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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-12-15 10:24:49 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-12-15 10:24:49 +0000
commita2566b3ebd93e0bbc55a920a7be08054a9377f11 (patch)
tree44a4612805d894168fe4b3b4c065fccc1a1686e9 /src/game/client/game_client.cpp
parentac9873056aa1fe529b098f19ff31e9ffa0e016a2 (diff)
downloadzcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.tar.gz
zcatch-a2566b3ebd93e0bbc55a920a7be08054a9377f11.zip
cleaned up code structure a bit
Diffstat (limited to 'src/game/client/game_client.cpp')
-rw-r--r--src/game/client/game_client.cpp3103
1 files changed, 0 insertions, 3103 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp
deleted file mode 100644
index 00deea5f..00000000
--- a/src/game/client/game_client.cpp
+++ /dev/null
@@ -1,3103 +0,0 @@
-/* copyright (c) 2007 magnus auvinen, see licence.txt for more info */
-#include <game/math.h>
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-
-extern "C" {
-	#include <engine/client/ui.h>
-	#include <engine/config.h>
-};
-
-#include "../game.h"
-#include "../version.h"
-#include "../mapres.h"
-#include "mapres_image.h"
-#include "mapres_tilemap.h"
-#include "data.h"
-#include "menu.h"
-#include "cl_skin.h"
-#include "cl_render.h"
-
-// sound channels
-enum
-{
-	CHN_GUI=0,
-	CHN_MUSIC,
-	CHN_WORLD,
-	CHN_GLOBAL,
-};
-
-data_container *data = 0x0;
-
-int gametype = GAMETYPE_DM;
-
-extern void modmenu_render();
-
-enum
-{
-	CHATMODE_NONE=0,
-	CHATMODE_ALL,
-	CHATMODE_TEAM,
-	CHATMODE_CONSOLE,
-	CHATMODE_REMOTECONSOLE,
-};
-
-typedef struct 
-{
-    float x, y, w, h;
-} RECT;
-RECT *ui2_screen();
-
-static int chat_mode = CHATMODE_NONE;
-bool menu_active = false;
-bool menu_game_active = false;
-static bool emoticon_selector_active = false;
-
-static vec2 mouse_pos;
-static vec2 local_character_pos;
-static vec2 local_target_pos;
-static const obj_player_character *local_character = 0;
-static const obj_player_character *local_prev_character = 0;
-const obj_player_info *local_info = 0;
-static const obj_flag *flags[2] = {0,0};
-static const obj_game *gameobj = 0;
-
-static int picked_up_weapon = 0;
-
-static struct client_data
-{
-	char name[64];
-	char skin_name[64];
-	int skin_id;
-	int skin_color;
-	int team;
-	int emoticon;
-	int emoticon_start;
-	player_core predicted;
-	
-	tee_render_info skin_info;
-	
-} client_datas[MAX_CLIENTS];
-
-class client_effects
-{
-public:
-	float zoom;
-	float currentzoom;
-	float stage;
-	int lastzoomin;
-	int lastincrease;
-
-	client_effects()
-	{
-		currentzoom = zoom = 3.0f;
-		stage = 0.0f;
-	}
-
-	float getorgzoom() { return zoom; }
-
-	float getzoom(int tick, float intratick, const obj_player_character *player)
-	{
-		float currentstage = ((float)player->weaponstage) * 0.1f;
-		if (currentstage < stage)
-		{
-			if ((tick - lastincrease) > (client_tickspeed() / 2))
-				stage = currentstage;
-		}
-		else
-		{
-			lastincrease = tick;
-			stage = currentstage;
-		}
-
-		float targetzoom = 3.0f + stage;
-		currentzoom = LERP(currentzoom, targetzoom, 0.1);
-		return currentzoom;
-	}
-};
-
-client_effects cl_effects;
-
-inline float frandom() { return rand()/(float)(RAND_MAX); }
-
-void snd_play_random(int chn, int setid, float vol, vec2 pos)
-{
-	soundset *set = &data->sounds[setid];
-
-	if(!set->num_sounds)
-		return;
-
-	if(set->num_sounds == 1)
-	{
-		snd_play_at(chn, set->sounds[0].id, 0, pos.x, pos.y);
-		return;
-	}
-
-	// play a random one
-	int id;
-	do {
-		id = rand() % set->num_sounds;
-	} while(id == set->last);
-	snd_play_at(chn, set->sounds[id].id, 0, pos.x, pos.y);
-	set->last = id;
-}
-
-// sound volume tweak
-static const float stereo_separation = 0.001f;
-static const float stereo_separation_deadzone = 200.0f;
-static const float volume_distance_falloff = 200.0f;
-static const float volume_distance_deadzone = 320.0f;
-static const float volume_gun = 0.5f;
-static const float volume_tee = 0.5f;
-static const float volume_hit = 0.5f;
-static const float volume_music = 0.8f;
-
-void sound_vol_pan(const vec2& p, float *vol, float *pan)
-{
-	vec2 player_to_ev = p - local_character_pos;
-	*pan = 0.0f;
-	*vol = 1.0f;
-
-	if(fabs(player_to_ev.x) > stereo_separation_deadzone)
-	{
-		*pan = stereo_separation * (player_to_ev.x - sign(player_to_ev.x)*stereo_separation_deadzone);
-		if(*pan < -1.0f) *pan = -1.0f;
-		if(*pan > 1.0f) *pan = 1.0f;
-	}
-
-	float len = length(player_to_ev);
-	if(len > volume_distance_deadzone)
-	{
-		*vol = volume_distance_falloff / (len - volume_distance_deadzone);
-
-		if(*vol < 0.0f) *vol = 0.0f;
-		if(*vol > 1.0f) *vol = 1.0f;
-	}
-}
-
-enum
-{
-	SPRITE_FLAG_FLIP_Y=1,
-	SPRITE_FLAG_FLIP_X=2,
-};
-
-static float sprite_w_scale;
-static float sprite_h_scale;
-
-static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0)
-{
-	int x = spr->x+sx;
-	int y = spr->y+sy;
-	int w = spr->w;
-	int h = spr->h;
-	int cx = spr->set->gridx;
-	int cy = spr->set->gridy;
-
-	float f = sqrtf(h*h + w*w);
-	sprite_w_scale = w/f;
-	sprite_h_scale = h/f;
-	
-	float x1 = x/(float)cx;
-	float x2 = (x+w)/(float)cx;
-	float y1 = y/(float)cy;
-	float y2 = (y+h)/(float)cy;
-	float temp = 0;
-
-	if(flags&SPRITE_FLAG_FLIP_Y)
-	{
-		temp = y1;
-		y1 = y2;
-		y2 = temp;
-	}
-
-	if(flags&SPRITE_FLAG_FLIP_X)
-	{
-		temp = x1;
-		x1 = x2;
-		x2 = temp;
-	}
-	
-	gfx_quads_setsubset(x1, y1, x2, y2);
-}
-
-void select_sprite(int id, int flags=0, int sx=0, int sy=0)
-{
-	if(id < 0 || id > data->num_sprites)
-		return;
-	select_sprite(&data->sprites[id], flags, sx, sy);
-}
-
-void draw_sprite(float x, float y, float size)
-{
-	gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
-}
-
-class damage_indicators
-{
-public:
-	int64 lastupdate;
-	struct item
-	{
-		vec2 pos;
-		vec2 dir;
-		float life;
-		float startangle;
-	};
-
-	enum
-	{
-		MAX_ITEMS=64,
-	};
-
-	damage_indicators()
-	{
-		lastupdate = 0;
-		num_items = 0;
-	}
-
-	item items[MAX_ITEMS];
-	int num_items;
-
-	item *create_i()
-	{
-		if (num_items < MAX_ITEMS)
-		{
-			item *p = &items[num_items];
-			num_items++;
-			return p;
-		}
-		return 0;
-	}
-
-	void destroy_i(item *i)
-	{
-		num_items--;
-		*i = items[num_items];
-	}
-
-	void create(vec2 pos, vec2 dir)
-	{
-		item *i = create_i();
-		if (i)
-		{
-			i->pos = pos;
-			i->life = 0.75f;
-			i->dir = dir*-1;
-			i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
-		}
-	}
-
-	void render()
-	{
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-		for(int i = 0; i < num_items;)
-		{
-			vec2 pos = mix(items[i].pos+items[i].dir*75.0f, items[i].pos, clamp((items[i].life-0.60f)/0.15f, 0.0f, 1.0f));
-
-			items[i].life -= client_frametime();
-			if(items[i].life < 0.0f)
-				destroy_i(&items[i]);
-			else
-			{
-				gfx_setcolor(1.0f,1.0f,1.0f, items[i].life/0.1f);
-				gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
-				select_sprite(SPRITE_STAR1);
-				draw_sprite(pos.x, pos.y, 48.0f);
-				i++;
-			}
-		}
-		gfx_quads_end();
-	}
-
-};
-
-static damage_indicators damageind;
-
-class particle_system
-{
-public:
-	struct particle
-	{
-		vec2 pos;
-		vec2 vel;
-		float life;
-		float max_life;
-		float size;
-
-		float rot;
-		float rotspeed;
-
-		float gravity;
-		float friction;
-		int iparticle;
-
-		vec4 color;
-	};
-
-	enum
-	{
-		MAX_PARTICLES=1024,
-	};
-
-	particle particles[MAX_PARTICLES];
-	int num_particles;
-
-	particle_system()
-	{
-		num_particles = 0;
-	}
-
-	void new_particle(vec2 pos, vec2 vel, float life, float size, float gravity, float friction, vec4 color=vec4(1,1,1,1))
-	{
-		if (num_particles >= MAX_PARTICLES)
-			return;
-
-		particles[num_particles].iparticle = rand() % data->num_particles;
-		particles[num_particles].pos = pos;
-		particles[num_particles].vel = vel;
-		particles[num_particles].life = life - (data->particles[particles[num_particles].iparticle].lifemod/100.0f) * life;
-		particles[num_particles].size = size;
-		particles[num_particles].max_life = life;
-		particles[num_particles].gravity = gravity;
-		particles[num_particles].friction = friction;
-		particles[num_particles].rot = frandom()*pi*2;
-		particles[num_particles].rotspeed = frandom() * 10.0f;
-		particles[num_particles].color = color;
-		num_particles++;
-	}
-
-	void update(float time_passed)
-	{
-		for(int i = 0; i < num_particles; i++)
-		{
-			particles[i].vel.y += particles[i].gravity*time_passed;
-			particles[i].vel *= particles[i].friction;
-			vec2 vel = particles[i].vel*time_passed;
-			move_point(&particles[i].pos, &vel, 0.1f+0.9f*frandom(), NULL);
-			particles[i].vel = vel* (1.0f/time_passed);
-			particles[i].life += time_passed;
-			particles[i].rot += time_passed * particles[i].rotspeed;
-
-			// check particle death
-			if(particles[i].life > particles[i].max_life)
-			{
-				num_particles--;
-				particles[i] = particles[num_particles];
-				i--;
-			}
-		}
-	}
-
-	void render()
-	{
-		gfx_blend_additive();
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-
-		for(int i = 0; i < num_particles; i++)
-		{
-			int type = particles[i].iparticle;
-			select_sprite(data->particles[type].spr);
-			float a = 1 - particles[i].life / particles[i].max_life;
-			vec2 p = particles[i].pos;
-
-			gfx_quads_setrotation(particles[i].rot);
-
-			gfx_setcolor(
-				data->particles[type].color_r * particles[i].color.r,
-				data->particles[type].color_g * particles[i].color.g,
-				data->particles[type].color_b * particles[i].color.b,
-				pow(a, 0.75f) * particles[i].color.a);
-
-			gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
-		}
-		gfx_quads_end();
-		gfx_blend_normal();
-	}
-};
-
-static particle_system temp_system;
-
-class projectile_particles
-{
-public:
-	enum
-	{
-		LISTSIZE = 1000,
-	};
-	// meh, just use size %
-	int lastadd[LISTSIZE];
-	projectile_particles()
-	{
-		reset();
-	}
-
-	void reset()
-	{
-		for (int i = 0; i < LISTSIZE; i++)
-			lastadd[i] = -1000;
-	}
-
-	void addparticle(int projectiletype, int projectileid, vec2 pos, vec2 vel)
-	{
-		int particlespersecond = data->projectileinfo[projectiletype].particlespersecond;
-		int lastaddtick = lastadd[projectileid % LISTSIZE];
-
-		if(!particlespersecond)
-			return;
-
-		if ((client_tick() - lastaddtick) > (client_tickspeed() / particlespersecond))
-		{
-			lastadd[projectileid % LISTSIZE] = client_tick();
-			float life = data->projectileinfo[projectiletype].particlelife;
-			float size = data->projectileinfo[projectiletype].particlesize;
-			vec2 v = vel * 0.2f + normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
-
-			// add the particle (from projectiletype later on, but meh...)
-			temp_system.new_particle(pos, v, life, size, 0, 0.95f);
-		}
-	}
-};
-static projectile_particles proj_particles;
-
-static char chat_input[512];
-static unsigned chat_input_len;
-static const int chat_max_lines = 10;
-
-struct chatline
-{
-	int tick;
-	int client_id;
-	int team;
-	char text[512+64];
-};
-
-chatline chat_lines[chat_max_lines];
-static int chat_current_line = 0;
-
-void chat_reset()
-{
-	for(int i = 0; i < chat_max_lines; i++)
-		chat_lines[i].tick = -1000000;
-	chat_current_line = 0;
-}
-
-void chat_add_line(int client_id, int team, const char *line)
-{
-	chat_current_line = (chat_current_line+1)%chat_max_lines;
-	chat_lines[chat_current_line].tick = client_tick();
-	chat_lines[chat_current_line].client_id = client_id;
-	chat_lines[chat_current_line].team = team;
-
-	if(client_id == -1) // server message
-		sprintf(chat_lines[chat_current_line].text, "*** %s", line);
-	else
-	{
-		sprintf(chat_lines[chat_current_line].text, "%s: %s", client_datas[client_id].name, line);
-	}
-}
-
-struct killmsg
-{
-	int weapon;
-	int victim;
-	int killer;
-	int mode_special; // for CTF, if the guy is carrying a flag for example
-	int tick;
-};
-
-static const int killmsg_max = 5;
-killmsg killmsgs[killmsg_max];
-static int killmsg_current = 0;
-
-extern unsigned char internal_data[];
-
-void create_air_jump_effect(vec2 pos)
-{
-	const int count = 12;
-	for(int i = 0; i <= count; i++)
-	{
-		float a = i/(float)count;
-		vec2 v = vec2((a-0.5f)*512.0f, 0);
-		temp_system.new_particle(pos+vec2(0,28), v, 0.4f, 16.0f, 0, 0.985f, vec4(0.25f,0.4f,1,1));
-	}
-}
-
-
-extern void draw_round_rect(float x, float y, float w, float h, float r);
-extern int render_popup(const char *caption, const char *text, const char *button_text);
-
-static void render_loading(float percent)
-{
-	gfx_clear(0.65f,0.78f,0.9f);
-    RECT screen = *ui2_screen();
-	gfx_mapscreen(screen.x, screen.y, screen.w, screen.h);
-
-	float tw;
-
-	float w = 700;
-	float h = 200;
-	float x = screen.w/2-w/2;
-	float y = screen.h/2-h/2;
-
-	gfx_blend_normal();
-
-	gfx_texture_set(-1);
-	gfx_quads_begin();
-	gfx_setcolor(0,0,0,0.50f);
-	draw_round_rect(x, y, w, h, 40.0f);
-	gfx_quads_end();
-
-	const char *caption = "Loading";
-
-	tw = gfx_pretty_text_width(48.0f, caption, -1);
-	ui_do_label(x+w/2-tw/2, y+20, caption, 48.0f);
-
-	gfx_texture_set(-1);
-	gfx_quads_begin();
-	gfx_setcolor(1,1,1,1.0f);
-	draw_round_rect(x+40, y+h-75, (w-80)*percent, 25, 5.0f);
-	gfx_quads_end();
-
-	gfx_swap();
-}
-
-extern "C" void modc_init()
-{
-	// setup sound channels
-	snd_set_channel(CHN_GUI, 1.0f, 0.0f);
-	snd_set_channel(CHN_MUSIC, 1.0f, 0.0f);
-	snd_set_channel(CHN_WORLD, 0.9f, 1.0f);
-	snd_set_channel(CHN_GLOBAL, 1.0f, 0.0f);
-
-	// load the data container
-	data = load_data_from_memory(internal_data);
-
-	// TODO: should be removed
-	snd_set_listener_pos(0.0f, 0.0f);
-
-	float total = data->num_sounds+data->num_images;
-	float current = 0;
-
-	// load sounds
-	for(int s = 0; s < data->num_sounds; s++)
-	{
-		render_loading(current/total);
-		for(int i = 0; i < data->sounds[s].num_sounds; i++)
-		{
-			int id;
-			//if (strcmp(data->sounds[s].sounds[i].filename + strlen(data->sounds[s].sounds[i].filename) - 3, ".wv") == 0)
-			id = snd_load_wv(data->sounds[s].sounds[i].filename);
-			//else
-			//	id = snd_load_wav(data->sounds[s].sounds[i].filename);
-
-			data->sounds[s].sounds[i].id = id;
-		}
-
-		current++;
-	}
-
-	// load textures
-	for(int i = 0; i < data->num_images; i++)
-	{
-		render_loading(current/total);
-		data->images[i].id = gfx_load_texture(data->images[i].filename);
-		current++;
-	}
-	
-	skin_init();
-}
-
-extern "C" void modc_entergame()
-{
-}
-
-extern "C" void modc_shutdown()
-{
-	// shutdown the menu
-}
-
-static void process_events(int s)
-{
-	int num = snap_num_items(s);
-	for(int index = 0; index < num; index++)
-	{
-		SNAP_ITEM item;
-		const void *data = snap_get_item(s, index, &item);
-
-		if(item.type == EVENT_DAMAGEINDICATION)
-		{
-			ev_damageind *ev = (ev_damageind *)data;
-			damageind.create(vec2(ev->x, ev->y), get_direction(ev->angle));
-		}
-		else if(item.type == EVENT_AIR_JUMP)
-		{
-			ev_common *ev = (ev_common *)data;
-			create_air_jump_effect(vec2(ev->x, ev->y));
-		}
-		else if(item.type == EVENT_EXPLOSION)
-		{
-			ev_explosion *ev = (ev_explosion *)data;
-			vec2 p(ev->x, ev->y);
-
-			// center explosion
-			temp_system.new_particle(p, vec2(0,0), 0.3f, 96.0f, 0, 0.95f);
-			temp_system.new_particle(p, vec2(0,0), 0.3f, 64.0f, 0, 0.95f);
-			temp_system.new_particle(p, vec2(0,0), 0.3f, 32.0f, 0, 0.95f);
-			temp_system.new_particle(p, vec2(0,0), 0.3f, 16.0f, 0, 0.95f);
-
-			for(int i = 0; i < 16; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*128.0f);
-				temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 0, 0.985f);
-			}
-
-			for(int i = 0; i < 16; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(256.0f+frandom()*512.0f);
-				temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 16.0f, 128.0f, 0.985f);
-			}
-
-			for(int i = 0; i < 64; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(frandom()*256.0f);
-				temp_system.new_particle(p, v, 0.2f+0.25f*frandom(), 24.0f, 128.0f, 0.985f);
-			}
-		}
-		else if(item.type == EVENT_SMOKE)
-		{
-			ev_explosion *ev = (ev_explosion *)data;
-			vec2 p(ev->x, ev->y);
-
-			// center explosion
-			vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
-			temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
-			}
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
-			}
-		}
-		else if(item.type == EVENT_SPAWN)
-		{
-			ev_explosion *ev = (ev_explosion *)data;
-			vec2 p(ev->x, ev->y);
-
-			// center explosion
-			vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
-			temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f);
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f);
-			}
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f);
-			}
-		}
-		else if(item.type == EVENT_DEATH)
-		{
-			ev_explosion *ev = (ev_explosion *)data;
-			vec2 p(ev->x, ev->y);
-			vec4 c(0.5f, 0.1f, 0.1f, 1.0f);
-
-			// center explosion
-			vec2 v = normalize(vec2(frandom()-0.5f, -frandom()))*(32.0f+frandom()*32.0f);
-			temp_system.new_particle(p, v, 1.2f, 64.0f, 0, 0.95f, c);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 32.0f, 0, 0.95f, c);
-			v = normalize(vec2(frandom()-0.5f, -frandom()))*(128.0f+frandom()*128.0f);
-			temp_system.new_particle(p, v, 1.2f, 16.0f, 0, 0.95f, c);
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(64.0f+frandom()*64.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 0, 0.985f, c);
-			}
-
-			for(int i = 0; i < 8; i++)
-			{
-				vec2 v = normalize(vec2(frandom()-0.5f, frandom()-0.5f))*(128.0f+frandom()*256.0f);
-				temp_system.new_particle(p, v, 0.5f+0.5f*frandom(), 16.0f, 128.0f, 0.985f, c);
-			}
-		}
-		else if(item.type == EVENT_SOUND_WORLD)
-		{
-			ev_sound *ev = (ev_sound *)data;
-			if(ev->sound >= 0 && ev->sound < NUM_SOUNDS)
-				snd_play_random(CHN_WORLD, ev->sound, 1.0f, vec2(ev->x, ev->y));
-		}
-	}
-}
-
-static player_core predicted_prev_player;
-static player_core predicted_player;
-static int predicted_tick = 0;
-static int last_new_predicted_tick = -1;
-
-extern "C" void modc_predict()
-{
-	player_core before_prev_player = predicted_prev_player;
-	player_core before_player = predicted_player;
-
-
-	// repredict player
-	world_core world;
-	int local_cid = -1;
-
-	// search for players
-	for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++)
-	{
-		SNAP_ITEM item;
-		const void *data = snap_get_item(SNAP_CURRENT, i, &item);
-		int client_id = item.id;
-
-		if(item.type == OBJTYPE_PLAYER_CHARACTER)
-		{
-			const obj_player_character *character = (const obj_player_character *)data;
-			client_datas[client_id].predicted.world = &world;
-			world.players[client_id] = &client_datas[client_id].predicted;
-
-			client_datas[client_id].predicted.read(character);
-		}
-		else if(item.type == OBJTYPE_PLAYER_INFO)
-		{
-			const obj_player_info *info = (const obj_player_info *)data;
-			if(info->local)
-				local_cid = client_id;
-		}
-	}
-
-	// predict
-	for(int tick = client_tick()+1; tick <= client_predtick(); tick++)
-	{
-		// fetch the local
-		if(tick == client_predtick() && world.players[local_cid])
-			predicted_prev_player = *world.players[local_cid];
-		
-		// first calculate where everyone should move
-		for(int c = 0; c < MAX_CLIENTS; c++)
-		{
-			if(!world.players[c])
-				continue;
-
-			mem_zero(&world.players[c]->input, sizeof(world.players[c]->input));
-			if(local_cid == c)
-			{
-				// apply player input
-				int *input = client_get_input(tick);
-				if(input)
-					world.players[c]->input = *((player_input*)input);
-			}
-
-			world.players[c]->tick();
-		}
-
-		// move all players and quantize their data
-		for(int c = 0; c < MAX_CLIENTS; c++)
-		{
-			if(!world.players[c])
-				continue;
-
-			world.players[c]->move();
-			world.players[c]->quantize();
-		}
-		
-		if(tick > last_new_predicted_tick)
-		{
-			last_new_predicted_tick = tick;
-			
-			if(local_cid != -1 && world.players[local_cid])
-			{
-				vec2 pos = world.players[local_cid]->pos;
-				int events = world.players[local_cid]->triggered_events;
-				if(events&COREEVENT_GROUND_JUMP) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
-				if(events&COREEVENT_AIR_JUMP)
-				{
-					create_air_jump_effect(pos);
-					snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
-				}
-				//if(events&COREEVENT_HOOK_LAUNCH) snd_play_random(CHN_WORLD, SOUND_HOOK_LOOP, 1.0f, pos);
-				if(events&COREEVENT_HOOK_ATTACH_PLAYER) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_PLAYER, 1.0f, pos);
-				if(events&COREEVENT_HOOK_ATTACH_GROUND) snd_play_random(CHN_WORLD, SOUND_HOOK_ATTACH_GROUND, 1.0f, pos);
-				//if(events&COREEVENT_HOOK_RETRACT) snd_play_random(CHN_WORLD, SOUND_PLAYER_JUMP, 1.0f, pos);
-			}
-
-
-			/*
-			dbg_msg("predict", "%d %d %d", tick,
-				(int)world.players[c]->pos.x, (int)world.players[c]->pos.y,
-				(int)world.players[c]->vel.x, (int)world.players[c]->vel.y);*/
-		}
-		
-		if(tick == client_predtick() && world.players[local_cid])
-			predicted_player = *world.players[local_cid];
-	}
-	
-	if(config.debug && predicted_tick == client_predtick())
-	{
-		if(predicted_player.pos.x != before_player.pos.x ||
-			predicted_player.pos.y != before_player.pos.y)
-		{
-			dbg_msg("client", "prediction error, (%d %d) (%d %d)", 
-				(int)before_player.pos.x, (int)before_player.pos.y,
-				(int)predicted_player.pos.x, (int)predicted_player.pos.y);
-		}
-
-		if(predicted_prev_player.pos.x != before_prev_player.pos.x ||
-			predicted_prev_player.pos.y != before_prev_player.pos.y)
-		{
-			dbg_msg("client", "prediction error, prev (%d %d) (%d %d)", 
-				(int)before_prev_player.pos.x, (int)before_prev_player.pos.y,
-				(int)predicted_prev_player.pos.x, (int)predicted_prev_player.pos.y);
-		}
-	}
-	
-	predicted_tick = client_predtick();
-}
-
-static void clear_object_pointers()
-{
-	// clear out the invalid pointers
-	local_character = 0;
-	local_prev_character = 0;
-	local_info = 0;
-	flags[0] = 0;
-	flags[1] = 0;
-	gameobj = 0;
-}
-
-extern "C" void modc_newsnapshot()
-{
-	process_events(SNAP_CURRENT);
-
-	if(config.dbg_stress)
-	{
-		if((client_tick()%250) == 0)
-		{
-			msg_pack_start(MSG_SAY, MSGFLAG_VITAL);
-			msg_pack_int(-1);
-			msg_pack_string("galenskap!!!!", 512);
-			msg_pack_end();
-			client_send_msg();
-		}
-	}
-
-	clear_object_pointers();
-
-	// setup world view
-	{
-		// 1. fetch local player
-		// 2. set him to the center
-		int num = snap_num_items(SNAP_CURRENT);
-		for(int i = 0; i < num; i++)
-		{
-			SNAP_ITEM item;
-			const void *data = snap_get_item(SNAP_CURRENT, i, &item);
-
-			if(item.type == OBJTYPE_PLAYER_INFO)
-			{
-				const obj_player_info *info = (const obj_player_info *)data;
-				if(info->local)
-				{
-					local_info = info;
-					const void *data = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_CHARACTER, item.id);
-					if(data)
-					{
-						local_character = (const obj_player_character *)data;
-						local_character_pos = vec2(local_character->x, local_character->y);
-
-						const void *p = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_CHARACTER, item.id);
-						if(p)
-							local_prev_character = (obj_player_character *)p;
-					}
-				}
-			}
-			else if(item.type == OBJTYPE_GAME)
-				gameobj = (obj_game *)data;
-			else if(item.type == OBJTYPE_FLAG)
-			{
-				flags[item.id%2] = (const obj_flag *)data;
-			}
-		}
-	}
-}
-
-void send_info(bool start)
-{
-	if(start)
-		msg_pack_start(MSG_STARTINFO, MSGFLAG_VITAL);
-	else
-		msg_pack_start(MSG_CHANGEINFO, MSGFLAG_VITAL);
-	msg_pack_string(config.player_name, 64);
-	msg_pack_string(config.player_skin, 64);
-	msg_pack_int(config.player_use_custom_color);
-	msg_pack_int(config.player_color_body);
-	msg_pack_int(config.player_color_feet);
-	msg_pack_end();
-	client_send_msg();
-}
-
-void send_emoticon(int emoticon)
-{
-	msg_pack_start(MSG_EMOTICON, MSGFLAG_VITAL);
-	msg_pack_int(emoticon);
-	msg_pack_end();
-	client_send_msg();
-}
-
-static void render_projectile(const obj_projectile *prev, const obj_projectile *current, int itemid)
-{
-	gfx_texture_set(data->images[IMAGE_GAME].id);
-	gfx_quads_begin();
-
-	// get positions
-	float gravity = -400;
-	if(current->type != WEAPON_ROCKET)
-		gravity = -100;
-
-	float ct = (client_tick()-current->start_tick)/(float)SERVER_TICK_SPEED + client_intratick()*1/(float)SERVER_TICK_SPEED;
-	vec2 startpos(current->x, current->y);
-	vec2 startvel(current->vx, current->vy);
-	vec2 pos = calc_pos(startpos, startvel, gravity, ct);
-	vec2 prevpos = calc_pos(startpos, startvel, gravity, ct-0.001f);
-
-	select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj);
-	vec2 vel = pos-prevpos;
-	//vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
-
-	// add particle for this projectile
-	proj_particles.addparticle(current->type, itemid, pos, vel);
-
-	if(length(vel) > 0.00001f)
-		gfx_quads_setrotation(get_angle(vel));
-	else
-		gfx_quads_setrotation(0);
-
-	// TODO: do this, but nice
-	//temp_system.new_particle(pos, vec2(0,0), 0.3f, 14.0f, 0, 0.95f);
-
-	gfx_quads_draw(pos.x, pos.y, 32, 32);
-	gfx_quads_setrotation(0);
-	gfx_quads_end();
-}
-
-static void render_powerup(const obj_powerup *prev, const obj_powerup *current)
-{
-	gfx_texture_set(data->images[IMAGE_GAME].id);
-	gfx_quads_begin();
-	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
-	float angle = 0.0f;
-	float size = 64.0f;
-	if (current->type == POWERUP_WEAPON)
-	{
-		angle = 0; //-pi/6;//-0.25f * pi * 2.0f;
-		select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
-		size = data->weapons[current->subtype%data->num_weapons].visual_size;
-	}
-	else
-	{
-		const int c[] = {
-			SPRITE_POWERUP_HEALTH,
-			SPRITE_POWERUP_ARMOR,
-			SPRITE_POWERUP_WEAPON,
-			SPRITE_POWERUP_NINJA,
-			SPRITE_POWERUP_TIMEFIELD
-			};
-		select_sprite(c[current->type]);
-
-		if(c[current->type] == SPRITE_POWERUP_NINJA)
-		{
-			proj_particles.addparticle(0, 0,
-				pos+vec2((frandom()-0.5f)*80.0f, (frandom()-0.5f)*20.0f),
-				vec2((frandom()-0.5f)*10.0f, (frandom()-0.5f)*10.0f));
-			size *= 2.0f;
-			pos.x += 10.0f;
-		}
-	}
-
-	gfx_quads_setrotation(angle);
-
-	float offset = pos.y/32.0f + pos.x/32.0f;
-	pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
-	pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
-	draw_sprite(pos.x, pos.y, size);
-	gfx_quads_end();
-}
-
-static void render_flag(const obj_flag *prev, const obj_flag *current)
-{
-	float angle = 0.0f;
-	float size = 42.0f;
-
-    gfx_blend_normal();
-    gfx_texture_set(data->images[IMAGE_GAME].id);
-    gfx_quads_begin();
-
-	if(current->team == 0) // red team
-		select_sprite(SPRITE_FLAG_RED);
-	else
-		select_sprite(SPRITE_FLAG_BLUE);
-
-	gfx_quads_setrotation(angle);
-
-	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
-
-	if(local_info && current->carried_by == local_info->clientid)
-		pos = local_character_pos;
-
-    gfx_setcolor(current->team ? 0 : 1,0,current->team ? 1 : 0,1);
-    //draw_sprite(pos.x, pos.y, size);
-    gfx_quads_draw(pos.x, pos.y-size*0.75f, size, size*2);
-    gfx_quads_end();
-}
-
-void anim_seq_eval(sequence *seq, float time, keyframe *frame)
-{
-	if(seq->num_frames == 0)
-	{
-		frame->time = 0;
-		frame->x = 0;
-		frame->y = 0;
-		frame->angle = 0;
-	}
-	else if(seq->num_frames == 1)
-	{
-		*frame = seq->frames[0];
-	}
-	else
-	{
-		//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
-		keyframe *frame1 = 0;
-		keyframe *frame2 = 0;
-		float blend = 0.0f;
-
-		// TODO: make this smarter.. binary search
-		for (int i = 1; i < seq->num_frames; i++)
-		{
-			if (seq->frames[i-1].time <= time && seq->frames[i].time >= time)
-			{
-				frame1 = &seq->frames[i-1];
-				frame2 = &seq->frames[i];
-				blend = (time - frame1->time) / (frame2->time - frame1->time);
-				break;
-			}
-		}
-
-		if (frame1 && frame2)
-		{
-			frame->time = time;
-			frame->x = mix(frame1->x, frame2->x, blend);
-			frame->y = mix(frame1->y, frame2->y, blend);
-			frame->angle = mix(frame1->angle, frame2->angle, blend);
-		}
-	}
-}
-
-void anim_eval(animation *anim, float time, animstate *state)
-{
-	anim_seq_eval(&anim->body, time, &state->body);
-	anim_seq_eval(&anim->back_foot, time, &state->back_foot);
-	anim_seq_eval(&anim->front_foot, time, &state->front_foot);
-	anim_seq_eval(&anim->attach, time, &state->attach);
-}
-
-void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
-{
-	seq->x += added->x*amount;
-	seq->y += added->y*amount;
-	seq->angle += added->angle*amount;
-}
-
-void anim_add(animstate *state, animstate *added, float amount)
-{
-	anim_add_keyframe(&state->body, &added->body, amount);
-	anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
-	anim_add_keyframe(&state->front_foot, &added->front_foot, amount);
-	anim_add_keyframe(&state->attach, &added->attach, amount);
-}
-
-void anim_eval_add(animstate *state, animation *anim, float time, float amount)
-{
-	animstate add;
-	anim_eval(anim, time, &add);
-	anim_add(state, &add, amount);
-}
-
-static void render_hand(int skin_id, vec2 center_pos, vec2 dir, float angle_offset, vec2 post_rot_offset)
-{
-	// for drawing hand
-	const skin *s = skin_get(skin_id);
-	
-	float basesize = 10.0f;
-	//dir = normalize(hook_pos-pos);
-
-	vec2 hand_pos = center_pos + dir;
-	float angle = get_angle(dir);
-	if (dir.x < 0)
-		angle -= angle_offset;
-	else
-		angle += angle_offset;
-
-	vec2 dirx = dir;
-	vec2 diry(-dir.y,dir.x);
-
-	if (dir.x < 0)
-		diry = -diry;
-
-	hand_pos += dirx * post_rot_offset.x;
-	hand_pos += diry * post_rot_offset.y;
-
-	//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
-	gfx_texture_set(s->color_texture);
-	gfx_quads_begin();
-
-	// two passes
-	for (int i = 0; i < 2; i++)
-	{
-		bool outline = i == 0;
-
-		select_sprite(outline?SPRITE_TEE_HAND_OUTLINE:SPRITE_TEE_HAND, 0, 0, 0);
-		gfx_quads_setrotation(angle);
-		gfx_quads_draw(hand_pos.x, hand_pos.y, 2*basesize, 2*basesize);
-	}
-
-	gfx_quads_setrotation(0);
-	gfx_quads_end();
-}
-
-void render_tee(animstate *anim, tee_render_info *info, int emote, vec2 dir, vec2 pos)
-{
-	vec2 direction = dir;
-	vec2 position = pos;
-
-	//gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
-	gfx_texture_set(info->texture);
-	gfx_quads_begin();
-	//gfx_quads_draw(pos.x, pos.y-128, 128, 128);
-
-	// first pass we draw the outline
-	// second pass we draw the filling
-	for(int p = 0; p < 2; p++)
-	{
-		int outline = p==0 ? 1 : 0;
-
-		for(int f = 0; f < 2; f++)
-		{
-			float animscale = info->size * 1.0f/64.0f;
-			float basesize = info->size;
-			if(f == 1)
-			{
-				gfx_quads_setrotation(anim->body.angle*pi*2);
-
-				// draw body
-				gfx_setcolor(info->color_body.r, info->color_body.g, info->color_body.b, info->color_body.a);
-				vec2 body_pos = position + vec2(anim->body.x, anim->body.y)*animscale;
-				select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, 0);
-				gfx_quads_draw(body_pos.x, body_pos.y, basesize, basesize);
-
-				// draw eyes
-				if(p == 1)
-				{
-					switch (emote)
-					{
-						case EMOTE_PAIN:
-							select_sprite(SPRITE_TEE_EYE_PAIN, 0, 0, 0);
-							break;
-						case EMOTE_HAPPY:
-							select_sprite(SPRITE_TEE_EYE_HAPPY, 0, 0, 0);
-							break;
-						case EMOTE_SURPRISE:
-							select_sprite(SPRITE_TEE_EYE_SURPRISE, 0, 0, 0);
-							break;
-						case EMOTE_ANGRY:
-							select_sprite(SPRITE_TEE_EYE_ANGRY, 0, 0, 0);
-							break;
-						default:
-							select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, 0);
-							break;
-					}
-					
-					float eyescale = basesize*0.40f;
-					float h = emote == EMOTE_BLINK ? basesize*0.15f : eyescale;
-					float eyeseparation = (0.075f - 0.010f*fabs(direction.x))*basesize;
-					vec2 offset = vec2(direction.x*0.125f, -0.05f+direction.y*0.10f)*basesize;
-					gfx_quads_draw(body_pos.x-eyeseparation+offset.x, body_pos.y+offset.y, eyescale, h);
-					gfx_quads_draw(body_pos.x+eyeseparation+offset.x, body_pos.y+offset.y, -eyescale, h);
-				}
-			}
-
-			// draw feet
-			gfx_setcolor(info->color_feet.r, info->color_feet.g, info->color_feet.b, info->color_feet.a);
-			select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, 0);
-
-			keyframe *foot = f ? &anim->front_foot : &anim->back_foot;
-
-			float w = basesize;
-			float h = basesize/2;
-
-			gfx_quads_setrotation(foot->angle*pi*2);
-			gfx_quads_draw(position.x+foot->x*animscale, position.y+foot->y*animscale, w, h);
-		}
-	}
-
-	gfx_quads_end();
-}
-
-void draw_circle(float x, float y, float r, int segments)
-{
-	float f_segments = (float)segments;
-	for(int i = 0; i < segments; i+=2)
-	{
-		float a1 = i/f_segments * 2*pi;
-		float a2 = (i+1)/f_segments * 2*pi;
-		float a3 = (i+2)/f_segments * 2*pi;
-		float ca1 = cosf(a1);
-		float ca2 = cosf(a2);
-		float ca3 = cosf(a3);
-		float sa1 = sinf(a1);
-		float sa2 = sinf(a2);
-		float sa3 = sinf(a3);
-
-		gfx_quads_draw_freeform(
-			x, y,
-			x+ca1*r, y+sa1*r,
-			x+ca3*r, y+sa3*r,
-			x+ca2*r, y+sa2*r);
-	}
-}
-
-void draw_round_rect_ext(float x, float y, float w, float h, float r, int corners)
-{
-	int num = 8;
-	for(int i = 0; i < num; i+=2)
-	{
-		float a1 = i/(float)num * pi/2;
-		float a2 = (i+1)/(float)num * pi/2;
-		float a3 = (i+2)/(float)num * pi/2;
-		float ca1 = cosf(a1);
-		float ca2 = cosf(a2);
-		float ca3 = cosf(a3);
-		float sa1 = sinf(a1);
-		float sa2 = sinf(a2);
-		float sa3 = sinf(a3);
-
-		if(corners&1) // TL
-		gfx_quads_draw_freeform(
-			x+r, y+r,
-			x+(1-ca1)*r, y+(1-sa1)*r,
-			x+(1-ca3)*r, y+(1-sa3)*r,
-			x+(1-ca2)*r, y+(1-sa2)*r);
-
-		if(corners&2) // TR
-		gfx_quads_draw_freeform(
-			x+w-r, y+r,
-			x+w-r+ca1*r, y+(1-sa1)*r,
-			x+w-r+ca3*r, y+(1-sa3)*r,
-			x+w-r+ca2*r, y+(1-sa2)*r);
-
-		if(corners&4) // BL
-		gfx_quads_draw_freeform(
-			x+r, y+h-r,
-			x+(1-ca1)*r, y+h-r+sa1*r,
-			x+(1-ca3)*r, y+h-r+sa3*r,
-			x+(1-ca2)*r, y+h-r+sa2*r);
-
-		if(corners&8) // BR
-		gfx_quads_draw_freeform(
-			x+w-r, y+h-r,
-			x+w-r+ca1*r, y+h-r+sa1*r,
-			x+w-r+ca3*r, y+h-r+sa3*r,
-			x+w-r+ca2*r, y+h-r+sa2*r);
-	}
-
-	gfx_quads_drawTL(x+r, y+r, w-r*2, h-r*2); // center
-	gfx_quads_drawTL(x+r, y, w-r*2, r); // top
-	gfx_quads_drawTL(x+r, y+h-r, w-r*2, r); // bottom
-	gfx_quads_drawTL(x, y+r, r, h-r*2); // left
-	gfx_quads_drawTL(x+w-r, y+r, r, h-r*2); // right
-	
-	if(!(corners&1)) gfx_quads_drawTL(x, y, r, r); // TL
-	if(!(corners&2)) gfx_quads_drawTL(x+w, y, -r, r); // TR
-	if(!(corners&4)) gfx_quads_drawTL(x, y+h, r, -r); // BL
-	if(!(corners&8)) gfx_quads_drawTL(x+w, y+h, -r, -r); // BR
-}
-
-void draw_round_rect(float x, float y, float w, float h, float r)
-{
-	draw_round_rect_ext(x,y,w,h,r,0xf);
-}
-
-
-static void render_player(
-	const obj_player_character *prev_char,
-	const obj_player_character *player_char,
-	const obj_player_info *prev_info,
-	const obj_player_info *player_info
-	)
-{
-	obj_player_character prev;
-	obj_player_character player;
-	prev = *prev_char;
-	player = *player_char;
-
-	obj_player_info info = *player_info;
-
-	float intratick = client_intratick();
-
-	if(player.health < 0) // dont render dead players
-		return;
-
-	if(info.local && config.cl_predict)
-	{
-		if(!local_character || (local_character->health < 0) || (gameobj && gameobj->game_over))
-		{
-		}
-		else
-		{
-			// apply predicted results
-			predicted_player.write(&player);
-			predicted_prev_player.write(&prev);
-			intratick = client_intrapredtick();
-		}
-	}
-
-	// TODO: proper skin selection
-	int skin_id = client_datas[info.clientid].skin_id; //charids[info.clientid];
-	//if(gametype != GAMETYPE_DM)
-		//skin_id = info.team*9; // 0 or 9
-
-	vec2 direction = get_direction(player.angle);
-	float angle = player.angle/256.0f;
-	vec2 position = mix(vec2(prev.x, prev.y), vec2(player.x, player.y), intratick);
-
-	if(prev.health < 0) // Don't flicker from previous position
-		position = vec2(player.x, player.y);
-
-	bool stationary = player.vx < 1 && player.vx > -1;
-	bool inair = col_check_point(player.x, player.y+16) == 0;
-
-	// evaluate animation
-	float walk_time = fmod(position.x, 100.0f)/100.0f;
-	animstate state;
-	anim_eval(&data->animations[ANIM_BASE], 0, &state);
-
-	if(inair)
-		anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
-	else if(stationary)
-		anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
-	else
-		anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
-
-	if (player.weapon == WEAPON_HAMMER)
-	{
-		float a = clamp((client_tick()-player.attacktick+intratick)/10.0f, 0.0f, 1.0f);
-		anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
-	}
-	if (player.weapon == WEAPON_NINJA)
-	{
-		float a = clamp((client_tick()-player.attacktick+intratick)/40.0f, 0.0f, 1.0f);
-		anim_eval_add(&state, &data->animations[ANIM_NINJA_SWING], a, 1.0f);
-	}
-
-	// draw hook
-	if (prev.hook_state>0 && player.hook_state>0)
-	{
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-		//gfx_quads_begin();
-
-		vec2 pos = position;
-		vec2 hook_pos = mix(vec2(prev.hook_x, prev.hook_y), vec2(player.hook_x, player.hook_y), intratick);
-
-		float d = distance(pos, hook_pos);
-		vec2 dir = normalize(pos-hook_pos);
-
-		gfx_quads_setrotation(get_angle(dir)+pi);
-
-		// render head
-		select_sprite(SPRITE_HOOK_HEAD);
-		gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
-
-		// render chain
-		select_sprite(SPRITE_HOOK_CHAIN);
-		for(float f = 24; f < d; f += 24)
-		{
-			vec2 p = hook_pos + dir*f;
-			gfx_quads_draw(p.x, p.y,24,16);
-		}
-
-		gfx_quads_setrotation(0);
-		gfx_quads_end();
-
-		render_hand(skin_id, position, normalize(hook_pos-pos), -pi/2, vec2(20, 0));
-	}
-
-	// draw gun
-	{
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-		gfx_quads_setrotation(state.attach.angle*pi*2+angle);
-
-		// normal weapons
-		int iw = clamp(player.weapon, 0, NUM_WEAPONS-1);
-		select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
-
-		vec2 dir = direction;
-		float recoil = 0.0f;
-		vec2 p;
-		if (player.weapon == WEAPON_HAMMER)
-		{
-			// Static position for hammer
-			p = position;
-			p.y += data->weapons[iw].offsety;
-			// if attack is under way, bash stuffs
-			if(direction.x < 0)
-			{
-				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
-				p.x -= data->weapons[iw].offsetx;
-			}
-			else
-			{
-				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
-			}
-			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
-		}
-		else if (player.weapon == WEAPON_NINJA)
-		{
-			p = position;
-			p.y += data->weapons[iw].offsety;
-
-			if(direction.x < 0)
-			{
-				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
-				p.x -= data->weapons[iw].offsetx;
-			}
-			else
-			{
-				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
-			}
-			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
-
-			// HADOKEN
-			if ((client_tick()-player.attacktick) <= (SERVER_TICK_SPEED / 6) && data->weapons[iw].nummuzzlesprites)
-			{
-				int itex = rand() % data->weapons[iw].nummuzzlesprites;
-				float alpha = 1.0f;
-				if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
-				{
-					vec2 dir = vec2(player_char->x,player_char->y) - vec2(prev_char->x, prev_char->y);
-					dir = normalize(dir);
-					float hadokenangle = get_angle(dir);
-					gfx_quads_setrotation(hadokenangle);
-					//float offsety = -data->weapons[iw].muzzleoffsety;
-					select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, 0);
-					vec2 diry(-dir.y,dir.x);
-					p = position;
-					float offsetx = data->weapons[iw].muzzleoffsetx;
-					p -= dir * offsetx;
-					draw_sprite(p.x, p.y, 160.0f);
-				}
-			}
-		}
-		else
-		{
-			// TODO: should be an animation
-			recoil = 0;
-			float a = (client_tick()-player.attacktick+intratick)/5.0f;
-			if(a < 1)
-				recoil = sinf(a*pi);
-			p = position + dir * data->weapons[iw].offsetx - dir*recoil*10.0f;
-			p.y += data->weapons[iw].offsety;
-			draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
-		}
-
-		if (player.weapon == WEAPON_GUN || player.weapon == WEAPON_SHOTGUN)
-		{
-			// check if we're firing stuff
-			if (true)//prev.attackticks)
-			{
-				float alpha = 0.0f;
-				int phase1tick = (client_tick() - player.attacktick);
-				if (phase1tick < (data->weapons[iw].muzzleduration + 3))
-				{
-					float t = ((((float)phase1tick) + intratick)/(float)data->weapons[iw].muzzleduration);
-					alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
-				}
-
-				int itex = rand() % data->weapons[iw].nummuzzlesprites;
-				if (alpha > 0.0f && data->weapons[iw].sprite_muzzle[itex].psprite)
-				{
-					float offsety = -data->weapons[iw].muzzleoffsety;
-					select_sprite(data->weapons[iw].sprite_muzzle[itex].psprite, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
-					if(direction.x < 0)
-						offsety = -offsety;
-
-					vec2 diry(-dir.y,dir.x);
-					vec2 muzzlepos = p + dir * data->weapons[iw].muzzleoffsetx + diry * offsety;
-
-					draw_sprite(muzzlepos.x, muzzlepos.y, data->weapons[iw].visual_size);
-					/*gfx_setcolor(1.0f,1.0f,1.0f,alpha);
-					vec2 diry(-dir.y,dir.x);
-					p += dir * muzzleparams[player.weapon].offsetx + diry * offsety;
-					gfx_quads_draw(p.x,p.y,muzzleparams[player.weapon].sizex, muzzleparams[player.weapon].sizey);*/
-				}
-			}
-		}
-		gfx_quads_end();
-
-		switch (player.weapon)
-		{
-			case WEAPON_GUN: render_hand(skin_id, p, direction, -3*pi/4, vec2(-15, 4)); break;
-			case WEAPON_SHOTGUN: render_hand(skin_id, p, direction, -pi/2, vec2(-5, 4)); break;
-			case WEAPON_ROCKET: render_hand(skin_id, p, direction, -pi/2, vec2(-4, 7)); break;
-		}
-
-	}
-
-	// render the "shadow" tee
-	if(info.local && config.debug)
-	{
-		vec2 ghost_position = mix(vec2(prev_char->x, prev_char->y), vec2(player_char->x, player_char->y), client_intratick());
-		tee_render_info ghost = client_datas[info.clientid].skin_info;
-		ghost.color_body.a = 0.5f;
-		ghost.color_feet.a = 0.5f;
-		render_tee(&state, &ghost, player.emote, direction, ghost_position); // render ghost
-	}
-
-	// render the tee
-	render_tee(&state, &client_datas[info.clientid].skin_info, player.emote, direction, position);
-
-	if(player.state == STATE_CHATTING)
-	{
-		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
-		gfx_quads_begin();
-		select_sprite(SPRITE_DOTDOT);
-		gfx_quads_draw(position.x + 24, position.y - 40, 64,64);
-		gfx_quads_end();
-	}
-
-	if (client_datas[info.clientid].emoticon_start != -1 && client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() > client_tick())
-	{
-		gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
-		gfx_quads_begin();
-
-		int since_start = client_tick() - client_datas[info.clientid].emoticon_start;
-		int from_end = client_datas[info.clientid].emoticon_start + 2 * client_tickspeed() - client_tick();
-
-		float a = 1;
-
-		if (from_end < client_tickspeed() / 5)
-			a = from_end / (client_tickspeed() / 5.0);
-
-		float h = 1;
-		if (since_start < client_tickspeed() / 10)
-			h = since_start / (client_tickspeed() / 10.0);
-
-		float wiggle = 0;
-		if (since_start < client_tickspeed() / 5)
-			wiggle = since_start / (client_tickspeed() / 5.0);
-
-		float wiggle_angle = sin(5*wiggle);
-
-		gfx_quads_setrotation(pi/6*wiggle_angle);
-
-		gfx_setcolor(1.0f,1.0f,1.0f,a);
-		// client_datas::emoticon is an offset from the first emoticon
-		select_sprite(SPRITE_OOP + client_datas[info.clientid].emoticon);
-		gfx_quads_draw(position.x, position.y - 23 - 32*h, 64, 64*h);
-		gfx_quads_end();
-	}
-	
-	// render name plate
-	if(!info.local && config.cl_nameplates)
-	{
-		//gfx_pretty_text_color
-		float a = 1;
-		if(config.cl_nameplates_always == 0)
-			a = clamp(1-powf(distance(local_target_pos, position)/200.0f,16.0f), 0.0f, 1.0f);
-			
-		const char *name = client_datas[info.clientid].name;
-		float tw = gfx_pretty_text_width(28.0f, name, -1);
-		gfx_pretty_text_color(1,1,1,a);
-		gfx_pretty_text(position.x-tw/2.0f, position.y-60, 28.0f, name, -1);
-		gfx_pretty_text_color(1,1,1,1);
-	}
-}
-
-void render_moon(float x, float y)
-{
-	gfx_texture_set(data->images[IMAGE_MOON].id);
-	gfx_quads_begin();
-	gfx_quads_draw(x, y, 512, 512);
-	gfx_quads_end();
-}
-
-void render_stars()
-{
-	struct star
-	{
-		vec2 p;
-		float tingle;
-		float rot;
-		float size;
-	};
-	
-	static const int NUM_STARS = 100;
-	static star stars[NUM_STARS];
-	static bool init = true;
-	if(init)
-	{
-		for(int i = 0; i < NUM_STARS; i++)
-		{
-			stars[i].p.x = (frandom()-0.5f)*800*3;
-			stars[i].p.y = (frandom()-0.5f)*600*3;
-			stars[i].tingle = frandom();
-			stars[i].rot = frandom()*pi;
-			stars[i].size = 10.0f+frandom()*10.0f;
-		}
-		
-		init = false;
-	}
-
-	int64 now = time_get();
-	int64 freq = time_freq()*5;
-	float t = (now%freq)/(float)freq;
-	gfx_texture_set(data->images[IMAGE_STARS].id);
-	gfx_quads_begin();
-	gfx_quads_setsubset(0,0,0.5f,1);
-	for(int i = 0; i < NUM_STARS; i++)
-	{
-		float a = fmod(t+stars[i].tingle, 1.0f);
-		gfx_quads_setrotation(stars[i].rot);
-		gfx_setcolor(1,1,1,0.25f+sinf(a*pi)*0.75f);
-		gfx_quads_draw(stars[i].p.x, stars[i].p.y, stars[i].size, stars[i].size);
-	}
-	
-	gfx_quads_end();
-}
-
-void render_snow()
-{
-	vec2 tl, br;
-	gfx_getscreen(&tl.x, &tl.y, &br.x, &br.y);
-	tl.x += 1000; // this is here to fix positions below 0,0
-	tl.y += 1000;
-	br.x += 1000;
-	br.y += 1000;
-	
-	struct flake
-	{
-		vec2 p;
-		float tingle;
-		float rot;
-		float size;
-		float yspeed;
-		float xspeed;
-	};
-	
-	static const int NUM_FLAKES = 100;
-	static flake flakes[NUM_FLAKES];
-	static bool init = true;
-	
-	float w = br.x-tl.x;
-	float h = br.y-tl.y;
-	
-	if(init)
-	{
-		for(int i = 0; i < NUM_FLAKES; i++)
-		{
-			flakes[i].p.x = frandom()*w;
-			flakes[i].p.y = frandom()*h;
-			flakes[i].tingle = frandom();
-			flakes[i].rot = frandom()*pi;
-			flakes[i].size = 50.0f+frandom()*10.0f;
-			flakes[i].yspeed = 50+frandom()*20.0f;
-			flakes[i].xspeed = flakes[i].yspeed * (0.4+frandom()*0.4f);
-		}
-		
-		init = false;
-	}
-	
-	int basex = (int)(tl.x/w);
-	float splitx = tl.x-basex*w;
-	int basey = (int)(tl.y/h);
-	float splity = tl.y-basey*h;
-	
-	float f = client_frametime();
-	gfx_texture_set(data->images[IMAGE_SNOW].id);
-	gfx_quads_begin();
-	for(int i = 0; i < NUM_FLAKES; i++)
-	{
-		flakes[i].p.x -= f*flakes[i].xspeed;
-		flakes[i].p.y += f*flakes[i].yspeed;
-		if(flakes[i].p.x < 0)
-			flakes[i].p.x += w;
-		if(flakes[i].p.y > h)
-			flakes[i].p.y -= h;
-			
-		float x = flakes[i].p.x + basex*w;
-		float y = flakes[i].p.y + basey*h;
-		
-		if(flakes[i].p.x < splitx)
-			x += w;
-		if(flakes[i].p.y < splity)
-			y += h;
-			
-		x -= 1000;
-		y -= 1000;
-			
-		gfx_quads_setrotation(flakes[i].rot);
-		gfx_quads_draw(x, y, flakes[i].size, flakes[i].size);
-	}
-		
-	gfx_quads_end();
-}
-
-void render_sun(float x, float y)
-{
-	vec2 pos(x, y);
-
-	gfx_texture_set(-1);
-	gfx_blend_additive();
-	gfx_quads_begin();
-	const int rays = 10;
-	gfx_setcolor(1.0f,1.0f,1.0f,0.025f);
-	for(int r = 0; r < rays; r++)
-	{
-		float a = r/(float)rays + client_localtime()*0.025f;
-		float size = (1.0f/(float)rays)*0.25f;
-		vec2 dir0(sinf((a-size)*pi*2.0f), cosf((a-size)*pi*2.0f));
-		vec2 dir1(sinf((a+size)*pi*2.0f), cosf((a+size)*pi*2.0f));
-
-		gfx_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
-		gfx_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
-		gfx_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
-		gfx_setcolorvertex(3, 1.0f,1.0f,1.0f,0.0f);
-		const float range = 1000.0f;
-		gfx_quads_draw_freeform(
-			pos.x+dir0.x, pos.y+dir0.y,
-			pos.x+dir1.x, pos.y+dir1.y,
-			pos.x+dir0.x*range, pos.y+dir0.y*range,
-			pos.x+dir1.x*range, pos.y+dir1.y*range);
-	}
-	gfx_quads_end();
-	gfx_blend_normal();
-
-	gfx_texture_set(data->images[IMAGE_SUN].id);
-	gfx_quads_begin();
-	gfx_quads_draw(pos.x, pos.y, 256, 256);
-	gfx_quads_end();
-}
-
-static vec2 emoticon_selector_mouse;
-
-void emoticon_selector_reset()
-{
-	emoticon_selector_mouse = vec2(0, 0);
-}
-
-int emoticon_selector_render()
-{
-	int x, y;
-	inp_mouse_relative(&x, &y);
-
-	emoticon_selector_mouse.x += x;
-	emoticon_selector_mouse.y += y;
-
-	if (length(emoticon_selector_mouse) > 140)
-		emoticon_selector_mouse = normalize(emoticon_selector_mouse) * 140;
-
-	float selected_angle = get_angle(emoticon_selector_mouse) + 2*pi/24;
-	if (selected_angle < 0)
-		selected_angle += 2*pi;
-
-	bool return_now = false;
-	int selected_emoticon = -1;
-
-	if (length(emoticon_selector_mouse) > 100)
-		selected_emoticon = (int)(selected_angle / (2*pi) * 12.0f);
-
-	if(!inp_key_pressed(config.key_emoticon))
-	{
-		return_now = true;
-		emoticon_selector_active = false;
-	}
-
-    RECT screen = *ui2_screen();
-
-	gfx_mapscreen(screen.x, screen.y, screen.w, screen.h);
-
-	gfx_blend_normal();
-
-	gfx_texture_set(-1);
-	gfx_quads_begin();
-	gfx_setcolor(0,0,0,0.3f);
-	draw_circle(screen.w/2, screen.h/2, 160, 64);
-	gfx_quads_end();
-
-	gfx_texture_set(data->images[IMAGE_EMOTICONS].id);
-	gfx_quads_begin();
-
-	for (int i = 0; i < 12; i++)
-	{
-		float angle = 2*pi*i/12.0;
-		if (angle > pi)
-			angle -= 2*pi;
-
-		bool selected = selected_emoticon == i;
-
-		float size = selected ? 96 : 64;
-
-		float nudge_x = 120 * cos(angle);
-		float nudge_y = 120 * sin(angle);
-		select_sprite(SPRITE_OOP + i);
-		gfx_quads_draw(screen.w/2 + nudge_x, screen.h/2 + nudge_y, size, size);
-	}
-
-	gfx_quads_end();
-
-    gfx_texture_set(data->images[IMAGE_CURSOR].id);
-    gfx_quads_begin();
-    gfx_setcolor(1,1,1,1);
-    gfx_quads_drawTL(emoticon_selector_mouse.x+screen.w/2,emoticon_selector_mouse.y+screen.h/2,24,24);
-    gfx_quads_end();
-
-	return return_now ? selected_emoticon : -1;
-}
-
-void render_goals(float x, float y, float w)
-{
-	float h = 50.0f;
-
-	gfx_blend_normal();
-	gfx_texture_set(-1);
-	gfx_quads_begin();
-	gfx_setcolor(0,0,0,0.5f);
-	draw_round_rect(x-10.f, y-10.f, w, h, 10.0f);
-	gfx_quads_end();
-
-	// render goals
-	//y = ystart+h-54;
-	if(gameobj && gameobj->time_limit)
-	{
-		char buf[64];
-		sprintf(buf, "Time Limit: %d min", gameobj->time_limit);
-		gfx_pretty_text(x+w/2, y, 32, buf, -1);
-	}
-	if(gameobj && gameobj->score_limit)
-	{
-		char buf[64];
-		sprintf(buf, "Score Limit: %d", gameobj->score_limit);
-		gfx_pretty_text(x+40, y, 32, buf, -1);
-	}
-
-}
-
-void render_scoreboard(float x, float y, float w, int team, const char *title)
-{
-	//float w = 550.0f;
-	//float x = width/2-w/2;
-	//;
-	//float y = ystart;
-	//float w = 550.0f;
-
-	animstate idlestate;
-	anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
-	anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
-
-	//float ystart = y;
-	float h = 600.0f;
-
-	gfx_blend_normal();
-	gfx_texture_set(-1);
-	gfx_quads_begin();
-	gfx_setcolor(0,0,0,0.5f);
-	draw_round_rect(x-10.f, y-10.f, w, h, 40.0f);
-	gfx_quads_end();
-
-	// render title
-	if(!title)
-	{
-		if(gameobj->game_over)
-			title = "Game Over";
-		else
-			title = "Score Board";
-	}
-
-	float tw = gfx_pretty_text_width( 64, title, -1);
-
-	if(team == -1)
-	{
-		gfx_pretty_text(x+w/2-tw/2, y, 64, title, -1);
-	}
-	else
-	{
-		gfx_pretty_text(x+10, y, 64, title, -1);
-
-		if(gameobj)
-		{
-			char buf[128];
-			sprintf(buf, "%d", gameobj->teamscore[team&1]);
-			tw = gfx_pretty_text_width(64, buf, -1);
-			gfx_pretty_text(x+w-tw-40, y, 64, buf, -1);
-		}
-	}
-
-	y += 64.0f;
-
-	/*
-	if(team)
-	{
-		char buf[128];
-		sprintf(buf, "%4d", gameobj->teamscore[team&1]);
-		gfx_pretty_text(x+w/2-tw/2, y, 32, buf, -1);
-	}*/
-
-
-	// find players
-	const obj_player_info *players[MAX_CLIENTS] = {0};
-	int num_players = 0;
-	for(int i = 0; i < snap_num_items(SNAP_CURRENT); i++)
-	{
-		SNAP_ITEM item;
-		const void *data = snap_get_item(SNAP_CURRENT, i, &item);
-
-		if(item.type == OBJTYPE_PLAYER_INFO)
-		{
-			players[num_players] = (const obj_player_info *)data;
-			num_players++;
-		}
-	}
-
-	// sort players
-	for(int k = 0; k < num_players; k++) // ffs, bubblesort
-	{
-		for(int i = 0; i < num_players-k-1; i++)
-		{
-			if(players[i]->score < players[i+1]->score)
-			{
-				const obj_player_info *tmp = players[i];
-				players[i] = players[i+1];
-				players[i+1] = tmp;
-			}
-		}
-	}
-
-	// render headlines
-	gfx_pretty_text(x+10, y, 32, "Score", -1);
-	gfx_pretty_text(x+125, y, 32, "Name", -1);
-	gfx_pretty_text(x+w-70, y, 32, "Ping", -1);
-	y += 38.0f;
-
-	// render player scores
-	for(int i = 0; i < num_players; i++)
-	{
-		const obj_player_info *info = players[i];
-
-		// make sure that we render the correct team
-		if(team != -1 && info->team != team)
-			continue;
-
-		char buf[128];
-		float font_size = 46.0f;
-		if(info->local)
-		{
-			// background so it's easy to find the local player
-			gfx_texture_set(-1);
-			gfx_quads_begin();
-			gfx_setcolor(1,1,1,0.25f);
-			draw_round_rect(x, y, w-20, 48, 20.0f);
-			gfx_quads_end();
-		}
-
-		sprintf(buf, "%4d", info->score);
-		gfx_pretty_text(x+60-gfx_pretty_text_width(font_size,buf,-1), y, font_size, buf, -1);
-		gfx_pretty_text(x+128, y, font_size, client_datas[info->clientid].name, -1);
-
-		sprintf(buf, "%4d", info->latency);
-		float tw = gfx_pretty_text_width(font_size, buf, -1);
-		gfx_pretty_text(x+w-tw-35, y, font_size, buf, -1);
-
-		// render avatar
-		render_tee(&idlestate, &client_datas[info->clientid].skin_info, EMOTE_NORMAL, vec2(1,0), vec2(x+90, y+28));
-		y += 50.0f;
-	}
-}
-
-void mapscreen_to_world(float center_x, float center_y, float zoom)
-{
-    RECT screen = *ui2_screen();
-
-	const float default_zoom = 1.5f;
-	float width = screen.w*default_zoom*zoom;
-	float height = screen.h*default_zoom*zoom;
-	gfx_mapscreen(center_x-width/2, center_y-height/2, center_x+width/2, center_y+height/2);
-}
-
-// renders the complete game world
-void render_world(float center_x, float center_y, float zoom)
-{
-	mapscreen_to_world(center_x, center_y, zoom);
-	//gfx_mapscreen(center_x-width/2, center_y-height/2, center_x+width/2, center_y+height/2);
-
-	// render background environment
-	int theme_id = 0;
-	mapres_theme *t = (mapres_theme *)map_find_item(MAPRES_TEMP_THEME, 0);
-	if(t)
-		theme_id = t->id;
-	
-	if(config.gfx_high_detail)
-	{
-		if(theme_id == 1)
-		{
-			// Winter night
-			gfx_mapscreen(0,0,1,1);
-			gfx_texture_set(-1);
-			gfx_quads_begin();
-				vec4 top(0x11/(float)0xff, 0x1a/(float)0xff, 0x21/(float)0xff, 1.0f);
-				vec4 bottom(0x2a/(float)0xff, 0x40/(float)0xff, 0x52/(float)0xff, 1.0f);
-				gfx_setcolorvertex(0, top.r, top.g, top.b, top.a);
-				gfx_setcolorvertex(1, top.r, top.g, top.b, top.a);
-				gfx_setcolorvertex(2, bottom.r, bottom.g, bottom.b, bottom.a);
-				gfx_setcolorvertex(3, bottom.r, bottom.g, bottom.b, bottom.a);
-				gfx_quads_drawTL(0, 0, 1, 1);
-			gfx_quads_end();
-
-			mapscreen_to_world(center_x*0.1f, center_y*0.1f, zoom);
-			render_stars();
-			
-			mapscreen_to_world(center_x, center_y, zoom);
-			
-			render_moon(center_x*0.8f, center_y*0.8f);
-			
-			mapscreen_to_world(center_x, center_y, zoom);
-		}
-		else
-		{
-			// Summer day
-			render_sun(20+center_x*0.6f, 20+center_y*0.6f);
-
-			// draw clouds
-			static vec2 cloud_pos[6] = {vec2(-500,0),vec2(-500,200),vec2(-500,400)};
-			static float cloud_speed[6] = {30, 20, 10};
-			static int cloud_sprites[6] = {SPRITE_CLOUD1, SPRITE_CLOUD2, SPRITE_CLOUD3};
-
-			gfx_texture_set(data->images[IMAGE_CLOUDS].id);
-			gfx_quads_begin();
-			for(int i = 0; i < 3; i++)
-			{
-				float parallax_amount = 0.55f;
-				select_sprite(cloud_sprites[i]);
-				draw_sprite((cloud_pos[i].x+fmod(client_localtime()*cloud_speed[i]+i*100.0f, 3000.0f))+center_x*parallax_amount,
-					cloud_pos[i].y+center_y*parallax_amount, 300);
-			}
-			gfx_quads_end();
-
-			// draw backdrop
-			gfx_texture_set(data->images[IMAGE_BACKDROP].id);
-			gfx_quads_begin();
-			float parallax_amount = 0.25f;
-			for(int x = -1; x < 3; x++)
-				gfx_quads_drawTL(1024*x+center_x*parallax_amount, (center_y)*parallax_amount+150+512, 1024, 512);
-			gfx_quads_end();
-		}
-	}
-	
-	// render background tilemaps
-	tilemap_render(32.0f, 0);
-
-	// render items
-	{
-		int num = snap_num_items(SNAP_CURRENT);
-		for(int i = 0; i < num; i++)
-		{
-			SNAP_ITEM item;
-			const void *data = snap_get_item(SNAP_CURRENT, i, &item);
-
-			if(item.type == OBJTYPE_PROJECTILE)
-			{
-				const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
-				if(prev)
-					render_projectile((const obj_projectile *)prev, (const obj_projectile *)data, item.id);
-			}
-			else if(item.type == OBJTYPE_POWERUP)
-			{
-				const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
-				if(prev)
-					render_powerup((const obj_powerup *)prev, (const obj_powerup *)data);
-			}
-			else if(item.type == OBJTYPE_FLAG)
-			{
-				const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
-				if (prev)
-					render_flag((const obj_flag *)prev, (const obj_flag *)data);
-			}
-		}
-	}
-
-	// render players above all
-	{
-		int num = snap_num_items(SNAP_CURRENT);
-		for(int i = 0; i < num; i++)
-		{
-			SNAP_ITEM item;
-			const void *data = snap_get_item(SNAP_CURRENT, i, &item);
-
-			if(item.type == OBJTYPE_PLAYER_CHARACTER)
-			{
-				const void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
-				const void *prev_info = snap_find_item(SNAP_PREV, OBJTYPE_PLAYER_INFO, item.id);
-				const void *info = snap_find_item(SNAP_CURRENT, OBJTYPE_PLAYER_INFO, item.id);
-				if(prev && prev_info && info)
-				{
-					client_datas[((const obj_player_info *)info)->clientid].team = ((const obj_player_info *)info)->team;
-					render_player(
-							(const obj_player_character *)prev,
-							(const obj_player_character *)data,
-							(const obj_player_info *)prev_info,
-							(const obj_player_info *)info
-						);
-				}
-			}
-		}
-	}
-
-	// render particles
-	temp_system.update(client_frametime());
-	temp_system.render();
-
-	// render foreground tilemaps
-	tilemap_render(32.0f, 1);
-	
-	// render front environment effects
-	if(config.gfx_high_detail)
-	{
-		if(theme_id == 1)
-		{
-			//mapscreen_to_world(center_x, center_y, zoom);
-			render_snow();
-		}
-	}
-
-	// render damage indications
-	damageind.render();
-}
-
-static void do_input(int *v, int key)
-{
-	*v += inp_key_presses(key) + inp_key_releases(key);
-	if((*v&1) != inp_key_state(key))
-		(*v)++;
-	*v &= INPUT_STATE_MASK;
-}
-
-void render_game()
-{
-	float width = 400*3.0f;
-	float height = 300*3.0f;
-
-	bool spectate = false;
-
-	if(config.cl_predict)
-	{
-		if(!local_character || (local_character->health < 0) || (gameobj && gameobj->game_over))
-		{
-			// don't use predicted
-		}
-		else
-			local_character_pos = mix(predicted_prev_player.pos, predicted_player.pos, client_intrapredtick());
-	}
-	else if(local_character && local_prev_character)
-	{
-		local_character_pos = mix(
-			vec2(local_prev_character->x, local_prev_character->y),
-			vec2(local_character->x, local_character->y), client_intratick());
-	}
-	
-	if(local_info && local_info->team == -1)
-		spectate = true;
-
-	animstate idlestate;
-	anim_eval(&data->animations[ANIM_BASE], 0, &idlestate);
-	anim_eval_add(&idlestate, &data->animations[ANIM_IDLE], 0, 1.0f);
-
-	if (inp_key_down(KEY_ESC))
-	{
-		if (chat_mode)
-			chat_mode = CHATMODE_NONE;
-		else
-		{
-			menu_active = !menu_active;
-			if(menu_active)
-				menu_game_active = true;
-		}
-	}
-
-	// make sure to send our info again if the menu closes	
-	static bool menu_was_active = false;
-	if(menu_active)
-		menu_was_active = true;
-	else if(menu_was_active)
-	{
-		send_info(false);
-		menu_was_active = false;
-	}
-
-	// handle chat input
-	if (!menu_active)
-	{
-		if(chat_mode != CHATMODE_NONE)
-		{
-			if(inp_key_down(KEY_ENTER))
-			{
-				// send message
-				if(chat_input_len)
-				{
-					if(chat_mode == CHATMODE_CONSOLE)
-						config_set(chat_input);
-					else if(chat_mode == CHATMODE_REMOTECONSOLE)
-						client_rcon(chat_input);
-					else
-					{
-						// send chat message
-						msg_pack_start(MSG_SAY, MSGFLAG_VITAL);
-						if(chat_mode == CHATMODE_ALL)
-							msg_pack_int(0);
-						else
-							msg_pack_int(1);
-						msg_pack_string(chat_input, 512);
-						msg_pack_end();
-						client_send_msg();
-					}
-				}
-
-				chat_mode = CHATMODE_NONE;
-			}
-
-			int c = inp_last_char();
-			int k = inp_last_key();
-
-			if (!(c >= 0 && c < 32))
-			{
-				if (chat_input_len < sizeof(chat_input) - 1)
-				{
-					chat_input[chat_input_len] = c;
-					chat_input[chat_input_len+1] = 0;
-					chat_input_len++;
-				}
-			}
-
-			if(k == KEY_BACKSPACE)
-			{
-				if(chat_input_len > 0)
-				{
-					chat_input[chat_input_len-1] = 0;
-					chat_input_len--;
-				}
-			}
-
-		}
-		else
-		{
-			if(chat_mode == CHATMODE_NONE)
-			{
-				if(inp_key_down(config.key_chat))
-					chat_mode = CHATMODE_ALL;
-
-				if(inp_key_down(config.key_teamchat))
-					chat_mode = CHATMODE_TEAM;
-
-				if(inp_key_down(config.key_console))
-					chat_mode = CHATMODE_CONSOLE;
-				
-				if(inp_key_down(config.key_remoteconsole))
-					chat_mode = CHATMODE_REMOTECONSOLE;
-
-				if(chat_mode != CHATMODE_NONE)
-				{
-					mem_zero(chat_input, sizeof(chat_input));
-					chat_input_len = 0;
-				}
-			}
-		}
-	}
-
-	if (!menu_active)
-		inp_clear();
-
-	// fetch new input
-	if(!menu_active && !emoticon_selector_active)
-	{
-		int x, y;
-		inp_mouse_relative(&x, &y);
-		mouse_pos += vec2(x, y);
-		if(!spectate)
-		{
-			float l = length(mouse_pos);
-			if(l > 600.0f)
-				mouse_pos = normalize(mouse_pos)*600.0f;
-		}
-	}
-
-	// set listner pos
-	if(spectate)
-	{
-		local_target_pos = mouse_pos;
-		snd_set_listener_pos(mouse_pos.x, mouse_pos.y);
-	}
-	else
-	{
-		local_target_pos = local_character_pos + mouse_pos;
-		snd_set_listener_pos(local_character_pos.x, local_character_pos.y);
-	}
-
-	// snap input
-	{
-		static player_input input = {0};
-
-		input.target_x = (int)mouse_pos.x;
-		input.target_y = (int)mouse_pos.y;
-
-		if(chat_mode != CHATMODE_NONE)
-			input.state = STATE_CHATTING;
-		else if(menu_active)
-			input.state = STATE_IN_MENU;
-		else
-		{
-			input.state = STATE_PLAYING;
-			input.left = inp_key_state(config.key_move_left);
-			input.right = inp_key_state(config.key_move_right);
-			input.hook = inp_key_state(config.key_hook);
-			input.jump  = inp_key_state(config.key_jump);
-
-			if(!emoticon_selector_active)
-				do_input(&input.fire, config.key_fire);
-
-			// weapon selection
-			do_input(&input.next_weapon, config.key_next_weapon);
-			do_input(&input.prev_weapon, config.key_prev_weapon);
-
-			if(inp_key_presses(config.key_next_weapon) || inp_key_presses(config.key_prev_weapon))
-				input.wanted_weapon = 0;
-			else if (config.cl_autoswitch_weapons && picked_up_weapon)
-            {
-                input.wanted_weapon = picked_up_weapon;
-            }
-            else
-			{
-				if(inp_key_presses(config.key_weapon1)) input.wanted_weapon = 1;
-				if(inp_key_presses(config.key_weapon2)) input.wanted_weapon = 2;
-				if(inp_key_presses(config.key_weapon3)) input.wanted_weapon = 3;
-				if(inp_key_presses(config.key_weapon4)) input.wanted_weapon = 4;
-				if(inp_key_presses(config.key_weapon5)) input.wanted_weapon = 5;
-				if(inp_key_presses(config.key_weapon6)) input.wanted_weapon = 6;
-			}
-
-            picked_up_weapon = 0;
-		}
-
-		// stress testing
-		if(config.dbg_stress)
-		{
-			float t = client_localtime();
-			mem_zero(&input, sizeof(input));
-
-			input.left = ((int)t/2)&1;
-			input.right = ((int)t/2+1)&1;
-			input.jump = ((int)t);
-			input.fire = ((int)(t*10));
-			input.hook = ((int)(t*2))&1;
-			input.wanted_weapon = ((int)t)%NUM_WEAPONS;
-			input.target_x = (int)(sinf(t*3)*100.0f);
-			input.target_y = (int)(cosf(t*3)*100.0f);
-		}
-
-		snap_input(&input, sizeof(input));
-	}
-
-	// center at char but can be moved when mouse is far away
-	float offx = 0, offy = 0;
-	if (config.cl_dynamic_camera)
-	{
-		int deadzone = 300;
-		if(mouse_pos.x > deadzone) offx = mouse_pos.x-deadzone;
-		if(mouse_pos.x <-deadzone) offx = mouse_pos.x+deadzone;
-		if(mouse_pos.y > deadzone) offy = mouse_pos.y-deadzone;
-		if(mouse_pos.y <-deadzone) offy = mouse_pos.y+deadzone;
-		offx = offx*2/3;
-		offy = offy*2/3;
-	}
-
-	// render the world
-	gfx_clear(0.65f,0.78f,0.9f);
-	if(spectate)
-		render_world(mouse_pos.x, mouse_pos.y, 1.0f);
-	else
-	{
-		render_world(local_character_pos.x+offx, local_character_pos.y+offy, 1.0f);
-
-		// draw screen box
-		if(0)
-		{
-			gfx_texture_set(-1);
-			gfx_blend_normal();
-			gfx_lines_begin();
-				float cx = local_character_pos.x+offx;
-				float cy = local_character_pos.y+offy;
-				float w = 400*3/2;
-				float h = 300*3/2;
-				gfx_lines_draw(cx-w,cy-h,cx+w,cy-h);
-				gfx_lines_draw(cx+w,cy-h,cx+w,cy+h);
-				gfx_lines_draw(cx+w,cy+h,cx-w,cy+h);
-				gfx_lines_draw(cx-w,cy+h,cx-w,cy-h);
-			gfx_lines_end();
-		}
-	}
-
-
-	// pseudo format
-	// ZOOM ZOOM
-	float zoom = 3.0;
-	if(local_character)
-		cl_effects.getzoom(client_tick(), client_intratick(), local_character);
-
-	// DEBUG TESTING
-	if(zoom > 3.01f)
-	{
-		gfx_clear_mask(0);
-
-		gfx_texture_set(-1);
-		gfx_blend_normal();
-
-		gfx_mask_op(MASK_NONE, 1);
-
-		gfx_quads_begin();
-		gfx_setcolor(0.65f,0.78f,0.9f,1.0f);
-
-		float fov;
-		if (zoom > 3.01f)
-			fov = pi * (zoom - 3.0f) / 6.0f;
-		else
-			fov = pi / 6.0f;
-
-		float fade = 0.7f;
-
-
-		float a = get_angle(normalize(vec2(mouse_pos.x, mouse_pos.y)));
-		vec2 d = get_dir(a);
-		vec2 d0 = get_dir(a-fov/2.0f);
-		vec2 d1 = get_dir(a+fov/2.0f);
-
-		vec2 cd0 = get_dir(a-(fov*fade)/2.0f); // center direction
-		vec2 cd1 = get_dir(a+(fov*fade)/2.0f);
-
-		vec2 p0n = local_character_pos + d0*32.0f;
-		vec2 p1n = local_character_pos + d1*32.0f;
-		vec2 p0f = local_character_pos + d0*1000.0f;
-		vec2 p1f = local_character_pos + d1*1000.0f;
-
-		vec2 cn = local_character_pos + d*32.0f;
-		vec2 cf = local_character_pos + d*1000.0f;
-
-		vec2 cp0n = local_character_pos + cd0*32.0f;
-		vec2 cp0f = local_character_pos + cd0*1000.0f;
-		vec2 cp1n = local_character_pos + cd1*32.0f;
-		vec2 cp1f = local_character_pos + cd1*1000.0f;
-
-		gfx_quads_draw_freeform(
-			p0n.x,p0n.y,
-			p1n.x,p1n.y,
-			p0f.x,p0f.y,
-			p1f.x,p1f.y);
-		gfx_quads_end();
-
-		gfx_mask_op(MASK_SET, 0);
-
-		render_world(local_character_pos.x+offx, local_character_pos.y+offy, 2.0f);
-
-		gfx_mask_op(MASK_NONE, 0);
-
-		mapscreen_to_world(local_character_pos.x+offx, local_character_pos.y+offy, 1.0f);
-
-		gfx_texture_set(-1);
-		gfx_blend_normal();
-		gfx_quads_begin();
-		gfx_setcolor(0.5f,0.9f,0.5f,0.25f);
-		float r=0.5f, g=1.0f, b=0.5f;
-		float r2=r*0.25f, g2=g*0.25f, b2=b*0.25f;
-
-		gfx_setcolor(r,g,b,0.2f);
-		gfx_quads_draw_freeform(
-			cn.x,cn.y,
-			cn.x,cn.y,
-			cp0f.x,cp0f.y,
-			cp1f.x,cp1f.y);
-
-		gfx_setcolorvertex(0, r, g, b, 0.2f);
-		gfx_setcolorvertex(1, r2, g2, b2, 0.9f);
-		gfx_setcolorvertex(2, r, g, b, 0.2f);
-		gfx_setcolorvertex(3, r2, g2, b2, 0.9f);
-		gfx_quads_draw_freeform(
-			cn.x,cn.y,
-			p0n.x,p0n.y,
-			cp0f.x,cp0f.y,
-			p0f.x,p0f.y);
-
-		gfx_quads_draw_freeform(
-			cn.x,cn.y,
-			p1n.x,p1n.y,
-			cp1f.x,cp1f.y,
-			p1f.x,p1f.y);
-
-		gfx_quads_end();
-	}
-
-	if(local_character && !spectate && !(gameobj && gameobj->game_over))
-	{
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-
-		// render cursor
-		if (!menu_active && !emoticon_selector_active)
-		{
-			select_sprite(data->weapons[local_character->weapon%data->num_weapons].sprite_cursor);
-			float cursorsize = 64;
-			draw_sprite(local_target_pos.x, local_target_pos.y, cursorsize);
-		}
-		
-		float x = 5;
-		float y = 5;
-
-		// render ammo count
-		// render gui stuff
-		gfx_quads_end();
-		gfx_quads_begin();
-		gfx_mapscreen(0,0,400,300);
-		// if weaponstage is active, put a "glow" around the stage ammo
-		select_sprite(SPRITE_TEE_BODY);
-		for (int i = 0; i < local_character->weaponstage; i++)
-			gfx_quads_drawTL(x+local_character->ammocount * 12 -i*12, y+22, 11, 11);
-		select_sprite(data->weapons[local_character->weapon%data->num_weapons].sprite_proj);
-		for (int i = 0; i < local_character->ammocount; i++)
-			gfx_quads_drawTL(x+i*12,y+24,10,10);
-
-		gfx_quads_end();
-
-		gfx_texture_set(data->images[IMAGE_GAME].id);
-		gfx_quads_begin();
-		int h = 0;
-
-		// render health
-		select_sprite(SPRITE_HEALTH_FULL);
-		for(; h < local_character->health; h++)
-			gfx_quads_drawTL(x+h*12,y,10,10);
-
-		select_sprite(SPRITE_HEALTH_EMPTY);
-		for(; h < 10; h++)
-			gfx_quads_drawTL(x+h*12,y,10,10);
-
-		// render armor meter
-		h = 0;
-		select_sprite(SPRITE_ARMOR_FULL);
-		for(; h < local_character->armor; h++)
-			gfx_quads_drawTL(x+h*12,y+12,10,10);
-
-		select_sprite(SPRITE_ARMOR_EMPTY);
-		for(; h < 10; h++)
-			gfx_quads_drawTL(x+h*12,y+12,10,10);
-		gfx_quads_end();
-	}
-
-	// render kill messages
-	{
-		gfx_mapscreen(0, 0, width*1.5f, height*1.5f);
-		float startx = width*1.5f-10.0f;
-		float y = 20.0f;
-
-		for(int i = 0; i < killmsg_max; i++)
-		{
-
-			int r = (killmsg_current+i+1)%killmsg_max;
-			if(client_tick() > killmsgs[r].tick+50*10)
-				continue;
-
-			float font_size = 48.0f;
-			float killername_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].killer].name, -1);
-			float victimname_w = gfx_pretty_text_width(font_size, client_datas[killmsgs[r].victim].name, -1);
-
-			float x = startx;
-
-			// render victim name
-			x -= victimname_w;
-			gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].victim].name, -1);
-
-			// render victim tee
-			x -= 24.0f;
-			
-			if(gameobj && gameobj->gametype == GAMETYPE_CTF)
-			{
-				if(killmsgs[r].mode_special&1)
-				{
-					gfx_blend_normal();
-					gfx_texture_set(data->images[IMAGE_GAME].id);
-					gfx_quads_begin();
-
-					if(client_datas[killmsgs[r].victim].team == 0) select_sprite(SPRITE_FLAG_BLUE);
-					else select_sprite(SPRITE_FLAG_RED);
-					
-					float size = 56.0f;
-					gfx_quads_drawTL(x, y-16, size/2, size);
-					gfx_quads_end();					
-				}
-			}
-			
-			render_tee(&idlestate, &client_datas[killmsgs[r].victim].skin_info, EMOTE_PAIN, vec2(-1,0), vec2(x, y+28));
-			x -= 32.0f;
-			
-			// render weapon
-			x -= 44.0f;
-			if (killmsgs[r].weapon >= 0)
-			{
-				gfx_texture_set(data->images[IMAGE_GAME].id);
-				gfx_quads_begin();
-				select_sprite(data->weapons[killmsgs[r].weapon].sprite_body);
-				draw_sprite(x, y+28, 96);
-				gfx_quads_end();
-			}
-			x -= 52.0f;
-
-			if(killmsgs[r].victim != killmsgs[r].killer)
-			{
-				if(gameobj && gameobj->gametype == GAMETYPE_CTF)
-				{
-					if(killmsgs[r].mode_special&2)
-					{
-						gfx_blend_normal();
-						gfx_texture_set(data->images[IMAGE_GAME].id);
-						gfx_quads_begin();
-
-						if(client_datas[killmsgs[r].killer].team == 0) select_sprite(SPRITE_FLAG_BLUE, SPRITE_FLAG_FLIP_X);
-						else select_sprite(SPRITE_FLAG_RED, SPRITE_FLAG_FLIP_X);
-						
-						float size = 56.0f;
-						gfx_quads_drawTL(x-56, y-16, size/2, size);
-						gfx_quads_end();				
-					}
-				}				
-				
-				// render killer tee
-				x -= 24.0f;
-				render_tee(&idlestate, &client_datas[killmsgs[r].killer].skin_info, EMOTE_ANGRY, vec2(1,0), vec2(x, y+28));
-				x -= 32.0f;
-
-				// render killer name
-				x -= killername_w;
-				gfx_pretty_text(x, y, font_size, client_datas[killmsgs[r].killer].name, -1);
-			}
-
-			y += 44;
-		}
-	}
-
-	// render chat
-	{
-		gfx_mapscreen(0,0,400,300);
-		float x = 10.0f;
-		float y = 300.0f-50.0f;
-		float starty = -1;
-		if(chat_mode != CHATMODE_NONE)
-		{
-			// render chat input
-			char buf[sizeof(chat_input)+16];
-			if(chat_mode == CHATMODE_ALL)
-				sprintf(buf, "All: %s_", chat_input);
-			else if(chat_mode == CHATMODE_TEAM)
-				sprintf(buf, "Team: %s_", chat_input);
-			else if(chat_mode == CHATMODE_CONSOLE)
-				sprintf(buf, "Console: %s_", chat_input);
-			else if(chat_mode == CHATMODE_REMOTECONSOLE)
-				sprintf(buf, "Rcon: %s_", chat_input);
-			else
-				sprintf(buf, "Chat: %s_", chat_input);
-			gfx_pretty_text(x, y, 10.0f, buf, 380);
-			starty = y;
-		}
-
-		y -= 10;
-
-		int i;
-		for(i = 0; i < chat_max_lines; i++)
-		{
-			int r = ((chat_current_line-i)+chat_max_lines)%chat_max_lines;
-			if(client_tick() > chat_lines[r].tick+50*15)
-				break;
-
-			int lines = int(gfx_pretty_text_width(10, chat_lines[r].text, -1)) / 380 + 1;
-
-			gfx_pretty_text_color(1,1,1,1);
-			if(chat_lines[r].client_id == -1)
-				gfx_pretty_text_color(1,1,0.5f,1); // system
-			else if(chat_lines[r].team)
-				gfx_pretty_text_color(0.5f,1,0.5f,1); // team message
-
-			gfx_pretty_text(x, y - 8 * (lines - 1), 10, chat_lines[r].text, 380);
-			y -= 8 * lines;
-		}
-
-		gfx_pretty_text_color(1,1,1,1);
-	}
-
-	// render goals
-	if(gameobj)
-	{
-		gametype = gameobj->gametype;
-		gfx_mapscreen(0,0,400,300);
-		if(!gameobj->sudden_death)
-		{
-			char buf[32];
-			int time = 0;
-			if(gameobj->time_limit)
-			{
-				time = gameobj->time_limit*60 - ((client_tick()-gameobj->round_start_tick)/client_tickspeed());
-
-				if(gameobj->game_over)
-					time  = 0;
-			}
-			else
-				time = (client_tick()-gameobj->round_start_tick)/client_tickspeed();
-
-			sprintf(buf, "%d:%02d", time /60, time %60);
-			float w = gfx_pretty_text_width(16, buf, -1);
-			gfx_pretty_text(200-w/2, 2, 16, buf, -1);
-		}
-
-		if(gameobj->sudden_death)
-		{
-			const char *text = "Sudden Death";
-			float w = gfx_pretty_text_width(16, text, -1);
-			gfx_pretty_text(200-w/2, 2, 16, text, -1);
-		}
-
-		// render small score hud
-		if(!(gameobj && gameobj->game_over) && (gametype == GAMETYPE_TDM || gametype == GAMETYPE_CTF))
-		{
-			for(int t = 0; t < 2; t++)
-			{
-				gfx_blend_normal();
-				gfx_texture_set(-1);
-				gfx_quads_begin();
-				if(t == 0)
-					gfx_setcolor(1,0,0,0.25f);
-				else
-					gfx_setcolor(0,0,1,0.25f);
-				draw_round_rect(400-40, 300-40-15+t*20, 50, 18, 5.0f);
-				gfx_quads_end();
-
-				char buf[32];
-				sprintf(buf, "%d", gameobj->teamscore[t]);
-				float w = gfx_pretty_text_width(14, buf, -1);
-				
-				if(gametype == GAMETYPE_CTF)
-				{
-					gfx_pretty_text(400-20-w/2+5, 300-40-15+t*20+2, 14, buf, -1);
-					if(flags[t])
-					{
- 						if(flags[t]->carried_by == -2 || (flags[t]->carried_by == -1 && ((client_tick()/10)&1)))
- 						{
-							gfx_blend_normal();
-							gfx_texture_set(data->images[IMAGE_GAME].id);
-							gfx_quads_begin();
-
-							if(t == 0) select_sprite(SPRITE_FLAG_RED);
-							else select_sprite(SPRITE_FLAG_BLUE);
-							
-							float size = 16;					
-							gfx_quads_drawTL(400-40+5, 300-40-15+t*20+1, size/2, size);
-							gfx_quads_end();
-						}
-						else if(flags[t]->carried_by >= 0)
-						{
-							int id = flags[t]->carried_by%MAX_CLIENTS;
-							const char *name = client_datas[id].name;
-							float w = gfx_pretty_text_width(10, name, -1);
-							gfx_pretty_text(400-40-5-w, 300-40-15+t*20+2, 10, name, -1);
-							tee_render_info info = client_datas[id].skin_info;
-							info.size = 18.0f;
-							
-							render_tee(&idlestate, &info, EMOTE_NORMAL, vec2(1,0),
-								vec2(400-40+10, 300-40-15+9+t*20+1));
-						}
-					}
-				}
-				else
-					gfx_pretty_text(400-20-w/2, 300-40-15+t*20+2, 14, buf, -1);
-			}
-		}
-
-		// render warmup timer
-		if(gameobj->warmup)
-		{
-			char buf[256];
-			float w = gfx_pretty_text_width(24, "Warmup", -1);
-			gfx_pretty_text(200+-w/2, 50, 24, "Warmup", -1);
-
-			int seconds = gameobj->warmup/SERVER_TICK_SPEED;
-			if(seconds < 5)
-				sprintf(buf, "%d.%d", seconds, (gameobj->warmup*10/SERVER_TICK_SPEED)%10);
-			else
-				sprintf(buf, "%d", seconds);
-			w = gfx_pretty_text_width(24, buf, -1);
-			gfx_pretty_text(200+-w/2, 75, 24, buf, -1);
-		}
-	}
-
-	if (menu_active)
-	{
-		modmenu_render();
-		return;
-	}
-
-	if(chat_mode == CHATMODE_NONE && !menu_active && !spectate)
-	{
-		if(!emoticon_selector_active && inp_key_pressed(config.key_emoticon))
-		{
-			emoticon_selector_active = true;
-			emoticon_selector_reset();
-		}
-	}
-	else
-		emoticon_selector_active = false;
-
-	if(emoticon_selector_active)
-	{
-		int emoticon = emoticon_selector_render();
-		if (emoticon != -1)
-		{
-			send_emoticon(emoticon);
-			emoticon_selector_active = false;
-		}
-	}
-	
-	if(client_connection_problems())
-	{
-		gfx_mapscreen(0, 0, 400, 300);
-		const char *text = "Connection Problems...";
-		float w = gfx_pretty_text_width(24, text, -1);
-		gfx_pretty_text(200-w/2, 50, 24, text, -1);
-	}
-
-	// render score board
-	if(inp_key_pressed(KEY_TAB) || // user requested
-		(!spectate && (!local_character || local_character->health < 0)) || // not spectating and is dead
-		(gameobj && gameobj->game_over) // game over
-		)
-	{
-		gfx_mapscreen(0, 0, width, height);
-
-		float w = 550.0f;
-
-		if (gameobj && gameobj->gametype == GAMETYPE_DM)
-		{
-			render_scoreboard(width/2-w/2, 150.0f, w, -1, 0);
-			//render_scoreboard(gameobj, 0, 0, -1, 0);
-		}
-		else
-		{
-				
-			if(gameobj && gameobj->game_over)
-			{
-				const char *text = "DRAW!";
-				if(gameobj->teamscore[0] > gameobj->teamscore[1])
-					text = "Red Team Wins!";
-				else if(gameobj->teamscore[1] > gameobj->teamscore[0])
-					text = "Blue Team Wins!";
-					
-				float w = gfx_pretty_text_width(92.0f, text, -1);
-				gfx_pretty_text(width/2-w/2, 45, 92.0f, text, -1);
-			}
-			
-			render_scoreboard(width/2-w-20, 150.0f, w, 0, "Red Team");
-			render_scoreboard(width/2 + 20, 150.0f, w, 1, "Blue Team");
-		}
-
-		render_goals(width/2-w/2, 150+600+25, w);
-
-	}
-}
-
-extern "C" void modc_render()
-{
-	// this should be moved around abit
-	if(client_state() == CLIENTSTATE_ONLINE)
-	{
-		render_game();
-
-		// handle team switching
-		// TODO: FUGLY!!!
-		if(config.cl_team != -10)
-		{
-			msg_pack_start(MSG_SETTEAM, MSGFLAG_VITAL);
-			msg_pack_int(config.cl_team);
-			msg_pack_end();
-			client_send_msg();
-		}
-	}
-	else // if (client_state() != CLIENTSTATE_CONNECTING && client_state() != CLIENTSTATE_LOADING)
-	{
-		modmenu_render();
-	}
-
-	//
-	config.cl_team = -10;
-}
-
-
-void menu_do_disconnected();
-void menu_do_connecting();
-void menu_do_connected();
-
-extern "C" void modc_statechange(int state, int old)
-{
-	clear_object_pointers();
-	
-	if(state == CLIENTSTATE_OFFLINE)
-	{
-	 	menu_do_disconnected();
-	 	menu_game_active = false;
-	}
-	else if(state == CLIENTSTATE_CONNECTING)
-		menu_do_connecting();
-	else if (state == CLIENTSTATE_ONLINE)
-	{
-		menu_active = false;
-	 	menu_game_active = true;
-		menu_do_connected();
-	}
-}
-
-extern "C" void modc_message(int msg)
-{
-	if(msg == MSG_CHAT)
-	{
-		int cid = msg_unpack_int();
-		int team = msg_unpack_int();
-		const char *message = msg_unpack_string();
-		dbg_msg("message", "chat cid=%d team=%d msg='%s'", cid, team, message);
-		chat_add_line(cid, team, message);
-
-		if(cid >= 0)
-			snd_play(CHN_GUI, data->sounds[SOUND_CHAT_CLIENT].sounds[0].id, 0);
-		else
-			snd_play(CHN_GUI, data->sounds[SOUND_CHAT_SERVER].sounds[0].id, 0);
-	}
-	else if(msg == MSG_SETINFO)
-	{
-		int cid = msg_unpack_int();
-		const char *name = msg_unpack_string();
-		const char *skinname = msg_unpack_string();
-		
-		strncpy(client_datas[cid].name, name, 64);
-		strncpy(client_datas[cid].skin_name, skinname, 64);
-		
-		int use_custom_color = msg_unpack_int();
-		client_datas[cid].skin_info.color_body = skin_get_color(msg_unpack_int());
-		client_datas[cid].skin_info.color_feet = skin_get_color(msg_unpack_int());
-		client_datas[cid].skin_info.size = 64;
-		
-		// find new skin
-		client_datas[cid].skin_id = skin_find(client_datas[cid].skin_name);
-		if(client_datas[cid].skin_id < 0)
-			client_datas[cid].skin_id = 0;
-		
-		if(use_custom_color)
-			client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->color_texture;
-		else
-		{
-			client_datas[cid].skin_info.texture = skin_get(client_datas[cid].skin_id)->org_texture;
-			client_datas[cid].skin_info.color_body = vec4(1,1,1,1);
-			client_datas[cid].skin_info.color_feet = vec4(1,1,1,1);
-		}
-	}
-    else if(msg == MSG_WEAPON_PICKUP)
-    {
-        int weapon = msg_unpack_int();
-
-        picked_up_weapon = weapon+1;
-    }
-	else if(msg == MSG_READY_TO_ENTER)
-	{
-		client_entergame();
-	}
-	else if(msg == MSG_KILLMSG)
-	{
-		killmsg_current = (killmsg_current+1)%killmsg_max;
-		killmsgs[killmsg_current].killer = msg_unpack_int();
-		killmsgs[killmsg_current].victim = msg_unpack_int();
-		killmsgs[killmsg_current].weapon = msg_unpack_int();
-		killmsgs[killmsg_current].mode_special = msg_unpack_int();
-		killmsgs[killmsg_current].tick = client_tick();
-	}
-	else if (msg == MSG_EMOTICON)
-	{
-		int cid = msg_unpack_int();
-		int emoticon = msg_unpack_int();
-		client_datas[cid].emoticon = emoticon;
-		client_datas[cid].emoticon_start = client_tick();
-	}
-	else if(msg == MSG_SOUND_GLOBAL)
-	{
-		int soundid = msg_unpack_int();
-		snd_play_random(CHN_GLOBAL, soundid, 1.0f, vec2(0,0));
-	}
-}
-
-extern "C" void modc_connected()
-{
-	// init some stuff
-	col_init(32);
-	img_init();
-	tilemap_init();
-	chat_reset();
-
-	proj_particles.reset();
-	
-	clear_object_pointers();
-	last_new_predicted_tick = -1;
-
-	for(int i = 0; i < MAX_CLIENTS; i++)
-	{
-		client_datas[i].name[0] = 0;
-		client_datas[i].team = 0;
-		client_datas[i].emoticon = 0;
-		client_datas[i].emoticon_start = -1;
-	}
-
-	for(int i = 0; i < killmsg_max; i++)
-		killmsgs[i].tick = -100000;
-		
-	send_info(true);
-}
-
-extern "C" const char *modc_net_version() { return TEEWARS_NETVERSION; }