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-rw-r--r--src/GameInitDispose.cpp865
1 files changed, 75 insertions, 790 deletions
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();
 }
-