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authorMagnus Auvinen <magnus.auvinen@gmail.com>2007-05-24 20:54:08 +0000
committerMagnus Auvinen <magnus.auvinen@gmail.com>2007-05-24 20:54:08 +0000
commit82023866ab4c7483652e9d4605290e39ced3bec3 (patch)
treecbff99cb472b4434d18e8e1fe3c556ca194096a6 /src/game/server
parent34e3df396630e9bb271ea8965869d23260900a7d (diff)
downloadzcatch-82023866ab4c7483652e9d4605290e39ced3bec3.tar.gz
zcatch-82023866ab4c7483652e9d4605290e39ced3bec3.zip
large change. moved around all source. splitted server and client into separate files
Diffstat (limited to 'src/game/server')
-rw-r--r--src/game/server/game_server.cpp2131
1 files changed, 2131 insertions, 0 deletions
diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp
new file mode 100644
index 00000000..769a250f
--- /dev/null
+++ b/src/game/server/game_server.cpp
@@ -0,0 +1,2131 @@
+#include <stdlib.h>
+#include <string.h>
+#include "../game.h"
+
+using namespace baselib;
+
+// --------- PHYSICS TWEAK! --------
+const float ground_control_speed = 7.0f;
+const float ground_control_accel = 2.0f;
+const float ground_friction = 0.5f;
+const float ground_jump_speed = 12.0f;
+const float air_control_speed = 3.5f;
+const float air_control_accel = 1.2f;
+const float air_friction = 0.95f;
+const float hook_length = 32*10.0f;
+const float hook_fire_speed = 45.0f;
+const float hook_drag_accel = 3.0f;
+const float hook_drag_speed = 15.0f;
+const float gravity = 0.5f;
+
+class player* get_player(int index);
+void create_healthmod(vec2 p, int amount);
+void create_explosion(vec2 p, int owner = -1, bool bnodamage = false);
+void create_smoke(vec2 p);
+void create_sound(vec2 pos, int sound, int loopflags = 0);
+class player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, class entity* notthis = 0);
+
+// TODO: rewrite this smarter!
+void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
+{
+	// do the move
+	vec2 pos = *inout_pos;
+	vec2 vel = *inout_vel;
+	
+	float distance = length(vel);
+	int max = (int)distance;
+	
+	vec2 offsets[4] = {	vec2(-size.x/2, -size.y/2), vec2( size.x/2, -size.y/2),
+						vec2(-size.x/2,  size.y/2), vec2( size.x/2,  size.y/2)};
+	
+	if(distance > 0.00001f)
+	{
+		vec2 old_pos = pos;
+		for(int i = 0; i <= max; i++)
+		{
+			float amount = i/(float)max;
+			if(max == 0)
+				amount = 0;
+			
+			vec2 new_pos = pos + vel*amount; // TODO: this row is not nice
+
+			for(int p = 0; p < 4; p++)
+			{
+				vec2 np = new_pos+offsets[p];
+				vec2 op = old_pos+offsets[p];
+				if(col_check_point(np))
+				{
+					int affected = 0;
+					if(col_check_point(np.x, op.y))
+					{
+						vel.x = -vel.x*elasticity;
+						pos.x = old_pos.x;
+						new_pos.x = old_pos.x;
+						affected++;
+					}
+
+					if(col_check_point(op.x, np.y))
+					{
+						vel.y = -vel.y*elasticity;
+						pos.y = old_pos.y;
+						new_pos.y = old_pos.y;
+						affected++;
+					}
+					
+					if(!affected)
+					{
+						new_pos = old_pos;
+						pos = old_pos;
+						vel *= -elasticity;
+					}
+				}
+			}
+			
+			old_pos = new_pos;
+		}
+		
+		pos = old_pos;
+	}
+	
+	*inout_pos = pos;
+	*inout_vel = vel;
+}
+
+// TODO: rewrite this smarter!
+bool intersect_line(vec2 pos0, vec2 pos1, vec2 *out)
+{
+	float d = distance(pos0, pos1);
+	
+	for(float f = 0; f < d; f++)
+	{
+		float a = f/d;
+		vec2 pos = mix(pos0, pos1, a);
+		if(col_check_point(pos))
+		{
+			if(out)
+				*out = pos;
+			return true;
+		}
+	}
+	if(out)
+		*out = pos1;
+	return false;
+}
+
+//
+class event_handler
+{
+	static const int MAX_EVENTS = 128;
+	static const int MAX_DATASIZE = 128*4;
+
+	int types[MAX_EVENTS];  // TODO: remove some of these arrays
+	int offsets[MAX_EVENTS];
+	int sizes[MAX_EVENTS];
+	char data[MAX_DATASIZE];
+	
+	int current_offset;
+	int num_events;
+public:
+	event_handler()
+	{
+		num_events = 0;
+	}
+	
+	void *create(int type, int size)
+	{
+		void *p = &data[current_offset];
+		offsets[num_events] = current_offset;
+		types[num_events] = type;
+		sizes[num_events] = size;
+		current_offset += size;
+		num_events++;
+		return p;
+	}
+	
+	void clear()
+	{
+		num_events = 0;
+		current_offset = 0;
+	}
+	
+	void snap(int snapping_client)
+	{
+		for(int i = 0; i < num_events; i++)
+		{
+			void *d = snap_new_item(types[i], i, sizes[i]);
+			mem_copy(d, &data[offsets[i]], sizes[i]);
+		}
+	}
+};
+
+static event_handler events;
+/*
+template<typename T, int SIZE>
+class pool
+{
+	struct element
+	{
+		int next_free;
+		T data;
+	};
+	
+	element elements[SIZE];
+	int first_free;
+public:
+	pool()
+	{
+		first_free = 0;
+		for(int i = 0; i < SIZE; i++)
+			elements[i].next_free = i+1;
+		elements[SIZE-1].next_free = -1;
+	}
+};*/
+
+// a basic entity
+class entity
+{
+private:
+	friend class game_world;
+	friend class player;
+	entity *prev_entity;
+	entity *next_entity;
+	int index;
+	
+public:
+	vec2 pos;
+	float proximity_radius;
+	unsigned flags;
+	int objtype;
+
+	enum
+	{
+		FLAG_DESTROY=0x00000001,
+	};
+
+	entity(int objtype)
+	{
+		this->objtype = objtype;
+		pos = vec2(0,0);
+		flags = 0;
+		proximity_radius = 0;
+	}
+	
+	virtual ~entity()
+	{
+	}
+
+	virtual void destroy() { delete this; }
+	virtual void tick() {}
+	virtual void snap(int snapping_client) {}
+		
+	virtual bool take_damage(vec2 force, int dmg, int from) { return true; }
+};
+
+class powerup : public entity
+{
+public:
+	static const int phys_size = 14;
+	enum
+	{
+		POWERUP_FLAG_HOOKABLE = 1 << 0,
+	};
+	vec2 vel;
+	class player* playerhooked;
+	int type;
+	int id;
+	int subtype; // weapon type for instance?
+	int numitems; // number off powerup items
+	int flags;
+	int spawntick;
+	powerup(int _type, int _subtype = 0, int _numitems = 0, int _flags = 0);
+
+	static void spawnrandom(int _lifespan);
+
+	void tick();
+
+	void snap(int snapping_client);
+};
+
+// game world. handles all entities
+class game_world
+{
+public:
+	entity *first_entity;
+	game_world()
+	{
+		first_entity = 0x0;
+	}
+	
+	int find_entities(vec2 pos, float radius, entity **ents, int max)
+	{
+		int num = 0;
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+		{
+			if(distance(ent->pos, pos) < radius+ent->proximity_radius)
+			{
+				ents[num] = ent;
+				num++;
+				if(num == max)
+					break;
+			}
+		}
+		
+		return num;
+	}
+
+	int find_entities(vec2 pos, float radius, entity **ents, int max, const int* types, int maxtypes)
+	{
+		int num = 0;
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+		{
+			for (int i = 0; i < maxtypes; i++)
+			{
+				if (ent->objtype != types[i])
+					continue;
+
+				if(distance(ent->pos, pos) < radius+ent->proximity_radius)
+				{
+					ents[num] = ent;
+					num++;
+					if(num == max)
+						break;
+				}
+			}
+		}
+		
+		return num;
+	}
+	
+	void insert_entity(entity *ent)
+	{
+		// insert it
+		if(first_entity)
+			first_entity->prev_entity = ent;
+		ent->next_entity = first_entity;
+		ent->prev_entity = 0x0;
+		first_entity = ent;
+	}
+	
+	void destroy_entity(entity *ent)
+	{
+		ent->flags |= entity::FLAG_DESTROY;
+		// call destroy
+		//remove_entity(ent);
+		//ent->destroy();
+	}
+	
+	void remove_entity(entity *ent)
+	{
+		// remove
+		if(ent->prev_entity)
+			ent->prev_entity->next_entity = ent->next_entity;
+		else
+			first_entity = ent->next_entity;
+		if(ent->next_entity)
+			ent->next_entity->prev_entity = ent->prev_entity;
+	}
+	
+	//
+	void snap(int snapping_client)
+	{
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+			ent->snap(snapping_client);
+	}
+	
+	void tick()
+	{
+		// update all objects
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+			ent->tick();
+		
+		// destroy objects marked for destruction
+		entity *ent = first_entity;
+		while(ent)
+		{
+			entity *next = ent->next_entity;
+			if(ent->flags&entity::FLAG_DESTROY)
+			{
+				remove_entity(ent);
+				ent->destroy();
+			}
+			ent = next;
+		}
+	}
+};
+
+static game_world world;
+
+// projectile entity
+class projectile : public entity
+{
+public:
+	enum
+	{
+		PROJECTILE_FLAGS_EXPLODE = 1 << 0,
+	};
+	vec2 vel;
+	entity* powner;
+	int lifespan;
+	int id;
+	int owner;
+	int type;
+	int flags;
+	int damage;
+	int sound_impact;
+	float force;
+	
+	projectile(int type, int owner, vec2 pos, vec2 vel, int span, entity* powner, int damage, int flags = 0, float force = 0.0f, int sound_impact = -1) :
+		entity(OBJTYPE_PROJECTILE)
+	{
+		static int current_id = 0;
+		this->id = current_id++;
+		this->type = type;
+		this->pos = pos;
+		this->vel = vel;
+		this->lifespan = span;
+		this->owner = owner;
+		this->powner = powner;
+		this->flags = flags;
+		this->force = force;
+		this->damage = damage;
+		this->sound_impact = sound_impact;
+		world.insert_entity(this);
+	}
+
+	void tick()
+	{
+		vec2 oldpos = pos;
+		vel.y += 0.25f;
+		pos += vel;
+		lifespan--;
+		// check player intersection as well
+		entity* targetplayer = (entity*)intersect_player(oldpos, pos, oldpos, powner);
+		if(targetplayer || lifespan < 0 || col_check_point((int)pos.x, (int)pos.y))
+		{
+			if (lifespan >= 0)
+				create_sound(pos, sound_impact);
+			if (flags & PROJECTILE_FLAGS_EXPLODE)
+			{
+				create_explosion(oldpos, owner);
+			}
+			else if (targetplayer)
+			{
+				targetplayer->take_damage(normalize(vel) * force, damage, owner);
+			}
+			world.destroy_entity(this);
+		}
+	}
+	
+	void snap(int snapping_client)
+	{
+		obj_projectile *proj = (obj_projectile *)snap_new_item(OBJTYPE_PROJECTILE, id, sizeof(obj_projectile));
+		proj->x = (int)pos.x;
+		proj->y = (int)pos.y;
+		proj->vx = (int)vel.x;
+		proj->vy = (int)vel.y;
+		proj->type = type;
+	}
+};
+
+// player entity
+class player : public entity
+{
+public:
+	static const int phys_size = 28;
+	enum
+	{
+		WEAPON_NEEDRELOAD		= 1 << 0,
+		WEAPON_DROPONUNEQUIP	= 1 << 1,
+		WEAPON_DRAWSAMMO		= 1 << 2,
+		WEAPON_HASSECONDARY		= 1 << 3,
+		WEAPON_ISACTIVE			= 1 << 4, // has the item
+		WEAPON_AUTOFIRE			= 1 << 5,
+
+		WEAPON_PROJECTILETYPE_GUN		= 0,
+		WEAPON_PROJECTILETYPE_ROCKET	= 1,
+		WEAPON_PROJECTILETYPE_SHOTGUN	= 2,
+
+		// Gun
+
+
+		// modifiers
+		MODIFIER_HASACTIVATIONS			= 1 << 0,
+		MODIFIER_TIMELIMITED			= 1 << 1,
+		MODIFIER_ISACTIVE				= 1 << 2,
+		MODIFIER_NEEDSACTIVATION		= 1 << 3,
+
+		MODIFIER_RETURNFLAGS_OVERRIDEWEAPON		= 1 << 0,
+		MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY	= 1 << 1,
+		MODIFIER_RETURNFLAGS_OVERRIDEPOSITION	= 1 << 2,
+		MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY	= 1 << 3,
+	};
+	class weapon
+	{
+	public:
+		entity* hitobjects[10];
+		int numobjectshit; // for melee, so we don't hit the same object more than once per bash
+		int weapontype;
+		int equiptime;
+		int unequiptime;
+		int numammo;
+		int magsize;
+		int nummagazines;
+		int flags;
+		int firetime;
+		int reloadtime;
+		int projectileclass;
+		int damage;
+		int sound_fire;
+		int sound_equip;
+		int sound_impact;
+		int sound_impact_projectile;
+		int visualtimeattack;
+		float projectilevel;
+		float projectilespan;
+		float reach; // for melee
+		float force;
+		float recoilforce;
+		float projoffsety;
+		float projoffsetx;
+		
+		weapon()
+		{
+			weapontype = 0;
+			numammo = 0;
+			flags = 0;
+			reloadtime = 0;
+			projectileclass = 0;
+			numobjectshit = 0;
+			reach = 0.0f;
+			force = 5.0f;
+			damage = 1;
+			sound_fire = -1;
+			sound_equip = -1;
+			sound_impact = -1;
+			sound_impact_projectile = -1,
+			visualtimeattack = 3;
+			recoilforce = 0.0f;
+			projoffsety = 0.0f;
+			projoffsetx = 0.0f;
+		}
+
+		void setgun(int ammo = 10)
+		{
+			weapontype = WEAPON_TYPE_GUN;
+			flags = 0;//WEAPON_DRAWSAMMO;
+			numammo = ammo;
+			projectileclass = WEAPON_PROJECTILETYPE_GUN;
+			firetime = SERVER_TICK_SPEED/10;
+			magsize = 0;
+			projectilevel = 30.0f;
+			projectilespan = 50.0f * 1.0f;
+			sound_fire = SOUND_FIRE_GUN;
+			sound_equip = SOUND_EQUIP_GUN;
+			sound_impact_projectile = SOUND_IMPACT_PROJECTILE_GUN;
+			projoffsety = -10.0f;
+			projoffsetx = 24.0f;
+		}
+
+		void setrocket(int ammo = 10)
+		{
+			weapontype = WEAPON_TYPE_ROCKET;
+			flags = WEAPON_DRAWSAMMO;
+			numammo = ammo;
+			projectileclass = WEAPON_PROJECTILETYPE_ROCKET;
+			projectilevel = 15.0f;
+			projectilespan = 50.0f * 5.0f;
+			firetime = SERVER_TICK_SPEED * 4/5;
+			magsize = 0;
+			recoilforce = 5.0f;
+			sound_fire = SOUND_FIRE_ROCKET;
+			sound_equip = SOUND_EQUIP_ROCKET;
+			sound_impact_projectile = SOUND_IMPACT_PROJECTILE_ROCKET;
+			projoffsety = -17.0f;
+			projoffsetx = 24.0f;
+		}
+
+		/*void setsniper(int ammo = 10)
+		{
+			weapontype = WEAPON_TYPE_SNIPER;
+			flags = WEAPON_DRAWSAMMO | WEAPON_HASSECONDARY | WEAPON_NEEDRELOAD;
+			numammo = ammo;
+			projectileclass = WEAPON_PROJECTILETYPE_SNIPER;
+			projectilevel = 30.0f;
+			projectilespan = 50.0f * 5.0f;
+			firetime = SERVER_TICK_SPEED;
+			reloadtime = SERVER_TICK_SPEED/2;
+			magsize = 2;
+			recoilforce = 20.0f;
+		}*/
+
+		void setshotgun(int ammo = 10)
+		{
+			weapontype = WEAPON_TYPE_SHOTGUN;
+			flags = WEAPON_DRAWSAMMO | WEAPON_NEEDRELOAD;
+			numammo = ammo;
+			projectileclass = WEAPON_PROJECTILETYPE_SHOTGUN;
+			projectilevel = 30.0f;
+			projectilespan = 50.0f * 5.0f;
+			firetime = SERVER_TICK_SPEED/2;
+			reloadtime = SERVER_TICK_SPEED/2;
+			magsize = 2;
+			damage = 3;
+			recoilforce = 5.0f;
+			sound_fire = SOUND_FIRE_SHOTGUN;
+			sound_equip = SOUND_EQUIP_SHOTGUN;
+			sound_impact_projectile = SOUND_IMPACT_PROJECTILE_SHOTGUN;
+			projoffsety = -17.0f;
+			projoffsetx = 24.0f;
+		}
+
+		void setmelee(int ammo = 10)
+		{
+			weapontype = WEAPON_TYPE_MELEE;
+			flags = 0;//WEAPON_AUTOFIRE;
+			numammo = ammo;
+			projectileclass = -1;
+			firetime = SERVER_TICK_SPEED/5;
+			reloadtime = 0;
+			magsize = 2;
+			numobjectshit = 0;
+			reach = 15.0f;
+			damage = 1;
+			sound_fire = SOUND_FIRE_MELEE;
+			sound_equip = SOUND_EQUIP_MELEE;
+			sound_impact = SOUND_PLAYER_IMPACT;
+		}
+
+		void settype()
+		{
+			switch(weapontype)
+			{
+			case WEAPON_TYPE_GUN:
+				{
+					setgun();
+					break;
+				}
+			case WEAPON_TYPE_ROCKET:
+				{
+					setrocket();
+					break;
+				}
+			/*case WEAPON_TYPE_SNIPER:
+				{
+					setsniper();
+					break;
+				}*/
+			case WEAPON_TYPE_SHOTGUN:
+				{
+					setshotgun();
+					break;
+				}
+			case WEAPON_TYPE_MELEE:
+				{
+					setmelee();
+					break;
+				}
+			default:
+				break;
+			}
+		}
+
+		int activate(player* player)
+		{
+			// create sound event for fire
+			int projectileflags = 0;
+			create_sound(player->pos, sound_fire);
+
+			switch (weapontype)
+			{
+			case WEAPON_TYPE_ROCKET:
+				projectileflags |= projectile::PROJECTILE_FLAGS_EXPLODE;
+			case WEAPON_TYPE_GUN:
+			//case WEAPON_TYPE_SNIPER:
+			case WEAPON_TYPE_SHOTGUN:
+				{
+					if (flags & WEAPON_DRAWSAMMO)
+						numammo--;
+					// Create projectile
+					new projectile(projectileclass,
+						player->client_id,
+						player->pos+vec2(0,projoffsety)+player->direction*projoffsetx,
+						player->direction*projectilevel,
+						(int)projectilespan,
+						player,
+						damage,
+						projectileflags,
+						force,
+						sound_impact_projectile);
+					// recoil force if any
+					if (recoilforce > 0.0f)
+					{
+						vec2 dir(player->direction.x,0.5);
+						if (dir.x == 0.0f)
+							dir.x = 0.5f;
+						else
+							dir = normalize(dir);
+						player->vel -= dir * recoilforce;
+					}
+					return firetime;
+				}
+			case WEAPON_TYPE_MELEE:
+				{
+					// Start bash sequence
+					numobjectshit = 0;
+					return firetime;
+				}
+			default:
+				return 0;
+			}
+		}
+
+		void update(player* owner, int fire_timeout)
+		{
+			switch(weapontype)
+			{
+			case WEAPON_TYPE_MELEE:
+				{
+					// No more melee
+					if (fire_timeout <= 0)
+						return;
+
+					// only one that needs update (for now)
+					// do selection for the weapon and bash anything in it
+					// check if we hit anything along the way
+					int type = OBJTYPE_PLAYER;
+					entity *ents[64];
+					vec2 dir = owner->pos + owner->direction * reach;
+					float radius = length(dir * 0.5f);
+					vec2 center = owner->pos + dir * 0.5f;
+					int num = world.find_entities(center, radius, ents, 64, &type, 1);
+					
+					for (int i = 0; i < num; i++)
+					{
+						// Check if entity is a player
+						if (ents[i] == owner)
+							continue;
+						// make sure we haven't hit this object before
+						bool balreadyhit = false;
+						for (int j = 0; j < numobjectshit; j++)
+						{
+							if (hitobjects[j] == ents[i])
+								balreadyhit = true;
+						}
+						if (balreadyhit)
+							continue;
+
+						// check so we are sufficiently close
+						if (distance(ents[i]->pos, owner->pos) > (owner->phys_size * 2.0f))
+							continue;
+					
+						// hit a player, give him damage and stuffs...
+						// create sound for bash
+						create_sound(ents[i]->pos, sound_impact);
+
+						// set his velocity to fast upward (for now)
+						create_smoke(ents[i]->pos);
+						hitobjects[numobjectshit++] = ents[i];
+						ents[i]->take_damage(vec2(0,10.0f), damage, owner->client_id);
+						player* target = (player*)ents[i];
+						vec2 dir;
+						if (length(target->pos - owner->pos) > 0.0f)
+							dir = normalize(target->pos - owner->pos);
+						else
+							dir = vec2(0,-1);
+						target->vel += dir * 10.0f + vec2(0,-10.0f);
+					}
+					break;
+				}
+			default:
+				break;
+			}
+		}
+	};
+
+	class modifier
+	{
+	public:
+		vec2 activationdir;
+		entity* hitobjects[10];
+		int numobjectshit;
+		float velocity;
+		int modifiertype;
+		int duration;
+		int numactivations;
+		int activationtime;
+		int cooldown;
+		int movetime;
+		int visualtimeattack;
+		int currentactivation;
+		int currentmovetime;
+		int currentcooldown;
+		int damage;
+		int flags;
+		int sound_impact;
+		int sound_activate;
+
+		modifier()
+		{
+			modifiertype = 0;
+			duration = 0;
+			numobjectshit = 0;
+			numactivations = 0;
+			activationtime = 0;
+			cooldown = 0;
+			movetime = 0;
+			currentactivation = 0;
+			currentmovetime = 0;
+			currentcooldown =0;
+			damage = 0;
+			flags = 0;
+			activationdir = vec2(0.0f, 1.0f);
+			velocity = 0.0f;
+			visualtimeattack = 0;
+			sound_impact = -1;
+		}
+
+		void setninja()
+		{
+			modifiertype = MODIFIER_TYPE_NINJA;
+			duration = SERVER_TICK_SPEED * 15;
+			numactivations = -1;
+			movetime = SERVER_TICK_SPEED / 5;
+			activationtime = SERVER_TICK_SPEED / 2;
+			cooldown = SERVER_TICK_SPEED;
+			currentactivation = 0;
+			currentmovetime = 0;
+			numobjectshit = 0;
+			damage = 3;
+			flags = MODIFIER_TIMELIMITED | MODIFIER_NEEDSACTIVATION;
+			velocity = 50.0f;
+			visualtimeattack = 3;
+			sound_impact = SOUND_PLAYER_IMPACT_NINJA;
+			sound_activate = SOUND_FIRE_NINJA;
+		}
+
+		void settimefield()
+		{
+			modifiertype = MODIFIER_TYPE_TIMEFIELD;
+			duration = SERVER_TICK_SPEED * 10;
+			numactivations = -1;
+			activationtime = SERVER_TICK_SPEED;
+			numobjectshit = 0;
+			currentactivation = 0;
+			flags = MODIFIER_TIMELIMITED;
+			velocity = 0.0f;
+		}
+
+		void settype()
+		{
+			switch (modifiertype)
+			{
+			case MODIFIER_TYPE_NINJA:
+				{
+					setninja();
+					break;
+				}
+			case MODIFIER_TYPE_TIMEFIELD:
+				{
+					settimefield();
+					break;
+				}
+			default:
+				break;
+			}
+		}
+
+		int updateninja(player* player)
+		{
+			if (currentactivation <= 0)
+				return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
+			currentactivation--;
+			currentmovetime--;
+			
+			if (currentmovetime == 0)
+			{	
+				// reset player velocity
+				player->vel *= 0.2f;
+				//return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
+			}
+			
+			if (currentmovetime > 0)
+			{
+				// Set player velocity
+				player->vel = activationdir * velocity;
+				vec2 oldpos = player->pos;
+				move_box(&player->pos, &player->vel, vec2(player->phys_size, player->phys_size), 0.0f);
+				// reset velocity so the client doesn't predict stuff
+				player->vel = vec2(0.0f,0.0f);
+				if ((currentmovetime % 2) == 0)
+				{
+					create_smoke(player->pos);
+				}
+				
+				// check if we hit anything along the way
+				{
+					int type = OBJTYPE_PLAYER;
+					entity *ents[64];
+					vec2 dir = player->pos - oldpos;
+					float radius = length(dir * 0.5f);
+					vec2 center = oldpos + dir * 0.5f;
+					int num = world.find_entities(center, radius, ents, 64, &type, 1);
+					
+					for (int i = 0; i < num; i++)
+					{
+						// Check if entity is a player
+						if (ents[i] == player)
+							continue;
+						// make sure we haven't hit this object before
+						bool balreadyhit = false;
+						for (int j = 0; j < numobjectshit; j++)
+						{
+							if (hitobjects[j] == ents[i])
+								balreadyhit = true;
+						}
+						if (balreadyhit)
+							continue;
+
+						// check so we are sufficiently close
+						if (distance(ents[i]->pos, player->pos) > (player->phys_size * 2.0f))
+							continue;
+					
+						// hit a player, give him damage and stuffs...
+						create_sound(ents[i]->pos, sound_impact);
+						// set his velocity to fast upward (for now)
+						hitobjects[numobjectshit++] = ents[i];
+						ents[i]->take_damage(vec2(0,10.0f), damage, player->client_id);
+					}
+				}
+				return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON | MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY | MODIFIER_RETURNFLAGS_OVERRIDEPOSITION|MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY;
+			}
+
+
+			// move char, and check intersection from us to target
+			return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON | MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY;
+		}
+
+		int activateninja(player* player)
+		{
+			// ok then, activate ninja
+			activationdir = player->direction;
+			currentactivation = activationtime;
+			currentmovetime = movetime;
+			currentcooldown = cooldown;
+			// reset hit objects
+			numobjectshit = 0;
+
+			create_sound(player->pos, SOUND_FIRE_NINJA);
+
+			return MODIFIER_RETURNFLAGS_OVERRIDEWEAPON;
+		}
+
+		int activate(player* player)
+		{
+			if (flags & MODIFIER_NEEDSACTIVATION)
+			{
+				if (!numactivations)
+					return 0;
+				numactivations--;
+			}
+
+			switch (modifiertype)
+			{
+			case MODIFIER_TYPE_NINJA:
+				{
+					return activateninja(player);
+				}
+			/*case MODIFIER_TYPE_TIMEFIELD:
+				{
+					updatetimefield();
+					break;
+				}*/
+			default:
+				return 0;
+			}
+		}
+		int update(player* player)
+		{
+			switch (modifiertype)
+			{
+			case MODIFIER_TYPE_NINJA:
+				{
+					return updateninja(player);
+				}
+			/*case MODIFIER_TYPE_TIMEFIELD:
+				{
+					updatetimefield();
+					break;
+				}*/
+			default:
+				return 0;
+			}
+		}
+	};
+
+	enum
+	{
+		PLAYER_FLAGS_ISRELOADING = 1 << 0,
+		PLAYER_FLAGS_ISEQUIPPING = 1 << 1,
+	};
+
+	weapon lweapons[WEAPON_NUMWEAPONS];
+	modifier modifiers[MODIFIER_NUMMODIFIERS];
+	int iactiveweapon;
+	int inextweapon;
+	int equip_time;
+
+	int client_id;
+	int flags;
+
+	char name[32];
+	player_input previnput;
+	player_input input;
+	int tick_count;
+	int damage_taken_tick;
+
+	vec2 vel;
+	vec2 direction;
+
+	int jumped;
+	int airjumped;
+
+	//int firing;
+	int hooking;
+
+	int fire_timeout;
+	int reload_timeout;
+
+	int health;
+	int armor;
+
+	int score;
+
+	// sounds
+	int sound_player_jump;
+	int sound_player_land;
+	int sound_player_hurt_short;
+	int sound_player_hurt_long;
+	int sound_player_spawn;
+	int sound_player_chain_loop;
+	int sound_player_chain_impact;
+	int sound_player_impact;
+	int sound_player_impact_ninja;
+	int sound_player_die;
+	int sound_player_switchweapon;
+
+	player* phookedplayer;
+	powerup* phookedpowerup;
+	int numhooked;
+	vec2 hook_pos;
+	vec2 hook_dir;
+
+	player() :
+		entity(OBJTYPE_PLAYER)
+	{
+		reset();
+		
+		//firing = 0;
+		// setup weaponflags and stuff
+		lweapons[WEAPON_TYPE_GUN].setgun();
+		lweapons[WEAPON_TYPE_ROCKET].setrocket();
+		//lweapons[WEAPON_TYPE_SNIPER].setsniper();
+		lweapons[WEAPON_TYPE_SHOTGUN].setshotgun();
+		lweapons[WEAPON_TYPE_MELEE].setmelee();
+
+		modifiers[MODIFIER_TYPE_NINJA].setninja();
+		modifiers[MODIFIER_TYPE_TIMEFIELD].settimefield();
+		//modifiers[MODIFIER_TYPE_NINJA].flags |= MODIFIER_ISACTIVE;
+
+		sound_player_jump = SOUND_PLAYER_JUMP;
+		sound_player_hurt_short = SOUND_PLAYER_HURT_SHORT;
+		sound_player_hurt_long = SOUND_PLAYER_HURT_LONG;
+		sound_player_spawn = SOUND_PLAYER_SPAWN;
+		sound_player_chain_loop = SOUND_PLAYER_CHAIN_LOOP;
+		sound_player_chain_impact = SOUND_PLAYER_CHAIN_IMPACT;
+		sound_player_impact = SOUND_PLAYER_IMPACT;
+		sound_player_impact_ninja = SOUND_PLAYER_IMPACT_NINJA;
+		sound_player_die = SOUND_PLAYER_DIE;
+		sound_player_switchweapon = SOUND_PLAYER_SWITCHWEAPON;
+		sound_player_land = SOUND_PLAYER_LAND;
+	}
+	
+	void reset()
+	{
+		equip_time = 0;
+		phookedplayer = 0;
+		numhooked = 0;
+		proximity_radius = phys_size;
+		name[0] = 'n';
+		name[1] = 'o';
+		name[2] = 'o';
+		name[3] = 'b';
+		name[4] = 0;
+		
+		pos = vec2(100.0f, 0.0f);
+		vel = vec2(0.0f, 0.0f);
+		direction = vec2(0.0f, 1.0f);
+		client_id = -1;
+		tick_count = 0;
+		score = 0;
+		flags = 0;		
+	}
+	
+	virtual void destroy() { flags = 0; }
+		
+	void respawn()
+	{
+		health = PLAYER_MAXHEALTH;
+		armor = 0;
+		
+		hooking = 0;
+		phookedplayer = 0;
+		phookedpowerup = 0;
+		numhooked = 0;
+		fire_timeout = 0;
+		reload_timeout = 0;
+		iactiveweapon = 0;
+		inextweapon = -1;
+		equip_time = 0;
+		jumped = 0;
+		airjumped = 0;
+		mem_zero(&input, sizeof(input));
+		vel = vec2(0.0f, 0.0f);
+		
+		int start, num;
+		map_get_type(1, &start, &num);
+		
+		if(num)
+		{
+			mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + (rand()%num), NULL, NULL);
+			pos = vec2(sp->x, sp->y);
+		}
+		else
+			pos = vec2(100.0f, -60.0f);
+
+		// reset active flags
+		for (int i = 0; i < WEAPON_NUMWEAPONS; i++)
+		{
+			// reset and remove
+			lweapons[i].settype();
+			lweapons[i].flags &= ~WEAPON_ISACTIVE;
+		}
+
+
+		// TEMP REMOVE
+		
+		/*for (int i = 0; i < WEAPON_NUMWEAPONS; i++)
+		{
+			lweapons[i].settype();
+			lweapons[i].flags |= WEAPON_ISACTIVE;
+		}*/
+		lweapons[WEAPON_TYPE_MELEE].flags |= WEAPON_ISACTIVE;
+		// Add gun as default weapon
+		iactiveweapon = WEAPON_TYPE_GUN;
+		lweapons[WEAPON_TYPE_GUN].numammo = 10;
+		lweapons[WEAPON_TYPE_GUN].flags |= WEAPON_ISACTIVE;
+
+		create_sound(pos, sound_player_spawn);
+	}
+	
+	bool is_grounded()
+	{
+		if(col_check_point((int)(pos.x+phys_size/2), (int)(pos.y+phys_size/2+5)))
+			return true;
+		if(col_check_point((int)(pos.x-phys_size/2), (int)(pos.y+phys_size/2+5)))
+			return true;
+		return false;
+	}
+
+	// Disable weapon activation if this returns true
+	int handlemodifiers()
+	{
+		int returnflags = 0;
+		for (int i = 0; i < MODIFIER_NUMMODIFIERS; i++)
+		{
+			if (modifiers[i].flags & MODIFIER_ISACTIVE)
+			{
+				modifiers[i].duration--;
+				modifiers[i].currentcooldown--;
+
+				// Check if it should activate
+				if (modifiers[i].currentcooldown <= 0 && 
+					(modifiers[i].flags & MODIFIER_NEEDSACTIVATION) &&
+					input.fire && !(previnput.fire))
+				{
+					returnflags |= modifiers[i].activate(this);
+				}
+
+				returnflags |= modifiers[i].update(this);
+
+				// remove active if timed out
+				if (modifiers[i].duration <= 0 && modifiers[i].currentactivation <= 0)
+					modifiers[i].flags &= ~MODIFIER_ISACTIVE;
+			}
+		}
+		return returnflags;
+	}
+
+	void handleweapon()
+	{
+		// handle weapon
+		if(input.fire && (!previnput.fire || lweapons[iactiveweapon].flags & WEAPON_AUTOFIRE) && 
+			!(flags & PLAYER_FLAGS_ISEQUIPPING) && !reload_timeout)
+		{
+			if(fire_timeout == 0)
+			{
+				if (lweapons[iactiveweapon].numammo || !(lweapons[iactiveweapon].flags & WEAPON_DRAWSAMMO))
+				{
+					// Decrease ammo
+					fire_timeout = lweapons[iactiveweapon].activate(this);
+				}
+				else if ((lweapons[iactiveweapon].flags & WEAPON_NEEDRELOAD) && lweapons[iactiveweapon].nummagazines)
+				{
+					// reload
+					reload_timeout = lweapons[iactiveweapon].reloadtime;
+					lweapons[iactiveweapon].nummagazines--;
+					lweapons[iactiveweapon].numammo = lweapons[iactiveweapon].magsize;
+				}
+			}
+		}
+
+		// update active weapon
+		lweapons[iactiveweapon].update(this, fire_timeout);
+	}
+
+	void handlehook()
+	{
+		// handle hook
+		if(input.hook)
+		{
+			if(hooking == 0)
+			{
+				hooking = 1;
+				hook_pos = pos;
+				hook_dir = direction;
+				// Sound
+				create_sound(pos, sound_player_chain_loop, SOUND_LOOPFLAG_STARTLOOP);
+			}
+			else if(hooking == 1)
+			{
+				vec2 new_pos = hook_pos+hook_dir*hook_fire_speed;
+
+				// Check against other players and powerups first
+				player* targetplayer = 0;
+				powerup* targetpowerup = 0;
+				{
+					static const int typelist[2] = { OBJTYPE_PLAYER, OBJTYPE_POWERUP};
+					entity *ents[64];
+					vec2 dir = new_pos - hook_pos;
+					float radius = length(dir * 0.5f);
+					vec2 center = hook_pos + dir * 0.5f;
+					int num = world.find_entities(center, radius, ents, 64,typelist,2);
+					
+					for (int i = 0; i < num; i++)
+					{
+						// Check if entity is a player
+						if (ents[i] == this || (targetplayer && targetpowerup))
+							continue;
+
+						if (!targetplayer && ents[i]->objtype == OBJTYPE_PLAYER)
+						{
+							// temp, set hook pos to our position
+							if (((player*)ents[i])->phookedplayer != this)
+								targetplayer = (player*)ents[i];
+						}
+						else if (!targetpowerup && ents[i]->objtype == OBJTYPE_POWERUP && 
+							(((powerup*)ents[i])->flags & powerup::POWERUP_FLAG_HOOKABLE))
+						{
+							targetpowerup = (powerup*)ents[i];
+						}
+					}
+				}
+
+				//player* targetplayer = intersect_player(hook_pos, hook_pos, new_pos, this);
+				if (targetplayer)
+				{
+					// So he can't move "normally"
+					new_pos = targetplayer->pos;
+					phookedplayer = targetplayer;
+					targetplayer->numhooked++;
+					hooking = 3;
+					create_sound(pos, sound_player_chain_impact);
+
+					// stop looping chain sound
+					create_sound(pos, sound_player_chain_loop, SOUND_LOOPFLAG_STOPLOOP);
+				}
+				else if (targetpowerup)
+				{
+					new_pos = targetpowerup->pos;
+					phookedpowerup = targetpowerup;
+					phookedpowerup->playerhooked = this;
+					hooking = 4;
+					create_sound(pos, sound_player_chain_impact);
+
+					// stop looping chain sound
+					create_sound(pos, sound_player_chain_loop, SOUND_LOOPFLAG_STOPLOOP);
+				}
+				else if(intersect_line(hook_pos, new_pos, &new_pos))
+				{
+					hooking = 2;
+					create_sound(pos, sound_player_chain_impact);
+
+					// stop looping chain sound
+					create_sound(pos, sound_player_chain_loop, SOUND_LOOPFLAG_STOPLOOP);
+				}
+				else if(distance(pos, new_pos) > hook_length)
+				{
+					hooking = -1;
+					create_sound(pos, sound_player_chain_loop, SOUND_LOOPFLAG_STOPLOOP);
+				}
+				
+				hook_pos = new_pos;
+			}
+			else if(hooking == 2)
+			{
+				vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel;
+				// the hook as more power to drag you up then down.
+				// this makes it easier to get on top of an platform
+				if(hookvel.y > 0)
+					hookvel.y *= 0.3f;
+				
+				// the hook will boost it's power if the player wants to move
+				// in that direction. otherwise it will dampen everything abit
+				if((hookvel.x < 0 && input.left) || (hookvel.x > 0 && input.right)) 
+					hookvel.x *= 0.95f;
+				else
+					hookvel.x *= 0.75f;
+				vec2 new_vel = vel+hookvel;
+				
+				// check if we are under the legal limit for the hook
+				if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
+					vel = new_vel; // no problem. apply
+			}
+			else if (hooking == 3)
+			{
+				// hmm, force the targetplayer towards us if possible, otherwise us towards them if they are already hooked
+				if (phookedplayer)
+				{
+					if (phookedplayer->hooking > 1)
+					{
+						// Drag us towards target player
+						vec2 hookvel = normalize(hook_pos-pos)*hook_drag_accel;
+						if((hookvel.x < 0 && input.left) || (hookvel.x > 0 && input.right)) 
+							hookvel.x *= 0.95f;
+						else
+							hookvel.x *= 0.75f;
+
+						// Apply the velocity
+						// the hook will boost it's power if the player wants to move
+						// in that direction. otherwise it will dampen everything abit
+						vec2 new_vel = vel+hookvel;
+						
+						// check if we are under the legal limit for the hook
+						if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
+							vel = new_vel; // no problem. apply
+					}
+					else
+					{
+						// Drag targetplayer towards us
+						vec2 hookvel = normalize(pos-hook_pos)*hook_drag_accel;
+
+						// Apply the velocity
+						// the hook will boost it's power if the player wants to move
+						// in that direction. otherwise it will dampen everything abit
+						vec2 new_vel = phookedplayer->vel+hookvel;
+						
+						// check if we are under the legal limit for the hook
+						if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
+							phookedplayer->vel = new_vel; // no problem. apply
+					}
+					hook_pos = phookedplayer->pos;
+					// if hooked player dies, release the hook
+				}
+				else
+				{
+					hooking = -1;
+					phookedplayer = 0;
+				}
+			}
+			else if (hooking == 4)
+			{
+				// Have a powerup, drag it towards us
+				vec2 hookvel = normalize(pos-hook_pos)*hook_drag_accel;
+
+				// Apply the velocity
+				// the hook will boost it's power if the player wants to move
+				// in that direction. otherwise it will dampen everything abit
+				vec2 new_vel = phookedpowerup->vel+hookvel;
+				
+				// check if we are under the legal limit for the hook
+				if(length(new_vel) < hook_drag_speed || length(new_vel) < length(vel))
+					phookedpowerup->vel = new_vel; // no problem. apply
+				hook_pos = phookedpowerup->pos;
+			}
+		}
+		else
+		{
+			hooking = 0;
+			hook_pos = pos;
+			if (phookedplayer)
+			{
+				phookedplayer->numhooked--;
+				phookedplayer = 0;
+			}
+		}
+	}
+
+	void getattackticks(int& curattack, int& attacklen, int& visualtimeattack)
+	{
+		// time left from current attack (if any)
+		// first check modifiers (ninja...)
+		for (int i = 0; i < MODIFIER_NUMMODIFIERS; i++)
+		{
+			if ((modifiers[i].flags & (MODIFIER_ISACTIVE | MODIFIER_NEEDSACTIVATION)) == (MODIFIER_ISACTIVE | MODIFIER_NEEDSACTIVATION))
+			{
+				curattack = modifiers[i].currentactivation;
+				attacklen = modifiers[i].activationtime;
+				visualtimeattack = modifiers[i].visualtimeattack;
+				return;
+			}
+		}
+
+		// otherwise current fire timeout
+		curattack = fire_timeout;
+		attacklen = lweapons[iactiveweapon].firetime;
+		visualtimeattack = lweapons[iactiveweapon].visualtimeattack;
+	}
+	
+	virtual void tick()
+	{
+		tick_count++;
+		
+		// fetch some info
+		bool grounded = is_grounded();
+		direction = get_direction(input.angle);
+		
+		// decrease reload timer
+		if(fire_timeout)
+			fire_timeout--;
+		if (reload_timeout)
+			reload_timeout--;
+
+		// Switch weapons
+		if (flags & PLAYER_FLAGS_ISEQUIPPING)
+		{
+			equip_time--;
+			if (equip_time <= 0)
+			{
+				if (inextweapon >= 0)
+				{
+					equip_time = SERVER_TICK_SPEED * lweapons[inextweapon].equiptime;
+					iactiveweapon = inextweapon;
+					inextweapon = -1;
+
+					// Send switch weapon event to client?
+				}
+				else
+				{
+					flags &= ~PLAYER_FLAGS_ISEQUIPPING;
+				}
+			}
+		}
+		else if (input.activeweapon && iactiveweapon != (input.activeweapon & ~0x80000000))
+		{
+			input.activeweapon &= ~0x80000000;
+			// check which weapon to activate
+			if (input.activeweapon >= 0 && input.activeweapon < WEAPON_NUMWEAPONS && 
+				(lweapons[input.activeweapon].flags & WEAPON_ISACTIVE))
+			{
+				inextweapon = input.activeweapon;
+				equip_time = SERVER_TICK_SPEED * lweapons[iactiveweapon].unequiptime;
+				// unequip current
+				flags |= PLAYER_FLAGS_ISEQUIPPING;
+
+				create_sound(pos, sound_player_switchweapon);
+			}
+		}
+
+		// don't do any weapon activations if modifier is currently overriding
+		int modifierflags = handlemodifiers();
+		if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEWEAPON))
+			handleweapon();
+
+		handlehook();
+		
+		// handle movement
+		if(grounded)
+		{
+			if (airjumped)
+				create_sound(pos, SOUND_PLAYER_LAND);
+			airjumped = 0;
+		}
+		
+		float elast = 0.0f;
+
+		if (!numhooked)
+		{
+			// I'm hooked by someone, so don't do any movement plz (temp)
+			if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEVELOCITY))
+			{
+				if(grounded)
+				{
+					// ground movement
+					if(input.left)
+					{
+						if(vel.x > -ground_control_speed)
+						{
+							vel.x -= ground_control_accel; 
+							if(vel.x < -ground_control_speed)
+								vel.x = -ground_control_speed;
+						}
+					}
+					else if(input.right)
+					{
+						if(vel.x < ground_control_speed)
+						{
+							vel.x += ground_control_accel;
+							if(vel.x > ground_control_speed)
+								vel.x = ground_control_speed;
+						}
+					}
+					else
+						vel.x *= ground_friction; // ground fiction
+				}
+				else
+				{
+					// air movement
+					if(input.left)
+					{
+						if(vel.x > -air_control_speed)
+							vel.x -= air_control_accel;
+					}
+					else if(input.right)
+					{
+						if(vel.x < air_control_speed)
+							vel.x += air_control_accel;
+					}
+					else
+						vel.x *= air_friction; // air fiction
+				}
+				
+				if(input.jump)
+				{
+					if(jumped == 0)
+					{
+						if(grounded)
+						{
+							create_sound(pos, sound_player_jump);
+							vel.y = -ground_jump_speed;
+							jumped++;
+						}
+						/*
+						else if(airjumped == 0)
+						{
+							vel.y = -12;
+							airjumped++;
+							jumped++;
+						}*/
+					}
+					else if (!grounded)
+					{
+						airjumped++;
+					}
+				}
+				else
+					jumped = 0;
+			}
+				
+			// meh, go through all players and stop their hook on me
+			/*
+			for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
+			{
+				if (ent && ent->objtype == OBJTYPE_PLAYER)
+				{
+					player *p = (player*)ent;
+					if(p != this)
+					{
+						float d = distance(pos, p->pos);
+						vec2 dir = normalize(pos - p->pos);
+						if(d < phys_size*1.5f)
+						{
+							float a = phys_size*1.5f - d;
+							vel = vel + dir*a;
+						}
+						
+						if(p->phookedplayer == this)
+						{
+							if(d > phys_size*2.5f)
+							{
+								elast = 0.0f;
+								vel = vel - dir*2.5f;
+							}
+						}
+					}
+				}
+			}*/
+			
+			// gravity
+			if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY))
+				vel.y += gravity;
+		}
+		
+		if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEPOSITION))
+			move_box(&pos, &vel, vec2(phys_size, phys_size), elast);
+	}
+	
+	void die()
+	{
+		create_sound(pos, sound_player_die);
+		// release our hooked player
+		if (phookedplayer)
+		{
+			phookedplayer->numhooked--;
+			phookedplayer = 0;
+			hooking = -1;
+			numhooked = 0;
+		}
+		respawn();
+
+		// meh, go through all players and stop their hook on me
+		for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
+		{
+			if (ent && ent->objtype == OBJTYPE_PLAYER)
+			{
+				player* p = (player*)ent;
+				if (p->phookedplayer == this)
+				{
+					p->phookedplayer = 0;
+					p->hooking = -1;
+					//p->numhooked--;
+				}
+			}
+		}
+	}
+	
+	virtual bool take_damage(vec2 force, int dmg, int from)
+	{
+		vel += force;
+
+		if(armor)
+		{
+			armor -= 1;
+			dmg--;
+		}
+		
+		if(dmg > armor)
+		{
+			dmg -= armor;
+			armor = 0;
+			health -= dmg;
+		}
+		else
+			armor -= dmg;
+		/*
+		int armordmg = (dmg+1)/2;
+		int healthdmg = dmg-armordmg;
+		if(armor < armordmg)
+		{
+			healthdmg += armordmg - armor;
+			armor = 0;
+		}
+		else
+			armor -= armordmg;
+			
+		health -= healthdmg;
+		*/
+		
+		// create healthmod indicator
+		create_healthmod(pos, dmg);
+		
+		damage_taken_tick = tick_count+50;
+		
+		// check for death
+		if(health <= 0)
+		{
+			// apply score
+			if(from != -1)
+			{
+				if(from == client_id)
+					score--;
+				else
+				{
+					player *p = get_player(from);
+					p->score++;
+				}
+			}
+			
+			die();
+			return false;
+		}
+
+		if (dmg > 2)
+			create_sound(pos, sound_player_hurt_long);
+		else
+			create_sound(pos, sound_player_hurt_short);
+
+		// spawn blood?
+
+		return true;
+	}
+
+	virtual void snap(int snaping_client)
+	{
+		obj_player *player = (obj_player *)snap_new_item(OBJTYPE_PLAYER, client_id, sizeof(obj_player));
+
+		client_info info;
+		if(server_getclientinfo(client_id, &info))
+			snap_encode_string(info.name, player->name, strlen(info.name), 32);
+		
+		player->x = (int)pos.x;
+		player->y = (int)pos.y;
+		player->vx = (int)vel.x;
+		player->vy = (int)vel.y;
+		player->emote = EMOTE_NORMAL;
+
+		player->ammocount = lweapons[iactiveweapon].numammo;
+		player->health = 0;
+		player->armor = 0;
+		player->local = 0;
+		player->clientid = client_id;
+		player->weapon = iactiveweapon;
+		player->modifier = 0;
+		for (int i = 0; i < MODIFIER_NUMMODIFIERS; i++)
+		{
+			// add active modifiers
+			if (modifiers[i].flags & MODIFIER_ISACTIVE)
+				player->modifier |= 1 << i;
+		}
+		// get current attack ticks
+		getattackticks(player->attackticks, player->attacklen, player->visualtimeattack);
+		
+
+		if(client_id == snaping_client)
+		{
+			player->local = 1;
+			player->health = health;
+			player->armor = armor;
+		}
+		
+		if(length(vel) > 15.0f)
+			player->emote = EMOTE_HAPPY;
+		
+		if(damage_taken_tick > tick_count)
+			player->emote = EMOTE_PAIN;
+		
+		if(player->emote == EMOTE_NORMAL)
+		{
+			if((tick_count%(50*5)) < 10)
+				player->emote = EMOTE_BLINK;
+		}
+		
+		player->hook_active = hooking>0?1:0;
+		player->hook_x = (int)hook_pos.x;
+		player->hook_y = (int)hook_pos.y;
+			
+		player->angle = input.angle;
+		player->score = score;
+	}
+};
+
+// POWERUP ///////////////////////
+
+powerup::powerup(int _type, int _subtype, int _numitems, int _flags) : 
+	entity(OBJTYPE_POWERUP)
+{
+	static int current_id = 0;
+	playerhooked = 0;
+	id = current_id++;
+	vel = vec2(0.0f,0.0f);
+	type = _type;
+	subtype = _subtype;
+	numitems = _numitems;
+	flags = _flags;
+	// set radius (so it can collide and be hooked and stuff)
+	proximity_radius = phys_size;
+	spawntick = -1;
+	world.insert_entity(this);
+}
+
+void powerup::spawnrandom(int _lifespan)
+{
+	return;
+	/*
+	vec2 pos;
+	int start, num;
+	map_get_type(1, &start, &num);
+	
+	if(!num)
+		return;
+	
+	mapres_spawnpoint *sp = (mapres_spawnpoint*)map_get_item(start + (rand()%num), NULL, NULL);
+	pos = vec2(sp->x, sp->y);
+
+	// Check if there already is a powerup at that location
+	{
+		int type = OBJTYPE_POWERUP;
+		entity *ents[64];
+		int num = world.find_entities(pos, 5.0f, ents, 64,&type,1);
+		for (int i = 0; i < num; i++)
+		{
+			if (ents[i]->objtype == OBJTYPE_POWERUP)
+			{
+				// location busy
+				return;
+			}
+		}
+	}
+
+	powerup* ppower = new powerup(rand() % POWERUP_TYPE_NUMPOWERUPS,_lifespan);
+	ppower->pos = pos;
+	if (ppower->type == POWERUP_TYPE_WEAPON)
+	{
+		ppower->subtype = rand() % WEAPON_NUMWEAPONS;
+		ppower->numitems = 10;
+	}
+	else if (ppower->type == POWERUP_TYPE_HEALTH || ppower->type == POWERUP_TYPE_ARMOR)
+	{
+		ppower->numitems = rand() % 5;
+	}
+	ppower->flags |= POWERUP_FLAG_HOOKABLE;*/
+}
+
+void powerup::tick()
+{
+	// wait for respawn
+	if(spawntick > 0)
+	{
+		if(server_tick() > spawntick)
+			spawntick = -1;
+		else
+			return;
+	}
+	
+	vec2 oldpos = pos;
+	//vel.y += 0.25f;
+	pos += vel;
+	move_box(&pos, &vel, vec2(phys_size, phys_size), 0.0f);
+
+	// Check if a player intersected us
+	vec2 meh;
+	player* pplayer = intersect_player(pos, pos + vec2(0,16), meh, 0);
+	if (pplayer)
+	{
+		// player picked us up, is someone was hooking us, let them go
+		if (playerhooked)
+			playerhooked->hooking = -1;
+		int respawntime = -1;
+		switch (type)
+		{
+		case POWERUP_TYPE_HEALTH:
+			{
+				if(pplayer->health < PLAYER_MAXHEALTH)
+				{
+					pplayer->health = min(PLAYER_MAXHEALTH, pplayer->health + numitems);
+					respawntime = 20;
+				}
+				break;
+			}
+		case POWERUP_TYPE_ARMOR:
+			{
+				if(pplayer->armor < PLAYER_MAXARMOR)
+				{
+					pplayer->armor = min(PLAYER_MAXARMOR, pplayer->armor + numitems);
+					respawntime = 20;
+				}
+				break;
+			}
+		case POWERUP_TYPE_WEAPON:
+			{
+				if (pplayer->lweapons[subtype].flags & player::WEAPON_ISACTIVE)
+				{
+					// add ammo
+					/*
+					if (pplayer->lweapons[subtype].flags & player::WEAPON_NEEDRELOAD)
+					{
+						int numtoadd = min(numitems, pplayer->lweapons[subtype].magsize);
+						pplayer->lweapons[subtype].numammo = min(10, pplayer->lweapons[subtype].numammo + numtoadd);
+						pplayer->lweapons[subtype].nummagazines += (numitems - numtoadd) % pplayer->lweapons[subtype].magsize;
+					}
+					else*/
+					if(pplayer->lweapons[subtype].numammo < 10)
+					{
+						respawntime = 20;
+						pplayer->lweapons[subtype].numammo = min(10, pplayer->lweapons[subtype].numammo + numitems);
+					}
+				}
+				else
+				{
+					pplayer->lweapons[subtype].settype();
+					pplayer->lweapons[subtype].flags |= player::WEAPON_ISACTIVE;
+					respawntime = 20;
+				}
+				break;
+			}
+		case POWERUP_TYPE_NINJA:
+			{
+				respawntime = 60;
+				// reset and activate
+				pplayer->modifiers[MODIFIER_TYPE_NINJA].settype();
+				pplayer->modifiers[MODIFIER_TYPE_NINJA].flags |= player::MODIFIER_ISACTIVE;
+				break;
+			}
+		//POWERUP_TYPE_TIMEFIELD		= 4,
+		default:
+			break;
+		};
+		
+		if(respawntime >= 0)
+			spawntick = server_tick() + server_tickspeed() * respawntime;
+		//world.destroy_entity(this);
+	}
+}
+
+void powerup::snap(int snapping_client)
+{
+	if(spawntick != -1)
+		return;
+
+	obj_powerup *powerup = (obj_powerup *)snap_new_item(OBJTYPE_POWERUP, id, sizeof(obj_powerup));
+	powerup->x = (int)pos.x;
+	powerup->y = (int)pos.y;
+	powerup->vx = (int)vel.x;
+	powerup->vy = (int)vel.y;
+	powerup->type = type;
+	powerup->subtype = subtype;
+}
+
+// POWERUP END ///////////////////////
+
+static player players[MAX_CLIENTS];
+
+player *get_player(int index)
+{
+	return &players[index];
+}
+
+void create_healthmod(vec2 p, int amount)
+{
+	ev_healthmod *ev = (ev_healthmod *)events.create(EVENT_HEALTHMOD, sizeof(ev_healthmod));
+	ev->x = (int)p.x;
+	ev->y = (int)p.y;
+	ev->amount = amount;
+}
+
+void create_explosion(vec2 p, int owner, bool bnodamage)
+{
+	// create the event
+	ev_explosion *ev = (ev_explosion *)events.create(EVENT_EXPLOSION, sizeof(ev_explosion));
+	ev->x = (int)p.x;
+	ev->y = (int)p.y;
+	
+	if (!bnodamage)
+	{
+		// deal damage
+		entity *ents[64];
+		const float radius = 128.0f;
+		int num = world.find_entities(p, radius, ents, 64);
+		for(int i = 0; i < num; i++)
+		{
+			vec2 diff = ents[i]->pos - p;
+			vec2 forcedir(0,1);
+			if (length(diff))
+				forcedir = normalize(diff);
+			float l = length(diff);
+			float dmg = 5 * (1 - (l/radius));
+			if((int)dmg)
+			{
+				ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner);/* && 
+						ents[i]->objtype == OBJTYPE_PLAYER &&
+						owner >= 0)
+				{
+					player *p = (player*)ents[i];
+					if(p->client_id == owner)
+						p->score--;
+					else
+						((player*)ents[owner])->score++;
+
+				}*/
+			}
+		}
+	}
+}
+
+void create_smoke(vec2 p)
+{
+	// create the event
+	ev_explosion *ev = (ev_explosion *)events.create(EVENT_SMOKE, sizeof(ev_explosion));
+	ev->x = (int)p.x;
+	ev->y = (int)p.y;
+}
+
+void create_sound(vec2 pos, int sound, int loopingflags)
+{
+	if (sound < 0)
+		return;
+
+	// create a sound
+	ev_sound *ev = (ev_sound *)events.create(EVENT_SOUND, sizeof(ev_sound));
+	ev->x = (int)pos.x;
+	ev->y = (int)pos.y;
+	ev->sound = sound | loopingflags;
+}
+
+player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
+{
+	// Find other players
+	entity *ents[64];
+	vec2 dir = pos1 - pos0;
+	float radius = length(dir * 0.5f);
+	vec2 center = pos0 + dir * 0.5f;
+	int num = world.find_entities(center, radius, ents, 64);
+	for (int i = 0; i < num; i++)
+	{
+		// Check if entity is a player
+		if (ents[i] != notthis && ents[i]->objtype == OBJTYPE_PLAYER)
+		{
+			// temp, set hook pos to our position
+			new_pos = ents[i]->pos;
+			return (player*)ents[i];
+		}
+	}
+
+	return 0;
+}
+
+// Server hooks
+static int addtick = SERVER_TICK_SPEED * 5;
+void mods_tick()
+{
+	// clear all events
+	events.clear();
+	world.tick();
+
+	if (addtick <= 0)
+	{
+		powerup::spawnrandom(SERVER_TICK_SPEED * 5);
+		addtick = SERVER_TICK_SPEED * 5;
+	}
+	addtick--;
+}
+
+void mods_snap(int client_id)
+{
+	world.snap(client_id);
+	events.snap(client_id);
+}
+
+void mods_client_input(int client_id, void *input)
+{
+	players[client_id].previnput = players[client_id].input;
+	players[client_id].input = *(player_input*)input;
+}
+
+void mods_client_enter(int client_id)
+{
+	players[client_id].reset();
+	players[client_id].client_id = client_id;
+	players[client_id].respawn();
+	world.insert_entity(&players[client_id]);
+	
+}
+
+void mods_client_drop(int client_id)
+{
+	players[client_id].client_id = -1;
+	world.remove_entity(&players[client_id]);
+}
+
+void mods_init()
+{
+	col_init(32);
+
+	int start, num;
+	map_get_type(MAPRES_ITEM, &start, &num);
+	
+	for(int i = 0; i < num; i++)
+	{
+		mapres_item *it = (mapres_item *)map_get_item(start+i, 0, 0);
+		
+		int type = -1;
+		int subtype = -1;
+		int numitems = 1;
+		
+		switch(it->type)
+		{
+		case ITEM_WEAPON_GUN:
+			type = POWERUP_TYPE_WEAPON;
+			subtype = WEAPON_TYPE_GUN;
+			break;
+		case ITEM_WEAPON_SHOTGUN:
+			type = POWERUP_TYPE_WEAPON;
+			subtype = WEAPON_TYPE_SHOTGUN;
+			numitems = 5;
+			break;
+		case ITEM_WEAPON_ROCKET:
+			type = POWERUP_TYPE_WEAPON;
+			subtype = WEAPON_TYPE_ROCKET;
+			numitems = 5;
+			break;
+		/*case ITEM_WEAPON_SNIPER:
+			type = POWERUP_TYPE_WEAPON;
+			subtype = WEAPON_TYPE_ROCKET;
+			break;*/
+		case ITEM_WEAPON_HAMMER:
+			type = POWERUP_TYPE_WEAPON;
+			subtype = WEAPON_TYPE_MELEE;
+			break;
+		
+		case ITEM_HEALTH_1:
+			type = POWERUP_TYPE_HEALTH;
+			numitems = 1;
+			break;
+		case ITEM_HEALTH_5:
+			type = POWERUP_TYPE_HEALTH;
+			numitems = 5;
+			break;
+		case ITEM_HEALTH_10:
+			type = POWERUP_TYPE_HEALTH;
+			numitems = 10;
+			break;
+		
+		case ITEM_ARMOR_1:
+			type = POWERUP_TYPE_ARMOR;
+			numitems = 1;
+			break;
+		case ITEM_ARMOR_5:
+			type = POWERUP_TYPE_ARMOR;
+			numitems = 5;
+			break;
+		case ITEM_ARMOR_10:
+			type = POWERUP_TYPE_ARMOR;
+			numitems = 10;
+			break;
+		};
+		
+		powerup* ppower = new powerup(type, subtype, numitems);
+		ppower->pos.x = it->x;
+		ppower->pos.y = it->y;
+	}
+		
+	
+	/*
+	powerup* ppower = new powerup(rand() % POWERUP_TYPE_NUMPOWERUPS,_lifespan);
+	ppower->pos = pos;
+	if (ppower->type == POWERUP_TYPE_WEAPON)
+	{
+		ppower->subtype = rand() % WEAPON_NUMWEAPONS;
+		ppower->numitems = 10;
+	}
+	else if (ppower->type == POWERUP_TYPE_HEALTH || ppower->type == POWERUP_TYPE_ARMOR)
+	{
+		ppower->numitems = rand() % 5;
+	}
+	ppower->flags |= POWERUP_FLAG_HOOKABLE;
+	*/
+	
+	//powerup::spawnrandom(SERVER_TICK_SPEED * 5);
+}
+
+void mods_shutdown() {}
+void mods_presnap() {}
+void mods_postsnap() {}