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-rw-r--r--src/GameTick.cpp4957
1 files changed, 4957 insertions, 0 deletions
diff --git a/src/GameTick.cpp b/src/GameTick.cpp
new file mode 100644
index 0000000..ce597df
--- /dev/null
+++ b/src/GameTick.cpp
@@ -0,0 +1,4957 @@
+#include "Game.h"	
+
+
+
+extern double multiplier;
+
+extern int thirdperson;
+
+extern int visions;
+
+extern Sprites sprites;
+
+
+
+extern unsigned int gSourceID[100];
+
+extern unsigned int gSampleSet[100];
+
+extern Camera camera;
+
+extern float camerashake;
+
+extern Fog fog;
+
+extern int environment;
+
+extern float precipitationhorz;
+
+extern float precipitationvert;
+
+extern float snowdelay;
+
+extern float precipitationdensity;
+
+extern float soundscalefactor;
+
+extern int slomo;
+
+
+
+extern int forwardskey;
+
+extern int backwardskey;
+
+extern int leftkey;
+
+extern int rightkey;
+
+extern int aimkey;
+
+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;
+
+		person[k].DoAnimations(k);
+
+		person[k].skeleton.offset=0;
+
+		person[k].skeleton.free=1;
+
+		person[k].longdead=1;
+
+
+
+		person[k].bleeding=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+=person[k].skeleton.joints[j].offset;
+
+			person[k].skeleton.joints[j].position=DoRotation(person[k].skeleton.joints[j].position,0,person[k].playerrotation,0);
+
+			person[k].skeleton.joints[j].position+=person[k].playercoords;
+
+			person[k].skeleton.joints[j].realoldposition=person[k].skeleton.joints[j].position;
+
+			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;
+
+		gLoc[1]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.y/soundscalefactor;
+
+		gLoc[2]=person[k].skeleton.joints[person[k].skeleton.jointlabels[head]].position.z/soundscalefactor;
+
+		alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+
+		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;
+
+		float mousey=mouseloc.v;
+
+		mousex=(float)mouseloc.h*640/screenwidth;
+
+		mousey=480-(float)mouseloc.v*480/screenheight;
+		
+
+		oldmouseoverbutton=mouseoverbutton;
+
+		mouseoverbutton=0;
+
+		if(mousex>120&&mousex<560&&mousey>235&&mousey<305){
+
+			mouseoverbutton=1;
+
+		}
+
+		if(mousex>120&&mousex<560&&mousey>112&&mousey<182){
+
+			mouseoverbutton=2;
+
+		}
+
+		if((Button()&&mouseoverbutton==1&&!gameinprogress&&!oldbutton)||!mainmenuness){
+
+			if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
+
+			if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
+
+			alSourceStop(gSourceID[whichsong]);
+
+			alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
+
+			alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
+
+			if(person[0].whichgun==knife)whichsong=knifesong;
+
+			if(person[0].whichgun!=knife)whichsong=shootsong;
+
+			if(type==zombie_type)whichsong=zombiesong;
+
+			alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+			alSourcePlay(gSourceID[whichsong]);
+
+			alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+			alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+			flashamount=1;
+
+			flashr=1;flashg=1;flashb=1;
+
+			mainmenu=0;
+
+			alSourcePlay(gSourceID[soulinsound]);
+
+			mission=0;
+
+			InitGame();
+
+			gameinprogress=1;
+
+		}
+
+		if((Button()&&mouseoverbutton==1&&gameinprogress&&!oldbutton)||!mainmenuness){
+
+			flashamount=1;
+
+			flashr=1;flashg=1;flashb=1;
+
+			mainmenu=0;
+
+			MoveMouse(oldmouseloc.h,oldmouseloc.v,&mouseloc);
+
+			//if(!visions){
+
+				if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
+
+				if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
+
+				alSourceStop(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
+
+				if(person[0].whichgun==knife)whichsong=knifesong;
+
+				if(person[0].whichgun!=knife)whichsong=shootsong;
+
+				if(type==zombie_type)whichsong=zombiesong;
+
+				alSourcePlay(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+			//}
+
+			alSourcePlay(gSourceID[soulinsound]);
+
+			if(visions)alSourcePlay(gSourceID[visionsound]);
+
+		}
+
+		if(Button()&&mouseoverbutton==2&&!gameinprogress&&!oldbutton){
+
+			flashamount=1;
+
+			flashr=1;flashg=0;flashb=0;
+
+			alSourcePlay(gSourceID[losesound]);
+
+			gQuit = true;
+
+			if(score>highscore){
+
+				highscore=score;
+
+#ifdef OS9 
+				ofstream opstream(":Data:Highscore"); 
+#else
+				/* TODO */
+				ofstream opstream("Data/Highscore");
+#endif
+		        opstream << highscore;
+
+				opstream << "\n";
+
+	        	opstream << beatgame;
+
+				opstream.close();
+
+			}
+
+		}
+
+		if(Button()&&mouseoverbutton==2&&gameinprogress&&!oldbutton){
+
+			flashamount=1;
+
+			flashr=1;flashg=1;flashb=1;
+
+			alSourcePlay(gSourceID[losesound]);
+
+			gameinprogress=0;
+
+			if(score>highscore){
+
+				highscore=score;
+
+#ifdef OS9 
+				 ofstream opstream(":Data:Highscore"); 
+#else
+				/* TODO */
+				ofstream opstream("Data/Highscore");
+#endif
+		        opstream << highscore;
+
+				opstream << "\n";
+
+	        	opstream << beatgame;
+
+				opstream.close();
+
+			}
+
+		}
+
+		
+
+		if(Button())oldbutton=1;
+
+		if(!Button())oldbutton=0;
+
+	}
+
+	if(!mainmenu){
+
+		
+
+		
+
+		XYZ facing;
+
+		XYZ flatfacing;
+
+		float speed=10;
+
+		
+
+		if(person[1].health<=0||person[0].health<=0||killedinnocent){
+
+			losedelay-=multiplier/6;
+
+		}
+
+		
+
+		if(person[1].health>0&&person[0].health>0&&!killedinnocent)timeremaining-=multiplier*25/40;
+
+		if(timeremaining<=0){
+
+			flashamount=1;
+
+			flashr=0;flashg=1;flashb=0;
+
+			mission++;
+
+			alSourcePlay(gSourceID[souloutsound]);
+
+			score+=100+(mission*50);
+
+			if(mission>=nummissions){
+
+				beatgame=1;
+
+				mainmenu=1;
+
+				gameinprogress=0;
+
+				alSourcePause(gSourceID[rainsound]);
+
+		
+
+				alSourceStop(gSourceID[visionsound]);
+
+				alSourceStop(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
+
+				whichsong=mainmenusong;
+
+				alSourceStop(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+				alSourcePlay(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+				if(score>highscore){
+
+					highscore=score;
+
+#ifdef OS9 
+					 ofstream opstream(":Data:Highscore"); 
+#else
+					/* TODO */
+					ofstream opstream("Data/Highscore");
+#endif
+			        opstream << highscore;
+
+					opstream << "\n";
+
+	        		opstream << beatgame;
+
+					opstream.close();
+
+				}
+
+			}
+
+			if(!mainmenu){
+
+				InitGame();
+
+				if(environment==rainy_environment)alSourcePlay(gSourceID[rainsound]);
+
+				if(environment!=rainy_environment)alSourcePause(gSourceID[rainsound]);
+
+				alSourceStop(gSourceID[visionsound]);
+
+				alSourceStop(gSourceID[whichsong]);
+
+				if(person[0].whichgun==knife)whichsong=knifesong;
+
+				if(person[0].whichgun!=knife)whichsong=shootsong;
+
+				if(type==zombie_type)whichsong=zombiesong;
+
+				alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+				alSourcePlay(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+			}
+
+		}
+
+		if(losedelay<=0){
+
+			flashamount=1;
+
+			flashr=0;flashg=0;flashb=0;
+
+			if(person[murderer].health>0)score=oldscore-200;
+
+			if(person[murderer].health<=0)score=oldscore-100;
+
+			InitGame();
+
+			alSourceStop(gSourceID[whichsong]);
+
+			if(person[0].whichgun==knife)whichsong=knifesong;
+
+			if(person[0].whichgun!=knife)whichsong=shootsong;
+
+			if(type==zombie_type)whichsong=zombiesong;
+
+			alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+			alSourcePlay(gSourceID[whichsong]);
+
+			alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+			alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+			alSourcePlay(gSourceID[soulinsound]);
+
+		}
+
+		
+
+		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;
+
+			visions++;
+
+			if(visions==2)visions=0;
+
+			if(visions==0){
+
+				float rad2deg=56.54866776;
+
+				flashamount=1;
+
+				flashr=1;flashg=1;flashb=1;
+
+				
+
+				if(person[0].playercoords.x!=bodycoords.x||person[0].playercoords.z!=bodycoords.z){
+
+					XYZ towards;
+
+					towards=person[0].playercoords-bodycoords;
+
+					Normalise(&towards);
+
+					camera.rotation=-asin(0-towards.x);
+
+					camera.rotation*=360/6.28;
+
+					if(towards.z>0)camera.rotation=180-camera.rotation;
+
+					camera.visrotation=camera.rotation;
+
+					camera.oldrotation=camera.rotation;
+
+					camera.oldoldrotation=camera.rotation;
+
+				}
+
+				
+
+				person[0].playercoords=bodycoords; 
+
+				person[0].oldplayercoords=bodycoords;
+
+				person[0].velocity=0;
+
+				alSourcePlay(gSourceID[soulinsound]);
+
+				alSourceStop(gSourceID[visionsound]);				
+
+				alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(1));
+
+				alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(1));
+
+				alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(1));
+
+			}
+
+			if(visions==1){
+
+				alSourceStop(gSourceID[visionsound]);
+
+				flashamount=1;
+
+				flashr=1;flashg=0;flashb=0;
+
+				bodycoords=person[0].oldplayercoords;
+
+				alSourcePlay(gSourceID[souloutsound]);
+
+				alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(.5));
+
+				alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(.5));
+
+				alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(.5));
+
+				alSourcePlay(gSourceID[visionsound]);
+
+			}
+
+		}
+
+		if(!IsKeyDown(theKeyMap, psychickey)){
+
+			oldvisionkey=0;
+
+		}
+
+		
+
+		if(IsKeyDown(theKeyMap, MAC_TAB_KEY)&&!tabkeydown&&debug){
+
+			thirdperson++;
+
+			if(thirdperson>2)thirdperson=0;
+
+			tabkeydown=1;
+
+		}
+
+		
+
+		if(!IsKeyDown(theKeyMap, MAC_TAB_KEY))
+
+			tabkeydown=0;
+
+		
+
+		if(IsKeyDown(theKeyMap, aimkey)&&!aimtoggle){
+
+			person[0].aiming=1-person[0].aiming;
+
+			aimtoggle=1;
+
+		}
+
+		
+
+		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;
+
+			reloadtoggle=1;
+
+		}
+
+		
+
+		if(!IsKeyDown(theKeyMap, MAC_R_KEY))
+
+			reloadtoggle=0;
+
+		
+
+		if(IsKeyDown(theKeyMap, psychicaimkey)&&!slomokeydown&&slomo==0){
+
+			alSourcePlay(gSourceID[souloutsound]);
+
+			slomo=2;
+
+			flashamount=.5;
+
+			flashr=1;flashg=0;flashb=0;
+
+			slomokeydown=1;
+
+			score-=20;
+
+			alSourcef(gSourceID[knifesong], AL_PITCH, (ALfloat)(.5));
+
+			alSourcef(gSourceID[shootsong], AL_PITCH, (ALfloat)(.5));
+
+			alSourcef(gSourceID[zombiesong], AL_PITCH, (ALfloat)(.5));
+
+		}
+
+		
+
+		if(!IsKeyDown(theKeyMap, psychicaimkey))
+
+			slomokeydown=0;
+
+			
+
+		//Mouse look
+
+		
+
+		if((person[0].aimamount<=0&&person[0].targetanimation!=crouchanim)){
+
+			camera.rotation=camera.visrotation;
+
+			camera.rotation2=camera.visrotation2;
+
+			mousesensitivity=usermousesensitivity;
+
+		}
+
+		if(person[0].aimamount>=1&&zoom==0){
+
+			mousesensitivity=usermousesensitivity*.8;
+
+		}
+
+		if(slomo==2){
+
+			mousesensitivity*=.6;
+
+		}
+
+#if 0	// DDOI
+		GetMouse(&mouseloc);
+
+		if (mouseloc.h>600){MoveMouse(mouseloc.h-500,mouseloc.v,&mouseloc);}
+
+		if (mouseloc.h<100){MoveMouse(mouseloc.h+500,mouseloc.v,&mouseloc);}
+
+		GetMouse(&mouseloc);
+
+		if (mouseloc.v>400){MoveMouse(mouseloc.h,mouseloc.v-300,&mouseloc);}
+
+		if (mouseloc.v<100){MoveMouse(mouseloc.h,mouseloc.v+300,&mouseloc);}
+
+		GetMouse(&mouseloc);
+
+#else
+		GetMouseRel(&mouseloc);
+#endif
+
+		
+
+#if 0	// DDOI
+		oldmouserotation=(oldmouseloc.h/1.3888)*mousesensitivity;
+
+		oldmouserotation2=(oldmouseloc.v/1.3888)*mousesensitivity;
+#endif
+
+		mouserotation=(mouseloc.h/1.3888)*mousesensitivity;
+
+		mouserotation2=(mouseloc.v/1.3888)*mousesensitivity;
+
+		
+
+#if 0	// DDOI
+		if(abs(oldmouseloc.h-mouseloc.h)<400)camera.rotation+=mouserotation-oldmouserotation;
+
+		if(abs(oldmouseloc.v-mouseloc.v)<200)camera.rotation2+=mouserotation2-oldmouserotation2;
+
+		if(mouseloc.h-oldmouseloc.h>400)camera.rotation+=mouserotation-oldmouserotation-(500/1.3888*mousesensitivity);
+
+		if(mouseloc.h-oldmouseloc.h<-400)camera.rotation+=mouserotation-oldmouserotation+(500/1.3888*mousesensitivity);
+
+		if(mouseloc.v-oldmouseloc.v>200)camera.rotation2+=mouserotation2-oldmouserotation2-(300/1.3888*mousesensitivity);
+
+		if(mouseloc.v-oldmouseloc.v<-200)camera.rotation2+=mouserotation2-oldmouserotation2+(300/1.3888*mousesensitivity);
+#else
+		if(abs(mouseloc.h)<400)camera.rotation+=mouserotation;
+		if(abs(mouseloc.v)<200)camera.rotation2+=mouserotation2;
+		if(mouseloc.h>400)camera.rotation+=mouserotation-(500/1.3888*mousesensitivity);
+		if(mouseloc.h<-400)camera.rotation+=mouserotation+(500/1.3888*mousesensitivity);
+
+		if(mouseloc.v>200)camera.rotation2+=mouserotation2-(300/1.3888*mousesensitivity);
+
+		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;
+
+		if(camera.visrotation2<camera.rotation2-15)camera.visrotation2=camera.rotation2-15;
+
+		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;
+
+			camera.visrotation2=camera.rotation2;
+
+		}
+
+		oldzoom=zoom;
+
+		
+
+		camera.oldoldrotation=camera.oldrotation;
+
+		camera.oldoldrotation2=camera.oldrotation2;
+
+		camera.oldrotation=camera.rotation;
+
+		camera.oldrotation2=camera.rotation2;
+
+		
+
+		//Check collision with buildings
+
+		
+
+		int beginx,endx;
+
+		int beginz,endz;
+
+		int distsquared;
+
+		XYZ collpoint;
+
+		XYZ move;
+
+		float howmuchintersect;
+
+		int whichtri;
+
+		float olddist;
+
+		XYZ nothing;
+
+		XYZ underpoint;
+
+		XYZ overpoint;
+
+		int pointnum;
+
+		float depth;
+
+		XYZ normalrotated;
+
+		XYZ pointrotated;
+
+		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){
+
+			if(1==1){
+
+			person[k].onground=0;
+
+			overpoint=person[k].playercoords;
+
+			overpoint.y+=3000;
+
+			underpoint=person[k].playercoords;
+
+			underpoint.y-=3000;
+
+			
+
+			beginx=(person[k].playercoords.x+block_spacing/2)/block_spacing;
+
+			if(beginx<0)beginx=0;
+
+			beginz=(person[k].playercoords.z+block_spacing/2)/block_spacing;
+
+			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;
+
+			endz=(person[k].playercoords.z+block_spacing/2)/block_spacing+1;
+
+			if(endz>num_blocks-1)endz=num_blocks-1;
+
+			
+
+			if(k!=0){
+				/* TODO: huh? */
+				beginx==person[k].whichblockx;
+
+				beginz==person[k].whichblocky;
+
+				endx==person[k].whichblockx;
+
+				endz==person[k].whichblocky;
+
+			}
+
+			
+
+			if(beginx<=endx&&beginz<=endz)
+
+			for(int i=beginx;i<=endx;i++)
+
+				for(int j=beginz;j<=endz;j++){
+
+					inblock=0;
+
+					//Ground collision
+
+					move=0;
+
+					move.x=i*block_spacing;
+
+					move.z=j*block_spacing;
+
+					whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&collpoint,move,cityrotation[i][j]*90);
+
+					if(whichtri!=-1&&person[k].playercoords.y<=collpoint.y&&person[k].velocity.y<=0){
+
+						person[k].playercoords.y=collpoint.y;
+
+						person[k].onground=1;
+
+						if(person[k].velocity.y<-maxfallvel)Splat(k);
+
+						else person[k].velocity.y=0;
+
+					}
+
+					if(whichtri!=-1){
+
+						inblock=1;
+
+						if(k==0){onblockx=i;onblocky=j;}
+
+					}
+
+					//Wall collision
+
+					if(k==0){
+
+						if(inblock){
+
+							for(int l=0;l<8;l++){
+
+								move=0;
+
+								move.x=i*block_spacing;
+
+								move.z=j*block_spacing;
+
+								whichtri=blockwalls[citytype[i][j]].LineCheck3(person[k].oldplayercoords+boundingpoints[l],person[k].playercoords+boundingpoints[l],&collpoint,move,cityrotation[i][j]*90,&depth);
+
+								if(whichtri!=-1){
+
+									normalrotated=DoRotation(blockwalls[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
+
+									person[k].playercoords+=normalrotated*(-(dotproduct(normalrotated,person[k].playercoords-person[k].oldplayercoords))-depth);
+
+								}
+
+							}
+
+							for(int l=0;l<8;l++){
+
+								pointnum=k+1;
+
+								if(pointnum>3)pointnum=0;
+
+								move=0;
+
+								move.x=i*block_spacing;
+
+								move.z=j*block_spacing;
+
+								whichtri=blockwalls[citytype[i][j]].LineCheck3(person[k].playercoords+boundingpoints[l],person[k].playercoords+boundingpoints[pointnum],&collpoint,move,cityrotation[i][j]*90,&depth);
+
+								if(whichtri!=-1){
+
+									normalrotated=DoRotation(blockwalls[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
+
+									person[k].playercoords+=normalrotated;
+
+								}
+
+							}
+
+						}
+
+						//Roof collision
+
+						if(inblock&&person[k].playercoords.y>30){
+
+							if(!person[k].onground){
+
+								move=0;
+
+								move.x=i*block_spacing;
+
+								move.z=j*block_spacing;
+
+								whichtri=blockroofs[citytype[i][j]].LineCheck2(overpoint,underpoint,&collpoint,move,cityrotation[i][j]*90);
+
+								if(whichtri!=-1&&person[k].playercoords.y<=collpoint.y&&person[k].velocity.y<=0){
+
+									person[k].playercoords.y=collpoint.y;
+
+									person[k].onground=1;
+
+									if(person[k].velocity.y<-maxfallvel)Splat(k);
+
+									else person[k].velocity.y=0;
+
+								}
+
+								if(whichtri!=-1)inblock=1;
+
+							}
+
+						}
+
+					}
+
+				}
+
+			if(person[k].playercoords.y<=0){
+
+				person[k].onground=1;
+
+				person[k].playercoords.y=0;
+
+				if(person[k].velocity.y<-maxfallvel)Splat(k);
+
+				else person[k].velocity.y=0;
+
+				if(k==0)onblockx=-1;onblocky=-1;
+
+			}
+
+			// SBF - this is definately in the wrong spot!
+			//person[k].oldplayercoords=person[k].playercoords;
+
+			}
+
+			}
+
+		}
+
+		
+
+		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){
+
+				person[0].targetanimation=diveanim;
+
+				person[0].targetframe=0;
+
+				person[0].target=0;
+
+				person[0].aimamount=0;
+
+			}
+
+		}
+
+		
+
+		//Camera
+
+		camera.oldposition=camera.position;
+
+		camera.targetoffset=0;
+
+		camera.targetoffset.z=-5;
+
+		
+
+		
+
+		//Spawn people
+
+		spawndelay-=multiplier;
+
+		int blockspawnx,blockspawny;
+
+		blockspawnx=0;
+
+		blockspawny=0;
+
+		int cyclenum;
+
+		cyclenum=0;
+
+		while((citypeoplenum[blockspawnx][blockspawny]>=max_people_block&&cyclenum<10)||blockspawnx==0){
+
+			blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
+
+			blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
+
+			cyclenum++;
+
+		}
+
+		if(cyclenum<10){	
+
+		if(spawndelay<0&&numpeople<max_people){
+
+			if(type==randomshoot_type){
+
+				if(abs(Random()%evilprobability)==0)person[numpeople].type=eviltype;
+
+				else person[numpeople].type=civiliantype;
+
+			}
+
+			if(type==zombie_type){
+
+				person[numpeople].type=zombietype;
+
+			}
+
+		
+
+			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)){
+
+					blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
+
+					blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
+
+					cyclenum++;
+
+				}
+
+			}
+
+					
+
+			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;
+
+			person[numpeople].oldoldpathnum=-1;
+
+			person[numpeople].oldoldoldpathnum=-1;
+
+			while(person[numpeople].pathnum<0||person[numpeople].pathnum>=path.vertexNum||person[numpeople].pathnum==1){
+
+				person[numpeople].pathnum=Random()%path.vertexNum;
+
+			}
+
+			person[numpeople].pathtarget.x=path.vertex[person[numpeople].pathnum].x;
+
+			person[numpeople].pathtarget.z=path.vertex[person[numpeople].pathnum].z;			
+
+			person[numpeople].pathsize=.98+float(abs(Random()%20))/400;
+
+			person[numpeople].pathtarget*=person[numpeople].pathsize;
+
+			person[numpeople].pathtarget.x+=person[numpeople].whichblockx*block_spacing;
+
+			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;
+
+			person[numpeople].speed=1;
+
+			person[numpeople].existing=0;
+
+			person[numpeople].speedmult=.8+float(abs(Random()%20))/50;
+
+			person[numpeople].health=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]++;
+
+			spawndelay=.1;
+
+		}
+
+		if(spawndelay<0&&numpeople>=max_people){
+
+			if(cycle>=max_people)cycle=0;
+
+			cyclenum=0;
+
+			while(cyclenum<max_people&&(person[cycle].type==playertype||person[cycle].type==viptype||(abs(person[cycle].whichblockx-((person[0].playercoords.x+block_spacing/2)/block_spacing))<2&&abs(person[cycle].whichblocky-((person[0].playercoords.z+block_spacing/2)/block_spacing))<2))){
+
+				cycle++;
+
+				cyclenum++;
+
+				if(cycle>=max_people)cycle=0;
+
+			}
+
+			if(cycle<max_people&&cyclenum<max_people){
+
+				if(type==randomshoot_type){
+
+					if(abs(Random()%evilprobability)==0)person[cycle].type=eviltype;
+
+					else person[cycle].type=civiliantype;
+
+				}
+
+				if(type==zombie_type){
+
+					person[cycle].type=zombietype;
+
+				}
+
+				if(person[cycle].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)){
+
+						blockspawnx=((person[0].playercoords.x+block_spacing/2)/block_spacing)+Random()%2;
+
+						blockspawny=((person[0].playercoords.z+block_spacing/2)/block_spacing)+Random()%2;
+
+						cyclenum++;
+
+					}
+
+				}
+
+				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;
+
+				person[cycle].oldoldpathnum=-1;
+
+				person[cycle].oldoldoldpathnum=-1;
+
+				while(person[cycle].pathnum<0||person[cycle].pathnum>=path.vertexNum||person[cycle].pathnum==1){
+
+					person[cycle].pathnum=Random()%path.vertexNum;
+
+				}
+
+				person[cycle].pathtarget.x=path.vertex[person[cycle].pathnum].x;
+
+				person[cycle].pathtarget.z=path.vertex[person[cycle].pathnum].z;			
+
+				person[cycle].pathsize=.98+float(abs(Random()%20))/400;
+
+				person[cycle].pathtarget*=person[cycle].pathsize;
+
+				person[cycle].pathtarget.x+=person[cycle].whichblockx*block_spacing;
+
+				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;
+
+				person[cycle].speed=1;
+
+				person[cycle].existing=0;
+
+				person[cycle].speedmult=.8+float(abs(Random()%20))/50;
+
+				person[cycle].health=100;
+
+				person[cycle].maxhealth=100;
+
+				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;
+
+		XYZ blah;
+
+		int closesttarget = 0;
+
+		float leastdistance = 0.0;
+
+		
+
+		
+
+		XYZ bleedloc;
+
+		XYZ vel;
+
+		
+
+		float tooclose;
+
+		float toofar;
+
+		
+
+		//People
+
+		for(int i=0;i<numpeople;i++){
+
+			if(person[i].health<0&&person[i].longdead<0&&person[i].firstlongdead==0){
+
+				if(person[i].type!=zombietype){
+
+					overpoint=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
+
+					overpoint.y+=3000;
+
+					underpoint=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
+
+					underpoint.y-=3000;
+
+					move=0;
+
+					move.x=person[i].whichblockx*block_spacing;
+
+					move.z=person[i].whichblocky*block_spacing;
+
+					XYZ temp;
+
+					whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&temp,move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
+
+					XYZ normish;
+
+					normish=0;
+
+					normish.y=1;
+
+					if(whichtri>=0){
+
+						decals.MakeDecal(bloodpool,temp,12,normish, whichtri, &sidewalkcollide, move, cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
+
+					}
+
+					if(whichtri==-1){
+
+						temp=person[i].skeleton.joints[person[i].skeleton.jointlabels[abdomen]].position;
+
+						temp.y=-.5;
+
+						move=0;
+
+						decals.MakeDecal(bloodpool,temp,12,normish, 0, &sidewalkcollide, move, 0);
+
+					}
+
+					person[i].firstlongdead=1;
+
+				}
+
+			}
+
+			if(person[i].health<100&&person[i].type!=zombietype){
+
+			 		person[i].health-=multiplier*120;
+
+			}
+
+			if(person[i].health<100&&person[i].type==zombietype){
+
+			 		person[i].health+=multiplier*10;
+
+			 		if(person[i].health>person[i].maxhealth)person[i].health=person[i].maxhealth;
+
+			}
+
+			if(person[i].health<100&&person[i].type==zombietype&&person[i].skeleton.free==1){
+
+			 		person[i].health+=multiplier*10;
+
+			 		if(person[i].health>person[i].maxhealth)person[i].health=person[i].maxhealth;
+
+			}
+
+			if(person[i].health<40&&person[i].type==zombietype){
+
+			 		person[i].speedmult-=multiplier/20;
+
+			 		if(person[i].speedmult<.6){
+
+						person[i].speedmult=.6;
+
+						person[i].killtarget=-1;
+
+					}
+
+			}
+
+			if(person[i].health>=40&&person[i].type==zombietype){
+
+			 		person[i].speedmult+=multiplier/40;
+
+			 		if(person[i].speedmult>.7+difficulty*.2){
+
+						person[i].speedmult=.7+difficulty*.2;
+
+						person[i].killtarget=1;
+
+					}
+
+			}
+
+			
+
+			if(person[i].maxhealth<100&&person[i].type==zombietype){
+
+			 		person[i].maxhealth+=multiplier*2;
+
+			 		if(person[i].maxhealth>100)person[i].maxhealth=100;
+
+			}
+
+			if(person[i].bleeding>0){
+
+				person[i].bleeding-=multiplier;
+
+				person[i].bleeddelay-=multiplier*10;
+
+				if(person[i].bleeddelay<=0){
+
+					person[i].bleeddelay=1;
+
+					if(person[i].skeleton.free==0){
+
+						bleedloc=DoRotation((person[i].bjoint1->position+person[i].bjoint2->position)/2,0,person[i].playerrotation,0)+person[i].playercoords;
+
+					}
+
+					if(person[i].skeleton.free>0){
+
+						bleedloc=(person[i].bjoint1->position+person[i].bjoint2->position)/2;
+
+					}
+
+					vel=0;
+
+					sprites.MakeSprite(bloodspritedown, .6, 1, .2, .2,bleedloc, vel, 3*person[i].bleeding);
+
+				}
+
+			}
+
+			if(person[i].skeleton.free==0){
+
+				//Gun
+
+				if(person[i].type==playertype||person[i].type==eviltype){
+
+					if(i==0){
+
+						if(person[i].whichgun==shotgun)person[i].recoil-=multiplier*4;
+
+					 	if(person[i].whichgun==sniperrifle)person[i].recoil-=multiplier*2;
+
+					 	if(person[i].whichgun==handgun1)person[i].recoil-=multiplier*5;
+
+					 	if(person[i].whichgun==handgun2)person[i].recoil-=multiplier*5;
+
+					 	if(person[i].whichgun==assaultrifle)person[i].recoil-=multiplier*10;
+
+				 	}
+
+				 	if(i!=0){
+
+						if(person[i].whichgun==shotgun)person[i].recoil-=multiplier*1;
+
+					 	if(person[i].whichgun==sniperrifle)person[i].recoil-=multiplier*1;
+
+					 	if(person[i].whichgun==handgun1)person[i].recoil-=multiplier*2;
+
+					 	if(person[i].whichgun==handgun2)person[i].recoil-=multiplier*2;
+
+					 	if(person[i].whichgun==assaultrifle)person[i].recoil-=multiplier*10;
+
+				 	}
+
+				 	if(person[i].recoil<0)person[i].recoil=0;
+
+					if(i==0){
+
+						if(zoom){
+
+							mousesensitivity=.05*usermousesensitivity;
+
+							if(person[i].targetanimation!=crouchanim||person[i].currentanimation!=crouchanim||person[i].aiming<1){
+
+								zoom=0;
+
+							}
+
+							if(visions==1)zoom=0;
+
+						}
+
+						if(person[i].currentanimation==crouchanim&&person[i].targetanimation==crouchanim&&person[i].aiming>=1&&person[i].whichgun==sniperrifle){
+
+							zoom=1;
+
+							if(zoom&&!oldzoom)camera.rotation2-=6;
+
+						}
+
+						if(!zoom)mousesensitivity=1*usermousesensitivity;
+
+						if(person[i].whichgun!=sniperrifle)zoom=0;
+
+					}
+
+				}
+
+				//Zombie eat
+
+				if(i>0&&person[person[i].killtarget].eaten==i&&person[i].targetanimation==zombieeatanim){
+
+			 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].locked=1;
+
+			 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].locked=1;
+
+				 	for(int k=0;k<2;k++){
+
+			 			person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].position=DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[righthand]].position,0,person[i].playerrotation,0)+person[i].playercoords;
+
+				 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].velocity=0;
+
+				 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].position=DoRotation(person[i].skeleton.joints[person[i].skeleton.jointlabels[lefthand]].position,0,person[i].playerrotation,0)+person[i].playercoords;
+
+				 		person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[rightshoulder]].velocity=0;
+
+				 		person[person[i].killtarget].skeleton.DoConstraints();
+
+						person[person[i].killtarget].skeleton.DoConstraints(&blocksimplecollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
+
+					}
+
+					person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[head]].locked=0;
+
+			 		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;
+
+					else person[i].killtarget=-1;
+
+				}
+
+				if(i>0&&enemystate!=1&&person[i].type==zombietype&&person[i].speedmult<.7){
+
+					person[i].killtarget=-1;
+
+				}
+
+				
+
+				bool realcheck = false;
+
+				//Pathfinding
+			 	if(i>0&&person[i].targetanimation!=getupfrontanim&&person[i].targetanimation!=thrownanim&&person[i].targetanimation!=getupbackanim&&person[i].currentanimation!=getupfrontanim&&person[i].currentanimation!=getupbackanim){
+
+			 		person[i].pathcheckdelay-=multiplier;
+
+					// Realcheck tells us
+					// a) we've got close to the end of our path or
+					// 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;
+
+						if(person[i].type==zombietype)person[i].targetanimation=zombiewalkanim;
+
+						realcheck=1;
+
+					}
+
+					if((realcheck||((person[i].killtarget>-1&&person[i].type!=civiliantype)&&person[i].pathcheckdelay<=0)||person[i].killtargetvisible)){
+
+				 		person[i].pathcheckdelay=1.2;
+
+				 		if((person[i].killtarget==-1||person[i].type==civiliantype)&&!person[i].running){
+
+					 		person[i].killtargetvisible=0;
+
+					 		leastdistance=2000000;
+
+					 		for(int j=0;j<path.vertexNum;j++){
+
+					 			person[i].pathtarget.x=path.vertex[j].x;
+
+								person[i].pathtarget.z=path.vertex[j].z;		
+
+								person[i].pathtarget.y=path.vertex[j].y;		
+
+								person[i].pathtarget*=person[i].pathsize;
+
+								person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
+
+								person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
+
+								if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&j!=1&&j!=person[i].oldpathnum&&j!=person[i].oldoldpathnum&&j!=person[i].oldoldoldpathnum){
+
+									leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
+
+									closesttarget=j;
+
+								}	
+
+					 		}
+
+					 		if(closesttarget>=0&&closesttarget<path.vertexNum){
+
+						 		person[i].oldoldoldpathnum=person[i].oldoldpathnum;
+
+						 		person[i].oldoldpathnum=person[i].oldpathnum;
+
+						 		person[i].oldpathnum=person[i].pathnum;
+
+						 		person[i].pathnum=closesttarget;
+
+								person[i].pathtarget.x=path.vertex[person[i].pathnum].x;
+
+								person[i].pathtarget.z=path.vertex[person[i].pathnum].z;		
+
+								person[i].pathtarget*=person[i].pathsize;
+
+								person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
+
+								person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
+
+							}
+
+						}
+
+						if(person[i].running&&realcheck){
+
+							person[i].killtargetvisible=0;
+
+							person[i].targetanimation=joganim;
+
+							//Dead target?
+
+							if(person[person[i].killtarget].health<=0){
+
+							 	person[i].running=0;
+
+							 }
+
+							 person[i].killtarget=1;
+
+							 
+
+							 //If pathfind
+
+							if(realcheck){
+
+					 		leastdistance=2000000;
+
+					 		person[i].lastdistancevictim=0;
+
+					 		closesttarget=-1;
+
+					 		//Check best path
+
+					 		closesttarget=person[i].pathnum;
+
+					 		//Check other blocks?
+
+					 		if ((closesttarget==person[i].pathnum)){
+
+					 			beginx=person[i].whichblockx-2;
+
+								if(beginx<0)beginx=0;
+
+								beginz=person[i].whichblocky-2;
+
+								if(beginz<0)beginz=0;
+
+								
+
+								endx=person[i].whichblockx+2;
+
+								if(endx>num_blocks-1)endx=num_blocks-1;
+
+								endz=person[i].whichblocky+2;
+
+								if(endz>num_blocks-1)endz=num_blocks-1;
+
+								
+
+								leastdistance=2000000;
+
+					 			for(int l=beginx;l<=endx;l++){
+
+									for(int m=beginx;m<=endx;m++){
+
+								 		for(int j=0;j<path.vertexNum;j++){
+
+								 			person[i].pathtarget.x=path.vertex[j].x;
+
+											person[i].pathtarget.y=path.vertex[j].y;
+
+											person[i].pathtarget.z=path.vertex[j].z;		
+
+											person[i].pathtarget*=person[i].pathsize;
+
+											person[i].pathtarget.x+=l*block_spacing;
+
+											person[i].pathtarget.z+=m*block_spacing;
+
+											if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)>findDistancefast(person[i].playercoords,person[person[i].killtarget].playercoords)&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[l][m])==-1){
+
+												person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
+
+												leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
+
+												closesttarget=j;
+
+												finaltarget=person[i].pathtarget;
+
+												person[i].whichblockx=l;
+
+												person[i].whichblocky=m;
+
+					 						}
+
+								 		}
+
+								 		}
+
+								 	}
+
+								 }
+
+					  		if(closesttarget!=-1){
+
+								person[i].pathnum=closesttarget;
+
+								person[i].pathtarget=finaltarget;
+
+							}
+
+							}
+
+						}
+
+						//Assassin
+
+						if((person[i].killtarget>-1&&person[i].type!=civiliantype)&&!person[i].running){
+
+							//Dead target?
+
+							if(person[person[i].killtarget].health<=0&&person[i].type==eviltype){
+
+							 	person[i].playerrotation2=0;
+
+							 	person[i].whichgun=nogun;
+
+							 	person[i].targetanimation=walkanim;
+
+							 	person[i].lastdistancevictim=200000;
+
+							 	person[i].pathnum=-1;
+
+							 	enemystate=1;
+
+							 	person[i].killtarget=-1;
+
+							 	realcheck=1;
+
+							 }
+
+							 if(person[i].type==zombietype&&person[person[i].killtarget].health<=0){
+
+								if(person[person[i].killtarget].eaten!=i){
+
+									person[i].playerrotation2=0;
+
+							 		person[i].targetanimation=zombiewalkanim;
+
+							 		person[i].lastdistancevictim=200000;
+
+							 		person[i].pathnum=-1;
+
+							 		realcheck=1;
+
+							 		person[i].killtarget=-1;
+
+							 	}
+
+							 	if(person[person[i].killtarget].eaten==i&&person[i].targetanimation!=zombieeatanim){
+
+							 		person[i].targetanimation=zombieeatanim;
+
+									person[i].targetframe=0;
+
+									person[i].target=0;
+
+							 	}
+
+							 	enemystate=1;
+
+							 }
+
+							 if(person[person[i].killtarget].health>0){
+
+							 if(person[person[i].killtarget].skeleton.free){
+
+							 	person[person[i].killtarget].playercoords=person[person[i].killtarget].averageloc;
+
+							 }
+
+							 
+
+							 //If pathfind
+
+							if(realcheck){
+
+					 		leastdistance=2000000;
+
+					 		person[i].lastdistancevictim=2000000;
+
+					 		closesttarget=-1;
+
+					 		//Check best path
+
+					 		for(int j=0;j<path.vertexNum;j++){
+
+					 			person[i].pathtarget.x=path.vertex[j].x;
+
+								person[i].pathtarget.z=path.vertex[j].z;		
+
+								person[i].pathtarget.y=path.vertex[j].y;		
+
+								person[i].pathtarget*=person[i].pathsize;
+
+								person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
+
+								person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
+
+								if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<person[i].lastdistancevictim&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
+
+									leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
+
+									person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
+
+									closesttarget=j;
+
+									finaltarget=person[i].pathtarget;
+
+								}	
+
+					 		}
+
+					 		leastdistance=2000000;
+
+					 		for(int j=0;j<path.vertexNum;j++){
+
+					 			person[i].pathtarget.x=path.vertex[j].x;
+
+								person[i].pathtarget.z=path.vertex[j].z;		
+
+								person[i].pathtarget.y=path.vertex[j].y;		
+
+								person[i].pathtarget*=person[i].pathsize;
+
+								person[i].pathtarget.x+=person[i].whichblockx*block_spacing;
+
+								person[i].pathtarget.z+=person[i].whichblocky*block_spacing;
+
+								if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<person[i].lastdistancevictim&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
+
+									leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
+
+									person[i].lastdistancevictim=findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords);
+
+									closesttarget=j;
+
+									finaltarget=person[i].pathtarget;
+
+								}	
+
+					 		}
+
+					 		//Check other blocks?
+
+					 		if((closesttarget==person[i].pathnum)||closesttarget==-1){
+
+					 			beginx=person[i].whichblockx-2;
+
+								if(beginx<0)beginx=0;
+
+								beginz=person[i].whichblocky-2;
+
+								if(beginz<0)beginz=0;
+
+								
+
+								endx=person[i].whichblockx+2;
+
+								if(endx>num_blocks-1)endx=num_blocks-1;
+
+								endz=person[i].whichblocky+2;
+
+								if(endz>num_blocks-1)endz=num_blocks-1;
+
+								
+
+								leastdistance=2000000;
+
+					 			for(int l=beginx;l<=endx;l++){
+
+									for(int m=beginx;m<=endx;m++){
+
+								 		if(l!=person[i].whichblockx||m!=person[i].whichblocky){
+
+								 		for(int j=0;j<path.vertexNum;j++){
+
+								 			person[i].pathtarget.x=path.vertex[j].x;
+
+											person[i].pathtarget.y=path.vertex[j].y;
+
+											person[i].pathtarget.z=path.vertex[j].z;		
+
+											person[i].pathtarget*=person[i].pathsize;
+
+											person[i].pathtarget.x+=l*block_spacing;
+
+											person[i].pathtarget.z+=m*block_spacing;
+
+											if(findDistancefast(person[i].playercoords,person[i].pathtarget)<leastdistance&&findDistancefast(person[i].pathtarget,person[person[i].killtarget].playercoords)<findDistancefast(person[i].playercoords,person[person[i].killtarget].playercoords)&&j!=1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[l][m])==-1&&blocksimple.LineCheck2(person[i].playercoords,person[i].pathtarget,&blah,move,cityrotation[person[i].whichblockx][person[i].whichblocky])==-1){
+
+												leastdistance=findDistancefast(person[i].playercoords,person[i].pathtarget);
+
+												closesttarget=j;
+
+												finaltarget=person[i].pathtarget;
+
+												person[i].whichblockx=l;
+
+												person[i].whichblocky=m;
+
+					 						}
+
+								 		}
+
+								 		}
+
+								 	}
+
+								 }
+
+					 		}
+
+					 		if(closesttarget!=-1){
+
+					 			person[i].onpath=1;
+
+								person[i].pathnum=closesttarget;
+
+								person[i].pathtarget=finaltarget;
+
+							}
+
+							}
+
+							//Check killtargetvisible
+
+							person[i].killtargetvisible=1;
+
+							if(person[person[i].killtarget].health<=0)person[i].killtargetvisible=0;
+
+							if(closesttarget!=-1&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>30000)person[i].killtargetvisible=0;
+
+					 		if(person[i].killtarget==0&&visions==1)person[i].killtargetvisible=0;
+
+					 		if(person[i].killtargetvisible){
+
+						 		beginx=person[i].whichblockx-2;
+
+								if(beginx<0)beginx=0;
+
+								beginz=person[i].whichblocky-2;
+
+								if(beginz<0)beginz=0;
+
+								
+
+								endx=person[i].whichblockx+2;
+
+								if(endx>num_blocks-1)endx=num_blocks-1;
+
+								endz=person[i].whichblocky+2;
+
+								if(endz>num_blocks-1)endz=num_blocks-1;
+
+								
+
+						 		for(int l=beginx;l<=endx;l++){
+
+									for(int m=beginx;m<=endx;m++){
+
+								 		move.x=l*block_spacing;
+
+										move.z=m*block_spacing;
+
+										move.y=-3;
+
+										if(person[i].killtargetvisible){
+
+									 		if(blocksimple.LineCheck2(person[i].playercoords,person[person[i].killtarget].playercoords,&blah,move,cityrotation[l][m])!=-1)
+
+				 							{
+
+				 								person[i].killtargetvisible=0;
+
+				 							}
+
+				 						}
+
+								 	}
+
+								 }
+
+								}
+
+								if(person[i].type==eviltype){
+
+									 if(!person[i].killtargetvisible&&person[i].targetanimation==idleanim){
+
+									 	person[i].targetanimation=joganim;
+
+									 }
+
+									 if(!person[i].killtargetvisible){
+
+									 	person[i].aiming=0;
+
+									 }
+
+									 if(person[i].killtargetvisible){
+
+									 	person[i].onpath=0;
+
+									 	person[i].lastdistancevictim=200000;
+
+									 	person[i].pathnum=-1;
+
+									 	if(person[i].whichgun==nogun){
+
+									 		person[i].whichgun=possiblegun[abs(Random()%numpossibleguns)];
+
+									 		person[i].reloads[person[i].whichgun]=1;
+
+									 		if(person[i].whichgun==knife)person[i].speedmult=.8+.5*difficulty;
+
+									 	}
+
+									 	if(person[i].aiming==0)person[i].shotdelay=shotdelayamount/difficulty;
+
+									 	person[i].aiming=1;
+
+									 	if(person[i].reloading>0)person[i].aiming=0;
+
+									 	if(person[i].whichgun==handgun1||person[i].whichgun==handgun2)person[i].playerrotation2=-10;
+
+									 	if(person[i].whichgun==assaultrifle||person[i].whichgun==sniperrifle||person[i].whichgun==shotgun)person[i].playerrotation2=20;
+
+									 	tooclose=1300;
+
+									 	toofar=3000;
+
+									 	if(person[i].whichgun==shotgun){
+
+									 		tooclose=1400;
+
+									 		toofar=5000;
+
+									 	}
+
+									 	if(person[i].whichgun==assaultrifle){
+
+									 		tooclose=5000;
+
+									 		toofar=9000;
+
+									 	}
+
+									 	if(person[i].whichgun==sniperrifle){
+
+									 		tooclose=10000;
+
+									 		toofar=20000;
+
+									 	}
+
+									 	if(person[i].whichgun==knife){
+
+									 		tooclose=20;
+
+									 		toofar=20000;
+
+									 	}
+
+									 	if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>toofar)
+
+										 	person[i].targetanimation=joganim;
+
+									 	if((findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=tooclose&&person[person[i].killtarget].skeleton.free==0)||(tooclose>200&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=200)||(tooclose<=200&&findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<tooclose)){
+
+									 		if(person[i].targetanimation!=idleanim){
+
+										 		person[i].targetanimation=idleanim;
+
+												person[i].targetframe=0;
+
+												person[i].target=0;
+
+											}
+
+											if(person[i].whichgun==knife&&person[person[i].killtarget].health==100){
+
+												murderer=i;
+
+												person[i].attacktarget=0;
+
+												person[i].attackframe=0;
+
+												float gLoc[3];
+
+												gLoc[0]=(camera.position.x+((person[i].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
+
+												gLoc[1]=(camera.position.y+((person[i].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
+
+												gLoc[2]=(camera.position.z+((person[i].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
+
+												if(person[person[i].killtarget].type!=zombietype)
+
+												{
+
+													alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
+
+													alSourcePlay(gSourceID[knifeslashsound]);
+
+													person[person[i].killtarget].bjoint1=&person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[neck]];
+
+													person[person[i].killtarget].bjoint2=&person[person[i].killtarget].skeleton.joints[person[person[i].killtarget].skeleton.jointlabels[neck]];
+
+													person[person[i].killtarget].bleeding=1;
+
+													person[person[i].killtarget].bleeddelay=1;
+
+													person[person[i].killtarget].health-=20;
+
+													person[person[i].killtarget].targetanimation=chestpainanim;
+
+													person[person[i].killtarget].targetframe=0;
+
+													person[person[i].killtarget].target=0;
+
+													person[person[i].killtarget].longdead=1;
+
+												}
+
+											}
+
+										}
+
+									 	finaltarget=person[person[i].killtarget].playercoords;
+
+									 }
+
+								}
+
+								if(person[i].type==zombietype&&person[person[i].killtarget].health>0){
+
+									 if(!person[i].killtargetvisible&&person[i].targetanimation==idleanim){
+
+									 	person[i].targetanimation=zombiejoganim;
+
+									 }
+
+									 if(!person[i].killtargetvisible){
+
+									 	person[i].aiming=0;
+
+									 }
+
+									 if(person[i].killtargetvisible){
+
+									 	person[i].onpath=0;
+
+									 	person[i].lastdistancevictim=200000;
+
+									 	person[i].pathnum=-1;
+
+									 	if(person[i].aiming==0)person[i].shotdelay=shotdelayamount/difficulty;
+
+									 	if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)>20||person[i].targetanimation!=idleanim)
+
+										 	person[i].targetanimation=zombiejoganim;
+
+									 	if(findDistancefast(person[i].playercoords, person[person[i].killtarget].playercoords)<=20){
+
+									 		murderer=i;
+
+									 		person[person[i].killtarget].health=0;
+
+									 		person[person[i].killtarget].eaten=i;
+
+										}
+
+									 	finaltarget=person[person[i].killtarget].playercoords;
+
+									 }
+
+								}
+
+							 if(person[i].killtargetvisible||realcheck)person[i].pathtarget=finaltarget;
+
+							 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;
+
+							Normalise(&towards);
+
+							person[i].playerrotation=asin(0-towards.x)*360/6.28;
+
+							if(towards.z>0)person[i].playerrotation=180-person[i].playerrotation;
+
+						}
+
+					}
+
+			 	}
+
+			 	person[i].whichblockx=((person[i].playercoords.x+block_spacing/2)/block_spacing);
+
+			 	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;
+
+			 	//Death by bleeding/shock
+
+		 		if(person[i].health<=0){
+
+		 			person[i].skeleton.offset=0;
+
+					person[i].skeleton.free=1;
+
+					person[i].longdead=1;
+
+					for(int j=0;j<person[i].skeleton.num_joints;j++){
+
+						person[i].skeleton.joints[j].position+=person[i].skeleton.joints[j].offset;
+
+						person[i].skeleton.joints[j].position=DoRotation(person[i].skeleton.joints[j].position,0,person[i].playerrotation,0);
+
+						person[i].skeleton.joints[j].position+=person[i].playercoords;
+
+						person[i].skeleton.joints[j].realoldposition=person[i].skeleton.joints[j].position;
+
+						person[i].skeleton.joints[j].velocity=DoRotation(person[i].skeleton.joints[j].velocity,0,person[i].playerrotation,0);
+
+						person[i].skeleton.joints[j].velocity+=person[i].velocity;
+
+						person[i].skeleton.joints[j].velocity+=person[i].facing*4;
+
+					}
+
+				}
+
+			 }
+
+		 	//Rag doll
+
+			if(person[i].skeleton.free==1&&person[i].longdead>0){
+
+				person[i].whichblockx=((person[i].skeleton.joints[0].position.x+block_spacing/2)/block_spacing);
+
+				person[i].whichblocky=((person[i].skeleton.joints[0].position.z+block_spacing/2)/block_spacing);
+
+				move=0;
+
+				move.x=person[i].whichblockx*block_spacing;
+
+				move.z=person[i].whichblocky*block_spacing;
+
+				person[i].skeleton.DoGravity();
+
+				if(person[i].averageloc.y<=50)person[i].skeleton.DoConstraints(&blocksimplecollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
+
+				if(person[i].averageloc.y>50)person[i].skeleton.DoConstraints(&blockcollide[citytype[person[i].whichblockx][person[i].whichblocky]],&move,cityrotation[person[i].whichblockx][person[i].whichblocky]*90);
+
+				person[i].oldaverageloc=person[i].averageloc;
+
+				person[i].averageloc=0;
+
+				for(int j=0;j<person[i].skeleton.num_joints;j++){
+
+					person[i].averageloc+=person[i].skeleton.joints[j].position;
+
+				}
+
+				person[i].averageloc/=person[i].skeleton.num_joints;
+
+				person[i].playercoords=person[i].averageloc;
+
+				if(person[i].longdead<multiplier/2&&person[i].longdead>0)person[i].DrawSkeleton(i);
+
+				if(findDistancefast(person[i].averageloc,person[i].oldaverageloc)<.2*multiplier)person[i].longdead-=multiplier/2;
+
+			}
+
+			if(person[i].skeleton.free==1&&person[i].longdead<=0&&person[i].health>0&&person[i].longdead!=-1){
+
+				person[i].longdead=1;
+
+				person[i].skeleton.free=0;
+
+				person[i].currentanimation=lyinganim;
+
+				person[i].target=0;
+
+				person[i].targetframe=0;
+
+				//Get up from front or back?
+
+				if(person[i].skeleton.forward.y>0)
+
+				person[i].targetanimation=getupfrontanim;
+
+				else
+
+				person[i].targetanimation=getupbackanim;
+
+				//Find playercoords
+
+				person[i].playercoords=person[i].averageloc;
+
+				for(int j=0;j<person[i].skeleton.num_joints;j++){
+
+					if(person[i].skeleton.joints[j].position.y>person[i].playercoords.y)person[i].playercoords.y=person[i].skeleton.joints[j].position.y;
+
+				}
+
+				//Find orientation
+
+				XYZ firsttop=person[i].skeleton.joints[person[i].skeleton.jointlabels[neck]].position-person[i].skeleton.joints[person[i].skeleton.jointlabels[groin]].position;
+
+			 	Normalise(&firsttop);
+
+				person[i].playerrotation=acos(0-firsttop.z);
+
+				person[i].playerrotation*=360/6.28;
+
+				if(0>firsttop.x)person[i].playerrotation=360-person[i].playerrotation;
+
+				person[i].playerrotation*=-1;
+
+				person[i].playervelocity=0;
+
+				if(person[i].targetanimation==getupfrontanim)person[i].playerrotation+=180;
+
+				for(int j=0;j<person[i].skeleton.num_joints;j++){
+
+					person[i].tempanimation.position[j][0]=person[i].skeleton.joints[j].position-person[i].playercoords;
+
+					person[i].tempanimation.position[j][0]=DoRotation(person[i].tempanimation.position[j][0],0,-person[i].playerrotation,0);
+
+				}
+
+			}
+
+		}
+
+		
+
+		//Grenade
+
+		if(Button()&&person[0].whichgun==grenade&&person[0].ammo>0&&person[0].reloading<=0&&person[0].attackframe<0&&person[0].targetanimation!=crouchanim){
+
+			if(person[0].grenphase==0){
+
+				XYZ soundsource=DoRotation(person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]].position,0,person[0].playerrotation,0)+person[0].playercoords;
+
+				float gLoc[3];
+
+				gLoc[0]=soundsource.x/soundscalefactor;
+
+				gLoc[1]=soundsource.y/soundscalefactor;
+
+				gLoc[2]=soundsource.z/soundscalefactor;
+
+				alSourcefv(gSourceID[pinpullsound], AL_POSITION, gLoc);
+
+				alSourcePlay(gSourceID[pinpullsound]);
+
+				person[0].grenphase=1;
+
+			}
+
+		}
+
+		if((!Button())&&person[0].whichgun==grenade){
+
+			if(person[0].grenphase==1){
+
+				person[0].grenphase=0;
+
+				person[0].attackframe=0;
+
+				person[0].attacktarget=0;
+
+				person[0].killtarget=0;
+
+			}
+
+		}
+
+		if(person[0].targetanimation==crouchanim){
+
+			if(person[0].grenphase==1){
+
+				person[0].grenphase=0;
+
+				XYZ soundsource=DoRotation(person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]].position,0,person[0].playerrotation,0)+person[0].playercoords;
+
+				float gLoc[3];
+
+				gLoc[0]=soundsource.x/soundscalefactor;
+
+				gLoc[1]=soundsource.y/soundscalefactor;
+
+				gLoc[2]=soundsource.z/soundscalefactor;
+
+				alSourcefv(gSourceID[pinreplacesound], AL_POSITION, gLoc);
+
+				alSourcePlay(gSourceID[pinreplacesound]);
+
+			}
+
+		}
+
+		
+
+		//Get gun
+
+		int temp;
+
+		int temp2;
+
+		bool switched=0;
+
+		if(Button()&&!oldbutton&&(person[0].aiming==0||person[0].whichgun==grenade||person[0].whichgun==nogun||person[0].whichgun==knife)&&person[0].currentanimation==crouchanim){
+
+			for(int i=0;i<max_people;i++){
+
+				if(!switched&&person[i].skeleton.free==1&&findDistancefast(person[0].playercoords,person[i].averageloc)<200){
+
+					float gLoc[3];
+
+					gLoc[0]=person[0].playercoords.x/soundscalefactor;
+
+					gLoc[1]=person[0].playercoords.y/soundscalefactor;
+
+					gLoc[2]=person[0].playercoords.z/soundscalefactor;
+
+
+
+					alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
+
+					alSourcePlay(gSourceID[clicksound]);
+
+
+
+					temp=person[0].whichgun;
+
+					temp2=person[0].ammo;
+
+					person[0].whichgun=person[i].whichgun;
+
+					person[0].ammo=person[i].ammo;
+
+					person[i].whichgun=temp;
+
+					person[i].ammo=temp2;
+
+					person[0].aiming=1;
+
+					person[0].aimamount=0;
+
+					
+
+					switched=1;
+
+				}
+
+			}
+
+		}
+
+		
+
+		//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){
+
+			if(person[0].targetanimation==idleanim||person[0].targetanimation==walkanim){
+
+				bool attacking=0;
+
+				person[0].killtarget=-1;
+
+				float closedistance=-1;
+
+				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){
+
+						attacking=1;
+
+						if(person[0].killtarget==-1||findDistancefast(person[i].playercoords,person[0].playercoords)<closedistance){
+
+							person[0].killtarget=i;
+
+							closedistance=findDistancefast(person[i].playercoords,person[0].playercoords);
+
+						}
+
+					}
+
+				}
+
+				if(attacking){
+
+					score+=150;
+
+					person[0].aiming=1;
+
+					person[0].whichgun=person[person[0].killtarget].whichgun;
+
+					person[0].ammo=person[person[0].killtarget].ammo;
+
+					person[person[0].killtarget].whichgun=nogun;
+
+					person[person[0].killtarget].killtarget=-1;
+
+					person[0].targetframe=0;
+
+					person[0].targetanimation=throwanim;
+
+					person[0].target=1;
+
+					person[0].speed=1;
+
+					person[person[0].killtarget].targetframe=0;
+
+					person[person[0].killtarget].targetanimation=thrownanim;
+
+					person[person[0].killtarget].target=1;
+
+					person[person[0].killtarget].playercoords=person[0].playercoords;
+
+					person[person[0].killtarget].playerrotation=person[0].playerrotation;
+
+					person[person[0].killtarget].speed=person[0].speed;
+
+					person[person[0].killtarget].speedmult=1;
+
+				}
+
+			}
+
+		}
+
+		
+
+		//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){
+
+			if(person[0].attackframe==-1||person[person[0].killtarget].skeleton.free==1){
+
+				bool attacking=0;
+
+				person[0].killtarget=-1;
+
+				float closedistance=-1;
+
+				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){
+
+						if(person[0].killtarget==-1||findDistancefast(person[i].playercoords,person[0].playercoords)<closedistance){
+
+							attacking=1;
+
+							person[0].killtarget=i;
+
+							closedistance=findDistancefast(person[i].playercoords,person[0].playercoords);
+
+						}
+
+					}
+
+				}
+
+				if(attacking){
+
+					person[0].attacktarget=0;
+
+					person[0].attackframe=0;
+
+				}
+
+				whacked=0;
+
+			}
+
+		}
+
+		
+
+		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)){
+
+				float gLoc[3];
+
+				gLoc[0]=(camera.position.x+((person[0].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
+
+				gLoc[1]=(camera.position.y+((person[0].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
+
+				gLoc[2]=(camera.position.z+((person[0].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
+
+				if(person[person[0].killtarget].type!=zombietype)
+
+				{
+
+					if(person[0].whichgun!=knife){
+
+						alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[headwhacksound]);
+
+					}
+
+					if(person[0].whichgun==knife){
+
+						alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[knifeslashsound]);
+
+						person[person[0].killtarget].bjoint1=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
+
+						person[person[0].killtarget].bjoint2=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
+
+						person[person[0].killtarget].bleeding=1;
+
+						person[person[0].killtarget].bleeddelay=1;
+
+						person[0].bjoint1=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
+
+						person[0].bjoint2=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
+
+						person[0].bleeding=1;
+
+						person[0].bleeddelay=1;
+
+						velocity=DoRotation(flatfacing,0,70,0)*50+person[0].velocity*2;
+
+						velocity.y+=30;
+
+						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*.3, 2);
+
+						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);					
+
+					}
+
+					person[person[0].killtarget].health-=100;
+
+					person[person[0].killtarget].skeleton.free=1;
+
+					person[person[0].killtarget].longdead=1;
+
+					for(int j=0;j<person[person[0].killtarget].skeleton.num_joints;j++){
+
+						person[person[0].killtarget].skeleton.joints[j].position=DoRotation(person[person[0].killtarget].skeleton.joints[j].position,0,person[person[0].killtarget].playerrotation,0);
+
+						person[person[0].killtarget].skeleton.joints[j].position+=person[person[0].killtarget].playercoords;
+
+						person[person[0].killtarget].skeleton.joints[j].realoldposition=person[person[0].killtarget].skeleton.joints[j].position;
+
+						person[person[0].killtarget].skeleton.joints[j].velocity=person[person[0].killtarget].velocity;
+
+						person[person[0].killtarget].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
+
+						person[person[0].killtarget].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
+
+						person[person[0].killtarget].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
+
+					}
+
+					if(person[0].whichgun!=knife){
+
+						person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=DoRotation(flatfacing,0,40,0)*50;
+
+						person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=person[0].velocity*2;
+
+					}
+
+				}
+
+				else
+
+				{
+
+					if(whacked==0){
+
+						whacked=1;
+
+						if(person[0].whichgun!=knife){
+
+							alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+
+							alSourcePlay(gSourceID[headwhacksound]);
+
+						}
+
+						if(person[0].whichgun==knife){
+
+							alSourcefv(gSourceID[knifeslashsound], AL_POSITION, gLoc);
+
+							alSourcePlay(gSourceID[knifeslashsound]);
+
+							person[person[0].killtarget].bjoint1=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
+
+							person[person[0].killtarget].bjoint2=&person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[neck]];
+
+							person[person[0].killtarget].bleeding=1;
+
+							person[person[0].killtarget].bleeddelay=1;
+
+							person[0].bjoint1=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
+
+							person[0].bjoint2=&person[0].skeleton.joints[person[0].skeleton.jointlabels[righthand]];
+
+							person[0].bleeding=1;
+
+							person[0].bleeddelay=1;
+
+							velocity=DoRotation(flatfacing,0,70,0)*50+person[0].velocity*2;
+
+							velocity.y+=30;
+
+							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*.3, 2);
+
+							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);					
+
+						}
+
+						person[person[0].killtarget].health-=200;
+
+						person[person[0].killtarget].maxhealth-=20;
+
+						person[person[0].killtarget].skeleton.free=1;
+
+						person[person[0].killtarget].longdead=1;
+
+						for(int j=0;j<person[person[0].killtarget].skeleton.num_joints;j++){
+
+							person[person[0].killtarget].skeleton.joints[j].position=DoRotation(person[person[0].killtarget].skeleton.joints[j].position,0,person[person[0].killtarget].playerrotation,0);
+
+							person[person[0].killtarget].skeleton.joints[j].position+=person[person[0].killtarget].playercoords;
+
+							person[person[0].killtarget].skeleton.joints[j].realoldposition=person[person[0].killtarget].skeleton.joints[j].position;
+
+							person[person[0].killtarget].skeleton.joints[j].velocity=person[person[0].killtarget].velocity;
+
+							person[person[0].killtarget].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
+
+							person[person[0].killtarget].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
+
+							person[person[0].killtarget].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
+
+						}
+
+						if(person[0].whichgun!=knife){
+
+							person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=DoRotation(flatfacing,0,40,0)*50;
+
+							person[person[0].killtarget].skeleton.joints[person[person[0].killtarget].skeleton.jointlabels[head]].velocity+=person[0].velocity*2;
+
+						}
+
+					}
+
+				}
+
+			}
+
+		}
+
+		
+
+		//Tackle
+
+		if(person[0].currentanimation==diveanim&&visions==0){
+
+			for(int i=1;i<numpeople;i++){				
+
+				if(person[i].skeleton.free<1&&findDistancefast(person[i].playercoords,person[0].playercoords+flatfacing)<22){
+
+					float gLoc[3];
+
+					gLoc[0]=(camera.position.x+((person[0].playercoords.x+flatfacing.x)-camera.position.x)/2)/soundscalefactor;
+
+					gLoc[1]=(camera.position.y+((person[0].playercoords.y+flatfacing.y)-camera.position.y)/2)/soundscalefactor;
+
+					gLoc[2]=(camera.position.z+((person[0].playercoords.z+flatfacing.z)-camera.position.z)/2)/soundscalefactor;
+
+					alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+
+					alSourcePlay(gSourceID[headwhacksound]);
+
+					person[i].skeleton.free=1;
+
+					person[i].longdead=1;
+
+					for(int j=0;j<person[i].skeleton.num_joints;j++){
+
+						person[i].skeleton.joints[j].position=DoRotation(person[i].skeleton.joints[j].position,0,person[i].playerrotation,0);
+
+						person[i].skeleton.joints[j].position+=person[i].playercoords;
+
+						person[i].skeleton.joints[j].realoldposition=person[i].skeleton.joints[j].position;
+
+						person[i].skeleton.joints[j].velocity=person[0].velocity;
+
+						person[i].skeleton.joints[j].velocity.y=-10;
+
+						person[i].skeleton.joints[j].velocity.x+=abs(Random()%10)-5;
+
+						person[i].skeleton.joints[j].velocity.y+=abs(Random()%10)-5;
+
+						person[i].skeleton.joints[j].velocity.z+=abs(Random()%10)-5;
+
+					}
+
+				}
+
+			}
+
+		}
+
+		
+
+		//Fire/wing
+
+		XYZ wallhit;
+
+		XYZ start;
+
+		XYZ finalwallhit;
+
+		bool firing;
+
+		float inaccuracy = 0.0;
+
+		int numshots;
+
+		XYZ hitnorm;
+
+		XYZ hitmove;
+
+		int hitpoly=0;
+
+		float hitrotation = 0.0f;
+
+		Model *model = NULL;
+
+		for(int j=0;j<numpeople;j++){
+
+			if(person[j].type==playertype||person[j].type==eviltype){
+
+			firing=0;
+
+			if(person[j].ammo>0&&person[j].reloading<=0&&person[j].targetanimation!=joganim){
+
+				if(Button()&&!oldbutton&&j==0)firing=1;
+
+				if(j!=0)firing=0;
+
+				if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible&&person[j].shotdelay<0)firing=1;
+
+				if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible&&person[j].shotdelay>0)person[j].shotdelay-=multiplier*.9;
+
+				if(person[j].skeleton.free==1||person[j].targetanimation==getupfrontanim||person[j].targetanimation==getupbackanim)person[j].shotdelay=shotdelayamount/difficulty;
+
+				if(j!=0&&person[j].whichgun!=nogun&&person[j].whichgun!=knife&&person[j].killtargetvisible)person[j].aiming=1;
+
+				if(person[0].whichgun!=assaultrifle)oldbutton=1;
+
+			}
+
+			if(person[j].ammo==0&&person[j].reloads[person[j].whichgun]>0){
+
+				person[j].ammo=-1;
+
+				person[j].aiming=0;
+
+				firing=0;
+
+			}
+
+			if(person[0].ammo<=0&&Button()&&!oldbutton&&person[0].targetanimation!=joganim&&person[0].whichgun!=nogun&&person[0].whichgun!=knife&&person[0].whichgun!=grenade&&person[0].aiming){
+
+				oldbutton=1;
+
+				float gLoc[3];
+
+				gLoc[0]=person[0].playercoords.x/soundscalefactor;
+
+				gLoc[1]=person[0].playercoords.y/soundscalefactor;
+
+				gLoc[2]=person[0].playercoords.z/soundscalefactor;
+
+
+
+				alSourcefv(gSourceID[clicksound], AL_POSITION, gLoc);
+
+				alSourcePlay(gSourceID[clicksound]);
+
+			}
+
+			if(j==0&&visions==1&&firing){
+
+				firing=0;
+
+				alSourcePlay(gSourceID[soulinsound]);
+
+			}
+
+			if(person[j].aimamount<1)firing=0;
+
+			if(firing){
+
+				if(person[j].whichgun==handgun1||person[j].whichgun==handgun2)inaccuracy=8;
+
+				if(person[j].whichgun==assaultrifle)inaccuracy=6;
+
+				if(person[j].whichgun==sniperrifle)inaccuracy=2;
+
+				if(person[j].whichgun==shotgun)inaccuracy=6;
+
+				if(person[person[j].killtarget].skeleton.free==1)inaccuracy*=3;
+
+
+
+				person[j].shotdelay=shotdelayamount/difficulty;
+
+				if(person[j].aiming>=1&&person[j].recoil<=0){
+
+					//Firing
+
+					person[j].litup=1;
+
+					person[j].recoil=1;
+
+					XYZ end, aim, oldend;
+
+					HitStruct hitstruct,temphitstruct;
+
+					float olddistance = 0.0f;
+
+					float distance = 0.0f;
+
+					float totalarea = 0.0f;
+
+					int whichhit=-1;
+
+					if(person[j].whichgun==shotgun)numshots=7;
+
+					if(person[j].whichgun!=shotgun)numshots=1;
+
+					if(person[j].whichgun!=grenade)person[j].ammo--;
+
+					for(int p=0;p<numshots;p++){
+
+					if(!zoom||j!=0){
+
+						if(person[j].whichgun==assaultrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation-2.5,0);
+
+						if(person[j].whichgun==sniperrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
+
+						if(person[j].whichgun==shotgun)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,2+(float)(Random()%1000)/500,0,0);
+
+						if(person[j].whichgun==shotgun)aim=DoRotation(aim,0,person[j].playerrotation-1+(float)(Random()%1000)/500,0);
+
+						if(person[j].whichgun==handgun1&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun1&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun2&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun2&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
+
+						if(j!=0&&person[person[j].killtarget].skeleton.free==0)aim=(DoRotation(person[person[j].killtarget].skeleton.joints[person[person[j].killtarget].skeleton.jointlabels[abdomen]].position,0,person[person[j].killtarget].playerrotation,0)+person[person[j].killtarget].playercoords)-(DoRotation(person[j].skeleton.joints[person[j].skeleton.jointlabels[lefthand]].position,0,person[j].playerrotation,0)+person[j].playercoords);
+
+						if(j!=0&&person[person[j].killtarget].skeleton.free!=0)aim=person[person[j].killtarget].skeleton.joints[person[person[j].killtarget].skeleton.jointlabels[abdomen]].position-(DoRotation(person[j].skeleton.joints[person[j].skeleton.jointlabels[lefthand]].position,0,person[j].playerrotation,0)+person[j].playercoords);
+
+						if(j!=0)aim=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),(float)(abs(Random()%2000))/2000*inaccuracy-inaccuracy/2,(float)(abs(Random()%2000))/2000*inaccuracy-inaccuracy/2,0),0,person[j].playerrotation,0);
+
+					}
+
+					if(zoom&&j==0){
+
+						start=camera.position;
+
+						aim=facing;
+
+					}
+
+					Normalise(&aim);
+
+					if(person[j].whichgun==sniperrifle){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						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;
+
+						gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
+
+						alSourcefv(gSourceID[riflesound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[riflesound]);
+
+						if(j==0){
+
+							if(person[j].currentanimation!=crouchanim)camera.rotation2-=7;
+
+							if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
+
+						}
+
+					}
+
+					if(person[j].whichgun==shotgun){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						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;
+
+						gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
+
+						gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
+
+						alSourcefv(gSourceID[shotgunsound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[shotgunsound]);
+
+						if(j==0){
+
+							if(person[j].currentanimation!=crouchanim)camera.rotation2-=7;
+
+							if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
+
+						}
+
+						}
+
+					}
+
+					if(person[j].whichgun==handgun1){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
+
+						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;
+
+						gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
+
+						alSourcefv(gSourceID[pistol1sound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[pistol1sound]);
+
+						if(j==0){
+
+							if(person[j].currentanimation!=crouchanim)camera.rotation2-=6;
+
+							if(person[j].currentanimation==crouchanim)camera.rotation2-=4;
+
+						}
+
+					}
+
+					if(person[j].whichgun==handgun2){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
+
+						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;
+
+						gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
+
+						alSourcefv(gSourceID[pistol2sound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[pistol2sound]);
+
+						if(j==0){
+
+							if(person[j].currentanimation!=crouchanim)camera.rotation2-=5;
+
+							if(person[j].currentanimation==crouchanim)camera.rotation2-=3;
+
+						}
+
+					}
+
+					if(person[j].whichgun==assaultrifle){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						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;
+
+						gLoc[1]=(camera.position.y+(start.y-camera.position.y)/4)/soundscalefactor;
+
+						gLoc[2]=(camera.position.z+(start.z-camera.position.z)/4)/soundscalefactor;
+
+						alSourcefv(gSourceID[machinegunsound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[machinegunsound]);
+
+						if(j==0){
+
+							if(person[j].currentanimation!=crouchanim){
+
+								camera.rotation2-=2.3;
+
+								camera.rotation+=(float)(Random()%100)/50;
+
+							}
+
+							if(person[j].currentanimation==crouchanim){
+
+								camera.rotation2-=1.5;
+
+								camera.rotation+=(float)(Random()%100)/60;
+
+							}
+
+						}
+
+					}
+
+					end=start+aim*1000;
+
+					if(debug){
+
+					if(IsKeyDown(theKeyMap, MAC_G_KEY)&&j==0){
+
+						sprites.MakeSprite(grenadesprite, 1, 1, 1, 1, start, aim*200, 1.01);
+
+					}
+
+					}
+
+					if(!IsKeyDown(theKeyMap, MAC_G_KEY)||j!=0||!debug){
+
+					int bulletstrength=1;
+
+					int firstpass=-1;
+
+					bool penetrate;
+
+					for(int m=0;m<bulletstrength;m++){
+
+						//People
+
+						whichhit=-1;
+
+						for(int i=0;i<numpeople;i++){
+
+							if(i!=j&&i!=firstpass&&person[i].existing){
+
+								temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);	
+
+								if(temphitstruct.collision){
+
+									distance=findDistancefast(start,temphitstruct.hitlocation);
+
+									if(distance<olddistance||whichhit==-1){
+
+										end=temphitstruct.hitlocation;
+
+										olddistance=distance;
+
+										hitstruct=temphitstruct;
+
+										whichhit=i;
+
+									}
+
+								}
+
+							}
+
+						}
+
+						//Blocks
+
+						wallhit=0;
+
+						beginx=(person[j].playercoords.x+block_spacing/2)/block_spacing-3;
+
+						if(beginx<0)beginx=0;
+
+						beginz=(person[j].playercoords.z+block_spacing/2)/block_spacing-3;
+
+						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;
+
+						endz=(person[j].playercoords.z+block_spacing/2)/block_spacing+3;
+
+						if(endz>num_blocks-1)endz=num_blocks-1;
+
+						
+
+						if(beginx<endx&&beginz<endz)
+
+						finalwallhit=0;
+
+						for(int i=beginx;i<=endx;i++)
+
+							for(int j=beginz;j<=endz;j++){
+
+								move=0;
+
+								move.x=i*block_spacing;
+
+								move.z=j*block_spacing;
+
+								whichtri=blocks[citytype[i][j]].LineCheck2(start,end,&wallhit,move,cityrotation[i][j]*90);
+
+								if(whichtri!=-1){
+
+									whichhit=-1;
+
+									end=wallhit;
+
+									finalwallhit=wallhit;
+
+									hitnorm=DoRotation(blocks[citytype[i][j]].normals[whichtri],0,cityrotation[i][j]*90,0);
+
+									hitmove=move;
+
+									hitrotation=cityrotation[i][j]*90;
+
+									hitpoly=whichtri;
+
+									model=&blocks[citytype[i][j]];
+
+									if(j==0&&blocks[citytype[i][j]].normals[whichtri].y>.9)bulletstrength=2;
+
+								}
+
+							}
+
+						wallhit=0;
+
+						wallhit.x=camera.position.x;
+
+						wallhit.z=camera.position.z;
+
+						whichtri=Bigstreet.LineCheck2(start,end,&wallhit,wallhit,0);
+
+						if(whichtri!=-1){
+
+							end.y-=.5;
+
+							end=wallhit;
+
+							finalwallhit=wallhit;
+
+							bulletstrength=2;
+
+							hitnorm=0;
+
+							hitnorm.y=1;
+
+							hitmove=0;
+
+							hitrotation=0;
+
+						}
+
+						if(m==0){
+
+							if(j==0&&slomo==2){
+
+								soundscalefactor=soundscalefactordefault;
+
+								alSourceStop(gSourceID[whichsong]);
+
+								alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
+
+								alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
+
+								if(person[0].whichgun==knife)whichsong=knifesong;
+
+								if(person[0].whichgun!=knife)whichsong=shootsong;
+
+								if(type==zombie_type)whichsong=zombiesong;
+
+								alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+								alSourcePlay(gSourceID[whichsong]);
+
+								alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+								alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+								slomo=0;
+
+								if(whichhit==-1)alSourcePlay(gSourceID[disguisekillsound]);
+
+								flashamount=.5;
+
+								flashr=1;flashg=1;flashb=1;
+
+							}
+
+						}
+
+						//Impact
+
+						oldend=end;
+
+						//with person
+
+						if(whichhit!=-1&&whichhit!=firstpass){
+
+							if(j==0)person[whichhit].dead=1;
+
+							if(whichhit==1){
+
+								murderer=j;
+
+							}
+
+							if(person[whichhit].health==100&&j==0){
+
+								if(person[whichhit].type==civiliantype)civkills++;
+
+								if(person[whichhit].type==eviltype)goodkills++;
+
+							}
+
+							if(person[whichhit].health==100&&j!=0){
+
+								badkills++;
+
+							}
+
+							//penetrate
+
+								penetrate=abs(Random()%2)==1;
+
+								if(numshots>1)penetrate=0;
+
+								if(penetrate){bulletstrength=2;
+
+								firstpass=whichhit;
+
+								end=start+aim*1000;}
+
+							if(person[j].whichgun==assaultrifle)person[whichhit].health-=20;
+
+							if(person[j].whichgun==assaultrifle&&person[whichhit].type==zombietype)person[whichhit].health-=60;
+
+							if(person[j].whichgun==handgun1){
+
+								if(person[whichhit].type!=zombietype)person[whichhit].health-=100;
+
+								if(person[whichhit].type==zombietype)person[whichhit].health-=100;
+
+								person[whichhit].DoAnimations(whichhit);
+
+							}
+
+							if(person[j].whichgun==handgun2)person[whichhit].health-=20;
+
+							if(person[j].whichgun==handgun2&&person[whichhit].type==zombietype)person[whichhit].health-=60;
+
+							if(person[j].whichgun==sniperrifle&&m!=0)person[whichhit].health-=30;
+
+							if(person[j].whichgun==shotgun)person[whichhit].health-=60;
+
+							if(person[j].whichgun==sniperrifle&&m==0){
+
+								if(person[whichhit].type!=zombietype)person[whichhit].health-=100;
+
+								if(person[whichhit].type==zombietype)person[whichhit].health-=120;
+
+								person[whichhit].DoAnimations(whichhit);
+
+							}
+
+							if(hitstruct.joint1->modelnum==headmodel&&person[whichhit].type!=zombietype){
+
+								person[whichhit].health-=60;
+
+							}
+
+							if(person[whichhit].type==zombietype)person[whichhit].speedmult-=.05;
+
+							if(person[whichhit].type==zombietype)person[whichhit].maxhealth-=10;
+
+							if(whichhit==0){
+
+								bulletstrength=1;
+
+								person[0].health=100;
+
+								flashr=0;
+
+								flashg=0;
+
+								flashb=0;
+
+								flashamount=1;
+
+								float gLoc[3];
+
+								gLoc[0]=hitstruct.hitlocation.x/soundscalefactor;
+
+								gLoc[1]=hitstruct.hitlocation.y/soundscalefactor;
+
+								gLoc[2]=hitstruct.hitlocation.z/soundscalefactor;
+
+								alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
+
+								alSourcePlay(gSourceID[bodywhacksound]);
+
+							}
+
+							person[whichhit].longdead=1;
+
+							
+
+							if(person[whichhit].health<=0){
+
+								person[whichhit].skeleton.offset=0;
+
+								if(person[whichhit].skeleton.free!=1){
+
+									person[whichhit].skeleton.free=1;
+
+									totalarea=0;
+
+									for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+										person[whichhit].skeleton.joints[j].position=DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0);
+
+										person[whichhit].skeleton.joints[j].position+=person[whichhit].playercoords;
+
+										person[whichhit].skeleton.joints[j].realoldposition=person[whichhit].skeleton.joints[j].position;
+
+										person[whichhit].skeleton.joints[j].velocity=person[whichhit].velocity;
+
+										person[whichhit].skeleton.joints[j].velocity.x+=(float)(abs(Random()%20)-10)/2;
+
+										person[whichhit].skeleton.joints[j].velocity.y+=(float)(abs(Random()%20)-10)/2;
+
+										person[whichhit].skeleton.joints[j].velocity.z+=(float)(abs(Random()%20)-10)/2;
+
+									}
+
+								}
+
+								for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+									if(findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation)<200){
+
+										totalarea+=(200/findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation));
+
+									}
+
+								}
+
+								for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+									if(findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation)<200){
+
+										person[whichhit].skeleton.joints[j].velocity+=aim*((200/findDistancefast(person[whichhit].skeleton.joints[j].position,hitstruct.hitlocation))/totalarea*200);
+
+									}
+
+								}
+
+							}
+
+							if(person[whichhit].health>0){
+
+								if(person[whichhit].killtargetvisible==0&&person[whichhit].type!=zombietype&&person[whichhit].currentanimation!=getupfrontanim&person[whichhit].currentanimation!=getupbackanim){
+
+									if(hitstruct.joint1->modelnum==headmodel)person[whichhit].targetanimation=headpainanim;
+
+									if(hitstruct.joint1->modelnum==chestmodel)person[whichhit].targetanimation=chestpainanim;
+
+									if(hitstruct.joint1->modelnum==abdomenmodel)person[whichhit].targetanimation=stomachpainanim;
+
+									if(hitstruct.joint1->label==rightelbow||hitstruct.joint1->label==rightshoulder||hitstruct.joint1->label==rightwrist||hitstruct.joint1->label==righthand)person[whichhit].targetanimation=rightarmpainanim;
+
+									if(hitstruct.joint1->label==leftelbow||hitstruct.joint1->label==leftshoulder||hitstruct.joint1->label==leftwrist||hitstruct.joint1->label==lefthand)person[whichhit].targetanimation=leftarmpainanim;
+
+									if(hitstruct.joint1->label==rightknee||hitstruct.joint1->label==righthip||hitstruct.joint1->label==rightankle||hitstruct.joint1->label==rightfoot)person[whichhit].targetanimation=rightlegpainanim;
+
+									if(hitstruct.joint1->label==leftknee||hitstruct.joint1->label==lefthip||hitstruct.joint1->label==leftankle||hitstruct.joint1->label==leftfoot)person[whichhit].targetanimation=leftlegpainanim;
+
+									person[whichhit].targetframe=0;
+
+									person[whichhit].target=0;
+
+								}
+
+								person[whichhit].skeleton.offset=1;
+
+								for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+									if(findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation)<200){
+
+										totalarea+=(200/findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation));
+
+									}
+
+								}
+
+								float offsetlength;
+
+								for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+									if(findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation)<200){
+
+										person[whichhit].skeleton.joints[j].offset+=DoRotation(aim*((200/findDistancefast(DoRotation(person[whichhit].skeleton.joints[j].position,0,person[whichhit].playerrotation,0)+person[whichhit].playercoords,hitstruct.hitlocation))/totalarea*10),0,-person[whichhit].playerrotation,0);
+
+									}
+
+									offsetlength=findLengthfast(person[whichhit].skeleton.joints[j].offset);
+
+									if(offsetlength>36){
+
+										Normalise(&person[whichhit].skeleton.joints[j].offset);
+
+										person[whichhit].skeleton.joints[j].offset*=6;
+
+									}
+
+								}
+
+							}
+
+							if(hitstruct.joint1->modelnum==headmodel&&person[whichhit].health<=0){
+
+								for(int j=0;j<person[whichhit].skeleton.num_joints;j++){
+
+									if(&person[whichhit].skeleton.joints[j]==hitstruct.joint1||&person[whichhit].skeleton.joints[j]==hitstruct.joint2){
+
+										if(j!=person[whichhit].skeleton.jointlabels[abdomen]&&j!=person[whichhit].skeleton.jointlabels[groin]&&j!=person[whichhit].skeleton.jointlabels[neck]){
+
+											sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, person[whichhit].skeleton.joints[j].velocity/3, 9);
+
+											sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
+
+											sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
+
+											sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
+
+											sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[whichhit].skeleton.joints[j].position, DoRotation(person[whichhit].skeleton.joints[j].velocity/3,Random()%360,Random()%360,0)/5, 5);
+
+											person[whichhit].skeleton.DeleteJoint(j);
+
+											person[whichhit].skeleton.broken=1;
+
+											person[whichhit].health=-10000;
+
+											person[whichhit].skeleton.joints[j].existing=0;
+
+											if(person[whichhit].type==zombietype)score+=300;
+
+										}
+
+									}
+
+								}
+
+							}
+
+							
+
+							XYZ velocity;
+
+							velocity=aim*-8;
+
+							//blood
+
+							if(!hitstruct.joint1->modelnum==headmodel){
+
+							if(person[j].whichgun==sniperrifle)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 5);
+
+							if(person[j].whichgun==sniperrifle&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
+
+							if(person[j].whichgun==shotgun)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 5);
+
+							if(person[j].whichgun==shotgun&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
+
+							if(person[j].whichgun==assaultrifle)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
+
+							if(person[j].whichgun==assaultrifle&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 7);
+
+							if(person[j].whichgun==handgun1)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
+
+							if(person[j].whichgun==handgun1&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 4);
+
+							if(person[j].whichgun==handgun2)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*0, 3);
+
+							if(person[j].whichgun==handgun2&&penetrate)sprites.MakeSprite(bloodspritenoup, 1, 1, 0, 0, hitstruct.hitlocation, velocity*-3, 4);
+
+							}else{
+
+								sprites.MakeSprite(bloodspritenoup, 1, 1, .2, .2, hitstruct.hitlocation, velocity*0, 6);
+
+								sprites.MakeSprite(bloodspritenoup, 1, 1, .5, .5, hitstruct.hitlocation, velocity*-2, 7);
+
+								sprites.MakeSprite(bloodspritenoup, 1, 1, .2, .2, hitstruct.hitlocation, velocity*-3, 10);
+
+							}
+
+							
+
+							person[whichhit].bjoint1=hitstruct.joint1;
+
+							person[whichhit].bjoint2=hitstruct.joint2;
+
+							person[whichhit].bleeding=1;
+
+							person[whichhit].bleeddelay=1;
+
+							float gLoc[3];
+
+							gLoc[0]=(camera.position.x+(hitstruct.hitlocation.x-camera.position.x)/4)/soundscalefactor;
+
+							gLoc[1]=(camera.position.y+(hitstruct.hitlocation.y-camera.position.y)/4)/soundscalefactor;
+
+							gLoc[2]=(camera.position.z+(hitstruct.hitlocation.z-camera.position.z)/4)/soundscalefactor;
+
+							if(!hitstruct.joint1->modelnum==headmodel){
+
+								if(!thirdperson)alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, 1);
+
+								if(thirdperson)alSourcef(gSourceID[bodyhitsound], AL_MIN_GAIN, .1);
+
+								alSourcefv(gSourceID[bodyhitsound], AL_POSITION, gLoc);
+
+								alSourcePlay(gSourceID[bodyhitsound]);
+
+							}
+
+							if(hitstruct.joint1->modelnum==headmodel){
+
+								if(!thirdperson)alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, 1);
+
+								if(thirdperson)alSourcef(gSourceID[headshotsound], AL_MIN_GAIN, .1);
+
+								alSourcefv(gSourceID[headshotsound], AL_POSITION, gLoc);
+
+								alSourcePlay(gSourceID[headshotsound]);
+
+							}
+
+						}//with wall
+
+						if(oldend==finalwallhit){
+
+							decals.MakeDecal(bullethole, finalwallhit,.7,hitnorm, hitpoly, model, hitmove, hitrotation);
+
+							XYZ velocity;
+
+							velocity=aim*-4;
+
+							velocity=hitnorm*3;
+
+							if(person[j].whichgun==sniperrifle){
+
+								sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 10);
+
+								sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 2);
+
+							}
+
+							if(person[j].whichgun==shotgun){
+
+								sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 5);
+
+								sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, .8);
+
+							}
+
+							if(person[j].whichgun==assaultrifle){
+
+								sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
+
+								sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
+
+							}
+
+							if(person[j].whichgun==handgun1){
+
+								sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
+
+								sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
+
+							}
+
+							if(person[j].whichgun==handgun2){
+
+								sprites.MakeSprite(smokesprite, .4, 1, 1, 1, finalwallhit, velocity, 6);
+
+								sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, finalwallhit, velocity, 1);
+
+							}
+
+							float gLoc[3];
+
+							gLoc[0]=finalwallhit.x/soundscalefactor;
+
+							gLoc[1]=finalwallhit.y/soundscalefactor;
+
+							gLoc[2]=finalwallhit.z/soundscalefactor;
+
+							alSourcefv(gSourceID[wallhitsound], AL_POSITION, gLoc);
+
+							alSourcePlay(gSourceID[wallhitsound]);
+
+						}
+
+						lastshot[0]=start;
+
+						lastshot[1]=oldend;
+
+						velocity=aim*8;
+
+						if(person[j].whichgun!=sniperrifle&&person[j].whichgun!=shotgun&&p==numshots-1)sprites.MakeSprite(smokesprite, .3, 1, 1, 1, start+aim*1.5, velocity, 3);
+
+						if(person[j].whichgun==shotgun&&p==numshots-1)sprites.MakeSprite(smokesprite, .4, 1, 1, 1, start+aim*1.5, velocity, 5);
+
+						if(person[j].whichgun==sniperrifle&&!zoom)sprites.MakeSprite(smokesprite, .3, 1, 1, 1, start+aim*2.2, velocity, 4);
+
+						if(j!=0||zoom==0)sprites.MakeSprite(bullet, .07, 1, 1, .7, lastshot[0]+aim*1, lastshot[1], .2);
+
+						//Nearby bullet whoosh		
+
+						long dot_ta,dot_tb;
+
+						XYZ *a,*b,*c,nearest;
+
+						a=&lastshot[0];
+
+						*a+=aim*1;
+
+						b=&lastshot[1];
+
+						c=&camera.position;
+
+						nearest=0;
+
+						dot_ta = (c->x - a->x)*(b->x - a->x) + (c->y - a->y)*(b->y - a->y) + (c->z - a->z)*(b->z - a->z);
+
+						dot_tb = (c->x - b->x)*(a->x - b->x) + (c->y - b->y)*(a->y - b->y) + (c->z - b->z)*(a->z - b->z);
+
+						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);
+
+								nearest.z = a->z + ((b->z - a->z) * dot_ta)/(dot_ta +dot_tb);
+
+							}
+
+						
+
+						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;
+
+								gLoc[2]=(camera.position.z+(nearest.z-camera.position.z))/soundscalefactor;
+
+								alSourcefv(gSourceID[nearbulletsound], AL_POSITION, gLoc);
+
+								alSourcePlay(gSourceID[nearbulletsound]);
+
+							}
+
+						}
+
+					}
+
+				}
+
+				}
+
+				}
+
+			}
+
+			}
+
+		}
+
+		
+
+		if(!Button())oldbutton=0;
+
+		
+
+		if(lasersight&&person[0].whichgun!=grenade){
+
+		for(int j=0;j<numpeople;j++){
+
+			if(person[j].type==playertype){
+
+				if(person[j].aiming>=1){
+
+					//Firing
+
+					XYZ end, aim, oldend;
+
+					HitStruct hitstruct,temphitstruct;
+
+					float olddistance;
+
+					float distance;
+
+					int whichhit=-1;
+
+					if(!zoom||j!=0){
+
+						if(person[j].whichgun==assaultrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation-2.5,0);
+
+						if(person[j].whichgun==sniperrifle)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
+
+						if(person[j].whichgun==shotgun)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position-person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position,0,person[j].playerrotation+4,0);
+
+						if(person[j].whichgun==handgun1&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun1&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun2&&!thirdperson&&j==0)aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.65+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.35),0,person[j].playerrotation-.9,0);
+
+						if(person[j].whichgun==handgun2&&(thirdperson||j!=0))aim=DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[righthand])].position-(person[j].skeleton.joints[person[j].skeleton.jointlabels[head]].position*.35+person[j].skeleton.joints[person[j].skeleton.jointlabels[neck]].position*.65),0,person[j].playerrotation-.9,0);
+
+					}
+
+					if(zoom&&j==0){
+
+						start=camera.position;
+
+						aim=facing;
+
+					}
+
+					Normalise(&aim);
+
+					if(person[j].whichgun==sniperrifle){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(0-.4);
+
+					}
+
+					if(person[j].whichgun==shotgun){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(0-.4);
+
+					}
+
+					if(person[j].whichgun==handgun1){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
+
+						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.55-.4);
+
+					}
+
+					if(person[j].whichgun==handgun2){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[rightwrist])].position,0,person[j].playerrotation,0);
+
+						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.55-.4);
+
+					}
+
+					if(person[j].whichgun==assaultrifle){
+
+						start=person[j].playercoords+DoRotation(person[j].skeleton.joints[(person[j].skeleton.jointlabels[lefthand])].position,0,person[j].playerrotation,0);
+
+						start-=DoRotation(DoRotation(DoRotation(aim,0,-person[j].playerrotation,0),90,0,0),0,person[j].playerrotation,0)*(.25-.4);
+
+					}
+
+					end=start+aim*1000;
+
+					//Blocks
+
+					wallhit=0;
+
+					beginx=(person[j].playercoords.x+block_spacing/2)/block_spacing-2;
+
+					if(beginx<0)beginx=0;
+
+					beginz=(person[j].playercoords.z+block_spacing/2)/block_spacing-2;
+
+					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;
+
+					endz=(person[j].playercoords.z+block_spacing/2)/block_spacing+2;
+
+					if(endz>num_blocks-1)endz=num_blocks-1;
+
+					
+
+					if(beginx<endx&&beginz<endz)
+
+					finalwallhit=0;
+
+					for(int i=beginx;i<=endx;i++)
+
+						for(int j=beginz;j<=endz;j++){
+
+							move=0;
+
+							move.x=i*block_spacing;
+
+							move.z=j*block_spacing;
+
+							whichtri=blocks[citytype[i][j]].LineCheck2(start,end,&wallhit,move,cityrotation[i][j]*90);
+
+							if(whichtri!=-1){
+
+								end=wallhit;
+
+								finalwallhit=wallhit;
+
+							}
+
+						}
+
+					wallhit=0;
+
+					wallhit.x=camera.position.x;
+
+					wallhit.z=camera.position.z;
+
+					whichtri=Bigstreet.LineCheck2(start,end,&wallhit,wallhit,0);
+
+					if(whichtri!=-1){
+
+						end=wallhit;
+
+						finalwallhit=wallhit;
+
+					}
+
+					//People
+
+					whichhit=-1;
+
+					for(int i=0;i<numpeople;i++){
+
+						if(i!=j&&findDistancefast(person[j].playercoords,person[i].playercoords)<20000){
+
+							temphitstruct=person[i].BulletCollideWithPlayer(i, start, end);	
+
+							if(temphitstruct.collision){
+
+								distance=findDistancefast(start,temphitstruct.hitlocation);
+
+								if(distance<olddistance||whichhit==-1){
+
+									end=temphitstruct.hitlocation;
+
+									olddistance=distance;
+
+									hitstruct=temphitstruct;
+
+									whichhit=i;
+
+								}
+
+							}
+
+						}
+
+					}
+
+					aimer[0]=start;
+
+					aimer[1]=end;
+
+					sprites.MakeSprite(bulletinstant, .4, 1, 0, 0, aimer[0], aimer[1], .2);
+
+					
+
+				}
+
+			}
+
+		}
+
+		}
+
+		
+
+		//Snow
+
+		snowdelay-=multiplier;
+
+		while(snowdelay<0&&environment==snowy_environment){
+
+			snowdelay+=1/precipitationdensity*2;
+
+			velocity=0;
+
+			velocity.y=-5;
+
+			start=camera.position;
+
+			start.y+=precipitationvert;
+
+			start.x+=Random()%(int)precipitationhorz;
+
+			start.z+=Random()%(int)precipitationhorz;
+
+			sprites.MakeSprite(snowsprite, 1, 1, 1, 1, start, velocity, 1.01);
+
+		}
+
+		while(snowdelay<0&&environment==rainy_environment){
+
+			snowdelay+=1/precipitationdensity/4;
+
+			velocity=0;
+
+			velocity.y=-100;
+
+			start=camera.position;
+
+			start.y+=precipitationvert;
+
+			start.x+=Random()%(int)precipitationhorz*.5;
+
+			start.z+=Random()%(int)precipitationhorz*.5;
+
+			sprites.MakeSprite(rainsprite, .5, 1, 1, 1, start, velocity, 2.00);
+
+		}			
+
+		
+
+		//Grenade collision
+
+		int wherex,wherey,whichsound,severwhat;
+
+		bool impact;
+
+		for(int i=0;i<sprites.howmanysprites;i++){
+
+			if(sprites.type[i]==grenadesprite||sprites.type[i]==spoonsprite||sprites.type[i]==pinsprite){
+
+				impact=0;
+
+				if(sprites.type[i]!=grenadesprite){
+
+					sprites.brightness[i]-=multiplier*.2;
+
+				}
+
+						
+
+				if(findLengthfast(sprites.velocity[i])>0){
+
+					wherex=(sprites.location[i].x+block_spacing/2)/block_spacing;
+
+					wherey=(sprites.location[i].z+block_spacing/2)/block_spacing;
+
+					move=0;
+
+					move.x=wherex*block_spacing;
+
+					move.z=wherey*block_spacing;
+
+					whichtri=blocks[citytype[wherex][wherey]].LineCheck2(sprites.oldlocation[i],sprites.location[i],&wallhit,move,cityrotation[wherex][wherey]*90);
+
+					if(whichtri!=-1){
+
+						impact=1;
+
+						normalrotated=DoRotation(blocks[citytype[wherex][wherey]].normals[whichtri],0,cityrotation[wherex][wherey]*90,0);
+
+						if(sprites.size[i]>1)decals.MakeDecal(crater, wallhit,9,normalrotated, whichtri, &blocks[citytype[wherex][wherey]], move, cityrotation[wherex][wherey]*90);
+
+						sprites.location[i]=wallhit+normalrotated*.02;
+
+						ReflectVector(&sprites.velocity[i],&normalrotated);
+
+						sprites.velocity[i]*=.3;
+
+						if(sprites.type[i]==grenadesprite){
+
+							float gLoc[3];
+
+							gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
+
+							gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
+
+							gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
+
+							whichsound=abs(Random()%2);
+
+							alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
+
+							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);			
+
+						}
+
+						if(findLengthfast(sprites.velocity[i])<=10)sprites.velocity[i]=0;
+
+					}
+
+					if(sprites.location[i].y<0){
+
+						impact=1;
+
+						sprites.velocity[i].y*=-1;
+
+						sprites.velocity[i]*=.3;
+
+						sprites.location[i].y=0;
+
+						if(sprites.type[i]==grenadesprite){
+
+							if(sprites.size[i]>1){
+
+								move=0;
+
+								sprites.location[i].y=-.5;
+
+								XYZ normish;
+
+								normish=0;
+
+								normish.y=1;
+
+								decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &blocks[citytype[wherex][wherey]], move, 0);
+
+							}
+
+							float gLoc[3];
+
+							gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
+
+							gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
+
+							gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
+
+							whichsound=abs(Random()%2);
+
+							alSourcefv(gSourceID[bouncesound+whichsound], AL_POSITION, gLoc);
+
+							if(sprites.size[i]<=1)alSourcePlay(gSourceID[bouncesound+whichsound]);			
+
+						}
+
+						if(findLengthfast(sprites.velocity[i])<=10)sprites.velocity[i]=0;
+
+					}
+
+					if(sprites.type[i]==grenadesprite&&findLengthfast(sprites.velocity[i])>20){
+
+						HitStruct hitstruct;
+
+						for(int j=0;j<numpeople;j++){
+
+							if((j!=0||sprites.brightness[i]<.9)&&person[j].existing){
+
+								hitstruct=person[j].BulletCollideWithPlayer(j, sprites.oldlocation[i], sprites.location[i]);	
+
+								if(hitstruct.collision){
+
+									impact=1;
+
+									sprites.location[i]=hitstruct.hitlocation;
+
+									float gLoc[3];
+
+									gLoc[0]=(((sprites.location[i].x)-camera.position.x)/findLengthfast(sprites.velocity[i])*5+camera.position.x)/soundscalefactor;
+
+									gLoc[1]=(((sprites.location[i].y)-camera.position.y)/findLengthfast(sprites.velocity[i])*5+camera.position.y)/soundscalefactor;
+
+									gLoc[2]=(((sprites.location[i].z)-camera.position.z)/findLengthfast(sprites.velocity[i])*5+camera.position.z)/soundscalefactor;
+
+									if(person[j].skeleton.free<1){
+
+									if((hitstruct.joint1->label==head||hitstruct.joint2->label==head)&&person[j].type!=zombietype){
+
+										alSourcefv(gSourceID[headwhacksound], AL_POSITION, gLoc);
+
+										if(sprites.size[i]<=1)alSourcePlay(gSourceID[headwhacksound]);
+
+										person[j].skeleton.free=1;
+
+										person[j].longdead=1;
+
+										for(int k=0;k<person[j].skeleton.num_joints;k++){
+
+											person[j].skeleton.joints[k].position=DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0);
+
+											person[j].skeleton.joints[k].position+=person[j].playercoords;
+
+											person[j].skeleton.joints[k].realoldposition=person[j].skeleton.joints[k].position;
+
+											person[j].skeleton.joints[k].velocity=person[j].velocity;
+
+											person[j].skeleton.joints[k].velocity.x+=abs(Random()%10)-5;
+
+											person[j].skeleton.joints[k].velocity.y+=abs(Random()%10)-5;
+
+											person[j].skeleton.joints[k].velocity.z+=abs(Random()%10)-5;
+
+										}
+
+										hitstruct.joint1->velocity+=sprites.velocity[i];
+
+										hitstruct.joint2->velocity+=sprites.velocity[i];
+
+										if(person[j].type==civiliantype)civkills++;
+
+										if(person[j].type==eviltype)goodkills++;
+
+									}else{
+
+										float totalarea;
+
+										alSourcefv(gSourceID[bodywhacksound], AL_POSITION, gLoc);
+
+										if(sprites.size[i]<=1)alSourcePlay(gSourceID[bodywhacksound]);
+
+										person[j].skeleton.offset=1;
+
+										for(int k=0;k<person[j].skeleton.num_joints;k++){
+
+											if(findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation)<200){
+
+												totalarea+=(200/findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation));
+
+											}
+
+										}
+
+										float offsetlength;
+
+										for(int k=0;k<person[j].skeleton.num_joints;k++){
+
+											if(findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation)<200){
+
+												person[j].skeleton.joints[k].offset+=DoRotation(sprites.velocity[i]*.1*((200/findDistancefast(DoRotation(person[j].skeleton.joints[k].position,0,person[j].playerrotation,0)+person[j].playercoords,hitstruct.hitlocation))/totalarea*10),0,-person[j].playerrotation,0);
+
+											}
+
+											offsetlength=findLengthfast(person[j].skeleton.joints[k].offset);
+
+											if(offsetlength>9){
+
+												Normalise(&person[j].skeleton.joints[k].offset);
+
+												person[j].skeleton.joints[k].offset*=3;
+
+											}
+
+										}
+
+									}}
+
+									sprites.velocity[i]*=-.3;
+
+								}
+
+							}
+
+						}
+
+					}
+
+					sprites.oldlocation[i]=sprites.location[i];
+
+				}
+
+				//Explode
+
+				if(sprites.type[i]==grenadesprite){
+
+					sprites.brightness[i]-=multiplier*.3;
+
+					if(sprites.brightness[i]<=0||(impact&&sprites.size[i]>1)){
+
+						sprites.brightness[i]=0;
+
+						sprites.MakeSprite(smokesprite, 1, 1, 1, 1, sprites.location[i], facing*0, 60);
+
+						sprites.MakeSprite(muzzleflashsprite, 1, 1, 1, 1, sprites.location[i], facing*0, 9);
+
+						float gLoc[3];
+
+						gLoc[0]=(((sprites.location[i].x)-camera.position.x)/3+camera.position.x)/soundscalefactor;
+
+						gLoc[1]=(((sprites.location[i].y)-camera.position.y)/3+camera.position.y)/soundscalefactor;
+
+						gLoc[2]=(((sprites.location[i].z)-camera.position.z)/3+camera.position.z)/soundscalefactor;
+
+						alSourcefv(gSourceID[explosionsound], AL_POSITION, gLoc);
+
+						alSourcePlay(gSourceID[explosionsound]);
+
+						XYZ relation;
+
+						camerashake=1-findDistance(person[0].playercoords,sprites.location[i])/200;
+
+						//if(!sprites.size[i]>1){
+
+							overpoint=sprites.location[i];
+
+							overpoint.y+=3000;
+
+							underpoint=sprites.location[i];
+
+							underpoint.y-=3000;
+
+							move=0;
+
+							wherex=(sprites.location[i].x+block_spacing/2)/block_spacing;
+
+							wherey=(sprites.location[i].z+block_spacing/2)/block_spacing;
+
+							move.x=wherex*block_spacing;
+
+							move.z=wherey*block_spacing;
+
+							XYZ temp;
+
+							whichtri=sidewalkcollide.LineCheck2(overpoint,underpoint,&temp,move,cityrotation[wherex][wherey]*90);
+
+							XYZ normish;
+
+							normish=0;
+
+							normish.y=1;
+
+							if(whichtri>=0){
+
+								decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &sidewalkcollide, move, cityrotation[wherex][wherey]*90);
+
+							}
+
+							if(whichtri==-1){
+
+								temp=sprites.location[i];
+
+								temp.y=-.5;
+
+								move=0;
+
+								decals.MakeDecal(crater, sprites.location[i],9,normish, 0, &sidewalkcollide, move, 0);
+
+							}
+
+						//}
+
+						for(int k=0;k<numpeople;k++){		
+
+							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)){
+
+							if(person[k].skeleton.free!=1){
+
+							if(person[k].type==civiliantype)civkills++;
+
+							if(person[k].type==eviltype)goodkills++;
+
+							person[k].skeleton.free=1;
+
+							person[k].killtargetvisible=0;
+
+							if((findDistancefast(person[k].playercoords,sprites.location[i])<600&&person[k].skeleton.free<1)||(findDistancefast(person[k].averageloc,sprites.location[i])<600&&person[k].skeleton.free>=1)||person[k].type==playertype){
+
+								person[k].health-=100;
+
+								person[k].bleeding=1;
+
+							}
+
+							person[k].DoAnimations(k);
+
+							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);
+
+								person[k].skeleton.joints[j].position+=person[k].playercoords;
+
+								person[k].skeleton.joints[j].realoldposition=person[k].skeleton.joints[j].position;
+
+								person[k].skeleton.joints[j].velocity=DoRotation(person[k].skeleton.joints[j].velocity,0,person[k].playerrotation,0);
+
+								person[k].skeleton.joints[j].velocity+=person[k].velocity;
+
+								person[k].skeleton.joints[j].velocity.x+=abs(Random()%20)-10;
+
+								person[k].skeleton.joints[j].velocity.y+=abs(Random()%20)-10;
+
+								person[k].skeleton.joints[j].velocity.z+=abs(Random()%20)-10;
+
+							}}
+
+							for(int j=0;j<person[k].skeleton.num_joints;j++){
+
+								relation=person[k].skeleton.joints[j].position-sprites.location[i];
+
+								Normalise(&relation);
+
+								if(findDistance(person[k].skeleton.joints[j].position,sprites.location[i])>1)person[k].skeleton.joints[j].velocity+=relation/findDistance(person[k].skeleton.joints[j].position,sprites.location[i])*300;
+
+								else person[k].skeleton.joints[j].velocity+=relation*300;
+
+							}
+
+							person[k].longdead=1;
+
+							for(int j=0;j<person[k].skeleton.num_joints;j++){
+
+								//Sever stuff
+
+								if(findLengthfast(person[k].skeleton.joints[j].velocity)>1500&&person[k].skeleton.joints[j].existing==1&&abs(Random()%3)!=1){
+
+									sprites.MakeSprite(bloodspritedown, .8, 1, .2, .2,person[k].skeleton.joints[j].position, person[k].skeleton.joints[j].velocity/3, 9);
+
+									person[k].skeleton.DeleteJoint(j);
+
+									person[k].skeleton.broken=2;
+
+									person[k].health=-10000;
+
+									person[k].skeleton.joints[j].existing=0;
+
+								}
+
+							}
+
+							}
+
+							}
+
+						}
+
+									
+
+					}
+
+				}
+
+			}
+
+		}
+
+		
+
+		//camera shake
+
+		camerashake-=multiplier;
+
+		if(camerashake<0)camerashake=0;
+
+		
+
+		//camera position
+
+		XYZ average;
+
+		if(!zoom)average=person[0].skeleton.joints[(person[0].skeleton.jointlabels[head])].position*(person[0].aimamount/2+.5)+person[0].skeleton.joints[(person[0].skeleton.jointlabels[neck])].position*((1-person[0].aimamount)/2);
+
+		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;
+
+			oldrot2=camera.visrotation2;
+
+		}
+
+		
+
+		//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(person[i].type==civiliantype){
+
+					alSourcePlay(gSourceID[disguisekillsound]);
+
+					score-=300;	
+
+				}
+
+				if(person[i].type==eviltype){
+
+					alSourcePlay(gSourceID[soulinsound]);	
+
+					score+=75;
+
+					if(person[i].whichgun==knife)score+=50;
+
+				}
+
+				person[i].firstlongdead=0;
+
+			}
+
+			person[i].oldhealth=person[i].health;
+
+		}
+
+		
+
+		if(slomo==2){
+
+			psychicpower-=multiplier*15;
+
+			if(psychicpower<0){
+
+				soundscalefactor=soundscalefactordefault;
+
+				alSourceStop(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 0);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 0);
+
+				if(person[0].whichgun==knife)whichsong=knifesong;
+
+				if(person[0].whichgun!=knife)whichsong=shootsong;
+
+				if(type==zombie_type)whichsong=zombiesong;
+
+				alSourcef(gSourceID[whichsong], AL_PITCH, 1);
+
+				alSourcePlay(gSourceID[whichsong]);
+
+				alSourcef(gSourceID[whichsong], AL_MIN_GAIN, 1);
+
+				alSourcef(gSourceID[whichsong], AL_MAX_GAIN, 1);
+
+				slomo=0;
+
+				alSourcePlay(gSourceID[soulinsound]);
+
+				psychicpower=0;
+
+				flashamount=.5;
+
+				flashr=1;flashg=1;flashb=1;
+
+			}
+
+		}
+
+		psychicpower+=multiplier*5;
+
+		if(psychicpower>10)psychicpower=10;
+
+		
+
+		//3d sound
+
+		ALint tempInt;
+
+		float gLoc[3];
+
+		gLoc[0]=camera.position.x/soundscalefactor;
+
+		gLoc[1]=camera.position.y/soundscalefactor;
+
+		gLoc[2]=camera.position.z/soundscalefactor;
+
+		//Set listener position
+
+		alListenerfv(AL_POSITION, gLoc);
+
+		
+
+		//Set orientation with forward and up vectors
+
+		XYZ upvector;
+
+		upvector=0;
+
+		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;
+
+	   	ori[1] = facing.y;
+
+	   	ori[2] = facing.z;
+
+	   	ori[3] = -upvector.x;
+
+	   	ori[4] = upvector.y;
+
+	   	ori[5] = upvector.z;
+
+		alListenerfv(AL_ORIENTATION, ori);
+
+		
+
+		if(person[0].currentanimation==throwanim||person[0].currentanimation==diveanim||paused){
+
+			MoveMouse(oldmouseloc.h,oldmouseloc.v,&mouseloc);
+
+			GetMouse(&mouseloc);
+
+		}
+
+		oldmouseloc=mouseloc;
+
+		
+
+		if(score<0)score=0;
+
+	}
+
+}