/*
Copyright (C) 2003, 2010 - Wolfire Games

This file is part of Lugaru.

Lugaru is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
*/

#include "Game.h"
#include "openal_wrapper.h"
#include "Input.h"
#include "Awards.h"
#include "Menu.h"

extern XYZ viewer;
extern int environment;
extern float texscale;
extern Light light;
extern Terrain terrain;
//extern Sprites sprites;
extern float multiplier;
extern float sps;
extern float viewdistance;
extern float fadestart;
extern float screenwidth, screenheight;
extern int kTextureSize;
extern FRUSTUM frustum;
extern Light light;
extern Objects objects;
extern int detail;
extern float usermousesensitivity;
extern bool osx;
extern float camerashake;
extern int slomo;
extern float slomodelay;
extern bool ismotionblur;
extern float woozy;
extern float blackout;
extern bool damageeffects;
extern float volume;
extern bool texttoggle;
extern float blurness;
extern float targetblurness;
extern float playerdist;
extern bool cellophane;
extern bool freeze;
extern float flashamount, flashr, flashg, flashb;
extern int flashdelay;
extern int netstate;
extern float motionbluramount;
extern bool isclient;
extern bool alwaysblur;
extern int test;
extern bool tilt2weird;
extern bool tiltweird;
extern bool midweird;
extern bool proportionweird;
extern bool vertexweird[6];
extern bool velocityblur;
extern bool debugmode;
extern int mainmenu;
extern int bloodtoggle;
extern int difficulty;
extern bool decals;
// MODIFIED GWC
//extern int texdetail;
extern float texdetail;
extern bool musictoggle;
extern int tutoriallevel;
extern float smoketex;
extern float tutorialstagetime;
extern float tutorialmaxtime;
extern int tutorialstage;
extern bool againbonus;
extern float damagedealt;
extern bool invertmouse;

extern int numhotspots;
extern int killhotspot;
extern XYZ hotspot[40];
extern int hotspottype[40];
extern float hotspotsize[40];
extern char hotspottext[40][256];
extern int currenthotspot;;

extern bool campaign;
extern bool winfreeze;

extern float menupulse;

extern bool gamestart;

extern bool gamestarted;

extern bool showdamagebar;



int drawtoggle = 0;
int numboundaries = 0;
XYZ boundary[360];
int change = 0;



enum drawmodes {
    normalmode, motionblurmode, radialzoommode,
    realmotionblurmode, doublevisionmode, glowmode,
};

void Game::flash()   // shouldn't be that way, these should be attributes and Person class should not change rendering.
{
    flashr = 1;
    flashg = 0;
    flashb = 0;
    flashamount = 1;
    flashdelay = 1;
}

void DrawMenu();

/*********************> DrawGLScene() <*****/
int Game::DrawGLScene(StereoSide side)
{
    static float texcoordwidth, texcoordheight;
    static float texviewwidth, texviewheight;
    static int i, j, k, l;
    //~ static GLubyte color;
    static XYZ checkpoint;
    static float tempmult;
    float tutorialopac;
    static char string[256] = "";
    static char string2[256] = "";
    static char string3[256] = "";
    static int drawmode = 0;

    if ( stereomode == stereoAnaglyph ) {
        switch (side) {
        case stereoLeft:
            glColorMask( 0.0, 1.0, 1.0, 1.0 );
            break;
        case stereoRight:
            glColorMask( 1.0, 0.0, 0.0, 1.0 );
            break;
        default:
            break;
        }
    } else {
        glColorMask( 1.0, 1.0, 1.0, 1.0 );

        if ( stereomode == stereoHorizontalInterlaced || stereomode == stereoVerticalInterlaced ) {
            glStencilFunc(side == stereoLeft ? GL_NOTEQUAL : GL_EQUAL, 0x01, 0x01);
        }
    }

    if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
        tempmult = multiplier;
        multiplier = 0;
    }

    if (!mainmenu) {
        if (editorenabled) {
            numboundaries = mapradius * 2;
            if (numboundaries > 360)
                numboundaries = 360;
            for (i = 0; i < numboundaries; i++) {
                boundary[i] = 0;
                boundary[i].z = 1;
                boundary[i] = mapcenter + DoRotation(boundary[i] * mapradius, 0, i * (360 / ((float)(numboundaries))), 0);
            }
        }

        SetUpLighting();

        static int changed;
        changed = 0;

        int olddrawmode = drawmode;
        if (ismotionblur && !loading) {
            if ((findLengthfast(&Person::players[0]->velocity) > 200) && velocityblur && !cameramode) {
                drawmode = motionblurmode;
                motionbluramount = 200 / (findLengthfast(&Person::players[0]->velocity));
                changed = 1;
            }
            if (Person::players[0]->damage - Person::players[0]->superpermanentdamage > (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2 && damageeffects && !cameramode) {
                drawmode = doublevisionmode;
                changed = 1;
            }
        }

        if (slomo && !loading) {
            if (ismotionblur)
                drawmode = motionblurmode;
            motionbluramount = .2;
            slomodelay -= multiplier;
            if (slomodelay < 0)
                slomo = 0;
            camerashake = 0;
            changed = 1;
        }
        if ((!changed && !slomo) || loading) {
            drawmode = normalmode;
            if (ismotionblur && (/*fps>100||*/alwaysblur)) {
                if (olddrawmode != realmotionblurmode)
                    change = 1;
                else
                    change = 0;
                drawmode = realmotionblurmode;
            } else if (olddrawmode == realmotionblurmode)
                change = 2;
            else
                change = 0;
        }

        if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted))
            drawmode = normalmode;
        if ((freeze || winfreeze) && ismotionblur && !mainmenu)
            drawmode = radialzoommode;

        if (winfreeze || mainmenu)
            drawmode = normalmode;

#if PLATFORM_MACOSX
        if (drawmode == glowmode) {
            RGBColor color2;
            color2.red = 0;
            color2.green = 0;
            color2.blue = 0;
            DSpContext_FadeGamma(NULL, 200, &color2);
        }
#endif

        if (drawtoggle != 2)
            drawtoggle = 1 - drawtoggle;

        if (!texcoordwidth) {
            texviewwidth = kTextureSize;
            if (texviewwidth > screenwidth)
                texviewwidth = screenwidth;
            texviewheight = kTextureSize;
            if (texviewheight > screenheight)
                texviewheight = screenheight;

            texcoordwidth = screenwidth / kTextureSize;
            texcoordheight = screenheight / kTextureSize;
            if (texcoordwidth > 1)
                texcoordwidth = 1;
            if (texcoordheight > 1)
                texcoordheight = 1;
        }

        glDrawBuffer(GL_BACK);
        glReadBuffer(GL_BACK);

        //glFinish();
        static XYZ terrainlight;
        static float distance;
        if (drawmode == normalmode)
            Game::ReSizeGLScene(90, .1f);
        if (drawmode != normalmode)
            glViewport(0, 0, texviewwidth, texviewheight);
        glDepthFunc(GL_LEQUAL);
        glDepthMask(1);
        glAlphaFunc(GL_GREATER, 0.0001f);
        glEnable(GL_ALPHA_TEST);
        glClearColor(0.25f, 0.25f, 0.25f, 1.0f);
        glClear(GL_DEPTH_BUFFER_BIT);

        glMatrixMode (GL_MODELVIEW);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glLoadIdentity ();

        // Move the camera for the current eye's point of view.
        // Reverse the movement if we're reversing stereo
        glTranslatef((stereoseparation / 2) * side * (stereoreverse  ? -1 : 1), 0, 0);

        //camera effects
        if (!cameramode && !freeze && !winfreeze) {
            //shake
            glRotatef(float(Random() % 100) / 10 * camerashake/*+(woozy*woozy)/10*/, 0, 0, 1);
            //sway
            glRotatef(pitch + sin(woozy / 2) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 1, 0, 0);
            glRotatef(yaw + sin(woozy) * (Person::players[0]->damage / Person::players[0]->damagetolerance) * 5, 0, 1, 0);
        }
        if (cameramode || freeze || winfreeze) {
            glRotatef(pitch, 1, 0, 0);
            glRotatef(yaw, 0, 1, 0);
        }

        if (environment == desertenvironment) {
            glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 1, 0, 0);
            glRotatef((float)(abs(Random() % 100)) / 3000 - 1, 0, 1, 0);
        }
        SetUpLight(&light, 0);
        glPushMatrix();

        //heat blur effect in desert
        if (abs(blurness - targetblurness) < multiplier * 10 || abs(blurness - targetblurness) > 2) {
            blurness = targetblurness;
            targetblurness = (float)(abs(Random() % 100)) / 40;
        }
        if (blurness < targetblurness)
            blurness += multiplier * 5;
        else
            blurness -= multiplier * 5;

        if (environment == desertenvironment && detail == 2)
            glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness + .4 );
        if (environment == desertenvironment) {
            glRotatef((float)(abs(Random() % 100)) / 1000, 1, 0, 0);
            glRotatef((float)(abs(Random() % 100)) / 1000, 0, 1, 0);
        }
        skybox->draw();
        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0);
        glPopMatrix();
        glTranslatef(-viewer.x, -viewer.y, -viewer.z);
        frustum.GetFrustum();

        //make shadow decals on terrain and objects
        static XYZ point;
        static float size, opacity, rotation;
        rotation = 0;
        for (k = 0; k < Person::players.size(); k++) {
            if (!Person::players[k]->skeleton.free && Person::players[k]->playerdetail && Person::players[k]->howactive < typesleeping)
                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y + Person::players[k]->scale * 3, Person::players[k]->coords.z, Person::players[k]->scale * 7) && Person::players[k]->occluded < 25)
                    for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
                        if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin) {
                            point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                            size = .4f;
                            opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                            if (k != 0 && tutoriallevel == 1) {
                                opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                            }
                            terrain.MakeDecal(shadowdecal, point, size, opacity, rotation);
                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
                                    point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
                                    size = .4f;
                                    opacity = .4f;
                                    if (k != 0 && tutoriallevel == 1) {
                                        opacity = .2 + .2 * sin(smoketex * 6 + i);
                                    }
                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                }
                            }
                        }
                    }
            if ((Person::players[k]->skeleton.free || Person::players[k]->howactive >= typesleeping) && Person::players[k]->playerdetail)
                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5) && Person::players[k]->occluded < 25)
                    for (i = 0; i < Person::players[k]->skeleton.num_joints; i++) {
                        if (Person::players[k]->skeleton.joints[i].label == leftknee || Person::players[k]->skeleton.joints[i].label == rightknee || Person::players[k]->skeleton.joints[i].label == groin || Person::players[k]->skeleton.joints[i].label == leftelbow || Person::players[k]->skeleton.joints[i].label == rightelbow || Person::players[k]->skeleton.joints[i].label == neck) {
                            if (Person::players[k]->skeleton.free)
                                point = Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords;
                            else
                                point = DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                            size = .4f;
                            opacity = .4 - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
                            if (k != 0 && tutoriallevel == 1) {
                                opacity = .2 + .2 * sin(smoketex * 6 + i) - Person::players[k]->skeleton.joints[i].position.y * Person::players[k]->scale / 5 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 10;
                            }
                            terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                            for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                                j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                                if (objects.position[j].y < Person::players[k]->coords.y || objects.type[j] == tunneltype || objects.type[j] == weirdtype) {
                                    if (Person::players[k]->skeleton.free)
                                        point = DoRotation(Person::players[k]->skeleton.joints[i].position * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
                                    else
                                        point = DoRotation(DoRotation(Person::players[k]->skeleton.joints[i].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
                                    size = .4f;
                                    opacity = .4f;
                                    if (k != 0 && tutoriallevel == 1) {
                                        opacity = .2 + .2 * sin(smoketex * 6 + i);
                                    }
                                    objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                                }
                            }
                        }
                    }

            if (!Person::players[k]->playerdetail)
                if (frustum.SphereInFrustum(Person::players[k]->coords.x, Person::players[k]->coords.y, Person::players[k]->coords.z, Person::players[k]->scale * 5)) {
                    point = Person::players[k]->coords;
                    size = .7;
                    opacity = .4 - (Person::players[k]->coords.y - terrain.getHeight(Person::players[k]->coords.x, Person::players[k]->coords.z)) / 5;
                    terrain.MakeDecal(shadowdecal, point, size, opacity * .7, rotation);
                    for (l = 0; l < terrain.patchobjectnum[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz]; l++) {
                        j = terrain.patchobjects[Person::players[k]->whichpatchx][Person::players[k]->whichpatchz][l];
                        point = DoRotation(Person::players[k]->coords - objects.position[j], 0, -objects.yaw[j], 0);
                        size = .7;
                        opacity = .4f;
                        objects.model[j].MakeDecal(shadowdecal, &point, &size, &opacity, &rotation);
                    }
                }
        }

        //Terrain
        glEnable(GL_TEXTURE_2D);
        glDepthMask(1);
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        glDisable(GL_BLEND);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
        terraintexture.bind();
        terrain.draw(0);
        terraintexture2.bind();
        terrain.draw(1);
        //glBindTexture( GL_TEXTURE_2D, terraintexture3);
        //glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
        //terrain.draw(2);

        terrain.drawdecals();

        //Model
        glEnable(GL_CULL_FACE);
        glEnable(GL_LIGHTING);
        glDisable(GL_BLEND);
        glEnable(GL_TEXTURE_2D);
        glDepthMask(1);

        glEnable(GL_COLOR_MATERIAL);

        test = 2;
        tilt2weird = 0;
        tiltweird = 0;
        midweird = 0;
        proportionweird = 0;
        vertexweird[0] = 0;
        vertexweird[1] = 0;
        vertexweird[2] = 0;
        vertexweird[3] = 0;
        vertexweird[4] = 0;
        vertexweird[5] = 0;

        if (!cellophane) {
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_CULL_FACE);
            glCullFace(GL_FRONT);
            glDepthMask(1);
            for (k = 0; k < Person::players.size(); k++) {
                if (k == 0 || tutoriallevel != 1) {
                    glEnable(GL_BLEND);
                    glEnable(GL_LIGHTING);
                    terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
                    distance = distsq(&viewer, &Person::players[k]->coords);
                    distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
                    glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
                    if (distance >= 1)
                        glDisable(GL_BLEND);
                    if (distance >= .5) {
                        checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                        checkpoint.y += 1;
                        if (!Person::players[k]->occluded == 0)
                            i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
                        if (i == -1 || Person::players[k]->occluded == 0)
                            i = checkcollide(viewer, checkpoint);
                        if (i != -1) {
                            Person::players[k]->occluded += 1;
                            Person::players[k]->lastoccluded = i;
                        } else {
                            Person::players[k]->occluded = 0;
                        }
                        if (Person::players[k]->occluded < 25)
                            Person::players[k]->DrawSkeleton();
                    }
                }
            }
        }

        if (!cameramode && musictype == stream_fighttheme)
            playerdist = distsqflat(&Person::players[0]->coords, &viewer);
        else
            playerdist = -100;
        glPushMatrix();
        glCullFace(GL_BACK);
        glEnable(GL_TEXTURE_2D);
        objects.Draw();
        glPopMatrix();

        //draw hawk
        glPushMatrix();
        if (frustum.SphereInFrustum(realhawkcoords.x + hawk.boundingspherecenter.x, realhawkcoords.y + hawk.boundingspherecenter.y, realhawkcoords.z + hawk.boundingspherecenter.z, 2)) {
            glAlphaFunc(GL_GREATER, 0.0001f);
            glDepthMask(1);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glEnable(GL_BLEND);
            glTranslatef(hawkcoords.x, hawkcoords.y, hawkcoords.z);
            glRotatef(hawkyaw, 0, 1, 0);
            glTranslatef(25, 0, 0);
            distance = distsq(&viewer, &realhawkcoords) * 1.2;
            glColor4f(light.color[0], light.color[1], light.color[2], (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance);
            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 1)
                glColor4f(light.color[0], light.color[1], light.color[2], 1);
            if ((viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance > 0)
                hawk.drawdifftex(hawktexture);
        }
        glPopMatrix();

        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_CULL_FACE);
        glCullFace(GL_FRONT);
        glDepthMask(1);
        for (k = 0; k < Person::players.size(); k++) {
            if (!(k == 0 || tutoriallevel != 1)) {
                glEnable(GL_BLEND);
                glEnable(GL_LIGHTING);
                terrainlight = terrain.getLighting(Person::players[k]->coords.x, Person::players[k]->coords.z);
                distance = distsq(&viewer, &Person::players[k]->coords);
                distance = (viewdistance * viewdistance - (distance - (viewdistance * viewdistance * fadestart)) * (1 / (1 - fadestart))) / viewdistance / viewdistance;
                glColor4f(terrainlight.x, terrainlight.y, terrainlight.z, distance);
                if (distance >= 1)
                    glDisable(GL_BLEND);
                if (distance >= .5) {
                    checkpoint = DoRotation(Person::players[k]->skeleton.joints[abs(Random() % Person::players[k]->skeleton.num_joints)].position, 0, Person::players[k]->yaw, 0) * Person::players[k]->scale + Person::players[k]->coords;
                    checkpoint.y += 1;
                    if (!Person::players[k]->occluded == 0)
                        i = checkcollide(viewer, checkpoint, Person::players[k]->lastoccluded);
                    if (i == -1 || Person::players[k]->occluded == 0)
                        i = checkcollide(viewer, checkpoint);
                    if (i != -1) {
                        Person::players[k]->occluded += 1;
                        Person::players[k]->lastoccluded = i;
                    } else {
                        Person::players[k]->occluded = 0;
                    }
                    if (Person::players[k]->occluded < 25)
                        Person::players[k]->DrawSkeleton();
                }
            }
        }

        glPushMatrix();
        glEnable(GL_TEXTURE_2D);
        weapons.Draw();
        glPopMatrix();
        glCullFace(GL_BACK);

        glDisable(GL_COLOR_MATERIAL);

        glDisable(GL_LIGHTING);
        glDisable(GL_TEXTURE_2D);

        glDepthMask(0);

        Sprite::Draw();

        //waypoints, pathpoints in editor
        if (editorenabled) {
            glEnable(GL_BLEND);
            glDisable(GL_LIGHTING);
            glDisable(GL_TEXTURE_2D);
            glDisable(GL_COLOR_MATERIAL);
            glColor4f(1, 1, 0, 1);

            for (k = 0; k < Person::players.size(); k++) {
                if (Person::players[k]->numwaypoints > 1) {
                    glBegin(GL_LINE_LOOP);
                    for (i = 0; i < Person::players[k]->numwaypoints; i++) {
                        glVertex3f(Person::players[k]->waypoints[i].x, Person::players[k]->waypoints[i].y + .5, Person::players[k]->waypoints[i].z);
                    }
                    glEnd();
                }
            }


            if (numpathpoints > 1) {
                glColor4f(0, 1, 0, 1);
                for (k = 0; k < numpathpoints; k++) {
                    if (numpathpointconnect[k]) {
                        for (i = 0; i < numpathpointconnect[k]; i++) {
                            glBegin(GL_LINE_LOOP);
                            glVertex3f(pathpoint[k].x, pathpoint[k].y + .5, pathpoint[k].z);
                            glVertex3f(pathpoint[pathpointconnect[k][i]].x, pathpoint[pathpointconnect[k][i]].y + .5, pathpoint[pathpointconnect[k][i]].z);
                            glEnd();
                        }
                    }
                }
                glColor4f(1, 1, 1, 1);
                glPointSize(4);
                glBegin(GL_POINTS);
                glVertex3f(pathpoint[pathpointselected].x, pathpoint[pathpointselected].y + .5, pathpoint[pathpointselected].z);
                glEnd();
            }
        }

        //Text

        glEnable(GL_TEXTURE_2D);
        glColor4f(.5, .5, .5, 1);
        if (!console) {
            sprintf (string, " ", (int)(fps));
            text->glPrint(10, 30, string, 0, .8, screenwidth, screenheight);

            if (!tutoriallevel)
                if (bonus > 0 && bonustime < 1 && !winfreeze && indialogue == -1/*bonustime<4*/) {
                    const char *bonus_name;
                    if (bonus < bonus_count)
                        bonus_name = bonus_names[bonus];
                    else
                        bonus_name = "Excellent!"; // When does this happen?

                    glColor4f(0, 0, 0, 1 - bonustime);
                    text->glPrintOutline(1024 / 2 - 10 * strlen(bonus_name) - 4, 768 / 16 - 4 + 768 * 4 / 5, bonus_name, 1, 2.5, 1024, 768);
                    glColor4f(1, 0, 0, 1 - bonustime);
                    text->glPrint(1024 / 2 - 10 * strlen(bonus_name), 768 / 16 + 768 * 4 / 5, bonus_name, 1, 2, 1024, 768);

                    sprintf (string, "%d", (int)bonusvalue);
                    glColor4f(0, 0, 0, 1 - bonustime);
                    text->glPrintOutline(1024 / 2 - 10 * strlen(string) - 4, 768 / 16 - 4 - 20 + 768 * 4 / 5, string, 1, 2.5 * .8, 1024, 768);
                    glColor4f(1, 0, 0, 1 - bonustime);
                    text->glPrint(1024 / 2 - 10 * strlen(string), 768 / 16 - 20 + 768 * 4 / 5, string, 1, 2 * .8, 1024, 768);
                    glColor4f(.5, .5, .5, 1);
                }

            if (tutoriallevel == 1) {
                tutorialopac = tutorialmaxtime - tutorialstagetime;
                if (tutorialopac > 1)
                    tutorialopac = 1;
                if (tutorialopac < 0)
                    tutorialopac = 0;

                sprintf (string, " ");
                sprintf (string2, " ");
                sprintf (string3, " ");
                if (tutorialstage == 0) {
                    sprintf (string, " ");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 1) {
                    sprintf (string, "Welcome to the Lugaru training level!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 2) {
                    sprintf (string, "BASIC MOVEMENT:");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 3) {
                    sprintf (string, "You can move the mouse to rotate the camera.");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 4) {
                    sprintf (string, "Try using the %s, %s, %s and %s keys to move around.", Input::keyToChar(forwardkey), Input::keyToChar(leftkey), Input::keyToChar(backkey), Input::keyToChar(rightkey));
                    sprintf (string2, "All movement is relative to the camera.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 5) {
                    sprintf (string, "Please press %s to jump.", Input::keyToChar(jumpkey));
                    sprintf (string2, "You can hold it longer to jump higher.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 6) {
                    sprintf (string, "You can press %s to crouch.", Input::keyToChar(crouchkey));
                    sprintf (string2, "You can jump higher from a crouching position.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 7) {
                    sprintf (string, "While running, you can press %s to roll.", Input::keyToChar(crouchkey));
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 8) {
                    sprintf (string, "While crouching, you can sneak around silently");
                    sprintf (string2, "using the movement keys.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 9) {
                    sprintf (string, "Release the crouch key while sneaking and hold the movement keys");
                    sprintf (string2, "to run animal-style.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 10) {
                    sprintf (string, "ADVANCED MOVEMENT:");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 11) {
                    sprintf (string, "When you jump at a wall, you can hold %s again", Input::keyToChar(jumpkey));
                    sprintf (string2, "during impact to perform a walljump.");
                    sprintf (string3, "Be sure to use the movement keys to press against the wall");
                }
                if (tutorialstage == 12) {
                    sprintf (string, "While in the air, you can press crouch to flip.");
                    sprintf (string2, "Walljumps and flips confuse enemies and give you more control.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 13) {
                    sprintf (string, "BASIC COMBAT:");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 14) {
                    sprintf (string, "There is now an imaginary enemy");
                    sprintf (string2, "in the middle of the training area.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 15) {
                    if (attackkey == MOUSEBUTTON1)
                        sprintf (string, "Click to attack when you are near an enemy.");
                    else
                        sprintf (string, "Press %s to attack when you are near an enemy.", Input::keyToChar(attackkey));
                    sprintf (string2, "You can punch by standing still near an enemy and attacking.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 16) {
                    sprintf (string, "If you are close, you will perform a weak punch.");
                    sprintf (string2, "The weak punch is excellent for starting attack combinations.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 17) {
                    sprintf (string, "Attacking while running results in a spin kick.");
                    sprintf (string2, "This is one of your most powerful ground attacks.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 18) {
                    sprintf (string, "Sweep the enemy's legs out by attacking while crouched.");
                    sprintf (string2, "This is a very fast attack, and easy to follow up.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 19) {
                    sprintf (string, "When an enemy is on the ground, you can deal some extra");
                    sprintf (string2, "damage by running up and drop-kicking him.");
                    sprintf (string3, "(Try knocking them down with a sweep first)");
                }
                if (tutorialstage == 20) {
                    sprintf (string, "Your most powerful individual attack is the rabbit kick.");
                    if (attackkey == MOUSEBUTTON1)
                        sprintf (string2, "Run at the enemy while holding the mouse button, and press");
                    else
                        sprintf (string2, "Run at the enemy while holding %s, and press", Input::keyToChar(attackkey));
                    sprintf (string3, "the jump key (%s) to attack.", Input::keyToChar(jumpkey));
                }
                if (tutorialstage == 21) {
                    sprintf (string, "This attack is devastating if timed correctly.");
                    sprintf (string2, "Even if timed incorrectly, it will knock the enemy over.");
                    if (againbonus)
                        sprintf (string3, "Try rabbit-kicking the imaginary enemy again.");
                    else
                        sprintf (string3, "Try rabbit-kicking the imaginary enemy.");
                }
                if (tutorialstage == 22) {
                    sprintf (string, "If you sneak behind an enemy unnoticed, you can kill");
                    sprintf (string2, "him instantly. Move close behind this enemy");
                    sprintf (string3, "and attack.");
                }
                if (tutorialstage == 23) {
                    sprintf (string, "Another important attack is the wall kick. When an enemy");
                    sprintf (string2, "is near a wall, perform a walljump nearby and hold");
                    sprintf (string3, "the attack key during impact with the wall.");
                }
                if (tutorialstage == 24) {
                    sprintf (string, "You can tackle enemies by running at them animal-style");
                    if (attackkey == MOUSEBUTTON1)
                        sprintf (string2, "and pressing jump (%s) or attack(mouse button).", Input::keyToChar(jumpkey));
                    else
                        sprintf (string2, "and pressing jump (%s) or attack(%s).", Input::keyToChar(jumpkey), Input::keyToChar(attackkey));
                    sprintf (string3, "This is especially useful when they are running away.");
                }
                if (tutorialstage == 25) {
                    sprintf (string, "Dodge by pressing back and attack. Dodging is essential");
                    sprintf (string2, "against enemies with swords or other long weapons.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 26) {
                    sprintf (string, "REVERSALS AND COUNTER-REVERSALS");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 27) {
                    sprintf (string, "The enemy can now reverse your attacks.");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 28) {
                    sprintf (string, "If you attack, you will notice that the enemy now sometimes");
                    sprintf (string2, "catches your attack and uses it against you. Hold");
                    sprintf (string3, "crouch (%s) after attacking to escape from reversals.", Input::keyToChar(crouchkey));
                }
                if (tutorialstage == 29) {
                    sprintf (string, "Try escaping from two more reversals in a row.");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 30) {
                    sprintf (string, "Good!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 31) {
                    sprintf (string, "To reverse an attack, you must tap crouch (%s) during the", Input::keyToChar(crouchkey));
                    sprintf (string2, "enemy's attack. You must also be close to the enemy;");
                    sprintf (string3, "this is especially important against armed opponents.");
                }
                if (tutorialstage == 32) {
                    sprintf (string, "The enemy can attack in %d seconds.", (int)(tutorialmaxtime - tutorialstagetime));
                    sprintf (string2, "This imaginary opponents attacks will be highlighted");
                    sprintf (string3, "to make this easier.");
                }
                if (tutorialstage == 33) {
                    sprintf (string, "Reverse three enemy attacks!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 34) {
                    sprintf (string, "Reverse two more enemy attacks!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 35) {
                    sprintf (string, "Reverse one more enemy attack!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 36) {
                    sprintf (string, "Excellent!");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 37) {
                    sprintf (string, "Now spar with the enemy for %d more seconds.", (int)(tutorialmaxtime - tutorialstagetime));
                    sprintf (string2, "Damage dealt: %d", (int)damagedealt);
                    sprintf (string3, "Damage taken: %d.", (int)damagetaken);
                }
                if (tutorialstage == 38) {
                    sprintf (string, "WEAPONS:");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 39) {
                    sprintf (string, "There is now an imaginary knife");
                    sprintf (string2, "in the center of the training area.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 40) {
                    sprintf (string, "Stand, roll or handspring over the knife");
                    sprintf (string2, "while pressing %s to pick it up.", Input::keyToChar(throwkey));
                    sprintf (string3, "You can crouch and press the same key to drop it again.");
                }
                if (tutorialstage == 41) {
                    sprintf (string, "You can equip and unequip weapons using the %s key.", Input::keyToChar(drawkey));
                    sprintf (string2, "Sometimes it is best to keep them unequipped to");
                    sprintf (string3, "prevent enemies from taking them. ");
                }
                if (tutorialstage == 42) {
                    sprintf (string, "The knife is the smallest weapon and the least encumbering.");
                    sprintf (string2, "You can equip or unequip it while standing, crouching,");
                    sprintf (string3, "running or flipping.");
                }
                if (tutorialstage == 43) {
                    sprintf (string, "You perform weapon attacks the same way as unarmed attacks,");
                    sprintf (string2, "but sharp weapons cause permanent damage, instead of the");
                    sprintf (string3, "temporary trauma from blunt weapons, fists and feet.");
                }
                if (tutorialstage == 44) {
                    sprintf (string, "The enemy now has your knife!");
                    sprintf (string2, "Please reverse two of his knife attacks.");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 45) {
                    sprintf (string, "Please reverse one more of his knife attacks.");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 46) {
                    sprintf (string, "Now he has a sword!");
                    sprintf (string2, "The sword has longer reach than your arms, so you");
                    sprintf (string3, "must move close to reverse the sword slash.");
                }
                if (tutorialstage == 47) {
                    sprintf (string, "Long weapons like the sword and staff are also useful for defense;");
                    sprintf (string2, "you can parry enemy weapon attacks by pressing the attack key");
                    sprintf (string3, "at the right time. Please try parrying the enemy's attacks!");
                }
                if (tutorialstage == 48) {
                    sprintf (string, "The staff is like the sword, but has two main attacks.");
                    sprintf (string2, "The standing smash is fast and effective, and the running");
                    sprintf (string3, "spin smash is slower and more powerful.");
                }
                if (tutorialstage == 49) {
                    sprintf (string, "When facing an enemy, you can throw the knife with %s.", Input::keyToChar(throwkey));
                    sprintf (string2, "It is possible to throw the knife while flipping,");
                    sprintf (string3, "but it is very inaccurate.");
                }
                if (tutorialstage == 50) {
                    sprintf (string, "You now know everything you can learn from training.");
                    sprintf (string2, "Everything else you must learn from experience!");
                    sprintf (string3, " ");
                }
                if (tutorialstage == 51) {
                    sprintf (string, "Walk out of the training area to return to the main menu.");
                    sprintf (string2, " ");
                    sprintf (string3, " ");
                }

                glColor4f(0, 0, 0, tutorialopac);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                glColor4f(1, 1, 1, tutorialopac);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 40 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);

                sprintf (string, "Press 'tab' to skip to the next item.");
                sprintf (string2, "Press escape at any time to");
                sprintf (string3, "pause or exit the tutorial.");

                glColor4f(0, 0, 0, 1);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10, string, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
                text->glPrintOutline(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8 - 4, 0 - 4 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * 1.25 * screenwidth / 1024 * .8, screenwidth, screenheight);
                glColor4f(0.5, 0.5, 0.5, 1);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10, string, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string2)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 20 * .8 * screenwidth / 1024, string2, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
                text->glPrint(screenwidth / 2 - 7.6 * strlen(string3)*screenwidth / 1024 * .8, 0 + screenheight * 1 / 10 - 40 * .8 * screenwidth / 1024, string3, 1, 1.5 * screenwidth / 1024 * .8, screenwidth, screenheight);
            }
            //Hot spots

            if (numhotspots && (bonustime >= 1 || bonus <= 0 || bonustime < 0) && !tutoriallevel) {
                int closest = -1;
                float closestdist = -1;
                float distance = 0;
                closest = currenthotspot;
                for (i = 0; i < numhotspots; i++) {
                    distance = distsq(&Person::players[0]->coords, &hotspot[i]);
                    if (closestdist == -1 || distance < closestdist) {
                        if (distsq(&Person::players[0]->coords, &hotspot[i]) < hotspotsize[i] && ((hotspottype[i] <= 10 && hotspottype[i] >= 0) || (hotspottype[i] <= 40 && hotspottype[i] >= 20))) {
                            closestdist = distance;
                            closest = i;
                        }
                    }
                }
                if (closest != -1)
                    currenthotspot = closest;
                if (currenthotspot != -1) {
                    if (hotspottype[closest] <= 10) {
                        if (distsq(&Person::players[0]->coords, &hotspot[closest]) < hotspotsize[closest])
                            tutorialstagetime = 0;
                        tutorialmaxtime = 1;
                        tutorialopac = tutorialmaxtime - tutorialstagetime;
                        if (tutorialopac > 1)
                            tutorialopac = 1;
                        if (tutorialopac < 0)
                            tutorialopac = 0;

                        sprintf (string, "%s", hotspottext[closest]);

                        int lastline = 0;
                        int line = 0;
                        bool done = false;
                        i = 0;
                        while (!done) {
                            if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                                glColor4f(0, 0, 0, tutorialopac);
                                text->glPrintOutline(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024 - 4, screenheight / 16 - 4 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                                glColor4f(1, 1, 1, tutorialopac);
                                text->glPrint(screenwidth / 2 - 7.6 * (i - lastline)*screenwidth / 1024, screenheight / 16 + screenheight * 4 / 5 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                                lastline = i + 1;
                                line++;
                                if (string[i] == '\0')
                                    done = 1;
                            }
                            if (i >= 255)
                                done = 1;
                            i++;
                        }
                    } else if (hotspottype[closest] >= 20 && dialoguegonethrough[hotspottype[closest] - 20] == 0) {
                        whichdialogue = hotspottype[closest] - 20;
                        for (j = 0; j < numdialogueboxes[whichdialogue]; j++) {
                            Person::players[participantfocus[whichdialogue][j]]->coords = participantlocation[whichdialogue][participantfocus[whichdialogue][j]];
                            Person::players[participantfocus[whichdialogue][j]]->yaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
                            Person::players[participantfocus[whichdialogue][j]]->targetyaw = participantyaw[whichdialogue][participantfocus[whichdialogue][j]];
                            Person::players[participantfocus[whichdialogue][j]]->velocity = 0;
                            Person::players[participantfocus[whichdialogue][j]]->animTarget = Person::players[participantfocus[whichdialogue][j]]->getIdle();
                            Person::players[participantfocus[whichdialogue][j]]->frameTarget = 0;
                        }
                        directing = 0;
                        indialogue = 0;
                        dialoguegonethrough[whichdialogue]++;
                        if (dialogueboxsound[whichdialogue][indialogue] != 0) {
                            int whichsoundplay;
                            if (dialogueboxsound[whichdialogue][indialogue] == 1) whichsoundplay = rabbitchitter;
                            if (dialogueboxsound[whichdialogue][indialogue] == 2) whichsoundplay = rabbitchitter2;
                            if (dialogueboxsound[whichdialogue][indialogue] == 3) whichsoundplay = rabbitpainsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 4) whichsoundplay = rabbitpain1sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 5) whichsoundplay = rabbitattacksound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 6) whichsoundplay = rabbitattack2sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 7) whichsoundplay = rabbitattack3sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 8) whichsoundplay = rabbitattack4sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 9) whichsoundplay = growlsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 10) whichsoundplay = growl2sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 11) whichsoundplay = snarlsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 12) whichsoundplay = snarl2sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 13) whichsoundplay = barksound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 14) whichsoundplay = bark2sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 15) whichsoundplay = bark3sound;
                            if (dialogueboxsound[whichdialogue][indialogue] == 16) whichsoundplay = barkgrowlsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == -1) whichsoundplay = fireendsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == -2) whichsoundplay = firestartsound;
                            if (dialogueboxsound[whichdialogue][indialogue] == -3) whichsoundplay = consolesuccesssound;
                            if (dialogueboxsound[whichdialogue][indialogue] == -4) whichsoundplay = consolefailsound;
                            emit_sound_at(whichsoundplay, Person::players[participantfocus[whichdialogue][indialogue]]->coords);
                        }
                    }
                }
            }

            if (indialogue != -1 && !mainmenu) {
                glDisable(GL_DEPTH_TEST);
                glDisable(GL_CULL_FACE);
                glDisable(GL_LIGHTING);
                glDisable(GL_TEXTURE_2D);
                glDepthMask(0);
                glMatrixMode(GL_PROJECTION);
                glPushMatrix();
                glLoadIdentity();
                glOrtho(0, screenwidth, 0, screenheight, -100, 100);
                glMatrixMode(GL_MODELVIEW);
                glPushMatrix();
                glLoadIdentity();
                if (dialogueboxlocation[whichdialogue][indialogue] == 1)
                    glTranslatef(0, screenheight * 3 / 4, 0);
                glScalef(screenwidth, screenheight / 4, 1);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                glEnable(GL_BLEND);

                glColor4f(dialogueboxcolor[whichdialogue][indialogue][0], dialogueboxcolor[whichdialogue][indialogue][1], dialogueboxcolor[whichdialogue][indialogue][2], 0.7);
                glBegin(GL_QUADS);
                glVertex3f(0, 0, 0.0f);
                glVertex3f(1, 0, 0.0f);
                glVertex3f(1, 1, 0.0f);
                glVertex3f(0, 1, 0.0f);
                glEnd();
                glMatrixMode(GL_PROJECTION);
                glPopMatrix();
                glMatrixMode(GL_MODELVIEW);
                glPopMatrix();
                glEnable(GL_DEPTH_TEST);
                glEnable(GL_CULL_FACE);
                glDisable(GL_BLEND);
                glDepthMask(1);
                glEnable(GL_TEXTURE_2D);

                tutorialopac = 1;

                float startx;
                float starty;

                startx = screenwidth * 1 / 5;
                if (dialogueboxlocation[whichdialogue][indialogue] == 1)
                    starty = screenheight / 16 + screenheight * 4 / 5;
                if (dialogueboxlocation[whichdialogue][indialogue] == 2)
                    starty = screenheight * 1 / 5 - screenheight / 16;

                char tempname[264];
                bool goodchar;
                int tempnum = 0;
                for (i = 0; i < 264; i++) {
                    tempname[i] = '\0';
                }

                for (i = 0; i < (int)strlen(dialoguename[whichdialogue][indialogue]); i++) {
                    tempname[tempnum] = dialoguename[whichdialogue][indialogue][i];
                    goodchar = 1;
                    if (dialoguename[whichdialogue][indialogue][i] == '#' || dialoguename[whichdialogue][indialogue][i] == '\0')
                        goodchar = 0;
                    if (goodchar)
                        tempnum++;
                    else
                        tempname[tempnum] = '\0';
                }

                sprintf (string, "%s: ", tempname);

                if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
                    glColor4f(0, 0, 0, tutorialopac);
                    text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                    glColor4f(0.7, 0.7, 0.7, tutorialopac);
                    text->glPrint(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024, starty, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight);
                } else {
                    glColor4f(0, 0, 0, tutorialopac);
                    text->glPrintOutline(startx - 2 * 7.6 * strlen(string)*screenwidth / 1024 - 4, starty - 4, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight);
                }

                tempnum = 0;
                for (i = 0; i < (int)strlen(dialoguetext[whichdialogue][indialogue]) + 1; i++) {
                    tempname[tempnum] = dialoguetext[whichdialogue][indialogue][i];
                    if (dialoguetext[whichdialogue][indialogue][i] != '#')
                        tempnum++;
                }

                sprintf (string, "%s", tempname);

                int lastline = 0;
                int line = 0;
                bool done = false;
                i = 0;
                while (!done) {
                    if (string[i] == '\n' || string[i] > 'z' || string[i] < ' ' || string[i] == '\0') {
                        if (dialogueboxcolor[whichdialogue][indialogue][0] + dialogueboxcolor[whichdialogue][indialogue][1] + dialogueboxcolor[whichdialogue][indialogue][2] < 1.5) {
                            glColor4f(0, 0, 0, tutorialopac);
                            text->glPrintOutline(startx/*-7.6*(i-lastline)*screenwidth/1024*/ - 4, starty - 4 - 20 * screenwidth / 1024 * line, string, 1, 1.5 * 1.25 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                            glColor4f(1, 1, 1, tutorialopac);
                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                        } else {
                            glColor4f(0, 0, 0, tutorialopac);
                            text->glPrint(startx/*-7.6*(i-lastline)*screenwidth/1024*/, starty - 20 * screenwidth / 1024 * line, string, 1, 1.5 * screenwidth / 1024, screenwidth, screenheight, lastline, i);
                        }
                        lastline = i + 1;
                        line++;
                        if (string[i] == '\0')
                            done = 1;
                    }
                    if (i >= 255)
                        done = 1;
                    i++;
                }
            }

            if (!tutoriallevel && !winfreeze && indialogue == -1 && !mainmenu) {
                if (campaign) {
                    if (scoreadded)
                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore());
                    else
                        sprintf (string, "Score: %d", (int)accountactive->getCampaignScore() + (int)bonustotal);
                }
                if (!campaign)
                    sprintf (string, "Score: %d", (int)bonustotal);
                glColor4f(0, 0, 0, 1);
                text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16, string, 1, 1.5 * 1.25, 1024, 768);
                glColor4f(1, 0, 0, 1);
                text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16, string, 1, 1.5, 1024, 768);
                if (showdamagebar) {
                    glDisable(GL_DEPTH_TEST);
                    glDisable(GL_CULL_FACE);
                    glDisable(GL_LIGHTING);
                    glDisable(GL_TEXTURE_2D);
                    glDepthMask(0);
                    glMatrixMode(GL_PROJECTION);
                    glPushMatrix();
                    glLoadIdentity();
                    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
                    glMatrixMode(GL_MODELVIEW);
                    glPushMatrix();
                    glLoadIdentity();
                    glTranslatef(15, screenheight * 17.5 / 20, 0);
                    glScalef(screenwidth / 3 + 20, screenheight / 20, 1);
                    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                    glEnable(GL_BLEND);
                    glColor4f(0.0, 0.4, 0.0, 0.7);
                    float bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
                    glBegin(GL_QUADS);
                    glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
                    glVertex3f(1, 0, 0.0f);
                    glVertex3f(1, 1, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
                    glEnd();
                    glColor4f(0.1, 0.0, 0.0, 1);
                    bar = ((float)Person::players[0]->bloodloss) / Person::players[0]->damagetolerance;
                    glBegin(GL_QUADS);
                    glVertex3f(0, 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
                    glVertex3f(0, 1, 0.0f);
                    glEnd();
                    glColor4f(0.4, 0.0, 0.0, 0.7);
                    bar = ((float)Person::players[0]->damage) / Person::players[0]->damagetolerance;
                    glBegin(GL_QUADS);
                    glVertex3f(0, 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
                    glVertex3f(0, 1, 0.0f);
                    glEnd();
                    glColor4f(0.4, 0.0, 0.0, 0.7);
                    bar = ((float)Person::players[0]->permanentdamage) / Person::players[0]->damagetolerance;
                    glBegin(GL_QUADS);
                    glVertex3f(0, 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
                    glVertex3f(0, 1, 0.0f);
                    glEnd();
                    glColor4f(0.4, 0.0, 0.0, 0.7);
                    bar = ((float)Person::players[0]->superpermanentdamage) / Person::players[0]->damagetolerance;
                    glBegin(GL_QUADS);
                    glVertex3f(0, 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 0, 0.0f);
                    glVertex3f((bar < 1 ? bar : 1), 1, 0.0f);
                    glVertex3f(0, 1, 0.0f);
                    glEnd();
                    glColor4f(0.0, 0.0, 0.0, 0.7);
                    glLineWidth(2.0);
                    glBegin(GL_LINE_STRIP);
                    glVertex3f(0, 0, 0.0f);
                    glVertex3f(1, 0, 0.0f);
                    glVertex3f(1, 1, 0.0f);
                    glVertex3f(0, 1, 0.0f);
                    glVertex3f(0, 0, 0.0f);
                    glEnd();

                    glMatrixMode(GL_PROJECTION);
                    glPopMatrix();
                    glMatrixMode(GL_MODELVIEW);
                    glPopMatrix();
                    glEnable(GL_DEPTH_TEST);
                    glEnable(GL_CULL_FACE);
                    glDisable(GL_BLEND);
                    glDepthMask(1);
                    glEnable(GL_TEXTURE_2D);

                    // writing the numbers :
                    sprintf (string, "Damages : %d/%d (%d)", (int)(Person::players[0]->damage), (int)(Person::players[0]->damagetolerance), (int)(Person::players[0]->bloodloss));
                    glColor4f(0, 0, 0, 1);
                    text->glPrintOutline(1024 / 40 - 4, 768 / 16 - 4 + 768 * 14 / 16 - 40, string, 1, 1.5 * 1.25, 1024, 768);
                    glColor4f(1, 0, 0, 1);
                    text->glPrint(1024 / 40, 768 / 16 + 768 * 14 / 16 - 40, string, 1, 1.5, 1024, 768);
                }
            }

            glColor4f(.5, .5, .5, 1);


            if ((texttoggle || editorenabled) && debugmode && !mainmenu) {
                sprintf (string, "The framespersecond is %d.", (int)(fps));
                text->glPrint(10, 30, string, 0, .8, 1024, 768);

                if (editorenabled)
                    sprintf (string, "Map editor enabled.");
                else
                    sprintf (string, "Map editor disabled.");
                text->glPrint(10, 60, string, 0, .8, 1024, 768);
                if (editorenabled) {
                    sprintf (string, "Object size: %f", editorsize);
                    text->glPrint(10, 75, string, 0, .8, 1024, 768);
                    if (editoryaw >= 0)
                        sprintf (string, "Object yaw: %f", editoryaw);
                    else
                        sprintf (string, "Object yaw: Random");
                    text->glPrint(10, 90, string, 0, .8, 1024, 768);
                    if (editorpitch >= 0)
                        sprintf (string, "Object pitch: %f", editorpitch);
                    else
                        sprintf (string, "Object pitch: Random");
                    text->glPrint(10, 105, string, 0, .8, 1024, 768);
                    sprintf (string, "Object type: %d", editortype);
                    text->glPrint(10, 120, string, 0, .8, 1024, 768);
                    switch (editortype) {
                    case boxtype:
                        sprintf (string, "(box)");
                        break;
                    case treetrunktype:
                        sprintf (string, "(tree)");
                        break;
                    case walltype:
                        sprintf (string, "(wall)");
                        break;
                    case weirdtype:
                        sprintf (string, "(weird)");
                        break;
                    case spiketype:
                        sprintf (string, "(spike)");
                        break;
                    case rocktype:
                        sprintf (string, "(rock)");
                        break;
                    case bushtype:
                        sprintf (string, "(bush)");
                        break;
                    case tunneltype:
                        sprintf (string, "(tunnel)");
                        break;
                    case chimneytype:
                        sprintf (string, "(chimney)");
                        break;
                    case platformtype:
                        sprintf (string, "(platform)");
                        break;
                    case cooltype:
                        sprintf (string, "(cool)");
                        break;
                    case firetype:
                        sprintf (string, "(fire)");
                        break;
                    }
                    text->glPrint(130, 120, string, 0, .8, 1024, 768);

                    sprintf (string, "Numplayers: %d", Person::players.size());
                    text->glPrint(10, 155, string, 0, .8, 1024, 768);
                    sprintf (string, "Player %d: numwaypoints: %d", Person::players.size()-1, Person::players.back()->numwaypoints);
                    text->glPrint(10, 140, string, 0, .8, 1024, 768);
                }
                sprintf (string, "Difficulty: %d", difficulty);
                text->glPrint(10, 240, string, 0, .8, 1024, 768);

            }
        }

        if (drawmode == glowmode) {
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDisable(GL_TEXTURE_2D);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef(screenwidth, screenheight, 1);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glColor4f(0, 0, 0, .5);
            glBegin(GL_QUADS);
            glVertex3f(0, 0,  0.0f);
            glVertex3f(256, 0, 0.0f);
            glVertex3f(256, 256, 0.0f);
            glVertex3f(0, 256, 0.0f);
            glEnd();
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);
        }

        if ((((blackout && damageeffects) || (Person::players[0]->bloodloss > 0 && damageeffects && Person::players[0]->blooddimamount > 0) || Person::players[0]->dead) && !cameramode) || console) {
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDisable(GL_TEXTURE_2D);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef(screenwidth, screenheight, 1);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            if (Person::players[0]->dead)
                blackout += multiplier * 3;
            if (Person::players[0]->dead == 1)
                blackout = .4f;
            if (Person::players[0]->dead == 2 && blackout > .6)
                blackout = .6;
            glColor4f(0, 0, 0, blackout);
            if (!Person::players[0]->dead) {
                if ((Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5))*.3 < .3) {
                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5)*.3);
                    blackout = Person::players[0]->blooddimamount * Person::players[0]->bloodloss / Person::players[0]->damagetolerance * (sin(woozy) / 4 + .5) * .3;
                } else {
                    glColor4f(0, 0, 0, Person::players[0]->blooddimamount * .3);
                    blackout = Person::players[0]->blooddimamount * .3;
                }
            }
            if (console)
                glColor4f(.7, 0, 0, .2);
            glBegin(GL_QUADS);
            glVertex3f(0, 0,  0.0f);
            glVertex3f(256, 0,  0.0f);
            glVertex3f(256, 256, 0.0f);
            glVertex3f(0, 256, 0.0f);
            glEnd();
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);
        }

        if (flashamount > 0 && damageeffects) {
            if (flashamount > 1)
                flashamount = 1;
            if (flashdelay <= 0)
                flashamount -= multiplier;
            flashdelay--;
            if (flashamount < 0)
                flashamount = 0;
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef(screenwidth, screenheight, 1);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glColor4f(flashr, flashg, flashb, flashamount);
            glBegin(GL_QUADS);
            glVertex3f(0, 0,  0.0f);
            glVertex3f(256, 0, 0.0f);
            glVertex3f(256, 256, 0.0f);
            glVertex3f(0, 256, 0.0f);
            glEnd();
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);
        }

        if (!console) {
            displaytime[0] = 0;
            glEnable(GL_TEXTURE_2D);
            glColor4f(1, 1, 1, 1);
            if (chatting) {
                sprintf (string, " ]");
                text->glPrint(10, 30 + screenheight - 330, string, 0, 1, screenwidth, screenheight);
                if (displayblink) {
                    sprintf (string, "_");
                    text->glPrint(30 + (float)(displayselected) * 10, 30 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
                }
            }
            for (i = 0; i < 15; i++)
                if ((i != 0 || chatting) && displaytime[i] < 4)
                    for (j = 0; j < displaychars[i]; j++) {
                        glColor4f(1, 1, 1, 4 - displaytime[i]);
                        if (j < displaychars[i]) {
                            sprintf (string, "%c", displaytext[i][j]);
                            text->glPrint(30 + j * 10, 30 + i * 20 + (screenheight - 330), string, 0, 1, screenwidth, screenheight);
                        }
                    }
        }

        if (difficulty < 2 && indialogue == -1) { // minimap
            float mapviewdist = 20000;

            glDisable(GL_DEPTH_TEST);
            glColor3f (1.0, 1.0, 1.0); // no coloring

            glEnable(GL_TEXTURE_2D);
            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef((float)screenwidth / 2, (float)screenwidth / 2, 1);
            glTranslatef(1.75, .25, 0);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glColor4f(1, 1, 1, 1);
            glPushMatrix();
            float opac = .7;
            XYZ center;
            float radius;
            float distcheck;
            int numliveplayers = 0;
            center = 0;
            for (i = 0; i < Person::players.size(); i++) {
                if (!Person::players[i]->dead)
                    numliveplayers++;
            }

            int numadd = 0;

            for (i = 0; i < objects.numobjects; i++) {
                if (objects.type[i] == treetrunktype || objects.type[i] == boxtype) {
                    center += objects.position[i];
                    numadd++;
                }
            }
            for (i = 0; i < Person::players.size(); i++) {
                if (!Person::players[i]->dead)
                    center += Person::players[i]->coords;
            }
            center /= numadd + numliveplayers;

            center = Person::players[0]->coords;

            float maxdistance = 0;
            float tempdist;
            //~ int whichclosest;
            for (i = 0; i < objects.numobjects; i++) {
                tempdist = distsq(&center, &objects.position[i]);
                if (tempdist > maxdistance) {
                    //~ whichclosest=i;
                    maxdistance = tempdist;
                }
            }
            for (i = 0; i < Person::players.size(); i++) {
                if (!Person::players[i]->dead) {
                    tempdist = distsq(&center, &Person::players[i]->coords);
                    if (tempdist > maxdistance) {
                        //~ whichclosest=i;
                        maxdistance = tempdist;
                    }
                }
            }
            radius = fast_sqrt(maxdistance);

            radius = 110;

            glScalef(.25 / radius * 256 * terrain.scale * .4, .25 / radius * 256 * terrain.scale * .4, 1);
            glPushMatrix();
            glScalef(1 / (1 / radius * 256 * terrain.scale * .4), 1 / (1 / radius * 256 * terrain.scale * .4), 1);
            glPopMatrix();
            glRotatef(Person::players[0]->lookyaw * -1 + 180, 0, 0, 1);
            glTranslatef(-(center.x / terrain.scale / 256 * -2 + 1), (center.z / terrain.scale / 256 * -2 + 1), 0);
            for (i = 0; i < objects.numobjects; i++) {
                if (objects.type[i] == treetrunktype) {
                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
                    if (distcheck < mapviewdist) {
                        Mapcircletexture.bind();
                        glColor4f(0, .3, 0, opac * (1 - distcheck / mapviewdist));
                        glPushMatrix();
                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
                        glRotatef(objects.yaw[i], 0, 0, 1);
                        glScalef(.003, .003, .003);
                        glBegin(GL_QUADS);
                        glTexCoord2f(0, 0);
                        glVertex3f(-1, -1, 0.0f);
                        glTexCoord2f(1, 0);
                        glVertex3f(1, -1, 0.0f);
                        glTexCoord2f(1, 1);
                        glVertex3f(1, 1, 0.0f);
                        glTexCoord2f(0, 1);
                        glVertex3f(-1, 1, 0.0f);
                        glEnd();
                        glPopMatrix();
                    }
                }
                if (objects.type[i] == boxtype) {
                    distcheck = distsq(&Person::players[0]->coords, &objects.position[i]);
                    if (distcheck < mapviewdist) {
                        Mapboxtexture.bind();
                        glColor4f(.4, .4, .4, opac * (1 - distcheck / mapviewdist));
                        glPushMatrix();
                        glTranslatef(objects.position[i].x / terrain.scale / 256 * -2 + 1, objects.position[i].z / terrain.scale / 256 * 2 - 1, 0);
                        glRotatef(objects.yaw[i], 0, 0, 1);
                        glScalef(.01 * objects.scale[i], .01 * objects.scale[i], .01 * objects.scale[i]);
                        glBegin(GL_QUADS);
                        glTexCoord2f(0, 0);
                        glVertex3f(-1, -1, 0.0f);
                        glTexCoord2f(1, 0);
                        glVertex3f(1, -1, 0.0f);
                        glTexCoord2f(1, 1);
                        glVertex3f(1, 1, 0.0f);
                        glTexCoord2f(0, 1);
                        glVertex3f(-1, 1, 0.0f);
                        glEnd();
                        glPopMatrix();
                    }
                }
            }
            if (editorenabled) {
                Mapcircletexture.bind();
                for (i = 0; i < numboundaries; i++) {
                    glColor4f(0, 0, 0, opac / 3);
                    glPushMatrix();
                    glTranslatef(boundary[i].x / terrain.scale / 256 * -2 + 1, boundary[i].z / terrain.scale / 256 * 2 - 1, 0);
                    glScalef(.002, .002, .002);
                    glBegin(GL_QUADS);
                    glTexCoord2f(0, 0);
                    glVertex3f(-1, -1, 0.0f);
                    glTexCoord2f(1, 0);
                    glVertex3f(1, -1, 0.0f);
                    glTexCoord2f(1, 1);
                    glVertex3f(1, 1, 0.0f);
                    glTexCoord2f(0, 1);
                    glVertex3f(-1, 1, 0.0f);
                    glEnd();
                    glPopMatrix();
                }
            }
            for (i = 0; i < Person::players.size(); i++) {
                distcheck = distsq(&Person::players[0]->coords, &Person::players[i]->coords);
                if (distcheck < mapviewdist) {
                    glPushMatrix();
                    Maparrowtexture.bind();
                    if (i == 0)
                        glColor4f(1, 1, 1, opac);
                    else if (Person::players[i]->dead == 2 || Person::players[i]->howactive > typesleeping)
                        glColor4f(0, 0, 0, opac * (1 - distcheck / mapviewdist));
                    else if (Person::players[i]->dead)
                        glColor4f(.3, .3, .3, opac * (1 - distcheck / mapviewdist));
                    else if (Person::players[i]->aitype == attacktypecutoff)
                        glColor4f(1, 0, 0, opac * (1 - distcheck / mapviewdist));
                    else if (Person::players[i]->aitype == passivetype)
                        glColor4f(0, 1, 0, opac * (1 - distcheck / mapviewdist));
                    else
                        glColor4f(1, 1, 0, 1);
                    glTranslatef(Person::players[i]->coords.x / terrain.scale / 256 * -2 + 1, Person::players[i]->coords.z / terrain.scale / 256 * 2 - 1, 0);
                    glRotatef(Person::players[i]->yaw + 180, 0, 0, 1);
                    glScalef(.005, .005, .005);
                    glBegin(GL_QUADS);
                    glTexCoord2f(0, 0);
                    glVertex3f(-1, -1, 0.0f);
                    glTexCoord2f(1, 0);
                    glVertex3f(1, -1, 0.0f);
                    glTexCoord2f(1, 1);
                    glVertex3f(1, 1, 0.0f);
                    glTexCoord2f(0, 1);
                    glVertex3f(-1, 1, 0.0f);
                    glEnd();
                    glPopMatrix();
                }
            }
            glPopMatrix();
            glDisable(GL_TEXTURE_2D);
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);
        }

        if (loading && !stealthloading && (!campaign || Person::players[0]->dead)) {
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDisable(GL_TEXTURE_2D);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef(screenwidth, screenheight, 1);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glColor4f(0, 0, 0, .7);
            glBegin(GL_QUADS);
            glVertex3f(0, 0, 0.0f);
            glVertex3f(256, 0, 0.0f);
            glVertex3f(256, 256, 0.0f);
            glVertex3f(0, 256, 0.0f);
            glEnd();
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);

            //logo
            glDisable(GL_DEPTH_TEST);
            glColor3f (1.0, 1.0, 1.0); // no coloring

            glEnable(GL_TEXTURE_2D);

            //Minimap

            if (loading != 4) {
                glEnable(GL_TEXTURE_2D);
                glColor4f(1, 1, 1, 1);
                sprintf (string, "Loading...");
                text->glPrint(1024 / 2 - 90, 768 / 2, string, 1, 2, 1024, 768);
            }
            loading = 2;
            //if(ismotionblur)drawmode=motionblurmode;
            drawmode = normalmode;
        }

        if (winfreeze && !campaign) {
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDisable(GL_TEXTURE_2D);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef(screenwidth, screenheight, 1);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            glColor4f(0, 0, 0, .4);
            glBegin(GL_QUADS);
            glVertex3f(0, 0, 0.0f);
            glVertex3f(256, 0, 0.0f);
            glVertex3f(256, 256, 0.0f);
            glVertex3f(0, 256, 0.0f);
            glEnd();
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);

            //logo
            glDisable(GL_DEPTH_TEST);
            glColor3f (1.0, 1.0, 1.0); // no coloring

            glEnable(GL_TEXTURE_2D);

            //Win Screen Won Victory

            glEnable(GL_TEXTURE_2D);
            glColor4f(1, 1, 1, 1);
            sprintf (string, "Level Cleared!");
            text->glPrintOutlined(1024 / 2 - strlen(string) * 10, 768 * 7 / 8, string, 1, 2, 1024, 768);

            sprintf (string, "Score:     %d", (int)(bonustotal - startbonustotal));
            text->glPrintOutlined(1024 / 30, 768 * 6 / 8, string, 1, 2, 1024, 768);

            if (campaign)
                sprintf (string, "Press Escape or Space to continue");
            else
                sprintf (string, "Press Escape to return to menu or Space to continue");
            text->glPrintOutlined(640 / 2 - strlen(string) * 5, 480 * 1 / 16, string, 1, 1, 640, 480);

            char temp[255];

            for (i = 0; i < 255; i++)string[i] = '\0';
            sprintf (temp, "Time:      %d:", (int)(((int)leveltime - (int)(leveltime) % 60) / 60));
            strcat(string, temp);
            if ((int)(leveltime) % 60 < 10)
                strcat(string, "0");
            sprintf (temp, "%d", (int)(leveltime) % 60);
            strcat(string, temp);
            text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 40, string, 1, 2, 1024, 768);

            //Awards
            int awards[award_count];
            int numawards = award_awards(awards);

            for (i = 0; i < numawards && i < 6; i++)
                text->glPrintOutlined(1024 / 30, 768 * 6 / 8 - 90 - 40 * i, award_names[awards[i]], 1, 2, 1024, 768);
        }

        if (drawmode != normalmode) {
            glEnable(GL_TEXTURE_2D);
            glFinish();
            if (!drawtoggle || drawmode != realmotionblurmode || (drawtoggle == 2 || change == 1)) {
                if (screentexture) {

                    glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
                    GLfloat subtractColor[4] = { 0.5, 0.5, 0.5, 0.0 };
                    glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, subtractColor);
                    //glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_SUBTRACT);
                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
                    glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_CONSTANT_EXT);
                    glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);

                    glBindTexture( GL_TEXTURE_2D, screentexture);
                    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                }
            }
            if ((drawtoggle || change == 1) && drawmode == realmotionblurmode) {
                if (screentexture2) {
                    glBindTexture( GL_TEXTURE_2D, screentexture2);
                    glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, texviewwidth, texviewheight);
                }
                if (!screentexture2) {
                    glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );

                    glGenTextures( 1, &screentexture2 );
                    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );

                    glEnable(GL_TEXTURE_2D);
                    glBindTexture( GL_TEXTURE_2D, screentexture2);
                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
                    glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );

                    glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, kTextureSize, kTextureSize, 0);
                }
            }
            //glFlush();
        }

        glClear(GL_DEPTH_BUFFER_BIT);
        Game::ReSizeGLScene(90, .1f);
        glViewport(0, 0, screenwidth, screenheight);

        if (drawmode != normalmode) {
            glDisable(GL_DEPTH_TEST);
            if (drawmode == motionblurmode) {
                glDrawBuffer(GL_FRONT);
                glReadBuffer(GL_BACK);
            }
            glColor3f (1.0, 1.0, 1.0); // no coloring

            glEnable(GL_TEXTURE_2D);
            glBindTexture( GL_TEXTURE_2D, screentexture);
            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
            glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
            glDisable(GL_DEPTH_TEST);
            glDisable(GL_CULL_FACE);
            glDisable(GL_LIGHTING);
            glDepthMask(0);
            glMatrixMode(GL_PROJECTION);
            glPushMatrix();
            glLoadIdentity();
            glOrtho(0, screenwidth, 0, screenheight, -100, 100);
            glMatrixMode(GL_MODELVIEW);
            glPushMatrix();
            glLoadIdentity();
            glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
            glTranslatef(1, 1, 0);
            glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            glEnable(GL_BLEND);
            if (drawmode == motionblurmode) {
                if (motionbluramount < .2)
                    motionbluramount = .2;
                //glColor4f(1,1,1,fast_sqrt(multiplier)*2.9*motionbluramount);
                glColor4f(1, 1, 1, motionbluramount);
                glPushMatrix();
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
            }
            if (drawmode == realmotionblurmode) {
                glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
                glClear(GL_COLOR_BUFFER_BIT);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                glBindTexture( GL_TEXTURE_2D, screentexture);
                glColor4f(1, 1, 1, .5);
                glPushMatrix();
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                glBindTexture( GL_TEXTURE_2D, screentexture2);
                glColor4f(1, 1, 1, .5);
                glPushMatrix();
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
            }
            if (drawmode == doublevisionmode) {
                static float crosseyedness;
                crosseyedness = abs(Person::players[0]->damage - Person::players[0]->superpermanentdamage - (Person::players[0]->damagetolerance - Person::players[0]->superpermanentdamage) * 1 / 2) / 30;
                if (crosseyedness > 1)
                    crosseyedness = 1;
                if (crosseyedness < 0)
                    crosseyedness = 0;
                glColor4f(1, 1, 1, 1);
                glDisable(GL_BLEND);
                glPushMatrix();
                glScalef(1, 1, 1);
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                if (crosseyedness) {
                    glColor4f(1, 1, 1, .5);
                    glEnable(GL_BLEND);
                    glPushMatrix();
                    glTranslatef(.015 * crosseyedness, 0, 0);
                    glScalef(1, 1, 1);
                    glBegin(GL_QUADS);
                    glTexCoord2f(0, 0);
                    glVertex3f(-1, -1, 0.0f);
                    glTexCoord2f(texcoordwidth, 0);
                    glVertex3f(1, -1, 0.0f);
                    glTexCoord2f(texcoordwidth, texcoordheight);
                    glVertex3f(1, 1, 0.0f);
                    glTexCoord2f(0, texcoordheight);
                    glVertex3f(-1, 1, 0.0f);
                    glEnd();
                    glPopMatrix();
                }
            }
            if (drawmode == glowmode) {
                glColor4f(.5, .5, .5, .5);
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE);
                glPushMatrix();
                glTranslatef(.01, 0, 0);
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                glPushMatrix();
                glTranslatef(-.01, 0, 0);
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                glPushMatrix();
                glTranslatef(.0, .01, 0);
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
                glPushMatrix();
                glTranslatef(0, -.01, 0);
                glBegin(GL_QUADS);
                glTexCoord2f(0, 0);
                glVertex3f(-1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, 0);
                glVertex3f(1, -1, 0.0f);
                glTexCoord2f(texcoordwidth, texcoordheight);
                glVertex3f(1, 1, 0.0f);
                glTexCoord2f(0, texcoordheight);
                glVertex3f(-1, 1, 0.0f);
                glEnd();
                glPopMatrix();
            }
            if (drawmode == radialzoommode) {
                for (i = 0; i < 3; i++) {
                    //glRotatef((float)i*.1,0,0,1);
                    glColor4f(1, 1, 1, 1 / ((float)i + 1));
                    glPushMatrix();
                    glScalef(1 + (float)i * .01, 1 + (float)i * .01, 1);
                    glBegin(GL_QUADS);
                    glTexCoord2f(0, 0);
                    glVertex3f(-1, -1, 0.0f);
                    glTexCoord2f(texcoordwidth, 0);
                    glVertex3f(1, -1, 0.0f);
                    glTexCoord2f(texcoordwidth, texcoordheight);
                    glVertex3f(1, 1, 0.0f);
                    glTexCoord2f(0, texcoordheight);
                    glVertex3f(-1, 1, 0.0f);
                    glEnd();
                    glPopMatrix();
                }
            }
            glDisable(GL_TEXTURE_2D);
            glMatrixMode(GL_PROJECTION);
            glPopMatrix();
            glMatrixMode(GL_MODELVIEW);
            glPopMatrix();
            glEnable(GL_DEPTH_TEST);
            glEnable(GL_CULL_FACE);
            glDisable(GL_BLEND);
            glDepthMask(1);
        }

        if (console) {
            glEnable(GL_TEXTURE_2D);
            glColor4f(1, 1, 1, 1);
            int offset = 0;
            if (consoleselected >= 60)
                offset = consoleselected - 60;
            sprintf (string, " ]");
            text->glPrint(10, 30, string, 0, 1, 1024, 768);
            if (consoleblink) {
                sprintf (string, "_");
                text->glPrint(30 + (float)(consoleselected) * 10 - offset * 10, 30, string, 0, 1, 1024, 768);
            }
            for (i = 0; i < 15; i++)
                for (j = 0; j < consolechars[i]; j++) {
                    glColor4f(1, 1, 1, 1 - (float)(i) / 16);
                    if (j < consolechars[i]) {
                        sprintf (string, "%c", consoletext[i][j]);
                        text->glPrint(30 + j * 10 - offset * 10, 30 + i * 20, string, 0, 1, 1024, 768);
                    }
                }
        }
    }

    if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
        multiplier = tempmult;
    }

    if (mainmenu) {
        DrawMenu();
    }

    if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
        tempmult = multiplier;
        multiplier = 0;
    }

    //glFlush();
    if ( side == stereoRight || side == stereoCenter ) {
        if (drawmode != motionblurmode || mainmenu) {
            swap_gl_buffers();
        }
    }

    //myassert(glGetError() == GL_NO_ERROR);
    glDrawBuffer(GL_BACK);
    glReadBuffer(GL_BACK);
    //glFlush();

    weapons.DoStuff();

    if (drawtoggle == 2)
        drawtoggle = 0;

    if (freeze || winfreeze || (mainmenu && gameon) || (!gameon && gamestarted)) {
        multiplier = tempmult;
    }
    //Jordan fixed your warning!
    return 0;
}

void DrawMenu()
{
    // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems.
    SDL_Delay(15);

    glDrawBuffer(GL_BACK);
    glReadBuffer(GL_BACK);
    glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
    Game::ReSizeGLScene(90, .1f);

    //draw menu background
    glClear(GL_DEPTH_BUFFER_BIT);
    glEnable(GL_ALPHA_TEST);
    glAlphaFunc(GL_GREATER, 0.001f);
    glEnable(GL_TEXTURE_2D);
    glDisable(GL_DEPTH_TEST);
    glDisable(GL_CULL_FACE);
    glDisable(GL_LIGHTING);
    glDepthMask(0);
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(screenwidth / 2, screenheight / 2, 0);
    glPushMatrix();
    glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_BLEND);
    glColor4f(0, 0, 0, 1.0);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
    glDisable(GL_TEXTURE_2D);
    glBegin(GL_QUADS);
    glVertex3f(-1, -1, 0);
    glVertex3f(+1, -1, 0);
    glVertex3f(+1, +1, 0);
    glVertex3f(-1, +1, 0);
    glEnd();
    glEnable(GL_BLEND);
    glColor4f(0.4, 0.4, 0.4, 1.0);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
    glEnable(GL_TEXTURE_2D);
    Game::Mainmenuitems[4].bind();
    glBegin(GL_QUADS);
    glTexCoord2f(0, 0);
    glVertex3f(-1, -1, 0);
    glTexCoord2f(1, 0);
    glVertex3f(+1, -1, 0);
    glTexCoord2f(1, 1);
    glVertex3f(+1, +1, 0);
    glTexCoord2f(0, 1);
    glVertex3f(-1, +1, 0);
    glEnd();
    glPopMatrix();
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);



    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, 640, 0, 480, -100, 100);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glEnable(GL_TEXTURE_2D);

    Menu::drawItems();

    //draw mouse cursor
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();

    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, screenwidth, 0, screenheight, -100, 100);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    glTranslatef(screenwidth / 2, screenheight / 2, 0);
    glPushMatrix();
    glScalef((float)screenwidth / 2, (float)screenheight / 2, 1);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glEnable(GL_TEXTURE_2D);
    glColor4f(1, 1, 1, 1);
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
    glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
    glPopMatrix();
    if (!Game::waiting) { // hide the cursor while waiting for a key
        glPushMatrix();
        glTranslatef(Game::mousecoordh - screenwidth / 2, Game::mousecoordv * -1 + screenheight / 2, 0);
        glScalef((float)screenwidth / 64, (float)screenwidth / 64, 1);
        glTranslatef(1, -1, 0);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glColor4f(1, 1, 1, 1);
        Game::cursortexture.bind();
        glPushMatrix();
        //glScalef(.25,.25,.25);
        glBegin(GL_QUADS);
        glTexCoord2f(0, 0);
        glVertex3f(-1, -1, 0.0f);
        glTexCoord2f(1, 0);
        glVertex3f(1, -1, 0.0f);
        glTexCoord2f(1, 1);
        glVertex3f(1, 1, 0.0f);
        glTexCoord2f(0, 1);
        glVertex3f(-1, 1, 0.0f);
        glEnd();
        glPopMatrix();
        glPopMatrix();
    }
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();


    //draw screen flash
    if (flashamount > 0) {
        if (flashamount > 1)
            flashamount = 1;
        if (flashdelay <= 0)
            flashamount -= multiplier;
        flashdelay--;
        if (flashamount < 0)
            flashamount = 0;
        glDisable(GL_DEPTH_TEST);
        glDisable(GL_CULL_FACE);
        glDisable(GL_LIGHTING);
        glDisable(GL_TEXTURE_2D);
        glDepthMask(0);
        glMatrixMode(GL_PROJECTION);
        glPushMatrix();
        glLoadIdentity();
        glOrtho(0, screenwidth, 0, screenheight, -100, 100);
        glMatrixMode(GL_MODELVIEW);
        glPushMatrix();
        glLoadIdentity();
        glScalef(screenwidth, screenheight, 1);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glEnable(GL_BLEND);
        glColor4f(flashr, flashg, flashb, flashamount);
        glBegin(GL_QUADS);
        glVertex3f(0, 0, 0.0f);
        glVertex3f(256, 0, 0.0f);
        glVertex3f(256, 256, 0.0f);
        glVertex3f(0, 256, 0.0f);
        glEnd();
        glMatrixMode(GL_PROJECTION);
        glPopMatrix();
        glMatrixMode(GL_MODELVIEW);
        glPopMatrix();
        glEnable(GL_DEPTH_TEST);
        glEnable(GL_CULL_FACE);
        glDisable(GL_BLEND);
        glDepthMask(1);
    }
}
