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-rw-r--r--src/game/client/game_client.cpp1993
1 files changed, 1993 insertions, 0 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp
new file mode 100644
index 00000000..f510e00e
--- /dev/null
+++ b/src/game/client/game_client.cpp
@@ -0,0 +1,1993 @@
+#include <stdlib.h>
+#include <stdio.h>
+#include "../game.h"
+#include "mapres_image.h"
+#include "mapres_tilemap.h"
+
+using namespace baselib;
+
+static int texture_char_default = 0;
+static int texture_game = 0;
+static int texture_weapon = 0;
+static int texture_sun = 0;
+static int texture_particles = 0;
+
+struct weapontexcell
+{
+	float x;
+	float y;
+	float w;
+	float h;
+};
+struct renderparams
+{
+	float sizex;
+	float sizey;
+	float offsetx;
+	float offsety;
+};
+int numcellsx = 32;
+int numcellsy = 32;
+renderparams weaponrenderparams[WEAPON_NUMWEAPONS];
+renderparams modifierrenderparams[WEAPON_NUMWEAPONS];
+
+weapontexcell weaponprojtexcoord[WEAPON_NUMWEAPONS];
+weapontexcell weapontexcoord[WEAPON_NUMWEAPONS];
+weapontexcell weapontexcoordcursor[WEAPON_NUMWEAPONS];
+
+weapontexcell poweruptexcoord[POWERUP_TYPE_NUMPOWERUPS];
+
+weapontexcell modifiertexcoord[MODIFIER_NUMMODIFIERS];
+weapontexcell modifiertexcoordcursor[MODIFIER_NUMMODIFIERS];
+
+int nummuzzletex[WEAPON_NUMWEAPONS];
+weapontexcell muzzletexcoord[WEAPON_NUMWEAPONS][3];
+renderparams muzzleparams[WEAPON_NUMWEAPONS];
+
+#define NUMHADOKENS 6
+#define NUMSTARS 2
+#define NUMPARTICLES 9
+int particlesnumcellsx = 16;
+int particlesnumcellsy = 16;
+weapontexcell chaintexcoord;
+weapontexcell chainheadtexcoord;
+weapontexcell stars[NUMSTARS];
+
+float lifemodifier[NUMPARTICLES];
+vec4 particlecolors[NUMPARTICLES];
+weapontexcell particlestexcoord[NUMPARTICLES];
+
+int charnumcellsx = 8;
+int charnumcellsy = 32;
+int charoffsety = 2;
+weapontexcell body[2];
+weapontexcell leye;
+weapontexcell reye;
+weapontexcell feet[2];
+
+int charids[16] = { 2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3 };
+
+renderparams hadokenparams[6];
+weapontexcell hadoken[6];
+
+float recoils[WEAPON_NUMWEAPONS] = { 10.0f, 10.0f, 10.0f, 10.0f };
+
+static int font_texture = 0;
+static vec2 mouse_pos;
+
+
+static vec2 local_player_pos;
+static obj_player *local_player;
+
+float frandom()
+{
+	return rand()/(float)(RAND_MAX);
+}
+
+float sign(float f)
+{
+	return f<0.0f?-1.0f:1.0f;
+}
+
+// sound helpers
+template<int N>
+class sound_kit
+{
+private:
+	int sounds[N];
+	int last_id;
+public:
+	sound_kit() : last_id(-1) { }
+	
+	int& operator[](int id) { return sounds[id]; }
+
+	inline void play_random(float vol = 1.0f, float pan = 0.0f);
+};
+
+template<>
+inline void sound_kit<1>::play_random(float vol, float pan)
+{
+	snd_play(sounds[0], SND_PLAY_ONCE, vol, pan);
+}
+
+template<int N>
+inline void sound_kit<N>::play_random(float vol, float pan)
+{
+	int id;
+	do {
+		id = rand() % N;
+	} while(id == last_id);
+	snd_play(sounds[id], SND_PLAY_ONCE, vol, pan);
+	last_id = id;
+}
+
+
+// sound volume tweak
+static const float stereo_separation = 0.01f;
+static const float stereo_separation_deadzone = 512.0f;
+static const float volume_distance_falloff = 100.0f;
+static const float volume_distance_deadzone = 512.0f;
+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;
+
+// sounds
+sound_kit<3> sound_gun_fire;
+sound_kit<3> sound_shotty_fire;
+sound_kit<3> sound_flump_launch;
+sound_kit<3> sound_hammer_swing;
+sound_kit<3> sound_ninja_attack;
+
+sound_kit<3> sound_flump_explode;
+sound_kit<4> sound_ninja_hit;
+
+sound_kit<3> sound_weapon_switch;
+
+sound_kit<12> sound_pain_short;
+sound_kit<2> sound_pain_long;
+
+sound_kit<4> sound_body_jump;
+sound_kit<4> sound_body_land;
+sound_kit<2> sound_body_splat;
+
+sound_kit<7> sound_spawn;
+sound_kit<2> sound_tee_cry;
+
+sound_kit<1> sound_hook_loop;
+sound_kit<3> sound_hook_attach;
+
+void sound_vol_pan(const vec2& p, float *vol, float *pan)
+{
+	vec2 player_to_ev = p - local_player_pos;
+	*pan = 0.0f;
+	*vol = 1.0f;
+
+	if(abs(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;
+	}
+}
+
+// TODO: we should do something nicer then this
+static void cell_select_ex(int cx, int cy, float x, float y, float w, float h)
+{
+	gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
+}
+
+static void cell_select_ex_flip_x(int cx, int cy, float x, float y, float w, float h)
+{
+	gfx_quads_setsubset((x+w)/(float)cx,y/(float)cy,x /(float)cx,(y+h)/(float)cy);
+}
+
+static void cell_select_ex_flip_y(int cx, int cy, float x, float y, float w, float h)
+{
+	gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
+}
+
+static void cell_select(int x, int y, int w, int h)
+{
+	gfx_quads_setsubset(x/16.0f,y/16.0f,(x+w)/16.0f,(y+h)/16.0f);
+}
+
+inline void cell_select_flip_x(int x, int y, int w, int h)
+{
+	gfx_quads_setsubset((x+w)/16.0f,y/16.0f,(x)/16.0f,(y+h)/16.0f);
+}
+
+inline void cell_select_flip_y(int x, int y, int w, int h)
+{
+	gfx_quads_setsubset(x/16.0f,(y+h)/16.0f,(x+w)/16.0f,(y)/16.0f);
+}
+
+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;
+};
+
+void move_point(vec2 *inout_pos, vec2 *inout_vel, float elasticity)
+{
+	vec2 pos = *inout_pos;
+	vec2 vel = *inout_vel;
+	if(col_check_point(pos + vel))
+	{
+		int affected = 0;
+		if(col_check_point(pos.x + vel.x, pos.y))
+		{
+			inout_vel->x *= -elasticity;
+			affected++;
+		}
+
+		if(col_check_point(pos.x, pos.y + vel.y))
+		{
+			inout_vel->y *= -elasticity;
+			affected++;
+		}
+		
+		if(affected == 0)
+		{
+			inout_vel->x *= -elasticity;
+			inout_vel->y *= -elasticity;
+		}
+	}
+	else
+	{
+		*inout_pos = pos + vel;
+	}
+}
+
+class health_texts
+{
+public:
+	int64 lastupdate;
+	struct item
+	{
+		vec2 pos;
+		vec2 vel;
+		int amount;
+		int istar;
+		float life;
+		float startangle;
+	};
+	
+	enum
+	{
+		MAX_ITEMS=16,
+	};
+
+	health_texts()
+	{
+		lastupdate = 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, int amount)
+	{
+		amount = max(1,amount);
+		for (int j = 0; j < amount; j++)
+		{
+			float a = j/(float)amount-0.5f;
+			item *i = create_i();
+			if (i)
+			{
+				i->pos = pos;
+				i->pos.y -= 20.0f;
+				i->pos.x += ((float)rand()/(float)RAND_MAX) * 5.0f;
+				i->amount = amount;
+				i->life = 1.5f;
+				i->istar = rand() % NUMSTARS;
+				i->vel = vec2(((float)rand()/(float)RAND_MAX) * 50.0f,-150.0f);
+				i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
+			}
+		}
+	}
+	
+	void render()
+	{
+		if (!lastupdate)
+			lastupdate = time_get();
+
+		int64 lasttime = lastupdate;
+		lastupdate = time_get();
+
+		float delta = (float) (lastupdate - lasttime) / (float)time_freq();
+		gfx_texture_set(texture_particles);
+		gfx_quads_begin();
+		for(int i = 0; i < num_items;)
+		{
+			items[i].vel += vec2(0,500.0f) * delta;
+			items[i].pos += items[i].vel * delta;
+			items[i].life -= delta;
+			//items[i].pos.y -= frametime*15.0f;
+			if(items[i].life < 0.0f)
+				destroy_i(&items[i]);
+			else
+			{
+				gfx_quads_setcolor(1.0f,1.0f,1.0f, items[i].life / 1.5f);
+				gfx_quads_setrotation(items[i].startangle + items[i].life * 2.0f);
+				float size = 64.0f;
+				cell_select_ex(particlesnumcellsx,particlesnumcellsy, stars[items[i].istar].x,stars[items[i].istar].y, stars[items[i].istar].w, stars[items[i].istar].h);
+				gfx_quads_draw(items[i].pos.x-size/2, items[i].pos.y-size/2, size, size);
+				/*char buf[32];
+				if(items[i].amount < 0)
+				{
+					sprintf(buf, "%d", items[i].amount*-1);
+				}
+				else
+				{
+					sprintf(buf, "%d", items[i].amount);
+				}
+				float size = 42.0f;
+				if(items[i].life > 1.25f)
+					size += 42.0f * ((items[i].life - 1.25f) * 4);
+				gfx_quads_text(items[i].pos.x-size/2, items[i].pos.y, size, buf);*/
+				i++;
+			}
+		}
+		gfx_quads_end();
+	}
+	
+};
+
+/*class texture_animator
+{
+public:
+	
+	int texture;
+	int numframes;
+	float duration;
+	float* framereltime;
+	weapontexcell* params;
+	texture_animator()
+	{
+		texture = -1;
+		numframes = 0;
+		duration = 0;
+		framereltime = 0;
+		params = 0;
+	}
+
+	~texture_animator()
+	{
+		if (params)
+			mem_free(params);
+		if (framereltime)
+			mem_free(framereltime);
+	}
+
+	void create_anim(int texture, int numframes, float duration)
+	{
+		framereltime = 0;
+		params = 0;
+		this->texture = texture;
+		this->numframes = numframes;
+		this->duration = duration;
+		if (numframes)
+		{
+			framereltime = (float*)mem_alloc(sizeof(float) * numframes,1);
+			params = (weapontexcell*)mem_alloc(sizeof(renderparams) * numframes,1);
+			float delta = 1.0f / (float)(numframes - 1);
+			for (int i = 0; i < numframes; i++)
+			{
+				framereltime[i] = delta * i;
+			}
+		}	
+	}
+
+	static void create_gunmuzzle(texture_animator& anim, int texture, float duration)
+	{
+		anim.create_anim(texture, 3, duration);
+		anim.params[0].x = 8;
+		anim.params[0].y = 4;
+		anim.params[0].w = 3;
+		anim.params[0].h = 2;
+		anim.params[1].x = 12;
+		anim.params[1].y = 4;
+		anim.params[1].w = 3;
+		anim.params[1].h = 2;
+		anim.params[2].x = 16;
+		anim.params[2].y = 4;
+		anim.params[2].w = 3;
+		anim.params[2].h = 2;
+	}
+
+	static void create_shotgunmuzzle()
+	{
+
+	}
+};*/
+
+class keyframe
+{
+public:
+	vec2 pos;
+	float angle;
+	float relativetime;
+};
+
+class anim
+{
+public:
+	keyframe* keyframes;
+	int numframes;
+	float duration;
+	anim()
+	{
+		numframes = 0;
+		keyframes = 0;
+	}
+	~anim()
+	{
+		if (keyframes)
+			mem_free(keyframes);
+	}
+
+	void create_anim(int numframes, float duration)
+	{
+		if (keyframes)
+			mem_free(keyframes);
+
+		this->numframes = numframes;
+		this->duration = duration;
+		keyframes = (keyframe*)mem_alloc(sizeof(keyframe) * numframes,1);
+		float delta = 1.0f / (float) (numframes - 1);
+		for (int i = 0; i < numframes; i++)
+		{
+			keyframes[i].pos = vec2(0.0f,0.0f);
+			keyframes[i].angle = 0;
+			keyframes[i].relativetime = delta * (float)i;
+		}
+	}
+
+	void getframes(float relativetime, keyframe*& frame1, keyframe*& frame2, float& blend)
+	{
+		for (int i = 1; i < numframes; i++)
+		{
+			if (keyframes[i-1].relativetime <= relativetime && keyframes[i].relativetime >= relativetime)
+			{
+				frame1 = &keyframes[i-1];
+				frame2 = &keyframes[i];
+				blend = (relativetime - frame1->relativetime) / (frame2->relativetime - frame1->relativetime);
+			}
+		}
+	}
+
+	void evalanim(float time, vec2& pos, float& angle)
+	{
+		float reltime = max(0.0f, min(1.0f, time / duration));
+		keyframe* frame1 = 0;
+		keyframe* frame2 = 0;
+		float blend = 0.0f;
+		getframes(reltime, frame1, frame2, blend);
+
+		if (frame1 && frame2)
+		{
+			pos = mix(frame1->pos, frame2->pos, blend);
+			angle = LERP(frame1->angle, frame2->angle, blend);
+		}
+	}
+
+	static void setup_hammer(anim& hammeranim)
+	{
+		// straight up = -0.25
+		// frame0 = standard pose		time 0
+		// frame1 = back a little		time 0.3
+		// frame2 = over head			time 0.4
+		// frame3 = on ground smashed	time 0.5
+		// frame4 = back to standard pose time 1.0
+		hammeranim.create_anim(5, 1.0f);
+		// only angles... (for now...)
+		hammeranim.keyframes[0].angle = -0.35f * pi * 2.0f;
+		hammeranim.keyframes[1].angle = -0.4f * pi * 2.0f;
+		hammeranim.keyframes[1].relativetime = 0.3f;
+		hammeranim.keyframes[2].angle = -0.25f;
+		hammeranim.keyframes[2].relativetime = 0.4f;
+		hammeranim.keyframes[3].angle = 0.0f * pi * 2.0f;
+		hammeranim.keyframes[3].relativetime = 0.5f;
+		hammeranim.keyframes[4].angle = -0.35f * pi * 2.0f;
+		hammeranim.keyframes[4].relativetime = 1.0f;
+	}
+
+	static void setup_ninja(anim& ninjanim)
+	{
+		// (straight up = -0.25)
+		// frame0 = standard pose straight back		time 0.0
+		// frame1 = overhead attack frame 1			time 0.1
+		// frame2 = attack end frame				time 0.15
+		// frame3 = attack hold frame (a bit up)	time 0.4
+		// frame4 = attack hold frame end			time 0.7
+		// frame5 = endframe						time 1.0
+		ninjanim.create_anim(6, 1.0f);
+		// only angles... (for now...)
+		ninjanim.keyframes[0].angle = -0.5f * pi * 2.0f;
+
+		ninjanim.keyframes[1].angle = -0.3f * pi * 2.0f;
+		ninjanim.keyframes[1].relativetime = 0.1f;
+
+		ninjanim.keyframes[2].angle = 0.1f * pi * 2.0f;
+		ninjanim.keyframes[2].relativetime = 0.15f;
+
+		ninjanim.keyframes[3].angle = -0.05f * pi * 2.0f;
+		ninjanim.keyframes[3].relativetime = 0.42;
+
+		ninjanim.keyframes[4].angle = -0.05f * pi * 2.0f;
+		ninjanim.keyframes[4].relativetime = 0.5f;
+
+		ninjanim.keyframes[5].angle = -0.5f * pi * 2.0f;
+		ninjanim.keyframes[5].relativetime = 1.0f;
+	}
+};
+
+static anim hammeranim;
+static anim ninjaanim;
+static health_texts healthmods;
+
+class particle_system
+{
+public:
+	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)
+	{
+		if (num_particles >= MAX_PARTICLES)
+			return;
+
+		particles[num_particles].iparticle = rand() % NUMPARTICLES;
+		particles[num_particles].pos = pos;
+		particles[num_particles].vel = vel;
+		particles[num_particles].life = life - lifemodifier[particles[num_particles].iparticle] * 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;
+		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());
+			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(texture_particles);
+		gfx_quads_begin();
+		//cell_select(4,1,1,1);
+		//cell_select(0,6,2,2);
+		//gfx_quads_setrotation(get_angle(vec2(proj->vx, proj->vy)));
+		for(int i = 0; i < num_particles; i++)
+		{
+			int type = particles[i].iparticle;
+			cell_select_ex(particlesnumcellsx,particlesnumcellsy,particlestexcoord[type].x, particlestexcoord[type].y, particlestexcoord[type].w, particlestexcoord[type].h);
+			float a = 1 - particles[i].life / particles[i].max_life;
+			vec2 p = particles[i].pos;
+			//a *= length(particles[i].vel) * 0.01f;
+			gfx_quads_setrotation(particles[i].rot);
+			gfx_quads_setcolor(particlecolors[type].x,particlecolors[type].y,particlecolors[type].z,pow(a,0.75f));
+			//gfx_quads_setcolor(particlecolors[type].x * 0.5,particlecolors[type].y * 0.5,particlecolors[type].z* 0.5,pow(a,0.75f));
+			//gfx_quads_setcolor(particlecolors[type].x * 0.0,particlecolors[type].y * 0.0,particlecolors[type].z* 0.0,pow(a,0.75f));
+			//gfx_quads_setcolor(0.64f*2,0.28f*2,0.16f*2,pow(a,0.75f));
+			gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
+		}
+		gfx_quads_end();		
+		gfx_blend_normal();
+	}
+};
+
+static particle_system temp_system;
+ 
+void modc_init()
+{
+	// load textures
+	texture_weapon = gfx_load_texture_tga("data/tileset_weapons.tga");
+	texture_game = gfx_load_texture_tga("data/game_main.tga");
+	texture_char_default = gfx_load_texture_tga("data/char_teefault.tga");
+	texture_sun = gfx_load_texture_tga("data/sun.tga");
+	texture_particles = gfx_load_texture_tga("data/tileset_particles.tga");
+	font_texture = gfx_load_texture_tga("data/debug_font.tga");
+
+	
+	// load sounds
+	sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
+	sound_gun_fire[0] = snd_load_wav("data/audio/wp_gun_fire-01.wav");
+	sound_gun_fire[1] = snd_load_wav("data/audio/wp_gun_fire-02.wav");
+	sound_shotty_fire[0] = snd_load_wav("data/audio/wp_shotty_fire-01.wav");
+	sound_shotty_fire[1] = snd_load_wav("data/audio/wp_shotty_fire-02.wav");
+	sound_shotty_fire[2] = snd_load_wav("data/audio/wp_shotty_fire-03.wav");
+	sound_flump_launch[0] = snd_load_wav("data/audio/wp_flump_launch-01.wav");
+	sound_flump_launch[1] = snd_load_wav("data/audio/wp_flump_launch-02.wav");
+	sound_flump_launch[2] = snd_load_wav("data/audio/wp_flump_launch-03.wav");
+	sound_hammer_swing[0] = snd_load_wav("data/audio/wp_hammer_swing-01.wav");
+	sound_hammer_swing[1] = snd_load_wav("data/audio/wp_hammer_swing-02.wav");
+	sound_hammer_swing[2] = snd_load_wav("data/audio/wp_hammer_swing-03.wav");
+	sound_ninja_attack[0] = snd_load_wav("data/audio/wp_ninja_attack-01.wav");
+	sound_ninja_attack[1] = snd_load_wav("data/audio/wp_ninja_attack-02.wav");
+	sound_ninja_attack[2] = snd_load_wav("data/audio/wp_ninja_attack-03.wav");
+
+	sound_flump_explode[0] = snd_load_wav("data/audio/wp_flump_explo-01.wav");
+	sound_flump_explode[1] = snd_load_wav("data/audio/wp_flump_explo-02.wav");
+	sound_flump_explode[2] = snd_load_wav("data/audio/wp_flump_explo-03.wav");
+	sound_ninja_hit[0] = snd_load_wav("data/audio/wp_ninja_hit-01.wav");
+	sound_ninja_hit[1] = snd_load_wav("data/audio/wp_ninja_hit-02.wav");
+	sound_ninja_hit[2] = snd_load_wav("data/audio/wp_ninja_hit-03.wav");
+	sound_ninja_hit[3] = snd_load_wav("data/audio/wp_ninja_hit-04.wav");
+
+	sound_weapon_switch[0] = snd_load_wav("data/audio/wp_switch-01.wav");
+	sound_weapon_switch[1] = snd_load_wav("data/audio/wp_switch-02.wav");
+	sound_weapon_switch[2] = snd_load_wav("data/audio/wp_switch-03.wav");
+
+	sound_pain_short[0] = snd_load_wav("data/audio/vo_teefault_pain_short-01.wav");
+	sound_pain_short[1] = snd_load_wav("data/audio/vo_teefault_pain_short-02.wav");
+	sound_pain_short[2] = snd_load_wav("data/audio/vo_teefault_pain_short-03.wav");
+	sound_pain_short[3] = snd_load_wav("data/audio/vo_teefault_pain_short-04.wav");
+	sound_pain_short[4] = snd_load_wav("data/audio/vo_teefault_pain_short-05.wav");
+	sound_pain_short[5] = snd_load_wav("data/audio/vo_teefault_pain_short-06.wav");
+	sound_pain_short[6] = snd_load_wav("data/audio/vo_teefault_pain_short-07.wav");
+	sound_pain_short[7] = snd_load_wav("data/audio/vo_teefault_pain_short-08.wav");
+	sound_pain_short[8] = snd_load_wav("data/audio/vo_teefault_pain_short-09.wav");
+	sound_pain_short[9] = snd_load_wav("data/audio/vo_teefault_pain_short-10.wav");
+	sound_pain_short[10] = snd_load_wav("data/audio/vo_teefault_pain_short-11.wav");
+	sound_pain_short[11] = snd_load_wav("data/audio/vo_teefault_pain_short-12.wav");
+
+	sound_pain_long[0] = snd_load_wav("data/audio/vo_teefault_pain_long-01.wav");
+	sound_pain_long[1] = snd_load_wav("data/audio/vo_teefault_pain_long-02.wav");
+
+	sound_body_land[0] = snd_load_wav("data/audio/foley_land-01.wav");
+	sound_body_land[1] = snd_load_wav("data/audio/foley_land-02.wav");
+	sound_body_land[2] = snd_load_wav("data/audio/foley_land-03.wav");
+	sound_body_land[3] = snd_load_wav("data/audio/foley_land-04.wav");
+	sound_body_jump[0] = snd_load_wav("data/audio/foley_foot_left-01.wav");
+	sound_body_jump[1] = snd_load_wav("data/audio/foley_foot_left-02.wav");
+	sound_body_jump[2] = snd_load_wav("data/audio/foley_foot_left-03.wav");
+	sound_body_jump[3] = snd_load_wav("data/audio/foley_foot_left-04.wav");
+	sound_body_jump[4] = snd_load_wav("data/audio/foley_foot_right-01.wav");
+	sound_body_jump[5] = snd_load_wav("data/audio/foley_foot_right-02.wav");
+	sound_body_jump[6] = snd_load_wav("data/audio/foley_foot_right-03.wav");
+	sound_body_jump[7] = snd_load_wav("data/audio/foley_foot_right-04.wav");
+
+	sound_body_splat[1] = snd_load_wav("data/audio/foley_body_splat-02.wav");
+	sound_body_splat[2] = snd_load_wav("data/audio/foley_body_splat-03.wav");
+	sound_body_splat[3] = snd_load_wav("data/audio/foley_body_splat-04.wav");
+
+	sound_spawn[0] = snd_load_wav("data/audio/vo_teefault_spawn-01.wav");
+	sound_spawn[1] = snd_load_wav("data/audio/vo_teefault_spawn-02.wav");
+	sound_spawn[2] = snd_load_wav("data/audio/vo_teefault_spawn-03.wav");
+	sound_spawn[3] = snd_load_wav("data/audio/vo_teefault_spawn-04.wav");
+	sound_spawn[4] = snd_load_wav("data/audio/vo_teefault_spawn-05.wav");
+	sound_spawn[5] = snd_load_wav("data/audio/vo_teefault_spawn-06.wav");
+	sound_spawn[6] = snd_load_wav("data/audio/vo_teefault_spawn-07.wav");
+
+	sound_tee_cry[0] = snd_load_wav("data/audio/vo_teefault_cry-01.wav");
+	sound_tee_cry[1] = snd_load_wav("data/audio/vo_teefault_cry-02.wav");
+
+	//sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-01.wav");
+	sound_hook_loop[0] = snd_load_wav("data/audio/hook_loop-02.wav");
+	sound_hook_attach[0] = snd_load_wav("data/audio/hook_attach-01.wav");
+	sound_hook_attach[1] = snd_load_wav("data/audio/hook_attach-02.wav");
+	sound_hook_attach[2] = snd_load_wav("data/audio/hook_attach-03.wav");
+
+	poweruptexcoord[POWERUP_TYPE_HEALTH].x = 10;
+	poweruptexcoord[POWERUP_TYPE_HEALTH].y = 2;
+	poweruptexcoord[POWERUP_TYPE_HEALTH].w = 2;
+	poweruptexcoord[POWERUP_TYPE_HEALTH].h = 2;
+
+	poweruptexcoord[POWERUP_TYPE_ARMOR].x = 12;
+	poweruptexcoord[POWERUP_TYPE_ARMOR].y = 2;
+	poweruptexcoord[POWERUP_TYPE_ARMOR].w = 2;
+	poweruptexcoord[POWERUP_TYPE_ARMOR].h = 2;
+	
+	poweruptexcoord[POWERUP_TYPE_WEAPON].x = 3;
+	poweruptexcoord[POWERUP_TYPE_WEAPON].y = 0;
+	poweruptexcoord[POWERUP_TYPE_WEAPON].w = 6;
+	poweruptexcoord[POWERUP_TYPE_WEAPON].h = 2;
+
+	poweruptexcoord[POWERUP_TYPE_NINJA].x = 3;
+	poweruptexcoord[POWERUP_TYPE_NINJA].y = 10;
+	poweruptexcoord[POWERUP_TYPE_NINJA].w = 7;
+	poweruptexcoord[POWERUP_TYPE_NINJA].h = 2;
+
+	poweruptexcoord[POWERUP_TYPE_TIMEFIELD].x = 3;
+	poweruptexcoord[POWERUP_TYPE_TIMEFIELD].y = 0;
+	poweruptexcoord[POWERUP_TYPE_TIMEFIELD].w = 6;
+	poweruptexcoord[POWERUP_TYPE_TIMEFIELD].h = 2;
+
+	// Setup weapon cell coords
+	float sizemodifier = 1.0f;
+	weaponrenderparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_GUN].sizey = 30.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_GUN].offsetx = 32.0f;
+	weaponrenderparams[WEAPON_TYPE_GUN].offsety = 4.0f;
+	weapontexcoordcursor[WEAPON_TYPE_GUN].x = 0;
+	weapontexcoordcursor[WEAPON_TYPE_GUN].y = 4;
+	weapontexcoordcursor[WEAPON_TYPE_GUN].w = 2;
+	weapontexcoordcursor[WEAPON_TYPE_GUN].h = 2;
+	weapontexcoord[WEAPON_TYPE_GUN].x = 2;
+	weapontexcoord[WEAPON_TYPE_GUN].y = 4;
+	weapontexcoord[WEAPON_TYPE_GUN].w = 4;
+	weapontexcoord[WEAPON_TYPE_GUN].h = 2;
+	weaponprojtexcoord[WEAPON_TYPE_GUN].x = 6;
+	weaponprojtexcoord[WEAPON_TYPE_GUN].y = 4;
+	weaponprojtexcoord[WEAPON_TYPE_GUN].w = 2;
+	weaponprojtexcoord[WEAPON_TYPE_GUN].h = 2;
+
+	nummuzzletex[WEAPON_TYPE_GUN] = 3;
+	muzzletexcoord[WEAPON_TYPE_GUN][0].x = 8;
+	muzzletexcoord[WEAPON_TYPE_GUN][0].y = 4;
+	muzzletexcoord[WEAPON_TYPE_GUN][0].w = 3;
+	muzzletexcoord[WEAPON_TYPE_GUN][0].h = 2;
+	muzzletexcoord[WEAPON_TYPE_GUN][1].x = 12;
+	muzzletexcoord[WEAPON_TYPE_GUN][1].y = 4;
+	muzzletexcoord[WEAPON_TYPE_GUN][1].w = 3;
+	muzzletexcoord[WEAPON_TYPE_GUN][1].h = 2;
+	muzzletexcoord[WEAPON_TYPE_GUN][2].x = 16;
+	muzzletexcoord[WEAPON_TYPE_GUN][2].y = 4;
+	muzzletexcoord[WEAPON_TYPE_GUN][2].w = 3;
+	muzzletexcoord[WEAPON_TYPE_GUN][2].h = 2;
+
+	muzzleparams[WEAPON_TYPE_GUN].sizex = 60.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_GUN].sizey = 40.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_GUN].offsetx = 50.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_GUN].offsety = 6.0f * sizemodifier;
+
+	sizemodifier = 1.3f;
+	weaponrenderparams[WEAPON_TYPE_ROCKET].sizex = 70.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_ROCKET].sizey = 20.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_ROCKET].offsetx = 24.0f;
+	weaponrenderparams[WEAPON_TYPE_ROCKET].offsety = -2.0f;
+	weapontexcoordcursor[WEAPON_TYPE_ROCKET].x = 0;
+	weapontexcoordcursor[WEAPON_TYPE_ROCKET].y = 8;
+	weapontexcoordcursor[WEAPON_TYPE_ROCKET].w = 2;
+	weapontexcoordcursor[WEAPON_TYPE_ROCKET].h = 2;
+	weapontexcoord[WEAPON_TYPE_ROCKET].x = 2;
+	weapontexcoord[WEAPON_TYPE_ROCKET].y = 8;
+	weapontexcoord[WEAPON_TYPE_ROCKET].w = 7;
+	weapontexcoord[WEAPON_TYPE_ROCKET].h = 2;
+	weaponprojtexcoord[WEAPON_TYPE_ROCKET].x = 10;
+	weaponprojtexcoord[WEAPON_TYPE_ROCKET].y = 8;
+	weaponprojtexcoord[WEAPON_TYPE_ROCKET].w = 2;
+	weaponprojtexcoord[WEAPON_TYPE_ROCKET].h = 2;
+
+	/*weaponrenderparams[WEAPON_TYPE_SNIPER].sizex = 60.0f;
+	weaponrenderparams[WEAPON_TYPE_SNIPER].sizey = 20.0f;
+	weaponrenderparams[WEAPON_TYPE_SNIPER].offsetx = 16.0f;
+	weaponrenderparams[WEAPON_TYPE_SNIPER].offsety = 4.0f;
+	weapontexcoordcursor[WEAPON_TYPE_SNIPER].x = 0;
+	weapontexcoordcursor[WEAPON_TYPE_SNIPER].y = 6;
+	weapontexcoordcursor[WEAPON_TYPE_SNIPER].w = 2;
+	weapontexcoordcursor[WEAPON_TYPE_SNIPER].h = 2;
+	weapontexcoord[WEAPON_TYPE_SNIPER].x = 3;
+	weapontexcoord[WEAPON_TYPE_SNIPER].y = 6;
+	weapontexcoord[WEAPON_TYPE_SNIPER].w = 6;
+	weapontexcoord[WEAPON_TYPE_SNIPER].h = 2;
+	weaponprojtexcoord[WEAPON_TYPE_SNIPER].x = 10;
+	weaponprojtexcoord[WEAPON_TYPE_SNIPER].y = 6;
+	weaponprojtexcoord[WEAPON_TYPE_SNIPER].w = 1;
+	weaponprojtexcoord[WEAPON_TYPE_SNIPER].h = 1;*/
+
+	weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizex = 80.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_SHOTGUN].sizey = 20.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsetx = 24.0f;
+	weaponrenderparams[WEAPON_TYPE_SHOTGUN].offsety = -2.0f;
+	weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].x = 0;
+	weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].y = 6;
+	weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].w = 2;
+	weapontexcoordcursor[WEAPON_TYPE_SHOTGUN].h = 2;
+	weapontexcoord[WEAPON_TYPE_SHOTGUN].x = 2;
+	weapontexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
+	weapontexcoord[WEAPON_TYPE_SHOTGUN].w = 8;
+	weapontexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
+	weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].x = 10;
+	weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].y = 6;
+	weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].w = 2;
+	weaponprojtexcoord[WEAPON_TYPE_SHOTGUN].h = 2;
+
+	nummuzzletex[WEAPON_TYPE_SHOTGUN] = 3;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].x = 12;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].y = 6;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].w = 3;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][0].h = 2;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].x = 16;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].y = 6;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].w = 3;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][1].h = 2;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].x = 20;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].y = 6;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].w = 3;
+	muzzletexcoord[WEAPON_TYPE_SHOTGUN][2].h = 2;
+
+	muzzleparams[WEAPON_TYPE_SHOTGUN].sizex = 60.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_SHOTGUN].sizey = 40.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_SHOTGUN].offsetx = 50.0f * sizemodifier;
+	muzzleparams[WEAPON_TYPE_SHOTGUN].offsety = 6.0f * sizemodifier;
+
+
+
+	weaponrenderparams[WEAPON_TYPE_MELEE].sizex = 60.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_MELEE].sizey = 50.0f * sizemodifier;
+	weaponrenderparams[WEAPON_TYPE_MELEE].offsetx = 20.0f;
+	weaponrenderparams[WEAPON_TYPE_MELEE].offsety = -4.0f;
+	weapontexcoordcursor[WEAPON_TYPE_MELEE].x = 0;
+	weapontexcoordcursor[WEAPON_TYPE_MELEE].y = 0;
+	weapontexcoordcursor[WEAPON_TYPE_MELEE].w = 2;
+	weapontexcoordcursor[WEAPON_TYPE_MELEE].h = 2;
+	weapontexcoord[WEAPON_TYPE_MELEE].x = 2;
+	weapontexcoord[WEAPON_TYPE_MELEE].y = 1;
+	weapontexcoord[WEAPON_TYPE_MELEE].w = 4;
+	weapontexcoord[WEAPON_TYPE_MELEE].h = 3;
+	weaponprojtexcoord[WEAPON_TYPE_MELEE].x = 0;
+	weaponprojtexcoord[WEAPON_TYPE_MELEE].y = 0;
+	weaponprojtexcoord[WEAPON_TYPE_MELEE].w = 0;
+	weaponprojtexcoord[WEAPON_TYPE_MELEE].h = 0;
+
+
+	// MODIFIERS
+	sizemodifier = 2.0;
+	modifierrenderparams[MODIFIER_TYPE_NINJA].sizex = 60.0f * sizemodifier;
+	modifierrenderparams[MODIFIER_TYPE_NINJA].sizey = 20.0f * sizemodifier;
+	modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx = 20.0f;
+	modifierrenderparams[MODIFIER_TYPE_NINJA].offsety = 4.0f;
+	modifiertexcoord[MODIFIER_TYPE_NINJA].x = 2;
+	modifiertexcoord[MODIFIER_TYPE_NINJA].y = 10;
+	modifiertexcoord[MODIFIER_TYPE_NINJA].w = 7;
+	modifiertexcoord[MODIFIER_TYPE_NINJA].h = 2;
+	modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x = 0;
+	modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y = 10;
+	modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w = 2;
+	modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h = 2;
+
+	modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizex = 60.0f * sizemodifier;
+	modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].sizey = 20.0f * sizemodifier;
+	modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsetx = 16.0f;
+	modifierrenderparams[MODIFIER_TYPE_TIMEFIELD].offsety = 4.0f;
+	modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].x = 0;
+	modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].y = 0;
+	modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].w = 0;
+	modifiertexcoord[MODIFIER_TYPE_TIMEFIELD].h = 0;
+
+	stars[0].x = 0;
+	stars[0].y = 0;
+	stars[0].w = 2;
+	stars[0].h = 2;
+
+	stars[1].x = 0;
+	stars[1].y = 2;
+	stars[1].w = 2;
+	stars[1].h = 2;
+
+	particlecolors[0].x = 0.7f;
+	particlecolors[0].y = 0.7f;
+	particlecolors[0].z = 0.7f;
+	particlecolors[0].w = 1.0f;
+	particlestexcoord[0].x = 2;
+	particlestexcoord[0].y = 0;
+	particlestexcoord[0].w = 2;
+	particlestexcoord[0].h = 2;
+	particlecolors[1].x = 1.0f;
+	particlecolors[1].y = 1.0f;
+	particlecolors[1].z = 1.0f; 
+	particlecolors[1].w = 1.0f;
+	particlestexcoord[1].x = 4;
+	particlestexcoord[1].y = 0;
+	particlestexcoord[1].w = 2;
+	particlestexcoord[1].h = 2;
+	particlecolors[2].x = 0.8f;
+	particlecolors[2].y = 0.8f;
+	particlecolors[2].z = 0.8f;
+	particlecolors[2].w = 1.0f;
+	particlestexcoord[2].x = 6;
+	particlestexcoord[2].y = 0;
+	particlestexcoord[2].w = 2;
+	particlestexcoord[2].h = 2;
+	particlecolors[3].x = 0.988f;
+	particlecolors[3].y = 1.0f;
+	particlecolors[3].z = 0.16f;
+	particlecolors[3].w = 1.0f;
+	particlestexcoord[3].x = 8;
+	particlestexcoord[3].y = 0;
+	particlestexcoord[3].w = 2;
+	particlestexcoord[3].h = 2;
+	particlecolors[4].x = 1.0f;
+	particlecolors[4].y = 1.0f;
+	particlecolors[4].z = 1.0f;
+	particlecolors[4].w = 1.0f;
+	particlestexcoord[4].x = 10;
+	particlestexcoord[4].y = 0;
+	particlestexcoord[4].w = 2;
+	particlestexcoord[4].h = 2;
+	particlecolors[5].x = 0.6f;
+	particlecolors[5].y = 0.6f;
+	particlecolors[5].z = 0.6f;
+	particlecolors[5].w = 1.0f;
+	particlestexcoord[5].x = 2;
+	particlestexcoord[5].y = 2;
+	particlestexcoord[5].w = 2;
+	particlestexcoord[5].h = 2;
+	particlecolors[6].x = 1.0f;
+	particlecolors[6].y = 1.0f;
+	particlecolors[6].z = 1.0f; 
+	particlecolors[6].w = 1.0f;
+	particlestexcoord[6].x = 4;
+	particlestexcoord[6].y = 2;
+	particlestexcoord[6].w = 2;
+	particlestexcoord[6].h = 2;
+	particlecolors[5].x = 0.9f;
+	particlecolors[5].y = 0.9f;
+	particlecolors[5].z = 0.9f;
+	particlecolors[5].w = 1.0f;
+	particlestexcoord[7].x = 6;
+	particlestexcoord[7].y = 2;
+	particlestexcoord[7].w = 2;
+	particlestexcoord[7].h = 2;
+	particlecolors[8].x = 1.0f;
+	particlecolors[8].y = 1.0f;
+	particlecolors[8].z = 1.0f;
+	particlecolors[8].w = 1.0f;
+	particlestexcoord[8].x = 8;
+	particlestexcoord[8].y = 2;
+	particlestexcoord[8].w = 2;
+	particlestexcoord[8].h = 2;
+	lifemodifier[0] = 0.5f;
+	lifemodifier[1] = 0.5f;
+	lifemodifier[2] = 0.5f;
+	lifemodifier[3] = 0.7f;
+	lifemodifier[4] = 0.7f;
+	lifemodifier[5] = 1.0f;
+	lifemodifier[6] = 1.0f;
+	lifemodifier[7] = 1.5f;
+	lifemodifier[8] = 0.4f;
+
+	chaintexcoord.x = 2;
+	chaintexcoord.y = 0;
+	chaintexcoord.w = 1;
+	chaintexcoord.h = 1;
+
+	chainheadtexcoord.x = 3;
+	chainheadtexcoord.y = 0;
+	chainheadtexcoord.w = 2;
+	chainheadtexcoord.h = 1;
+
+
+	// anims
+	anim::setup_hammer(hammeranim);
+	anim::setup_ninja(ninjaanim);
+
+	for (int i = 0; i < NUMHADOKENS; i++)
+	{
+		hadoken[i].x = 1;
+		hadoken[i].y = 12;
+		hadoken[i].w = 7;
+		hadoken[i].h = 4;
+		hadokenparams[i].sizex = 0.0f;
+		hadokenparams[i].sizey = 0.0f;
+		hadokenparams[i].offsetx = 0.0f;
+		hadokenparams[i].offsety = 0.0f;//-hadokenparams[0].sizey * 0.15f;
+	}
+
+	// hadoken
+	hadoken[0].x = 1;
+	hadoken[0].y = 12;
+	hadoken[0].w = 7;
+	hadoken[0].h = 4;
+	hadokenparams[0].sizex = 70.0f * 2.5f;
+	hadokenparams[0].sizey = 40.0f * 2.5f;
+	hadokenparams[0].offsetx = -60.0f;
+	hadokenparams[0].offsety = 0;//-hadokenparams[0].sizey * 0.15f;
+
+	hadoken[2].x = 8;
+	hadoken[2].y = 12;
+	hadoken[2].w = 8;
+	hadoken[2].h = 4;
+	hadokenparams[2].sizex = 80.0f * 2.5f;
+	hadokenparams[2].sizey = 40.0f * 2.5f;
+	hadokenparams[2].offsetx = -60.0f;
+	hadokenparams[2].offsety = 0;//-hadokenparams[1].sizey * 0.5f;
+
+	hadoken[4].x = 17;
+	hadoken[4].y = 12;
+	hadoken[4].w = 7;
+	hadoken[4].h = 4;
+	hadokenparams[4].sizex = 70.0f * 2.5f;
+	hadokenparams[4].sizey = 40.0f * 2.5f;
+	hadokenparams[4].offsetx = -60.0f;
+	hadokenparams[4].offsety = 0;//-hadokenparams[2].sizey * 0.5f;
+
+	// 0 = outline, 1 = body
+	body[0].x = 2;
+	body[0].y = 0;
+	body[0].w = 2;
+	body[0].h = 2;
+	body[1].x = 0;
+	body[1].y = 0;
+	body[1].w = 2;
+	body[1].h = 2;
+
+	feet[0].x = 4;
+	feet[0].y = 1;
+	feet[0].w = 1;
+	feet[0].h = 0.5;
+	feet[1].x = 4;
+	feet[1].y = 1.52;
+	feet[1].w = 1;
+	feet[1].h = 0.48;
+	
+	leye.x = 5;
+	leye.y = 1;
+	leye.w = 0.5;
+	leye.h = 0.5;
+	
+	reye.x = 5;
+	reye.y = 1.0;
+	reye.w = 0.5;
+	reye.h = 0.5;
+}
+
+void modc_entergame()
+{
+	col_init(32);
+	img_init();
+	tilemap_init();
+}
+
+void modc_shutdown()
+{
+}
+
+void modc_newsnapshot()
+{
+	int num = snap_num_items(SNAP_CURRENT);
+	for(int i = 0; i < num; i++)
+	{
+		snap_item item;
+		void *data = snap_get_item(SNAP_CURRENT, i, &item);
+		
+		if(item.type == EVENT_HEALTHMOD)
+		{
+			ev_healthmod *ev = (ev_healthmod *)data;
+			healthmods.create(vec2(ev->x, ev->y), ev->amount);
+		}
+		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_SOUND)
+		{
+			ev_sound *ev = (ev_sound *)data;
+			vec2 p(ev->x, ev->y);
+			int sound = (ev->sound & SOUND_MASK);
+			bool bstartloop = (ev->sound & SOUND_LOOPFLAG_STARTLOOP) != 0;
+			bool bstoploop = (ev->sound & SOUND_LOOPFLAG_STOPLOOP) != 0;
+			float vol, pan;
+			sound_vol_pan(p, &vol, &pan);
+
+			switch(sound)
+			{
+
+			// FIRE!
+			case SOUND_FIRE_GUN:
+				sound_gun_fire.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_FIRE_SHOTGUN:
+				sound_shotty_fire.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_FIRE_ROCKET:
+				sound_flump_launch.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_FIRE_MELEE:
+				sound_hammer_swing.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_FIRE_NINJA:
+				sound_ninja_attack.play_random(volume_gun*vol, pan);
+				break;
+
+			// IMPACT
+			case SOUND_IMPACT_PROJECTILE_GUN:
+				break;
+			case SOUND_IMPACT_PROJECTILE_SHOTGUN:
+				break;
+			case SOUND_IMPACT_PROJECTILE_ROCKET:
+				sound_flump_explode.play_random(volume_hit*vol, pan);
+				break;
+
+			// PLAYER
+			case SOUND_PLAYER_JUMP:
+				sound_body_jump.play_random(volume_tee*vol, pan);
+				break;
+			case SOUND_PLAYER_HURT_SHORT:
+				sound_pain_short.play_random(volume_tee*vol, pan);
+				break;
+			case SOUND_PLAYER_HURT_LONG:
+				sound_pain_long.play_random(volume_tee*vol, pan);
+				break;
+			case SOUND_PLAYER_SPAWN:
+				sound_spawn.play_random(volume_tee*vol, pan);
+				break;
+			case SOUND_PLAYER_CHAIN_LOOP:
+				sound_hook_loop.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_PLAYER_CHAIN_IMPACT:
+				sound_hook_attach.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_PLAYER_IMPACT:
+				sound_body_land.play_random(volume_hit*vol, pan);
+				break;
+			case SOUND_PLAYER_IMPACT_NINJA:
+				sound_ninja_hit.play_random(volume_hit*vol, pan);
+				break;
+			case SOUND_PLAYER_DIE:
+				sound_body_splat.play_random(volume_tee*vol, pan);
+				break;
+			case SOUND_PLAYER_SWITCHWEAPON:
+				sound_weapon_switch.play_random(volume_gun*vol, pan);
+				break;
+			case SOUND_PLAYER_EQUIP:
+				break;
+			case SOUND_PLAYER_LAND:
+				sound_body_land.play_random(volume_tee*vol, pan);
+				break;
+			}
+		}
+	}
+}
+
+static void render_projectile(obj_projectile *prev, obj_projectile *current)
+{
+	gfx_texture_set(texture_weapon);
+	gfx_quads_begin();
+	cell_select_ex(numcellsx,numcellsy,weaponprojtexcoord[current->type].x, weaponprojtexcoord[current->type].y, weaponprojtexcoord[current->type].w, weaponprojtexcoord[current->type].h);
+	vec2 vel(current->vx, current->vy);
+	
+	// TODO: interpolare angle aswell
+	if(length(vel) > 0.00001f)
+		gfx_quads_setrotation(get_angle(vel));
+	else
+		gfx_quads_setrotation(0);
+	
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
+	gfx_quads_draw(pos.x, pos.y,32,32);
+	gfx_quads_setrotation(0);
+	gfx_quads_end();
+}
+
+static void render_powerup(obj_powerup *prev, obj_powerup *current)
+{
+	//dbg_msg("client", "rendering powerup at %d,%d", current->x, current->y);
+	
+	gfx_texture_set(texture_weapon);
+	gfx_quads_begin();
+	float angle = 0.0f;
+	float sizex = 64.0f;
+	float sizey = 64.0f;
+	if (current->type == POWERUP_TYPE_WEAPON)
+	{
+		angle = -0.25f * pi * 2.0f;
+		cell_select_ex(numcellsx,numcellsy,weapontexcoord[current->subtype].x, weapontexcoord[current->subtype].y, weapontexcoord[current->subtype].w, weapontexcoord[current->subtype].h);
+		sizex = weaponrenderparams[current->subtype].sizex;
+		sizey = weaponrenderparams[current->subtype].sizey;
+	}
+	else
+		cell_select_ex(numcellsx,numcellsy,poweruptexcoord[current->type].x, poweruptexcoord[current->type].y, poweruptexcoord[current->type].w, poweruptexcoord[current->type].h);
+	vec2 vel(current->vx, current->vy);
+	
+	gfx_quads_setrotation(angle);
+	// TODO: interpolare angle aswell
+	/*if(length(vel) > 0.00001f)
+		gfx_quads_setrotation(get_angle(vel));
+	else
+		gfx_quads_setrotation(0);*/
+	
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
+	float offset = pos.y/32.0f + pos.x/32.0f;
+	gfx_quads_draw(pos.x+cosf(client_localtime()*2.0f+offset)*2.5f, pos.y+sinf(client_localtime()*2.0f+offset)*2.5f,sizex * 0.65f,sizey * 0.65f);
+	gfx_quads_setrotation(0);
+	gfx_quads_end();
+}
+
+float getmeleeangle(vec2 direction, obj_player* prev, obj_player* player)
+{
+	vec2 meleedir(0.53, -0.84);
+	meleedir = normalize(meleedir);
+	vec2 meleedirattack(0.95, -0.3);
+	meleedirattack = normalize(meleedirattack);
+
+	if(direction.x < 0)
+	{
+		meleedir.x = -meleedir.x;
+		meleedirattack.x = -meleedirattack.x;
+	}
+
+	// 0 -> visualtimeattack go to end pose, (len - visualime) -> go back to normal pose
+
+	float angle = get_angle(meleedir);
+	if (prev->attackticks)
+	{
+		float angleattack = get_angle(meleedirattack);
+		int phase1tick = (player->attacklen - player->attackticks);
+		if (phase1tick < player->visualtimeattack)
+		{
+			float intratick = snap_intratick();
+			float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
+			angle = LERP(angle, angleattack, min(1.0f,max(0.0f,t)));
+		}
+		else
+		{
+			// go back to normal pose
+			int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
+			float intratick = snap_intratick();
+			float t = ((((float)phase2tick) + intratick)/(float)player->visualtimeattack);
+			angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
+		}
+	}
+	/*if (prev->attackticks && !player->attackticks)
+	{
+		// blend back to normal
+		float angleattack = get_angle(meleedirattack);
+		angle = LERP(angleattack, angle, min(1.0f,max(0.0f,snap_intratick())));
+	}
+	else if (player->attackticks)
+	{
+		float angleattack = get_angle(meleedirattack);
+		float intratick = snap_intratick();
+		float t = ((((float)player->attackticks) - intratick)/(float)player->attacklen);
+		angle = LERP(angleattack, angle, min(1.0f,max(0.0f,t)));
+	}*/
+
+	return angle;
+}
+
+float gethammereangle(vec2 direction, obj_player* prev, obj_player* player)
+{
+	float t = 0.0f;
+	if (prev->attackticks)
+		t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
+
+	vec2 pos;
+	float angle = 0.0f;
+	hammeranim.evalanim(t,pos,angle);
+	if(direction.x < 0)
+		angle = pi -angle;// + ;
+	//dbg_msg("anim", "Time: %f", t);
+	return angle;
+}
+
+float getninjaangle(vec2 direction, obj_player* prev, obj_player* player)
+{
+	float t = 0.0f;
+	if (prev->attackticks)
+		t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
+
+	vec2 pos;
+	float angle = 0.0f;
+	ninjaanim.evalanim(t,pos,angle);
+	if(direction.x < 0)
+		angle = pi -angle;// + ;
+	//dbg_msg("anim", "Time: %f", t);
+	return angle;
+}
+
+
+float getrecoil(obj_player* prev, obj_player* player)
+{
+	// attack = -10
+	float recoil = 0.0f;
+	if (prev->attackticks)
+	{
+		float attackrecoil = recoils[player->weapon];
+		int phase1tick = (player->attacklen - player->attackticks);
+		if (phase1tick < player->visualtimeattack)
+		{
+			float intratick = snap_intratick();
+			float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
+			recoil = LERP(0, attackrecoil, min(1.0f,max(0.0f,t)));
+		}
+		else
+		{
+			// go back to normal pose
+			int phase2tick = (player->attacklen - player->visualtimeattack - player->attackticks);
+			float intratick = snap_intratick();
+			float t = ((((float)phase2tick) + intratick)/(float)(player->attacklen - player->visualtimeattack));
+			recoil = LERP(attackrecoil, 0.0f, min(1.0f,max(0.0f,t)));
+		}
+	}
+	return recoil;
+}
+
+static void render_player(obj_player *prev, obj_player *player)
+{
+	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), snap_intratick());
+	
+	// draw hook
+	if(player->hook_active)
+	{
+		gfx_texture_set(texture_weapon);
+		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), snap_intratick());
+		
+		float d = distance(pos, hook_pos);
+		vec2 dir = normalize(pos-hook_pos);
+
+		gfx_quads_setrotation(get_angle(dir)+pi);
+		
+		// render head
+		cell_select_ex(numcellsx,numcellsy, chainheadtexcoord.x,chainheadtexcoord.y, chainheadtexcoord.w, chainheadtexcoord.h);
+		gfx_quads_draw(hook_pos.x, hook_pos.y, 24,16);
+		
+		// render chain
+		cell_select_ex(numcellsx,numcellsy, chaintexcoord.x, chaintexcoord.y, chaintexcoord.w, chaintexcoord.h);
+		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();
+	}
+
+	// draw gun
+	{
+		gfx_texture_set(texture_weapon);
+		gfx_quads_begin();
+		gfx_quads_setrotation(angle);
+
+		if (player->modifier & (1 << MODIFIER_TYPE_NINJA))
+		{
+			float playerangle = angle;
+			// render NINJA!!! (0.53, 0.84) when idle to -> (0.95, 0.3) at the end of attack
+			if(direction.x < 0)
+				cell_select_ex_flip_y(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
+			else
+				cell_select_ex(numcellsx, numcellsy, modifiertexcoord[MODIFIER_TYPE_NINJA].x, modifiertexcoord[MODIFIER_TYPE_NINJA].y, modifiertexcoord[MODIFIER_TYPE_NINJA].w, modifiertexcoord[MODIFIER_TYPE_NINJA].h);
+
+			angle = getninjaangle(direction, prev, player);//getmeleeangle(direction, prev, player);
+			vec2 ninjadir = get_direction(angle * 256.0f);
+			gfx_quads_setrotation(angle);
+			vec2 p = position + vec2(0,modifierrenderparams[MODIFIER_TYPE_NINJA].offsety)+ ninjadir * modifierrenderparams[MODIFIER_TYPE_NINJA].offsetx;
+			// if attack is active hold it differently and draw speedlines behind us?
+			gfx_quads_draw(p.x,p.y/*+bob*/,modifierrenderparams[MODIFIER_TYPE_NINJA].sizex, modifierrenderparams[MODIFIER_TYPE_NINJA].sizey);
+
+			if ((player->attacklen - player->attackticks) <= (SERVER_TICK_SPEED / 5))
+			{
+				gfx_quads_setrotation(playerangle);
+				int ihadoken = rand() % NUMHADOKENS;
+				cell_select_ex(numcellsx, numcellsy, hadoken[ihadoken].x, hadoken[ihadoken].y, hadoken[ihadoken].w, hadoken[ihadoken].h);
+				vec2 p = position + vec2(0,hadokenparams[ihadoken].offsety)+ direction * hadokenparams[ihadoken].offsetx;
+				gfx_quads_draw(p.x,p.y/*+bob*/,hadokenparams[ihadoken].sizex, hadokenparams[ihadoken].sizey);
+			}
+		}
+		else
+		{
+			// normal weapons
+			if(direction.x < 0)
+				cell_select_ex_flip_y(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
+			else
+				cell_select_ex(numcellsx, numcellsy, weapontexcoord[player->weapon].x, weapontexcoord[player->weapon].y, weapontexcoord[player->weapon].w, weapontexcoord[player->weapon].h);
+
+			vec2 dir = direction;
+			float recoil = 0.0f;
+			if (player->weapon == WEAPON_TYPE_MELEE)
+			{
+				// if attack is under way, bash stuffs
+				//angle = getmeleeangle(direction, prev, player);
+				angle = gethammereangle(direction, prev, player);
+				gfx_quads_setrotation(angle);
+				dir = get_direction(angle * 256.0f);
+			}
+			else
+			{
+				recoil = getrecoil(prev, player);
+			}
+
+			vec2 p = position + vec2(0,weaponrenderparams[player->weapon].offsety) + dir * weaponrenderparams[player->weapon].offsetx - dir * recoil;
+			gfx_quads_draw(p.x,p.y/*+bob*/,weaponrenderparams[player->weapon].sizex, weaponrenderparams[player->weapon].sizey);
+			// draw muzzleflare
+			if (player->weapon == WEAPON_TYPE_GUN || player->weapon == WEAPON_TYPE_SHOTGUN)
+			{
+				// check if we're firing stuff
+				if (true)///prev->attackticks)
+				{
+					float alpha = 0.0f;
+					int phase1tick = (player->attacklen - player->attackticks);
+					if (phase1tick < (player->visualtimeattack + 3))
+					{
+						float intratick = snap_intratick();
+						float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
+						alpha = LERP(2.0, 0.0f, min(1.0f,max(0.0f,t)));
+					}
+
+					if (alpha > 0.0f)
+					{
+						float offsety = -muzzleparams[player->weapon].offsety;
+						int itex = rand() % nummuzzletex[player->weapon];
+						if(direction.x < 0)
+						{
+							offsety = -offsety;
+							cell_select_ex_flip_y(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
+						}
+						else
+							cell_select_ex(numcellsx, numcellsy, muzzletexcoord[player->weapon][itex].x, muzzletexcoord[player->weapon][itex].y, muzzletexcoord[player->weapon][itex].w, muzzletexcoord[player->weapon][itex].h);
+
+						gfx_quads_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/*+bob*/,muzzleparams[player->weapon].sizex, muzzleparams[player->weapon].sizey);
+					}
+				}
+			}
+		}
+		/*else
+		{
+			// minigun
+			if(direction.x < 0)
+				cell_select_flip_y(4,4,8,2);
+			else
+				cell_select(4,4,8,2);
+			vec2 p = position + vec2(0,3);
+			gfx_quads_draw(p.x,p.y,8*8,8*2);
+		}*/
+			
+		gfx_quads_setrotation(0);
+		gfx_quads_end();
+	}
+	
+	
+	gfx_texture_set(texture_char_default);
+	gfx_quads_begin();
+	
+	float bob = 0;
+	
+	// draw foots
+	const float cyclelength = 128.0f;
+	const float steplength = 26;
+	const float lift = 4.0f;
+	bool stationary = player->vx < 1 && player->vx > -1;
+	bool inair = col_check_point(player->x, player->y+16) == 0;
+	
+	for(int p = 0; p < 2; p++)
+	{
+		// first pass we draw the outline
+		// second pass we draw the filling
+		
+		//int v_offset = p?0:5;
+		int outline = p;// ? 1 : 0;
+		float offsety = charids[player->clientid % 16] * 2.0f;
+		
+		for(int f = 0; f < 2; f++)
+		{
+			float basesize = 10.0f;
+			if(f == 1)
+			{
+				// draw body
+				float t = fmod(position.x, cyclelength/2)/(cyclelength/2);
+				bob = -sinf(pow(t,2)*pi) * 3;
+				cell_select_ex(charnumcellsx,charnumcellsy, body[outline].x,body[outline].y + offsety,body[outline].w,body[outline].h);
+				//cell_select_ex(16,16, 0,0+v_offset,4,4);
+				//const float size = 64.0f;
+				if(stationary || inair)
+					bob = 0;
+				gfx_quads_draw(position.x, position.y-5+bob, 4*basesize, 4*basesize);
+				
+				// draw eyes
+				if(p == 1)
+				{
+					//cell_select_ex(16,16, 8,3,1,1);
+					vec2 md = get_direction(player->angle);
+					float mouse_dir_x = md.x;
+					float mouse_dir_y = md.y;
+					
+					// normal
+					cell_select_ex(charnumcellsx,charnumcellsy, leye.x,leye.y + offsety,leye.w,leye.h);
+					gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
+					cell_select_ex(charnumcellsx,charnumcellsy, reye.x,reye.y + offsety,reye.w,reye.h);
+					gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3+bob, basesize, basesize);
+				}
+			}
+
+			// draw feet
+			//cell_select_ex(16,16, 5,2+v_offset, 2,2);
+			cell_select_ex(charnumcellsx,charnumcellsy, feet[outline].x,feet[outline].y + offsety, feet[outline].w,feet[outline].h);
+			float w = basesize*2.5f;
+			float h = basesize*1.425f;
+			if(inair)
+			{
+				float r = 0.0f;
+				if(player->vy < 0.0f)
+					r = player->vy/3.0f;
+				else
+					r = player->vy/15.0f;
+
+				// clamp the rotation
+				if(r > 0.5f) r = 0.5f;
+				if(r < -0.5f) r = -0.5f;
+				
+				if(player->vx > 0.0f)
+					r *= -1.0f;
+				gfx_quads_setrotation(r);
+				gfx_quads_drawTL(position.x-4+f*7-w/2, position.y+16 - h, w, h);
+				gfx_quads_setrotation(0);
+			}
+			else if(stationary)
+			{
+				// stationary
+				gfx_quads_drawTL(position.x-7+f*14-w/2, position.y+16 - h, w, h);
+			}
+			else
+			{
+				/*
+					The walk cycle, 2 parts
+					
+						  111  
+						 1   1   
+						2     1
+						 2     1
+						  2222221 
+					GROUND GROUND GROUND
+				*/
+				
+				// moving
+				float tx = position.x+f*(cyclelength/2);
+				float t = fmod(tx, cyclelength) / cyclelength;
+				if(player->vx < 0)
+					t = 1.0f-t;
+				
+				float y;
+				float x = 0;
+				float r = 0;
+				float r_back = 1.5f;
+				
+				if(t < 0.5f)
+				{
+					// stomp down foot (part 1)
+					float st = t*2;
+					y = 1.0f-pow(st, 0.5f) + sinf(pow(st,2)*pi)*0.5f;
+					x = -steplength/2 + st*steplength;
+					r = r_back*(1-st) + sinf(pow(st,1.5f)*pi*2);
+				}
+				else
+				{
+					// lift foot up again (part 2)
+					float st = (t-0.5f)*2;
+					y = pow(st, 5.0f);
+					x = steplength/2 - st*steplength;
+					r = y*r_back;
+				}
+				
+
+				if(player->vx > 0)
+				{
+					gfx_quads_setrotation(r);
+					gfx_quads_drawTL(position.x+x-w/2, position.y+16-y*lift - h, w, h);
+				}
+				else
+				{
+					gfx_quads_setrotation(-r);
+					gfx_quads_drawTL(position.x-x-w/2, position.y+16-y*lift - h, w, h);
+				}
+				gfx_quads_setrotation(0);
+			}
+
+		}
+	}
+	
+	gfx_quads_end();
+	
+	
+}
+
+static player_input oldinput;
+static bool bfirst = true;
+void modc_render()
+{	
+	if (bfirst)
+	{
+		bfirst = false;
+		oldinput.activeweapon = 0;
+		oldinput.angle = 0;
+		oldinput.blink = 0;
+		oldinput.fire = 0;
+		oldinput.hook = 0;
+		oldinput.jump = 0;
+		oldinput.left = 0;
+		oldinput.right = 0;
+	}
+	// fetch new input
+	{
+		int x, y;
+		inp_mouse_relative(&x, &y);
+		mouse_pos += vec2(x, y);
+		float l = length(mouse_pos);
+		if(l > 600.0f)
+			mouse_pos = normalize(mouse_pos)*600.0f;
+	}
+	
+	// snap input
+	{
+		player_input input;
+		input.left = inp_key_pressed('A');
+		input.right = inp_key_pressed('D');
+		float a = atan((float)mouse_pos.y/(float)mouse_pos.x);
+		if(mouse_pos.x < 0)
+			a = a+pi;
+		input.angle = (int)(a*256.0f);
+		input.jump = inp_key_pressed(baselib::keys::space) || inp_key_pressed('W');
+		
+		input.fire = inp_mouse_button_pressed(0);// | (oldinput.fire << 16);
+		//oldinput.fire = input.fire & 0x0000ffff;
+		
+		input.hook = inp_mouse_button_pressed(1) || inp_key_pressed(baselib::keys::lctrl); // be nice to mac users O.o
+		input.blink = inp_key_pressed('S');
+		
+		// Weapon switching
+		input.activeweapon = inp_key_pressed('1') ? 0x80000000 : 0;
+		if (!input.activeweapon)
+			input.activeweapon = inp_key_pressed('2') ? 0x80000000 | 1 : 0;
+		if (!input.activeweapon)
+			input.activeweapon = inp_key_pressed('3') ? 0x80000000 | 2 : 0;
+		if (!input.activeweapon)
+			input.activeweapon = inp_key_pressed('4') ? 0x80000000 | 3 : 0;
+		/*if (!input.activeweapon)
+			input.activeweapon = inp_key_pressed('5') ? 0x80000000 | 4 : 0;*/
+
+		snap_input(&input, sizeof(input));
+	}
+
+	// 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;
+			void *data = snap_get_item(SNAP_CURRENT, i, &item);
+			
+			if(item.type == OBJTYPE_PLAYER)
+			{
+				obj_player *player = (obj_player *)data;
+				if(player->local)
+				{
+					local_player = player;
+					local_player_pos = vec2(player->x, player->y);
+
+					void *p = snap_find_item(SNAP_PREV, item.type, item.id);
+					if(p)
+						local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, snap_intratick());
+					break;
+				}
+			}
+		}
+	}
+
+	// pseudo format
+	float zoom = inp_key_pressed('T') ? 1.0 : 3.0f;
+	
+	float width = 400*zoom;
+	float height = 300*zoom;
+	float screen_x = 0;
+	float screen_y = 0;
+	
+	// center at char but can be moved when mouse is far away
+	float offx = 0, offy = 0;
+	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;
+		
+	screen_x = local_player_pos.x+offx;
+	screen_y = local_player_pos.y+offy;
+	
+	gfx_mapscreen(screen_x-width/2, screen_y-height/2, screen_x+width/2, screen_y+height/2);
+	
+	// draw background
+	gfx_clear(0.65f,0.78f,0.9f);
+	
+	{
+
+		vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
+
+		gfx_texture_set(-1);
+		gfx_blend_additive();
+		gfx_quads_begin();
+		const int rays = 10;
+		gfx_quads_setcolor(1.0f,1.0f,1.0f,0.025f);
+		for(int r = 0; r < rays; r++)
+		{
+			float a = r/(float)rays + client_localtime()*0.05f;
+			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_quads_draw_freeform(0,0, -100,0, -100,-100, 0,-100);
+			
+			gfx_quads_setcolorvertex(0, 1.0f,1.0f,1.0f,0.025f);
+			gfx_quads_setcolorvertex(1, 1.0f,1.0f,1.0f,0.025f);
+			gfx_quads_setcolorvertex(2, 1.0f,1.0f,1.0f,0.0f);
+			gfx_quads_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(texture_sun);
+		gfx_quads_begin();
+		gfx_quads_draw(pos.x, pos.y, 256, 256);
+		gfx_quads_end();
+	}
+	
+	// render map
+	tilemap_render(32.0f, 0);
+#ifdef _DEBUG
+	float speed = 0.0f;
+#endif
+	// render items
+	int num = snap_num_items(SNAP_CURRENT);
+	for(int i = 0; i < num; i++)
+	{
+		snap_item item;
+		void *data = snap_get_item(SNAP_CURRENT, i, &item);
+		
+		if(item.type == OBJTYPE_PLAYER)
+		{
+			void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
+			if(prev)
+			{
+				render_player((obj_player *)prev, (obj_player *)data);
+/*#ifdef _DEBUG
+				{
+					obj_player *p = (obj_player *)prev;
+					obj_player *c = (obj_player *)data;
+					vec2 positionold = vec2(p->x, p->y);
+					vec2 poscur = vec2(c->x, c->y);
+					speed = distance(positionold,poscur);
+				}
+#endif*/
+			}
+		}
+		else if(item.type == OBJTYPE_PROJECTILE)
+		{
+			void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
+			if(prev)
+				render_projectile((obj_projectile *)prev, (obj_projectile *)data);
+		}
+		else if(item.type == OBJTYPE_POWERUP)
+		{
+			void *prev = snap_find_item(SNAP_PREV, item.type, item.id);
+			if(prev)
+				render_powerup((obj_powerup*)prev, (obj_powerup *)data);
+		}
+	}
+
+	// render particles
+	temp_system.update(client_frametime());
+	temp_system.render();
+
+	tilemap_render(32.0f, 1);
+	
+	// render health mods
+	healthmods.render();
+	
+	// render cursor 
+	// FIXME CURSOR!!!
+	
+	if(local_player)
+	{
+		gfx_texture_set(texture_weapon);
+		gfx_quads_begin();
+		if (local_player->modifier & (1 << MODIFIER_TYPE_NINJA))
+			cell_select_ex(numcellsx,numcellsy, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].x, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].y, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].w, modifiertexcoordcursor[MODIFIER_TYPE_NINJA].h);
+		else
+			cell_select_ex(numcellsx,numcellsy, weapontexcoordcursor[local_player->weapon].x, weapontexcoordcursor[local_player->weapon].y, weapontexcoordcursor[local_player->weapon].w, weapontexcoordcursor[local_player->weapon].h);
+		float cursorsize = 64;
+		gfx_quads_draw(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y,cursorsize,cursorsize);
+
+
+		// render ammo count
+		// render gui stuff
+		gfx_quads_end();
+		gfx_quads_begin();
+		gfx_mapscreen(0,0,400,300);
+		cell_select_ex(numcellsx,numcellsy, weaponprojtexcoord[local_player->weapon].x, weaponprojtexcoord[local_player->weapon].y, weaponprojtexcoord[local_player->weapon].w, weaponprojtexcoord[local_player->weapon].h);
+		for (int i = 0; i < local_player->ammocount; i++)
+		{
+			gfx_quads_drawTL(10+i*12,34,10,10);
+		}
+		gfx_quads_end();
+
+		gfx_texture_set(texture_game);
+		gfx_quads_begin();
+		int h = 0;
+		cell_select_ex(32,16, 0,0, 4,4);
+		for(; h < local_player->health; h++)
+			gfx_quads_drawTL(10+h*12,10,10,10);
+		
+		cell_select_ex(32,16, 5,0, 4,4);
+		for(; h < 10; h++)
+			gfx_quads_drawTL(10+h*12,10,10,10);
+
+		h = 0;
+		cell_select_ex(32,16, 0,5, 4,4);
+		for(; h < local_player->armor; h++)
+			gfx_quads_drawTL(10+h*12,22,10,10);
+		
+		cell_select_ex(32,16, 5,5, 4,4);
+		for(; h < 10; h++)
+			gfx_quads_drawTL(10+h*12,22,10,10);
+		gfx_quads_end();
+
+		// render speed
+/*#ifdef _DEBUG
+		gfx_texture_set(font_texture);
+		char text[256];
+		sprintf(text,"speed: %f",speed);
+		gfx_quads_text(300,20,10,text);
+#endif*/
+	}
+	// render gui stuff
+	gfx_mapscreen(0,0,400,300);
+	// render score board
+	if(inp_key_pressed(baselib::keys::tab))
+	{
+		gfx_texture_set(font_texture);
+		gfx_quads_text(10, 50, 8, "Score Board");
+
+		int num = snap_num_items(SNAP_CURRENT);
+		int row = 1;
+		for(int i = 0; i < num; i++)
+		{
+			snap_item item;
+			void *data = snap_get_item(SNAP_CURRENT, i, &item);
+			
+			if(item.type == OBJTYPE_PLAYER)
+			{
+				obj_player *player = (obj_player *)data;
+				if(player)
+				{
+					char buf[128];
+					char name[32];
+					snap_decode_string(player->name, name, 32);
+					sprintf(buf, "%4d %s", player->score, name);
+					gfx_quads_text(10, 50 + 10 * row, 8, buf);
+					row++;
+				}
+			}
+		}
+	}
+}