINARY);
 	return sFile;
 }
@@ -239,11 +239,11 @@ void Files::EndLoad()
 	if (sFile != -1) {
 		FSClose( sFile );
 	}
-	
+
 	sFile = -1;
 }
 
-#ifdef NOOGG    
+#ifdef NOOGG
 /*
   Our own special magic version that fixes the filename.
  */
@@ -252,11 +252,11 @@ void alutLoadWAVFile_CFH(char *filename, ALenum *format, void **wave,
 {
 	char filename1[MAX_PATH];
 	ALsizei format1, size1, bits1, freq1;
-	
+
 	fix_filename(filename, filename1);
-	
+
 	alutLoadWAV(filename1, wave, &format1, &size1, &bits1, &freq1);
-	
+
 	*format = format1;
 	*size = size1;
 	*freq = freq1;
@@ -304,9 +304,9 @@ void LoadOGG_CFH(char *filename, ALenum *format, void **wave,
 		fprintf(stderr, "ERROR: unable to open %s\n", filename1);
 		exit(EXIT_FAILURE);
 	}
-	
+
 	/* open it up */
-	err = ov_open(fp, &vf, NULL, 0);	
+	err = ov_open(fp, &vf, NULL, 0);
 	if (err < 0) {
 		fprintf(stderr, "ERROR: vorbis error %d opening %s\n", -err, filename1);
 		exit(EXIT_FAILURE);
@@ -318,16 +318,16 @@ void LoadOGG_CFH(char *filename, ALenum *format, void **wave,
 		fprintf(stderr, "ERROR: vorbis error opening %s (ov_info failed)\n", filename1);
 		exit(EXIT_FAILURE);
 	}
-	
+
 	/* calculate the byte size */
 	size1 = vi->channels * 2 * ov_pcm_total(&vf, -1);
 
 	/* hack around some possible ogg vorbis weirdness */
 	asize = ((size1 + 2047) / 2048 + 1) * 2048;
-	
-	/* allocate our buffer */	
+
+	/* allocate our buffer */
 	wave1 = malloc(asize);
-	
+
 	if (wave1 == NULL) {
 		fprintf(stderr, "ERROR: could not allocate %d bytes while loading %s\n", size1, filename1);
 		exit(EXIT_FAILURE);
@@ -336,17 +336,17 @@ void LoadOGG_CFH(char *filename, ALenum *format, void **wave,
 	/* read it in */
 	eof = 0;
 	buf = (char *)wave1;
-	
+
 	while(!eof) {
-		long ret = ov_read(&vf, buf, 1024, endian, 2, 1, 
+		long ret = ov_read(&vf, buf, 1024, endian, 2, 1,
 			&current_section);
-		
+
 		if (ret == 0) {
 			/* end of file */
 			eof = 1;
 		} else if (ret < 0) {
 			/* some sort of error */
-			
+
 			/* TODO: is this ok to ignore? */
 		} else {
 			buf += ret;
@@ -362,13 +362,13 @@ void LoadOGG_CFH(char *filename, ALenum *format, void **wave,
 		fprintf(stderr, "ERROR: ogg %s has %d channels\n", filename1, vi->channels);
 		exit(EXIT_FAILURE);
 	}
-	
+
 	freq1 = vi->rate;
 
 	/* we are done with the ogg, so free it */
 	ov_clear(&vf);
-	
-	/* finall, give the values to the caller */	
+
+	/* finall, give the values to the caller */
 	*format = format1;
 	*size = size1;
 	*freq = freq1;
diff --git a/src/Support.h b/src/Support.h
index 49b83fc..99e264e 100644
--- a/src/Support.h
+++ b/src/Support.h
@@ -41,20 +41,19 @@ void GetMouseRel(Point *p);
 void GetKeys(unsigned long *keys);
 int Button(void);
 #ifdef NOOGG
-void alutLoadWAVFile_CFH(char *filename, ALenum *format, void **wave, 
+void alutLoadWAVFile_CFH(char *filename, ALenum *format, void **wave,
 	unsigned int *size, ALsizei *freq);
-void alutUnloadWAV_CFH(ALenum format, void *wave, unsigned int size, 
+void alutUnloadWAV_CFH(ALenum format, void *wave, unsigned int size,
 	ALsizei freq);
 #define alutLoadWAVFile alutLoadWAVFile_CFH
-#define alutUnloadWAV alutUnloadWAV_CFH 
+#define alutUnloadWAV alutUnloadWAV_CFH
 #else
-void LoadOGG_CFH(char *filename, ALenum *format, void **wave, 
+void LoadOGG_CFH(char *filename, ALenum *format, void **wave,
 	unsigned int *size, ALsizei *freq);
-void FreeOGG(ALenum format, void *wave, unsigned int size, 
+void FreeOGG(ALenum format, void *wave, unsigned int size,
 	ALsizei freq);
 #endif
 
-
 FILE *cfh_fopen(const char *filename, const char *mode);
 
 #endif
diff --git a/src/TGALoader.cpp b/src/TGALoader.cpp
index 27fd5b9..ea26920 100644
--- a/src/TGALoader.cpp
+++ b/src/TGALoader.cpp
@@ -1,10 +1,9 @@
 /**> HEADER FILES <**/
 #include "TGALoader.h"
 
-
 /********************> LoadTGA() <*****/
 TGAImageRec*	LoadTGA( char *filename )
-{    
+{
 	GLubyte			TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0};	// Uncompressed TGA Header
 	GLubyte			TGAcompare[12];								// Used To Compare TGA Header
 	GLubyte			header[6];									// First 6 Useful Bytes From The Header
@@ -13,7 +12,7 @@ TGAImageRec*	LoadTGA( char *filename )
 	GLuint			temp;										// Temporary Variable
 	TGAImageRec		*texture;
 	FILE			*file;
-	
+
 	// Open The TGA File
 	file = cfh_fopen( filename, "rb" );
 
@@ -26,14 +25,14 @@ TGAImageRec*	LoadTGA( char *filename )
 		fclose( file );
 		return NULL;
 	}
-	
+
 	// Create a new RGBAImageRec
 	texture = ( TGAImageRec* )malloc( sizeof( TGAImageRec ) );
-	
+
 	// Determine the TGA width (highbyte*256+lowbyte) and height (highbyte*256+lowbyte)
 	texture->sizeX  = header[1] * 256 + header[0];
 	texture->sizeY = header[3] * 256 + header[2];
-    
+
     // Make sure the height, width, and bit depth are valid
  	if(	( texture->sizeX <= 0 ) || ( texture->sizeY <= 0 ) || ( ( header[4] != 24 ) && ( header[4] != 32 ) ) )
 	{
@@ -42,17 +41,17 @@ TGAImageRec*	LoadTGA( char *filename )
 		free( texture );
 		return NULL;
 	}
-	
+
 	// Grab The TGA's Bits Per Pixel (24 or 32)
-	texture->bpp = header[4];							
+	texture->bpp = header[4];
 	bytesPerPixel = texture->bpp/8;	// Divide By 8 To Get The Bytes Per Pixel
-	
+
 	// Calculate The Memory Required For The TGA Data
 	imageSize = texture->sizeX * texture->sizeY * bytesPerPixel;
-	
+
 	// Reserve Memory To Hold The TGA Data
-	texture->data = ( GLubyte* )malloc( imageSize );		
-	
+	texture->data = ( GLubyte* )malloc( imageSize );
+
 	// Make sure the right amount of memory was allocated
 	if(	( texture->data == NULL ) || ( fread( texture->data, 1, imageSize, file ) != imageSize ) )
 	{
@@ -65,7 +64,7 @@ TGAImageRec*	LoadTGA( char *filename )
 		free( texture );
 		return NULL;
 	}
-	
+
 	// Loop Through The Image Data
 	for( GLuint i = 0; i < int( imageSize ); i += bytesPerPixel )
 	{
@@ -74,9 +73,9 @@ TGAImageRec*	LoadTGA( char *filename )
 		texture->data[i] = texture->data[i + 2];	// Set The 1st Byte To The Value Of The 3rd Byte
 		texture->data[i + 2] = temp;				// Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
 	}
-	
+
 	// Close The File
 	fclose( file );
-	
+
 	return texture;
 }
diff --git a/src/TGALoader.h b/src/TGALoader.h
index 83f4476..ab26f88 100644
--- a/src/TGALoader.h
+++ b/src/TGALoader.h
@@ -1,16 +1,15 @@
-#ifdef OS9 
+#ifdef OS9
 #pragma once
 #endif
 
 #ifndef	_TGA_LOADER_H_
 #define	_TGA_LOADER_H_
 
-
 /**> HEADER FILES <**/
 #include <stdlib.h>
 #include <stdio.h>
 #include <string.h>
-#ifdef OS9 
+#ifdef OS9
 #include "gl.h"
 #else
 #include <GL/gl.h>
@@ -27,10 +26,7 @@ typedef struct TGAImageRec
 	GLuint	sizeY;
 }	TGAImageRec;
 
-
-
 /**> FUNCTION PROTOTYPES <**/
 TGAImageRec*	LoadTGA( char *filename );
 
-
 #endif
diff --git a/src/Text.cpp b/src/Text.cpp
index 2c2323a..99878d3 100644
--- a/src/Text.cpp
+++ b/src/Text.cpp
@@ -12,7 +12,7 @@ void Text::BuildFont()								// Build Our Font Display List
 	float	cx;											// Holds Our X Character Coord
 	float	cy;											// Holds Our Y Character Coord
 	int loop;
-	
+
 	base=glGenLists(256);								// Creating 256 Display Lists
 	glBindTexture(GL_TEXTURE_2D, FontTexture);			// Select Our Font Texture
 	for (loop=0; loop<256; loop++)						// Loop Through All 256 Lists
diff --git a/src/Text.h b/src/Text.h
index 99e8a6c..77dee46 100644
--- a/src/Text.h
+++ b/src/Text.h
@@ -1,10 +1,9 @@
 #ifndef _TEXT_H_
 #define _TEXT_H_
 
-
 /**> HEADER FILES <**/
 #include "Quaternions.h"
-#ifdef OS9 
+#ifdef OS9
 #include <gl.h>
 #include <glu.h>
 #else
@@ -18,15 +17,14 @@ class Text{
 	public:
 		GLuint FontTexture;
 		GLuint base;
-		
+
 		void LoadFontTexture(char *fileName);
 		void BuildFont();
 		void glPrint(GLint x, GLint y, char *string, int set, float size, float width, float height);
-		
+
 		~Text(){
 			glDeleteTextures( 1, (const GLuint *)FontTexture );
 		}
 };
 
 #endif
-
diff --git a/src/Textures.cpp b/src/Textures.cpp
index 0f829dc..dbd3674 100644
--- a/src/Textures.cpp
+++ b/src/Textures.cpp
@@ -48,7 +48,7 @@ GLuint loadTexture(const char* filename_, GLenum minFilter, GLenum magFilter, bo
                         format = GL_BGR;
 			};
 		};
-		
+
 		//well, our textures are upside down. Fixing it here.
 		Uint32 bytesPerRow = surface->format->BytesPerPixel*surface->w;
 		char * buf = new char[bytesPerRow];
@@ -61,13 +61,12 @@ GLuint loadTexture(const char* filename_, GLenum minFilter, GLenum magFilter, bo
 			memcpy(&p[offset2], buf, bytesPerRow);
 		}
 		delete[] buf;
-		
+
 		glTexImage2D(GL_TEXTURE_2D, 0, numColors, surface->w, surface->h, 0, format, GL_UNSIGNED_BYTE, surface->pixels);
 		if (mipmaps)
 		    gluBuild2DMipmaps(GL_TEXTURE_2D, format,  surface->w, surface->h, format, GL_UNSIGNED_BYTE, surface->pixels);
 	}
-	
+
 	delete surface;
 	return tex;
 }
-
diff --git a/src/Timer.cpp b/src/Timer.cpp
index 80cc5f9..869c154 100644
--- a/src/Timer.cpp
+++ b/src/Timer.cpp
@@ -1,28 +1,26 @@
 /**> HEADER FILES <**/
 #include <string.h>
-#include "Timer.h"				
+#include "Timer.h"
 #include "Support.h"
 
-
 /********************> Timer <*****/
 void TimerInit(timer* theTimer)
 {
-	UnsignedWide			ms;								
+	UnsignedWide			ms;
+
+	Microseconds(&ms);
 
-	Microseconds(&ms);									
-	 
-	memset(theTimer, 0, sizeof(timer));						
+	memset(theTimer, 0, sizeof(timer));
 
-	theTimer->mm_timer_start	= ms.lo;						
-	theTimer->mm_timer_elapsed	= theTimer->mm_timer_start;			
+	theTimer->mm_timer_start	= ms.lo;
+	theTimer->mm_timer_elapsed	= theTimer->mm_timer_start;
 }
 
 float TimerGetTime(timer* theTimer)
 {
 	UnsignedWide			ms;
-	
+
 	Microseconds(&ms);
-	
-	
+
 	return( (float) (ms.lo - theTimer->mm_timer_start) * 1000.0f);
 }
diff --git a/src/Timer.h b/src/Timer.h
index c0c99a1..2974383 100644
--- a/src/Timer.h
+++ b/src/Timer.h
@@ -1,18 +1,15 @@
 #ifndef _TIMER_H_
 #define _TIMER_H_
 
-
 /**> HEADER FILES <**/
-class timer			 							
+class timer
 {
 	public:
-  	unsigned long mm_timer_start;			
-  	unsigned long mm_timer_elapsed;					
+	unsigned long mm_timer_start;
+	unsigned long mm_timer_elapsed;
 };
 
-
 void TimerInit(timer* theTimer);
 float TimerGetTime(timer* theTimer);
 
 #endif
-