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-rw-r--r--src/game/client/game_client.cpp1559
-rw-r--r--src/game/client/mapres_tilemap.cpp12
-rw-r--r--src/game/client/menu.cpp9
-rw-r--r--src/game/game.h77
-rw-r--r--src/game/game_variables.h5
-rw-r--r--src/game/mapres_col.cpp25
-rw-r--r--src/game/mapres_col.h2
-rw-r--r--src/game/server/game_server.cpp1680
8 files changed, 687 insertions, 2682 deletions
diff --git a/src/game/client/game_client.cpp b/src/game/client/game_client.cpp
index 2e95f187..2f05aa77 100644
--- a/src/game/client/game_client.cpp
+++ b/src/game/client/game_client.cpp
@@ -1,128 +1,46 @@
+#include <baselib/math.h>
 #include <stdlib.h>
 #include <stdio.h>
 #include <engine/config.h>
 #include "../game.h"
 #include "mapres_image.h"
 #include "mapres_tilemap.h"
+#include "data.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;
+static data_container *data;
 
-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 charids[16] = {2,10,0,4,12,6,14,1,9,15,13,11,7,5,8,3};
 
-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);
-}
+inline float frandom() { return rand()/(float)(RAND_MAX); }
 
-float sign(float f)
+void snd_play_random(int setid, float vol, float pan)
 {
-	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) { }
+	soundset *set = &data->sounds[setid];
 	
-	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)
-{
+	if(!set->num_sounds)
+		return;
+		
+	if(set->num_sounds == 1)
+	{
+		snd_play(set->sounds[0].id, SND_PLAY_ONCE, vol, pan);
+		return;
+	}
+	
+	// play a random one
 	int id;
 	do {
-		id = rand() % N;
-	} while(id == last_id);
-	snd_play(sounds[id], SND_PLAY_ONCE, vol, pan);
-	last_id = id;
+		id = rand() % set->num_sounds;
+	} while(id == set->last);
+	snd_play(set->sounds[id].id, SND_PLAY_ONCE, vol, pan);
+	set->last = id;
 }
 
-
 // sound volume tweak
 static const float stereo_separation = 0.01f;
 static const float stereo_separation_deadzone = 512.0f;
@@ -133,31 +51,6 @@ 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;
@@ -181,56 +74,45 @@ void sound_vol_pan(const vec2& p, float *vol, float *pan)
 	}
 }
 
-// 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)
+enum
 {
-	gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(float)cy);
-}
+	SPRITE_FLAG_FLIP_Y=1,
+};
 
-/*
-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 float sprite_w_scale;
+static float sprite_h_scale;
 
-static void cell_select_ex_flip_y(int cx, int cy, float x, float y, float w, float h)
+static void select_sprite(sprite *spr, int flags=0, int sx=0, int sy=0)
 {
-	gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
+	int x = spr->x+sx;
+	int y = spr->y+sy;
+	int w = spr->w;
+	int h = spr->h;
+	int cx = spr->set->gridx;
+	int cy = spr->set->gridy;
+	
+	float f = sqrtf(h*h + w*w);
+	sprite_w_scale = w/f;
+	sprite_h_scale = h/f;
+	
+	if(flags&SPRITE_FLAG_FLIP_Y)
+		gfx_quads_setsubset(x/(float)cx,(y+h)/(float)cy,(x+w)/(float)cx,y/(float)cy);
+	else
+		gfx_quads_setsubset(x/(float)cx,y/(float)cy,(x+w)/(float)cx,(y+h)/(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)
+static void select_sprite(int id, int flags=0, int sx=0, int sy=0)
 {
-	gfx_quads_setsubset((x+w)/16.0f,y/16.0f,(x)/16.0f,(y+h)/16.0f);
+	if(id < 0 || id > data->num_sprites)
+		return;
+	select_sprite(&data->sprites[id], flags, sx, sy);
 }
 
-inline void cell_select_flip_y(int x, int y, int w, int h)
+static void draw_sprite(float x, float y, float size)
 {
-	gfx_quads_setsubset(x/16.0f,(y+h)/16.0f,(x+w)/16.0f,(y)/16.0f);
+	gfx_quads_draw(x, y, size*sprite_w_scale, size*sprite_h_scale);
 }
 
-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;
@@ -320,7 +202,7 @@ public:
 				i->pos.x += ((float)rand()/(float)RAND_MAX) * 5.0f;
 				i->amount = amount;
 				i->life = 1.5f;
-				i->istar = rand() % NUMSTARS;
+				i->istar = rand()%2;
 				i->vel = vec2(((float)rand()/(float)RAND_MAX) * 50.0f,-150.0f);
 				i->startangle = (( (float)rand()/(float)RAND_MAX) - 1.0f) * 2.0f * pi;
 			}
@@ -336,7 +218,7 @@ public:
 		lastupdate = time_get();
 
 		float delta = (float) (lastupdate - lasttime) / (float)time_freq();
-		gfx_texture_set(texture_particles);
+		gfx_texture_set(data->images[IMAGE_PARTICLES].id);
 		gfx_quads_begin();
 		for(int i = 0; i < num_items;)
 		{
@@ -351,21 +233,9 @@ public:
 				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);
+				const int stars[] = {SPRITE_STAR1, SPRITE_STAR2};
+				select_sprite(stars[items[i].istar]);
 				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++;
 			}
 		}
@@ -374,202 +244,29 @@ public:
 	
 };
 
-/*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:
+	struct particle
+	{
+		vec2 pos;
+		vec2 vel;
+		float life;
+		float max_life;
+		float size;
+		
+		float rot;
+		float rotspeed;
+		
+		float gravity;
+		float friction;
+		int iparticle;
+		
+		vec4 color;
+	};
+
 	enum
 	{
 		MAX_PARTICLES=1024,
@@ -588,10 +285,10 @@ public:
 		if (num_particles >= MAX_PARTICLES)
 			return;
 
-		particles[num_particles].iparticle = rand() % NUMPARTICLES;
+		particles[num_particles].iparticle = rand() % data->num_particles;
 		particles[num_particles].pos = pos;
 		particles[num_particles].vel = vel;
-		particles[num_particles].life = life - lifemodifier[particles[num_particles].iparticle] * life;
+		particles[num_particles].life = life - (data->particles[particles[num_particles].iparticle].lifemod/100.0f) * life;
 		particles[num_particles].size = size;
 		particles[num_particles].max_life = life;
 		particles[num_particles].gravity = gravity;
@@ -626,23 +323,24 @@ public:
 	void render()
 	{
 		gfx_blend_additive();
-		gfx_texture_set(texture_particles);
+		gfx_texture_set(data->images[IMAGE_PARTICLES].id);
 		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);
+			select_sprite(data->particles[type].spr);
 			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_setcolor(
+				data->particles[type].color_r,
+				data->particles[type].color_g,
+				data->particles[type].color_b,
+				pow(a, 0.75f));
+				
 			gfx_quads_draw(p.x, p.y,particles[i].size,particles[i].size);
 		}
 		gfx_quads_end();		
@@ -654,447 +352,17 @@ static particle_system temp_system;
  
 void modc_init()
 {
-	// load textures
-	texture_weapon = gfx_load_texture("data/tileset_weapons.png");
-	texture_game = gfx_load_texture("data/game_main.png");
-	texture_char_default = gfx_load_texture("data/char_teefault.png");
-	texture_sun = gfx_load_texture("data/sun.png");
-	texture_particles = gfx_load_texture("data/tileset_particles.png");
-	font_texture = gfx_load_texture("data/debug_font.png");
-
+	// load the data container
+	data = load_data_container("data/client.dat");
 	
 	// 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;
+	for(int s = 0; s < data->num_sounds; s++)
+		for(int i = 0; i < data->sounds[s].num_sounds; i++)
+			data->sounds[s].sounds[i].id = snd_load_wav(data->sounds[s].sounds[i].filename);
 	
-	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;
+	// load textures
+	for(int i = 0; i < data->num_images; i++)
+		data->images[i].id = gfx_load_texture(data->images[i].filename);
 }
 
 void modc_entergame()
@@ -1179,77 +447,17 @@ void modc_newsnapshot()
 		{
 			ev_sound *ev = (ev_sound *)data;
 			vec2 p(ev->x, ev->y);
-			int sound = (ev->sound & SOUND_MASK);
+			int soundid = ev->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)
+			
+			if(soundid >= 0 && soundid < NUM_SOUNDS)
 			{
-
-			// 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;
+				// TODO: we need to control the volume of the diffrent sounds
+				// 		depening on the category
+				snd_play_random(soundid, vol, pan);
 			}
 		}
 	}
@@ -1257,9 +465,10 @@ void modc_newsnapshot()
 
 static void render_projectile(obj_projectile *prev, obj_projectile *current)
 {
-	gfx_texture_set(texture_weapon);
+	gfx_texture_set(data->images[IMAGE_WEAPONS].id);
 	gfx_quads_begin();
-	cell_select_ex(numcellsx,numcellsy,weaponprojtexcoord[current->type].x, weaponprojtexcoord[current->type].y, weaponprojtexcoord[current->type].w, weaponprojtexcoord[current->type].h);
+	
+	select_sprite(data->weapons[current->type%data->num_weapons].sprite_proj);
 	vec2 vel(current->vx, current->vy);
 	
 	// TODO: interpolare angle aswell
@@ -1268,7 +477,7 @@ static void render_projectile(obj_projectile *prev, obj_projectile *current)
 	else
 		gfx_quads_setrotation(0);
 	
-	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), snap_intratick());
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_intratick());
 	gfx_quads_draw(pos.x, pos.y,32,32);
 	gfx_quads_setrotation(0);
 	gfx_quads_end();
@@ -1276,163 +485,155 @@ static void render_projectile(obj_projectile *prev, obj_projectile *current)
 
 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_texture_set(data->images[IMAGE_WEAPONS].id);
 	gfx_quads_begin();
 	float angle = 0.0f;
-	float sizex = 64.0f;
-	float sizey = 64.0f;
+	float size = 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;
+		select_sprite(data->weapons[current->subtype%data->num_weapons].sprite_body);
+		size = data->weapons[current->subtype%data->num_weapons].visual_size;
 	}
 	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);
+	{
+		const int c[] = {
+			SPRITE_POWERUP_HEALTH,
+			SPRITE_POWERUP_ARMOR,
+			SPRITE_POWERUP_WEAPON,
+			SPRITE_POWERUP_NINJA,
+			SPRITE_POWERUP_TIMEFIELD
+			};
+		select_sprite(c[current->type]);
+	}
 	
 	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());
+	vec2 pos = mix(vec2(prev->x, prev->y), vec2(current->x, current->y), client_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);
+	pos.x += cosf(client_localtime()*2.0f+offset)*2.5f;
+	pos.y += sinf(client_localtime()*2.0f+offset)*2.5f;
+	draw_sprite(pos.x, pos.y, size);
 	gfx_quads_end();
 }
 
-float getmeleeangle(vec2 direction, obj_player* prev, obj_player* player)
+static void anim_seq_eval(sequence *seq, float time, keyframe *frame)
 {
-	vec2 meleedir(0.53, -0.84);
-	meleedir = normalize(meleedir);
-	vec2 meleedirattack(0.95, -0.3);
-	meleedirattack = normalize(meleedirattack);
-
-	if(direction.x < 0)
+	if(seq->num_frames == 0)
 	{
-		meleedir.x = -meleedir.x;
-		meleedirattack.x = -meleedirattack.x;
+		frame->time = 0;
+		frame->x = 0;
+		frame->y = 0;
+		frame->angle = 0;
 	}
-
-	// 0 -> visualtimeattack go to end pose, (len - visualime) -> go back to normal pose
-
-	float angle = get_angle(meleedir);
-	if (prev->attackticks)
+	else if(seq->num_frames == 1)
+	{
+		*frame = seq->frames[0];
+	}
+	else
 	{
-		float angleattack = get_angle(meleedirattack);
-		int phase1tick = (player->attacklen - player->attackticks);
-		if (phase1tick < player->visualtimeattack)
+		//time = max(0.0f, min(1.0f, time / duration)); // TODO: use clamp
+		keyframe *frame1 = 0;
+		keyframe *frame2 = 0;
+		float blend = 0.0f;
+
+		// TODO: make this smarter.. binary search
+		for (int i = 1; i < seq->num_frames; i++)
 		{
-			float intratick = snap_intratick();
-			float t = ((((float)phase1tick) + intratick)/(float)player->visualtimeattack);
-			angle = LERP(angle, angleattack, min(1.0f,max(0.0f,t)));
-		}
-		else
+			if (seq->frames[i-1].time <= time && seq->frames[i].time >= time)
+			{
+				frame1 = &seq->frames[i-1];
+				frame2 = &seq->frames[i];
+				blend = (time - frame1->time) / (frame2->time - frame1->time);
+				break;
+			}
+		}		
+
+		if (frame1 && frame2)
 		{
-			// 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)));
+			frame->time = time;
+			frame->x = mix(frame1->x, frame2->x, blend);
+			frame->y = mix(frame1->y, frame2->y, blend);
+			frame->angle = mix(frame1->angle, frame2->angle, blend);
 		}
 	}
-	/*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)
+struct animstate
 {
-	float t = 0.0f;
-	if (prev->attackticks)
-		t = 1.0f - ((((float)player->attackticks) - snap_intratick())/(float)player->attacklen);
+	keyframe body;
+	keyframe back_foot;
+	keyframe front_foot;
+	keyframe attach;
+};
 
-	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;
+static void anim_eval(animation *anim, float time, animstate *state)
+{
+	anim_seq_eval(&anim->body, time, &state->body);
+	anim_seq_eval(&anim->back_foot, time, &state->back_foot);
+	anim_seq_eval(&anim->front_foot, time, &state->front_foot);
+	anim_seq_eval(&anim->attach, time, &state->attach);
 }
 
-float getninjaangle(vec2 direction, obj_player* prev, obj_player* player)
+static void anim_add_keyframe(keyframe *seq, keyframe *added, float amount)
 {
-	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;
+	seq->x += added->x*amount;
+	seq->y += added->y*amount;
+	seq->angle += added->angle*amount;
 }
 
+static void anim_add(animstate *state, animstate *added, float amount)
+{
+	anim_add_keyframe(&state->body, &added->body, amount);
+	anim_add_keyframe(&state->back_foot, &added->back_foot, amount);
+	anim_add_keyframe(&state->front_foot, &added->front_foot, amount);
+	anim_add_keyframe(&state->attach, &added->attach, amount);
+}
 
-float getrecoil(obj_player* prev, obj_player* player)
+static void anim_eval_add(animstate *state, animation *anim, float time, float amount)
 {
-	// 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;
+	animstate add;
+	anim_eval(anim, time, &add);
+	anim_add(state, &add, amount);
 }
 
 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());
+	vec2 position = mix(vec2(prev->x, prev->y), vec2(player->x, player->y), client_intratick());
 	
+	bool stationary = player->vx < 1 && player->vx > -1;
+	bool inair = col_check_point(player->x, player->y+16) == 0;
+	
+	// evaluate animation
+	float walk_time = fmod(position.x, 100.0f)/100.0f;
+	animstate state;
+	anim_eval(&data->animations[ANIM_BASE], 0, &state);
+
+	if(inair)
+		anim_eval_add(&state, &data->animations[ANIM_INAIR], 0, 1.0f); // TODO: some sort of time here
+	else if(stationary)
+		anim_eval_add(&state, &data->animations[ANIM_IDLE], 0, 1.0f); // TODO: some sort of time here
+	else
+		anim_eval_add(&state, &data->animations[ANIM_WALK], walk_time, 1.0f);
+
+	if (player->weapon == WEAPON_HAMMER)
+	{
+		float a = clamp((client_tick()-player->attacktick+client_intratick())/7.5f, 0.0f, 1.0f);
+		anim_eval_add(&state, &data->animations[ANIM_HAMMER_SWING], a, 1.0f);
+	}
+
+		
 	// draw hook
 	if(player->hook_active)
 	{
-		gfx_texture_set(texture_weapon);
+		gfx_texture_set(data->images[IMAGE_WEAPONS].id);
 		gfx_quads_begin();
 		//gfx_quads_begin();
 
 		vec2 pos = position;
-		
-		vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), snap_intratick());
+		vec2 hook_pos = mix(vec2(prev->hook_x, prev->hook_y), vec2(player->hook_x, player->hook_y), client_intratick());
 		
 		float d = distance(pos, hook_pos);
 		vec2 dir = normalize(pos-hook_pos);
@@ -1440,11 +641,11 @@ static void render_player(obj_player *prev, obj_player *player)
 		gfx_quads_setrotation(get_angle(dir)+pi);
 		
 		// render head
-		cell_select_ex(numcellsx,numcellsy, chainheadtexcoord.x,chainheadtexcoord.y, chainheadtexcoord.w, chainheadtexcoord.h);
+		select_sprite(SPRITE_HOOK_HEAD);
 		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);
+		select_sprite(SPRITE_HOOK_CHAIN);
 		for(float f = 24; f < d; f += 24)
 		{
 			vec2 p = hook_pos + dir*f;
@@ -1457,131 +658,51 @@ static void render_player(obj_player *prev, obj_player *player)
 
 	// draw gun
 	{
-		gfx_texture_set(texture_weapon);
+		gfx_texture_set(data->images[IMAGE_WEAPONS].id);
 		gfx_quads_begin();
-		gfx_quads_setrotation(angle);
+		gfx_quads_setrotation(state.attach.angle*pi*2+angle);
+
+		// normal weapons
+		int iw = clamp(player->weapon, 0, NUM_WEAPONS-1);
+		select_sprite(data->weapons[iw].sprite_body, direction.x < 0 ? SPRITE_FLAG_FLIP_Y : 0);
 
-		if (player->modifier & (1 << MODIFIER_TYPE_NINJA))
+		vec2 dir = direction;
+		float recoil = 0.0f;
+		if (player->weapon == WEAPON_HAMMER)
 		{
-			float playerangle = angle;
-			// render NINJA!!! (0.53, 0.84) when idle to -> (0.95, 0.3) at the end of attack
+			// if attack is under way, bash stuffs
 			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);
+				gfx_quads_setrotation(-pi/2-state.attach.angle*pi*2);
 			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((int)(angle * 256.0f)); // TODO: ugly, fix this
-			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);
-			}
+				gfx_quads_setrotation(-pi/2+state.attach.angle*pi*2);
 		}
 		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((int)(angle * 256.0f)); // TODO: ugly, fix this
-			}
-			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);
-					}
-				}
-			}
+			// TODO: should be an animation
+			recoil = 0;
+			float a = (client_tick()-player->attacktick+client_intratick())/5.0f;
+			if(a < 1)
+				recoil = sinf(a*pi);
 		}
-		/*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);
+
+		vec2 p = position + dir*20.0f - dir*recoil*10.0f;
+		draw_sprite(p.x, p.y, data->weapons[iw].visual_size);
+		
+		// TODO: draw muzzleflare
 		gfx_quads_end();
 	}
 	
-	
-	gfx_texture_set(texture_char_default);
+	gfx_texture_set(data->images[IMAGE_CHAR_DEFAULT].id);
 	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;
+		int outline = p==0 ? 1 : 0;
+		int shift = charids[player->clientid%16];
 		
 		for(int f = 0; f < 2; f++)
 		{
@@ -1589,138 +710,41 @@ static void render_player(obj_player *prev, obj_player *player)
 			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);
+				select_sprite(outline?SPRITE_TEE_BODY_OUTLINE:SPRITE_TEE_BODY, 0, 0, shift*4);
+				gfx_quads_draw(position.x+state.body.x, position.y+state.body.y, 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);
+					select_sprite(SPRITE_TEE_EYE_NORMAL, 0, 0, shift*4);
+					gfx_quads_draw(position.x-4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, basesize, basesize);
+					gfx_quads_draw(position.x+4+mouse_dir_x*4, position.y-8+mouse_dir_y*3, 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);
+			select_sprite(outline?SPRITE_TEE_FOOT_OUTLINE:SPRITE_TEE_FOOT, 0, 0, shift*4);
+			
+			keyframe *foot = f ? &state.front_foot : &state.back_foot;
+			
 			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_setrotation(foot->angle);
+			gfx_quads_draw(position.x+foot->x, position.y+foot->y, w, h);
 		}
 	}
 	
 	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;
@@ -1734,31 +758,27 @@ void modc_render()
 	// snap input
 	{
 		player_input input;
-		input.left = inp_key_pressed(config.key_move_left);
-		input.right = inp_key_pressed(config.key_move_right);
+		mem_zero(&input, sizeof(input));
+
 		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.left = inp_key_pressed(config.key_move_left);
+		input.right = inp_key_pressed(config.key_move_right);
 		input.jump = inp_key_pressed(config.key_jump);
-		
-		input.fire = inp_key_pressed(config.key_fire);// | (oldinput.fire << 16);
-		//oldinput.fire = input.fire & 0x0000ffff;
-		
+		input.fire = inp_key_pressed(config.key_fire);
 		input.hook = inp_key_pressed(config.key_hook);
 
 		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;*/
+		input.activeweapon = -1;
+		input.activeweapon = inp_key_pressed('1') ? 0 : input.activeweapon;
+		input.activeweapon = inp_key_pressed('2') ? 1 : input.activeweapon;
+		input.activeweapon = inp_key_pressed('3') ? 2 : input.activeweapon;
+		input.activeweapon = inp_key_pressed('4') ? 3 : input.activeweapon;
 
 		snap_input(&input, sizeof(input));
 	}
@@ -1767,7 +787,6 @@ void modc_render()
 	{
 		// 1. fetch local player
 		// 2. set him to the center
-		
 		int num = snap_num_items(SNAP_CURRENT);
 		for(int i = 0; i < num; i++)
 		{
@@ -1784,7 +803,7 @@ void modc_render()
 
 					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());
+						local_player_pos = mix(vec2(((obj_player *)p)->x, ((obj_player *)p)->y), local_player_pos, client_intratick());
 					break;
 				}
 			}
@@ -1816,9 +835,9 @@ void modc_render()
 	
 	// draw background
 	gfx_clear(0.65f,0.78f,0.9f);
-	
-	{
 
+	// draw the sun	
+	{
 		vec2 pos(local_player_pos.x*0.5f, local_player_pos.y*0.5f);
 
 		gfx_texture_set(-1);
@@ -1833,8 +852,6 @@ void modc_render()
 			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);
@@ -1849,7 +866,7 @@ void modc_render()
 		gfx_quads_end();
 		gfx_blend_normal();
 		
-		gfx_texture_set(texture_sun);
+		gfx_texture_set(data->images[IMAGE_SUN].id);
 		gfx_quads_begin();
 		gfx_quads_draw(pos.x, pos.y, 256, 256);
 		gfx_quads_end();
@@ -1857,9 +874,6 @@ void modc_render()
 	
 	// 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++)
@@ -1871,18 +885,7 @@ void modc_render()
 		{
 			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)
 		{
@@ -1907,68 +910,58 @@ void modc_render()
 	// render health mods
 	healthmods.render();
 	
-	// render cursor 
-	// FIXME CURSOR!!!
-	
 	if(local_player)
 	{
-		gfx_texture_set(texture_weapon);
+		gfx_texture_set(data->images[IMAGE_WEAPONS].id);
 		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);
+		
+		// render cursor
+		select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_cursor);
 		float cursorsize = 64;
-		gfx_quads_draw(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y,cursorsize,cursorsize);
-
+		draw_sprite(local_player_pos.x+mouse_pos.x, local_player_pos.y+mouse_pos.y, 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);
+		select_sprite(data->weapons[local_player->weapon%data->num_weapons].sprite_proj);
 		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_texture_set(data->images[IMAGE_GAME].id);
 		gfx_quads_begin();
 		int h = 0;
-		cell_select_ex(32,16, 0,0, 4,4);
+		
+		// render health
+		select_sprite(SPRITE_HEALTH_FULL);
 		for(; h < local_player->health; h++)
 			gfx_quads_drawTL(10+h*12,10,10,10);
 		
-		cell_select_ex(32,16, 5,0, 4,4);
+		select_sprite(SPRITE_HEALTH_EMPTY);
 		for(; h < 10; h++)
 			gfx_quads_drawTL(10+h*12,10,10,10);
 
+		// render armor meter
 		h = 0;
-		cell_select_ex(32,16, 0,5, 4,4);
+		select_sprite(SPRITE_ARMOR_FULL);
 		for(; h < local_player->armor; h++)
 			gfx_quads_drawTL(10+h*12,22,10,10);
 		
-		cell_select_ex(32,16, 5,5, 4,4);
+		select_sprite(SPRITE_ARMOR_EMPTY);
 		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::input::tab))
 	{
-		gfx_texture_set(font_texture);
+		gfx_texture_set(-1);
 		gfx_quads_text(10, 50, 8, "Score Board");
 
 		int num = snap_num_items(SNAP_CURRENT);
@@ -1984,8 +977,8 @@ void modc_render()
 				if(player)
 				{
 					char buf[128];
-					char name[32];
-					snap_decode_string(player->name, name, 32);
+					char name[32] = "tjo";
+					//snap_decode_string(player->name, name, 32);
 					sprintf(buf, "%4d %s", player->score, name);
 					gfx_quads_text(10, 50 + 10 * row, 8, buf);
 					row++;
diff --git a/src/game/client/mapres_tilemap.cpp b/src/game/client/mapres_tilemap.cpp
index 36302d0a..52f2a9b1 100644
--- a/src/game/client/mapres_tilemap.cpp
+++ b/src/game/client/mapres_tilemap.cpp
@@ -33,7 +33,8 @@ void tilemap_render(float scale, int fg)
 			gfx_quads_begin();
 			
 			int c = 0;
-			float frac = (1.0f/1024.0f); //2.0f;
+			float frac = (1.0f/1024.0f);//2.0f; //2.0f;
+			const float s = 1.0f;
 			for(int y = 0; y < tmap->height; y++)
 				for(int x = 0; x < tmap->width; x++, c++)
 				{
@@ -41,13 +42,14 @@ void tilemap_render(float scale, int fg)
 					if(d)
 					{
 						gfx_quads_setsubset(
-							(d%16)/16.0f+frac,
-							(d/16)/16.0f+frac,
-							(d%16)/16.0f+1.0f/16.0f-frac,
-							(d/16)/16.0f+1.0f/16.0f-frac);
+							(d%16)/16.0f*s+frac,
+							(d/16)/16.0f*s+frac,
+							((d%16)/16.0f+1.0f/16.0f)*s-frac,
+							((d/16)/16.0f+1.0f/16.0f)*s-frac);
 						gfx_quads_drawTL(x*scale, y*scale, scale, scale);
 					}
 				}
+			
 			gfx_quads_end();
 		}
 	}
diff --git a/src/game/client/menu.cpp b/src/game/client/menu.cpp
index 12896585..c8c41e4b 100644
--- a/src/game/client/menu.cpp
+++ b/src/game/client/menu.cpp
@@ -374,13 +374,14 @@ void draw_single_part_button(void *id, const char *text, int checked, float x, f
 	else
 		tileset = tileset_regular;
 
-	draw_part((gui_parts_enum)(int)(int *)extra, tileset, x, y, w, h);
+	
+	draw_part((gui_parts_enum)((char*)extra-(char*)0), tileset, x, y, w, h);
 }
 
 void draw_menu_button(void *id, const char *text, int checked, float x, float y, float w, float h, void *extra)
 {
 	gui_composite_box_enum box_style;
-	if ((int)extra)
+	if ((int)((char*)extra-(char*)0))
 		box_style = screen_info_box;
 	else
 		box_style = screen_list_box;
@@ -401,7 +402,7 @@ void draw_teewars_button(void *id, const char *text, int checked, float x, float
 	else
 		tileset = tileset_regular;
 
-	if ((int)(int *)extra == 1)
+	if ((int)((char*)extra-(char*)0) == 1)
 		tileset = tileset_inactive;
 
 	draw_box(button_big_box, tileset, x, y, w, h);
@@ -486,7 +487,7 @@ int ui_do_combo_box(void *id, float x, float y, float w, char *lines, int line_c
 	float line_height = 36.0f;
 
 	int inside = (ui_active_item() == id) ? ui_mouse_inside(x, y, w, line_count * line_height) : ui_mouse_inside(x, y, w, line_height);
-	int hover_index = (ui_mouse_y() - y) / line_height;
+	int hover_index = (int)((ui_mouse_y() - y) / line_height);
 
 	if (ui_active_item() == id)
 	{
diff --git a/src/game/game.h b/src/game/game.h
index 2696b74d..a1471887 100644
--- a/src/game/game.h
+++ b/src/game/game.h
@@ -1,16 +1,9 @@
 #include <baselib/system.h>
-#include <baselib/vmath.h>
+#include <baselib/math.h>
 #include <math.h>
 #include "../engine/interface.h"
 #include "mapres_col.h"
 
-// Don't tweak :)
-const float pi = 3.14159265358979f;
-
-#define LERP(a,b,t) (a + (b-a) * t)
-#define min(a, b) ( a > b ? b : a)
-#define max(a, b) ( a > b ? a : b)
-
 inline baselib::vec2 get_direction(int angle)
 {
 	float a = angle/256.0f;
@@ -21,7 +14,7 @@ inline float get_angle(baselib::vec2 dir)
 {
 	float a = atan(dir.y/dir.x);
 	if(dir.x < 0)
-		a = a+pi;
+		a = a+baselib::pi;
 	return a;
 }
 
@@ -76,7 +69,8 @@ struct ev_sound
 
 struct ev_healthmod
 {
-	int x, y;
+	int x, y; // could perhaps be an client id
+	int vx, vy; // should be an angle instead
 	int amount;
 };
 
@@ -84,20 +78,19 @@ struct obj_projectile
 {
 	int type;
 	int x, y;
-	int vx, vy;
+	int vx, vy; // should be an angle instead
 };
 
 struct obj_powerup
 {
-	int type;
-	int subtype;
 	int x, y;
-	int vx, vy;
+	int type; // why do we need two types?
+	int subtype;
 };
 
 struct obj_player
 {
-	int name[8];
+	//int name[8];
 	
 	int local;
 	int clientid;
@@ -113,12 +106,10 @@ struct obj_player
 	// current active weapon
 	int weapon;
 	// current active modifier
-	int modifier;
+	//int modifier;
 
-	// num attack ticks left of current attck
-	int attackticks;
-	int attacklen;
-	int visualtimeattack;
+	// num attack ticks left of current attack
+	int attacktick;
 	
 	int score;
 	int emote;
@@ -183,49 +174,3 @@ enum
 	ITEM_ARMOR_10=0x00030010,
 	ITEM_NINJA=0x00040001,
 };
-
-// sound categories and stuff
-enum
-{
-	SOUND_FIRE_GUN = 0,
-	SOUND_FIRE_SHOTGUN,
-	SOUND_FIRE_ROCKET,
-	SOUND_FIRE_MELEE,
-	SOUND_FIRE_NINJA,
-
-
-	// impacts with world
-	SOUND_IMPACT_PROJECTILE_GUN,
-	SOUND_IMPACT_PROJECTILE_SHOTGUN,
-	SOUND_IMPACT_PROJECTILE_ROCKET,
-
-
-	// chain ?
-
-	// Player movement
-	SOUND_PLAYER_JUMP,
-	SOUND_PLAYER_HURT_SHORT,
-	SOUND_PLAYER_HURT_LONG,
-	SOUND_PLAYER_SPAWN,
-	SOUND_PLAYER_CHAIN_LOOP,
-	SOUND_PLAYER_CHAIN_IMPACT,
-	SOUND_PLAYER_IMPACT,
-	SOUND_PLAYER_IMPACT_NINJA,
-	SOUND_PLAYER_DIE,
-	SOUND_PLAYER_SWITCHWEAPON,
-	SOUND_PLAYER_EQUIP,
-	SOUND_PLAYER_LAND,
-
-	SOUND_NUMSOUNDS,
-
-
-	// extra defs (for future?)
-	SOUND_EQUIP_GUN = SOUND_PLAYER_EQUIP,
-	SOUND_EQUIP_ROCKET = SOUND_PLAYER_EQUIP,
-	SOUND_EQUIP_SHOTGUN = SOUND_PLAYER_EQUIP,
-	SOUND_EQUIP_MELEE = SOUND_PLAYER_EQUIP,
-
-	SOUND_LOOPFLAG_STARTLOOP = 0x80000000,
-	SOUND_LOOPFLAG_STOPLOOP = 0x40000000,
-	SOUND_MASK = ~(SOUND_LOOPFLAG_STARTLOOP | SOUND_LOOPFLAG_STOPLOOP),
-};
diff --git a/src/game/game_variables.h b/src/game/game_variables.h
index bd94106a..4414d5f2 100644
--- a/src/game/game_variables.h
+++ b/src/game/game_variables.h
@@ -1,8 +1,7 @@
-MACRO_CONFIG_INT(screen_width, 800, 0, 0)
-MACRO_CONFIG_INT(screen_height, 600, 0, 0)
-MACRO_CONFIG_STR(player_name, 32, "nameless tee")
 MACRO_CONFIG_INT(key_move_left, 65, 32, 512)
 MACRO_CONFIG_INT(key_move_right, 68, 32, 512)
 MACRO_CONFIG_INT(key_jump, 32, 32, 512)
 MACRO_CONFIG_INT(key_fire, 384, 32, 512)
 MACRO_CONFIG_INT(key_hook, 385, 32, 512)
+//MACRO_CONFIG_INT(key_fire, 'E', 32, 512)
+//MACRO_CONFIG_INT(key_hook, 'Q', 32, 512)
diff --git a/src/game/mapres_col.cpp b/src/game/mapres_col.cpp
index 29215d7d..d2f9d0c6 100644
--- a/src/game/mapres_col.cpp
+++ b/src/game/mapres_col.cpp
@@ -1,8 +1,12 @@
 #include <baselib/system.h>
+#include <baselib/vmath.h>
+#include <baselib/math.h>
 #include "../engine/interface.h"
 #include "mapres_col.h"
 #include "mapres.h"
 
+using namespace baselib;
+
 /*
 	Simple collision rutines!
 */
@@ -42,3 +46,24 @@ int col_check_point(int x, int y)
 	
 	return col.data[ny*col.w+nx];
 }
+
+// TODO: rewrite this smarter!
+bool col_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((int)pos.x, (int)pos.y))
+		{
+			if(out)
+				*out = pos;
+			return true;
+		}
+	}
+	if(out)
+		*out = pos1;
+	return false;
+}
diff --git a/src/game/mapres_col.h b/src/game/mapres_col.h
index 2afad439..83690577 100644
--- a/src/game/mapres_col.h
+++ b/src/game/mapres_col.h
@@ -1,3 +1,4 @@
+#include <baselib/vmath.h>
 
 struct mapres_collision
 {
@@ -8,3 +9,4 @@ struct mapres_collision
 
 int col_init(int dividor);
 int col_check_point(int x, int y);
+bool col_intersect_line(baselib::vec2 pos0, baselib::vec2 pos1, baselib::vec2 *out);
diff --git a/src/game/server/game_server.cpp b/src/game/server/game_server.cpp
index df17169c..88cbb471 100644
--- a/src/game/server/game_server.cpp
+++ b/src/game/server/game_server.cpp
@@ -1,9 +1,13 @@
 #include <stdlib.h>
 #include <string.h>
 #include "../game.h"
+#include "data.h"
 
 using namespace baselib;
 
+// ---------
+const bool debug_bots = false;
+
 // --------- PHYSICS TWEAK! --------
 const float ground_control_speed = 7.0f;
 const float ground_control_accel = 2.0f;
@@ -25,6 +29,30 @@ 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);
 
+template<typename T>
+T saturated_add(T min, T max, T current, T modifier)
+{
+	if(modifier < 0)
+	{
+		if(current < min)
+			return current;
+		current += modifier;
+		if(current < min)
+			current = min;
+		return current;
+	}
+	else
+	{
+		if(current > max)
+			return current;
+		current += modifier;
+		if(current > max)
+			current = max;
+		return current;
+	}
+}
+
+
 // TODO: rewrite this smarter!
 void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
 {
@@ -91,27 +119,6 @@ void move_box(vec2 *inout_pos, vec2 *inout_vel, vec2 size, float elasticity)
 	*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
 {
@@ -128,7 +135,7 @@ class event_handler
 public:
 	event_handler()
 	{
-		num_events = 0;
+		clear();
 	}
 	
 	void *create(int type, int size)
@@ -159,27 +166,6 @@ public:
 };
 
 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
@@ -190,12 +176,15 @@ private:
 	entity *prev_entity;
 	entity *next_entity;
 	int index;
+	static int current_id;
+protected:
+	int id;
 	
 public:
-	vec2 pos;
 	float proximity_radius;
 	unsigned flags;
 	int objtype;
+	vec2 pos;
 
 	enum
 	{
@@ -208,6 +197,9 @@ public:
 		pos = vec2(0,0);
 		flags = 0;
 		proximity_radius = 0;
+		
+		current_id++;
+		id = current_id;
 	}
 	
 	virtual ~entity()
@@ -216,35 +208,14 @@ public:
 
 	virtual void destroy() { delete this; }
 	virtual void tick() {}
+	virtual void tick_defered() {}
+		
 	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);
-};
+int entity::current_id = 1;
 
 // game world. handles all entities
 class game_world
@@ -283,6 +254,7 @@ public:
 				if (ent->objtype != types[i])
 					continue;
 
+				// TODO: this seams like it could be done several times unnessesary
 				if(distance(ent->pos, pos) < radius+ent->proximity_radius)
 				{
 					ents[num] = ent;
@@ -309,9 +281,6 @@ public:
 	void destroy_entity(entity *ent)
 	{
 		ent->flags |= entity::FLAG_DESTROY;
-		// call destroy
-		//remove_entity(ent);
-		//ent->destroy();
 	}
 	
 	void remove_entity(entity *ent)
@@ -337,6 +306,9 @@ public:
 		// update all objects
 		for(entity *ent = first_entity; ent; ent = ent->next_entity)
 			ent->tick();
+			
+		for(entity *ent = first_entity; ent; ent = ent->next_entity)
+			ent->tick_defered();
 		
 		// destroy objects marked for destruction
 		entity *ent = first_entity;
@@ -355,6 +327,21 @@ public:
 
 static game_world world;
 
+// TODO: move to seperate file
+class powerup : public entity
+{
+public:
+	static const int phys_size = 14;
+	
+	int type;
+	int subtype; // weapon type for instance?
+	int spawntick;
+	powerup(int _type, int _subtype = 0);
+	
+	virtual void tick();
+	virtual void snap(int snapping_client);
+};
+
 // projectile entity
 class projectile : public entity
 {
@@ -363,10 +350,10 @@ public:
 	{
 		PROJECTILE_FLAGS_EXPLODE = 1 << 0,
 	};
+	
 	vec2 vel;
-	entity* powner;
+	entity *powner; // this is nasty, could be removed when client quits
 	int lifespan;
-	int id;
 	int owner;
 	int type;
 	int flags;
@@ -374,11 +361,9 @@ public:
 	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)
+	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;
@@ -398,20 +383,19 @@ public:
 		vel.y += 0.25f;
 		pos += vel;
 		lifespan--;
+		
 		// check player intersection as well
-		entity* targetplayer = (entity*)intersect_player(oldpos, pos, oldpos, powner);
+		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);
 		}
 	}
@@ -421,639 +405,85 @@ public:
 		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->vx = (int)vel.x; // TODO: should be an angle
 		proj->vy = (int)vel.y;
 		proj->type = type;
 	}
 };
 
 // player entity
+// TODO: move to separate file
 class player : public entity
 {
 public:
 	static const int phys_size = 28;
-	enum
+	
+	enum // what are these?
 	{
-		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
+	
+	// weapon info
+	struct weaponstat
 	{
-		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;
+		bool got;
+		int ammo;
+	} weapons[NUM_WEAPONS];
+	int active_weapon;
+	int reload_timer;
+	int attack_tick;
+	
+	// we need a defered position so we can handle the physics correctly
+	vec2 defered_pos;
+	vec2 vel;
+	vec2 direction;
 
+	//
 	int client_id;
-	int flags;
-
 	char name[32];
+
+	// input	
 	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 damage_taken_tick;
 
 	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;
+	// hooking stuff
+	enum
+	{
+		HOOK_RETRACTED=-1,
+		HOOK_IDLE=0,
+		HOOK_FLYING,
+		HOOK_GRABBED
+	};
+	
+	int hook_state; 
+	player *hooked_player;
 	vec2 hook_pos;
 	vec2 hook_dir;
 
-	player() :
-		entity(OBJTYPE_PLAYER)
+	//
+	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;
+		//equip_time = 0;
+		
+		release_hooked();
+		release_hooks();
+		
 		proximity_radius = phys_size;
 		name[0] = 'n';
 		name[1] = 'o';
@@ -1065,32 +495,21 @@ public:
 		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; }
+	virtual void destroy() {  }
 		
 	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);
 		
+		// get spawn point
 		int start, num;
 		map_get_type(1, &start, &num);
 		
@@ -1101,30 +520,17 @@ public:
 		}
 		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
+			
+		// init weapons
+		mem_zero(&weapons, sizeof(weapons));
+		weapons[WEAPON_HAMMER].got = true;
+		weapons[WEAPON_HAMMER].ammo = -1;
+		weapons[WEAPON_GUN].got = true;
+		weapons[WEAPON_GUN].ammo = 10;
+		active_weapon = WEAPON_GUN;
+		reload_timer = 0;
 		
-		/*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);
+		create_sound(pos, SOUND_PLAYER_SPAWN);
 	}
 	
 	bool is_grounded()
@@ -1136,470 +542,261 @@ public:
 		return false;
 	}
 
-	// Disable weapon activation if this returns true
-	int handlemodifiers()
+	// releases the hooked player
+	void release_hooked()
 	{
-		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;
+		hook_state = HOOK_IDLE;
+		hooked_player = 0x0;
 	}
 
-	void handleweapon()
+	// release all hooks to this player	
+	void release_hooks()
 	{
-		// handle weapon
-		if(input.fire && (!previnput.fire || lweapons[iactiveweapon].flags & WEAPON_AUTOFIRE) && 
-			!(flags & PLAYER_FLAGS_ISEQUIPPING) && !reload_timeout)
+		// TODO: loop thru players only
+		for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
 		{
-			if(fire_timeout == 0)
+			if(ent && ent->objtype == OBJTYPE_PLAYER)
 			{
-				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;
-				}
+				player *p = (player*)ent;
+				if(p->hooked_player == this)
+					p->release_hooked();
 			}
 		}
-
-		// update active weapon
-		lweapons[iactiveweapon].update(this, fire_timeout);
 	}
-
-	void handlehook()
+	
+	void handle_weapons()
 	{
-		// handle hook
-		if(input.hook)
+		// check reload timer
+		if(reload_timer)
 		{
-			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];
-						}
-					}
-				}
+			reload_timer--;
+			return;
+		}
 
-				//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);
+		// switch weapon if wanted		
+		if(input.activeweapon >= 0 && input.activeweapon < NUM_WEAPONS && weapons[input.activeweapon].got)
+			active_weapon = input.activeweapon;
 
-					// 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)
+		if(input.fire)
+		{
+			if(reload_timer == 0)
 			{
-				// hmm, force the targetplayer towards us if possible, otherwise us towards them if they are already hooked
-				if (phookedplayer)
+				// fire!
+				if(weapons[active_weapon].ammo)
 				{
-					if (phookedplayer->hooking > 1)
+					switch(active_weapon)
 					{
-						// 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
+						case WEAPON_HAMMER:
+							break;
+
+						case WEAPON_GUN:
+							new projectile(WEAPON_PROJECTILETYPE_GUN,
+								client_id,
+								pos+vec2(0,0),
+								direction*30.0f,
+								100,
+								this,
+								1, 0, 0, -1);
+							break;
+						case WEAPON_ROCKET:
+							new projectile(WEAPON_PROJECTILETYPE_ROCKET,
+								client_id,
+								pos+vec2(0,0),
+								direction*15.0f,
+								100,
+								this,
+								1, projectile::PROJECTILE_FLAGS_EXPLODE, 0, -1);						
+							break;
+						case WEAPON_SHOTGUN:
+							for(int i = 0; i < 3; i++)
+							{
+								new projectile(WEAPON_PROJECTILETYPE_SHOTGUN,
+									client_id,
+									pos+vec2(0,0),
+									direction*(20.0f+(i+1)*2.0f),
+									100,
+									this,
+									1, 0, 0, -1);
+							}
+							break;
 					}
-					hook_pos = phookedplayer->pos;
-					// if hooked player dies, release the hook
+					
+					weapons[active_weapon].ammo--;
 				}
 				else
 				{
-					hooking = -1;
-					phookedplayer = 0;
+					// click!!! click
 				}
-			}
-			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;
+				attack_tick = server_tick();
+				reload_timer = 10; // make this variable depending on weapon
 			}
 		}
 	}
-
-	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++;
+		// TODO: rework the input to be more robust
+		// TODO: remove this tick count, it feels weird
 		
 		// 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)
+		float max_speed = grounded ? ground_control_speed : air_control_speed;
+		float accel = grounded ? ground_control_accel : air_control_accel;
+		float friction = grounded ? ground_friction : air_friction;
+		
+		// handle movement
+		if(input.left)
+			vel.x = saturated_add(-max_speed, max_speed, vel.x, -accel);
+		if(input.right)
+			vel.x = saturated_add(-max_speed, max_speed, vel.x, accel);
+			
+		if(!input.left && !input.right)
+			vel.x *= friction;
+		
+		// handle jumping
+		if(input.jump)
 		{
-			equip_time--;
-			if (equip_time <= 0)
+			if(!jumped && grounded)
 			{
-				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;
-				}
+				create_sound(pos, SOUND_PLAYER_JUMP);
+				vel.y = -ground_jump_speed;
+				jumped++;
 			}
 		}
-		else if (input.activeweapon && (unsigned int)iactiveweapon != (input.activeweapon & ~0x80000000))
+		else
+			jumped = 0;
+			
+		// do hook
+		if(input.hook)
 		{
-			input.activeweapon &= ~0x80000000;
-			// check which weapon to activate
-			if (input.activeweapon >= 0 && input.activeweapon < WEAPON_NUMWEAPONS && 
-				(lweapons[input.activeweapon].flags & WEAPON_ISACTIVE))
+			if(hook_state == HOOK_IDLE)
 			{
-				inextweapon = input.activeweapon;
-				equip_time = SERVER_TICK_SPEED * lweapons[iactiveweapon].unequiptime;
-				// unequip current
-				flags |= PLAYER_FLAGS_ISEQUIPPING;
-
-				create_sound(pos, sound_player_switchweapon);
+				hook_state = HOOK_FLYING;
+				hook_pos = pos;
+				hook_dir = direction;
 			}
-		}
-
-		// 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))
+			else if(hook_state == HOOK_FLYING)
 			{
-				if(grounded)
+				vec2 new_pos = hook_pos+hook_dir*hook_fire_speed;
+
+				// Check against other players first
+				for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
 				{
-					// 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(ent && ent->objtype == OBJTYPE_PLAYER)
 					{
-						if(vel.x < ground_control_speed)
+						player *p = (player*)ent;
+						if(p != this && distance(p->pos, new_pos) < p->phys_size)
 						{
-							vel.x += ground_control_accel;
-							if(vel.x > ground_control_speed)
-								vel.x = ground_control_speed;
+							hook_state = HOOK_GRABBED;
+							hooked_player = p;
+							break;
 						}
 					}
-					else
-						vel.x *= ground_friction; // ground fiction
 				}
-				else
+				
+				if(hook_state == HOOK_FLYING)
 				{
-					// air movement
-					if(input.left)
+					// check against ground
+					if(col_intersect_line(hook_pos, new_pos, &new_pos))
 					{
-						if(vel.x > -air_control_speed)
-							vel.x -= air_control_accel;
+						hook_state = HOOK_GRABBED;
+						hook_pos = new_pos;	
 					}
-					else if(input.right)
+					else if(distance(pos, new_pos) > hook_length)
 					{
-						if(vel.x < air_control_speed)
-							vel.x += air_control_accel;
+						hook_state = HOOK_RETRACTED;
 					}
 					else
-						vel.x *= air_friction; // air fiction
+						hook_pos = new_pos;
 				}
 				
-				if(input.jump)
+				if(hook_state == HOOK_GRABBED)
+					create_sound(pos, SOUND_HOOK_ATTACH);
+			}
+		}
+		else
+		{
+			release_hooked();
+			hook_pos = pos;
+		}
+			
+		if(hook_state == HOOK_GRABBED)
+		{
+			if(hooked_player)
+				hook_pos = hooked_player->pos;
+
+			float d = distance(pos, hook_pos);
+			vec2 dir = normalize(pos - hook_pos);		
+			if(d > 10.0f) // TODO: fix tweakable variable
+			{
+				float accel = hook_drag_accel * (d/hook_length);
+				vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x*0.75f);
+				vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y);
+			}
+		}
+			
+		// fix influence of other players, collision + hook
+		// TODO: loop thru players only
+		for(entity *ent = world.first_entity; ent; ent = ent->next_entity)
+		{
+			if(ent && ent->objtype == OBJTYPE_PLAYER)
+			{
+				player *p = (player*)ent;
+				if(p == this)
+					continue; // make sure that we don't nudge our self
+				
+				// handle player <-> player collision
+				float d = distance(pos, p->pos);
+				vec2 dir = normalize(pos - p->pos);
+				if(d < phys_size*1.25f)
 				{
-					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++;
-					}
+					float a = phys_size*1.25f - d;
+					vel = vel + dir*a;
 				}
-				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)
+				// handle hook influence
+				if(p->hooked_player == this)
 				{
-					player *p = (player*)ent;
-					if(p != this)
+					if(d > phys_size*1.50f) // TODO: fix tweakable variable
 					{
-						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;
-							}
-						}
+						float accel = hook_drag_accel * (d/hook_length);
+						vel.x = saturated_add(-hook_drag_speed, hook_drag_speed, vel.x, -accel*dir.x);
+						vel.y = saturated_add(-hook_drag_speed, hook_drag_speed, vel.y, -accel*dir.y);
 					}
 				}
-			}*/
-			
-			// gravity
-			if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEGRAVITY))
-				vel.y += gravity;
+			}
 		}
 		
-		if (!(modifierflags & MODIFIER_RETURNFLAGS_OVERRIDEPOSITION))
-			move_box(&pos, &vel, vec2(phys_size, phys_size), elast);
+		// handle weapons
+		handle_weapons();
+		
+		// add gravity
+		vel.y += gravity;
+		
+		// do the move
+		defered_pos = pos;
+		move_box(&defered_pos, &vel, vec2(phys_size, phys_size), 0);
+		return;
+	}
+	
+	virtual void tick_defered()
+	{
+		// apply the new position
+		pos = defered_pos;
 	}
 	
 	void die()
 	{
-		create_sound(pos, sound_player_die);
-		// release our hooked player
-		if (phookedplayer)
-		{
-			phookedplayer->numhooked--;
-			phookedplayer = 0;
-			hooking = -1;
-			numhooked = 0;
-		}
+		create_sound(pos, SOUND_PLAYER_DIE);
+		
+		release_hooked();
+		release_hooks();
+		
+		// TODO: insert timer here
 		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)
@@ -1620,24 +817,11 @@ public:
 		}
 		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;
+		damage_taken_tick = server_tick()+50;
 		
 		// check for death
 		if(health <= 0)
@@ -1659,12 +843,11 @@ public:
 		}
 
 		if (dmg > 2)
-			create_sound(pos, sound_player_hurt_long);
+			create_sound(pos, SOUND_PLAYER_PAIN_LONG);
 		else
-			create_sound(pos, sound_player_hurt_short);
+			create_sound(pos, SOUND_PLAYER_PAIN_SHORT);
 
 		// spawn blood?
-
 		return true;
 	}
 
@@ -1672,33 +855,20 @@ public:
 	{
 		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->ammocount = weapons[active_weapon].ammo;
 		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);
+		player->weapon = active_weapon;
+		player->attacktick = attack_tick;
 		
-
 		if(client_id == snaping_client)
 		{
 			player->local = 1;
@@ -1709,16 +879,16 @@ public:
 		if(length(vel) > 15.0f)
 			player->emote = EMOTE_HAPPY;
 		
-		if(damage_taken_tick > tick_count)
+		if(damage_taken_tick > server_tick())
 			player->emote = EMOTE_PAIN;
 		
 		if(player->emote == EMOTE_NORMAL)
 		{
-			if((tick_count%(50*5)) < 10)
+			if((server_tick()%(50*5)) < 10)
 				player->emote = EMOTE_BLINK;
 		}
 		
-		player->hook_active = hooking>0?1:0;
+		player->hook_active = hook_state>0?1:0;
 		player->hook_x = (int)hook_pos.x;
 		player->hook_y = (int)hook_pos.y;
 			
@@ -1729,64 +899,18 @@ public:
 
 // POWERUP ///////////////////////
 
-powerup::powerup(int _type, int _subtype, int _numitems, int _flags) : 
-	entity(OBJTYPE_POWERUP)
+powerup::powerup(int _type, int _subtype)
+: entity(OBJTYPE_POWERUP)
 {
-	static int current_id = 0;
-	playerhooked = 0;
-	id = current_id++;
-	vel = vec2(0.0f,0.0f);
+	//static int current_id = 0;
 	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;*/
+	// TODO: should this be done here?
+	world.insert_entity(this);
 }
 
 void powerup::tick()
@@ -1799,84 +923,47 @@ void powerup::tick()
 		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)
 			{
-				if(pplayer->health < PLAYER_MAXHEALTH)
-				{
-					pplayer->health = min(PLAYER_MAXHEALTH, pplayer->health + numitems);
-					respawntime = 20;
-				}
-				break;
+				pplayer->health = min((int)PLAYER_MAXHEALTH, pplayer->health + 1);
+				respawntime = 20;
 			}
+			break;
 		case POWERUP_TYPE_ARMOR:
+			if(pplayer->armor < PLAYER_MAXARMOR)
 			{
-				if(pplayer->armor < PLAYER_MAXARMOR)
-				{
-					pplayer->armor = min(PLAYER_MAXARMOR, pplayer->armor + numitems);
-					respawntime = 20;
-				}
-				break;
+				pplayer->armor = min((int)PLAYER_MAXARMOR, pplayer->armor + 1);
+				respawntime = 20;
 			}
+			break;
+				
 		case POWERUP_TYPE_WEAPON:
+			if(subtype >= 0 && subtype < NUM_WEAPONS)
 			{
-				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
+				if(pplayer->weapons[subtype].ammo < 10 || !pplayer->weapons[subtype].got)
 				{
-					pplayer->lweapons[subtype].settype();
-					pplayer->lweapons[subtype].flags |= player::WEAPON_ISACTIVE;
+					pplayer->weapons[subtype].got = true;
+					pplayer->weapons[subtype].ammo = min(10, pplayer->weapons[subtype].ammo + 5);
 					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,
+			break;
 		default:
 			break;
 		};
 		
 		if(respawntime >= 0)
 			spawntick = server_tick() + server_tickspeed() * respawntime;
-		//world.destroy_entity(this);
 	}
 }
 
@@ -1885,18 +972,17 @@ 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;
+	obj_powerup *up = (obj_powerup *)snap_new_item(OBJTYPE_POWERUP, id, sizeof(obj_powerup));
+	up->x = (int)pos.x;
+	up->y = (int)pos.y;
+	up->type = type; // TODO: two diffrent types? what gives?
+	up->subtype = subtype;
 }
 
 // POWERUP END ///////////////////////
 
-static player players[MAX_CLIENTS];
+static const int NUM_BOTS = 1;
+static player players[MAX_CLIENTS+NUM_BOTS];
 
 player *get_player(int index)
 {
@@ -1933,19 +1019,7 @@ void create_explosion(vec2 p, int owner, bool bnodamage)
 			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++;
-
-				}*/
-			}
+				ents[i]->take_damage(forcedir*dmg*2, (int)dmg, owner);
 		}
 	}
 }
@@ -1970,6 +1044,7 @@ void create_sound(vec2 pos, int sound, int loopingflags)
 	ev->sound = sound | loopingflags;
 }
 
+// TODO: should be more general
 player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
 {
 	// Find other players
@@ -1993,19 +1068,26 @@ player* intersect_player(vec2 pos0, vec2 pos1, vec2& new_pos, entity* notthis)
 }
 
 // Server hooks
-static int addtick = SERVER_TICK_SPEED * 5;
 void mods_tick()
 {
 	// clear all events
 	events.clear();
 	world.tick();
 
-	if (addtick <= 0)
+	if(debug_bots)
 	{
-		powerup::spawnrandom(SERVER_TICK_SPEED * 5);
-		addtick = SERVER_TICK_SPEED * 5;
+		static int count = 0;
+		if(count >= 0)
+		{
+			count++;
+			if(count == 10)
+			{
+				for(int i = 0; i < NUM_BOTS; i++)
+					mods_client_enter(MAX_CLIENTS+i);
+				count = -1;
+			}
+		}
 	}
-	addtick--;
 }
 
 void mods_snap(int client_id)
@@ -2026,7 +1108,6 @@ void mods_client_enter(int client_id)
 	players[client_id].client_id = client_id;
 	players[client_id].respawn();
 	world.insert_entity(&players[client_id]);
-	
 }
 
 void mods_client_drop(int client_id)
@@ -2042,13 +1123,13 @@ void mods_init()
 	int start, num;
 	map_get_type(MAPRES_ITEM, &start, &num);
 	
+	// TODO: this is way more complicated then it should be
 	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)
 		{
@@ -2059,17 +1140,11 @@ void mods_init()
 		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;
@@ -2077,53 +1152,16 @@ void mods_init()
 		
 		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(type, subtype);
+		ppower->pos = vec2(it->x, 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() {}