diff --git a/src/io/github/packserver/RegPlug/WebServer.java b/src/io/github/packserver/RegPlug/WebServer.java
index 2a739bd2f7c3be48561b2b44fbb9b134ef9693cb..c5108ed64b20f540557c61cb56d07dd1ccf4a2f5 100644
--- a/src/io/github/packserver/RegPlug/WebServer.java
+++ b/src/io/github/packserver/RegPlug/WebServer.java
@@ -21,7 +21,7 @@ import org.eclipse.jetty.server.handler.ResourceHandler;
 public class WebServer {
 
     public static void runServer() {
-        Server server = new Server(80);
+        Server server = new Server(8080);
 
         ResourceHandler resource_handler = new ResourceHandler();
         resource_handler.setDirectoriesListed(true);
diff --git a/target/RegPlug.jar b/target/RegPlug.jar
new file mode 100644
index 0000000000000000000000000000000000000000..25b9428f1087432694587f1effcfc9bb12fc27f4
Binary files /dev/null and b/target/RegPlug.jar differ
diff --git a/target/classes/.netbeans_automatic_build b/target/classes/.netbeans_automatic_build
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/target/classes/httdocs/howler.js b/target/classes/httdocs/howler.js
new file mode 100644
index 0000000000000000000000000000000000000000..24fc3f1d482215d498c60e94fddc50ae9df54ab5
--- /dev/null
+++ b/target/classes/httdocs/howler.js
@@ -0,0 +1,1352 @@
+/*!
+ *  howler.js v1.1.29
+ *  howlerjs.com
+ *
+ *  (c) 2013-2016, James Simpson of GoldFire Studios
+ *  goldfirestudios.com
+ *
+ *  MIT License
+ */
+
+(function() {
+  // setup
+  var cache = {};
+
+  // setup the audio context
+  var ctx = null,
+    usingWebAudio = true,
+    noAudio = false;
+  try {
+    if (typeof AudioContext !== 'undefined') {
+      ctx = new AudioContext();
+    } else if (typeof webkitAudioContext !== 'undefined') {
+      ctx = new webkitAudioContext();
+    } else {
+      usingWebAudio = false;
+    }
+  } catch(e) {
+    usingWebAudio = false;
+  }
+
+  if (!usingWebAudio) {
+    if (typeof Audio !== 'undefined') {
+      try {
+        new Audio();
+      } catch(e) {
+        noAudio = true;
+      }
+    } else {
+      noAudio = true;
+    }
+  }
+
+  // create a master gain node
+  if (usingWebAudio) {
+    var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
+    masterGain.gain.value = 1;
+    masterGain.connect(ctx.destination);
+  }
+
+  // create global controller
+  var HowlerGlobal = function(codecs) {
+    this._volume = 1;
+    this._muted = false;
+    this.usingWebAudio = usingWebAudio;
+    this.ctx = ctx;
+    this.noAudio = noAudio;
+    this._howls = [];
+    this._codecs = codecs;
+    this.iOSAutoEnable = true;
+  };
+  HowlerGlobal.prototype = {
+    /**
+     * Get/set the global volume for all sounds.
+     * @param  {Float} vol Volume from 0.0 to 1.0.
+     * @return {Howler/Float}     Returns self or current volume.
+     */
+    volume: function(vol) {
+      var self = this;
+
+      // make sure volume is a number
+      vol = parseFloat(vol);
+
+      if (vol >= 0 && vol <= 1) {
+        self._volume = vol;
+
+        if (usingWebAudio) {
+          masterGain.gain.value = vol;
+        }
+
+        // loop through cache and change volume of all nodes that are using HTML5 Audio
+        for (var key in self._howls) {
+          if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
+            // loop through the audio nodes
+            for (var i=0; i<self._howls[key]._audioNode.length; i++) {
+              self._howls[key]._audioNode[i].volume = self._howls[key]._volume * self._volume;
+            }
+          }
+        }
+
+        return self;
+      }
+
+      // return the current global volume
+      return (usingWebAudio) ? masterGain.gain.value : self._volume;
+    },
+
+    /**
+     * Mute all sounds.
+     * @return {Howler}
+     */
+    mute: function() {
+      this._setMuted(true);
+
+      return this;
+    },
+
+    /**
+     * Unmute all sounds.
+     * @return {Howler}
+     */
+    unmute: function() {
+      this._setMuted(false);
+
+      return this;
+    },
+
+    /**
+     * Handle muting and unmuting globally.
+     * @param  {Boolean} muted Is muted or not.
+     */
+    _setMuted: function(muted) {
+      var self = this;
+
+      self._muted = muted;
+
+      if (usingWebAudio) {
+        masterGain.gain.value = muted ? 0 : self._volume;
+      }
+
+      for (var key in self._howls) {
+        if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
+          // loop through the audio nodes
+          for (var i=0; i<self._howls[key]._audioNode.length; i++) {
+            self._howls[key]._audioNode[i].muted = muted;
+          }
+        }
+      }
+    },
+
+    /**
+     * Check for codec support.
+     * @param  {String} ext Audio file extension.
+     * @return {Boolean}
+     */
+    codecs: function(ext) {
+      return this._codecs[ext];
+    },
+
+    /**
+     * iOS will only allow audio to be played after a user interaction.
+     * Attempt to automatically unlock audio on the first user interaction.
+     * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
+     * @return {Howler}
+     */
+    _enableiOSAudio: function() {
+      var self = this;
+
+      // only run this on iOS if audio isn't already eanbled
+      if (ctx && (self._iOSEnabled || !/iPhone|iPad|iPod/i.test(navigator.userAgent))) {
+        return;
+      }
+
+      self._iOSEnabled = false;
+
+      // call this method on touch start to create and play a buffer,
+      // then check if the audio actually played to determine if
+      // audio has now been unlocked on iOS
+      var unlock = function() {
+        // create an empty buffer
+        var buffer = ctx.createBuffer(1, 1, 22050);
+        var source = ctx.createBufferSource();
+        source.buffer = buffer;
+        source.connect(ctx.destination);
+
+        // play the empty buffer
+        if (typeof source.start === 'undefined') {
+          source.noteOn(0);
+        } else {
+          source.start(0);
+        }
+
+        // setup a timeout to check that we are unlocked on the next event loop
+        setTimeout(function() {
+          if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
+            // update the unlocked state and prevent this check from happening again
+            self._iOSEnabled = true;
+            self.iOSAutoEnable = false;
+
+            // remove the touch start listener
+            window.removeEventListener('touchend', unlock, false);
+          }
+        }, 0);
+      };
+
+      // setup a touch start listener to attempt an unlock in
+      window.addEventListener('touchend', unlock, false);
+
+      return self;
+    }
+  };
+
+  // check for browser codec support
+  var audioTest = null;
+  var codecs = {};
+  if (!noAudio) {
+    audioTest = new Audio();
+    codecs = {
+      mp3: !!audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''),
+      opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
+      ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
+      wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
+      aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
+      m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
+      mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
+      weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')
+    };
+  }
+
+  // allow access to the global audio controls
+  var Howler = new HowlerGlobal(codecs);
+
+  // setup the audio object
+  var Howl = function(o) {
+    var self = this;
+
+    // setup the defaults
+    self._autoplay = o.autoplay || false;
+    self._buffer = o.buffer || false;
+    self._duration = o.duration || 0;
+    self._format = o.format || null;
+    self._loop = o.loop || false;
+    self._loaded = false;
+    self._sprite = o.sprite || {};
+    self._src = o.src || '';
+    self._pos3d = o.pos3d || [0, 0, -0.5];
+    self._volume = o.volume !== undefined ? o.volume : 1;
+    self._urls = o.urls || [];
+    self._rate = o.rate || 1;
+
+    // allow forcing of a specific panningModel ('equalpower' or 'HRTF'),
+    // if none is specified, defaults to 'equalpower' and switches to 'HRTF'
+    // if 3d sound is used
+    self._model = o.model || null;
+
+    // setup event functions
+    self._onload = [o.onload || function() {}];
+    self._onloaderror = [o.onloaderror || function() {}];
+    self._onend = [o.onend || function() {}];
+    self._onpause = [o.onpause || function() {}];
+    self._onplay = [o.onplay || function() {}];
+
+    self._onendTimer = [];
+
+    // Web Audio or HTML5 Audio?
+    self._webAudio = usingWebAudio && !self._buffer;
+
+    // check if we need to fall back to HTML5 Audio
+    self._audioNode = [];
+    if (self._webAudio) {
+      self._setupAudioNode();
+    }
+
+    // automatically try to enable audio on iOS
+    if (typeof ctx !== 'undefined' && ctx && Howler.iOSAutoEnable) {
+      Howler._enableiOSAudio();
+    }
+
+    // add this to an array of Howl's to allow global control
+    Howler._howls.push(self);
+
+    // load the track
+    self.load();
+  };
+
+  // setup all of the methods
+  Howl.prototype = {
+    /**
+     * Load an audio file.
+     * @return {Howl}
+     */
+    load: function() {
+      var self = this,
+        url = null;
+
+      // if no audio is available, quit immediately
+      if (noAudio) {
+        self.on('loaderror', new Error('No audio support.'));
+        return;
+      }
+
+      // loop through source URLs and pick the first one that is compatible
+      for (var i=0; i<self._urls.length; i++) {
+        var ext, urlItem;
+
+        if (self._format) {
+          // use specified audio format if available
+          ext = self._format;
+        } else {
+          // figure out the filetype (whether an extension or base64 data)
+          urlItem = self._urls[i];
+          ext = /^data:audio\/([^;,]+);/i.exec(urlItem);
+          if (!ext) {
+            ext = /\.([^.]+)$/.exec(urlItem.split('?', 1)[0]);
+          }
+
+          if (ext) {
+            ext = ext[1].toLowerCase();
+          } else {
+            self.on('loaderror', new Error('Could not extract format from passed URLs, please add format parameter.'));
+            return;
+          }
+        }
+
+        if (codecs[ext]) {
+          url = self._urls[i];
+          break;
+        }
+      }
+
+      if (!url) {
+        self.on('loaderror', new Error('No codec support for selected audio sources.'));
+        return;
+      }
+
+      self._src = url;
+
+      if (self._webAudio) {
+        loadBuffer(self, url);
+      } else {
+        var newNode = new Audio();
+
+        // listen for errors with HTML5 audio (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror)
+        newNode.addEventListener('error', function () {
+          if (newNode.error && newNode.error.code === 4) {
+            HowlerGlobal.noAudio = true;
+          }
+
+          self.on('loaderror', {type: newNode.error ? newNode.error.code : 0});
+        }, false);
+
+        self._audioNode.push(newNode);
+
+        // setup the new audio node
+        newNode.src = url;
+        newNode._pos = 0;
+        newNode.preload = 'auto';
+        newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume();
+
+        // setup the event listener to start playing the sound
+        // as soon as it has buffered enough
+        var listener = function() {
+          // round up the duration when using HTML5 Audio to account for the lower precision
+          self._duration = Math.ceil(newNode.duration * 10) / 10;
+
+          // setup a sprite if none is defined
+          if (Object.getOwnPropertyNames(self._sprite).length === 0) {
+            self._sprite = {_default: [0, self._duration * 1000]};
+          }
+
+          if (!self._loaded) {
+            self._loaded = true;
+            self.on('load');
+          }
+
+          if (self._autoplay) {
+            self.play();
+          }
+
+          // clear the event listener
+          newNode.removeEventListener('canplaythrough', listener, false);
+        };
+        newNode.addEventListener('canplaythrough', listener, false);
+        newNode.load();
+      }
+
+      return self;
+    },
+
+    /**
+     * Get/set the URLs to be pulled from to play in this source.
+     * @param  {Array} urls  Arry of URLs to load from
+     * @return {Howl}        Returns self or the current URLs
+     */
+    urls: function(urls) {
+      var self = this;
+
+      if (urls) {
+        self.stop();
+        self._urls = (typeof urls === 'string') ? [urls] : urls;
+        self._loaded = false;
+        self.load();
+
+        return self;
+      } else {
+        return self._urls;
+      }
+    },
+
+    /**
+     * Play a sound from the current time (0 by default).
+     * @param  {String}   sprite   (optional) Plays from the specified position in the sound sprite definition.
+     * @param  {Function} callback (optional) Returns the unique playback id for this sound instance.
+     * @return {Howl}
+     */
+    play: function(sprite, callback) {
+      var self = this;
+
+      // if no sprite was passed but a callback was, update the variables
+      if (typeof sprite === 'function') {
+        callback = sprite;
+      }
+
+      // use the default sprite if none is passed
+      if (!sprite || typeof sprite === 'function') {
+        sprite = '_default';
+      }
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('load', function() {
+          self.play(sprite, callback);
+        });
+
+        return self;
+      }
+
+      // if the sprite doesn't exist, play nothing
+      if (!self._sprite[sprite]) {
+        if (typeof callback === 'function') callback();
+        return self;
+      }
+
+      // get the node to playback
+      self._inactiveNode(function(node) {
+        // persist the sprite being played
+        node._sprite = sprite;
+
+        // determine where to start playing from
+        var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000;
+
+        // determine how long to play for
+        var duration = 0;
+        if (self._webAudio) {
+          duration = self._sprite[sprite][1] / 1000 - node._pos;
+          if (node._pos > 0) {
+            pos = self._sprite[sprite][0] / 1000 + pos;
+          }
+        } else {
+          duration = self._sprite[sprite][1] / 1000 - (pos - self._sprite[sprite][0] / 1000);
+        }
+
+        // determine if this sound should be looped
+        var loop = !!(self._loop || self._sprite[sprite][2]);
+
+        // set timer to fire the 'onend' event
+        var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '',
+          timerId;
+        (function() {
+          var data = {
+            id: soundId,
+            sprite: sprite,
+            loop: loop
+          };
+          timerId = setTimeout(function() {
+            // if looping, restart the track
+            if (!self._webAudio && loop) {
+              self.stop(data.id).play(sprite, data.id);
+            }
+
+            // set web audio node to paused at end
+            if (self._webAudio && !loop) {
+              self._nodeById(data.id).paused = true;
+              self._nodeById(data.id)._pos = 0;
+
+              // clear the end timer
+              self._clearEndTimer(data.id);
+            }
+
+            // end the track if it is HTML audio and a sprite
+            if (!self._webAudio && !loop) {
+              self.stop(data.id);
+            }
+
+            // fire ended event
+            self.on('end', soundId);
+          }, (duration / self._rate) * 1000);
+
+          // store the reference to the timer
+          self._onendTimer.push({timer: timerId, id: data.id});
+        })();
+
+        if (self._webAudio) {
+          var loopStart = self._sprite[sprite][0] / 1000,
+            loopEnd = self._sprite[sprite][1] / 1000;
+
+          // set the play id to this node and load into context
+          node.id = soundId;
+          node.paused = false;
+          refreshBuffer(self, [loop, loopStart, loopEnd], soundId);
+          self._playStart = ctx.currentTime;
+          node.gain.value = self._volume;
+
+          if (typeof node.bufferSource.start === 'undefined') {
+            loop ? node.bufferSource.noteGrainOn(0, pos, 86400) : node.bufferSource.noteGrainOn(0, pos, duration);
+          } else {
+            loop ? node.bufferSource.start(0, pos, 86400) : node.bufferSource.start(0, pos, duration);
+          }
+        } else {
+          if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) {
+            node.readyState = 4;
+            node.id = soundId;
+            node.currentTime = pos;
+            node.muted = Howler._muted || node.muted;
+            node.volume = self._volume * Howler.volume();
+            setTimeout(function() { node.play(); }, 0);
+          } else {
+            self._clearEndTimer(soundId);
+
+            (function(){
+              var sound = self,
+                playSprite = sprite,
+                fn = callback,
+                newNode = node;
+              var listener = function() {
+                sound.play(playSprite, fn);
+
+                // clear the event listener
+                newNode.removeEventListener('canplaythrough', listener, false);
+              };
+              newNode.addEventListener('canplaythrough', listener, false);
+            })();
+
+            return self;
+          }
+        }
+
+        // fire the play event and send the soundId back in the callback
+        self.on('play');
+        if (typeof callback === 'function') callback(soundId);
+
+        return self;
+      });
+
+      return self;
+    },
+
+    /**
+     * Pause playback and save the current position.
+     * @param {String} id (optional) The play instance ID.
+     * @return {Howl}
+     */
+    pause: function(id) {
+      var self = this;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('play', function() {
+          self.pause(id);
+        });
+
+        return self;
+      }
+
+      // clear 'onend' timer
+      self._clearEndTimer(id);
+
+      var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+      if (activeNode) {
+        activeNode._pos = self.pos(null, id);
+
+        if (self._webAudio) {
+          // make sure the sound has been created
+          if (!activeNode.bufferSource || activeNode.paused) {
+            return self;
+          }
+
+          activeNode.paused = true;
+          if (typeof activeNode.bufferSource.stop === 'undefined') {
+            activeNode.bufferSource.noteOff(0);
+          } else {
+            activeNode.bufferSource.stop(0);
+          }
+        } else {
+          activeNode.pause();
+        }
+      }
+
+      self.on('pause');
+
+      return self;
+    },
+
+    /**
+     * Stop playback and reset to start.
+     * @param  {String} id  (optional) The play instance ID.
+     * @return {Howl}
+     */
+    stop: function(id) {
+      var self = this;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('play', function() {
+          self.stop(id);
+        });
+
+        return self;
+      }
+
+      // clear 'onend' timer
+      self._clearEndTimer(id);
+
+      var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+      if (activeNode) {
+        activeNode._pos = 0;
+
+        if (self._webAudio) {
+          // make sure the sound has been created
+          if (!activeNode.bufferSource || activeNode.paused) {
+            return self;
+          }
+
+          activeNode.paused = true;
+
+          if (typeof activeNode.bufferSource.stop === 'undefined') {
+            activeNode.bufferSource.noteOff(0);
+          } else {
+            activeNode.bufferSource.stop(0);
+          }
+        } else if (!isNaN(activeNode.duration)) {
+          activeNode.pause();
+          activeNode.currentTime = 0;
+        }
+      }
+
+      return self;
+    },
+
+    /**
+     * Mute this sound.
+     * @param  {String} id (optional) The play instance ID.
+     * @return {Howl}
+     */
+    mute: function(id) {
+      var self = this;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('play', function() {
+          self.mute(id);
+        });
+
+        return self;
+      }
+
+      var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+      if (activeNode) {
+        if (self._webAudio) {
+          activeNode.gain.value = 0;
+        } else {
+          activeNode.muted = true;
+        }
+      }
+
+      return self;
+    },
+
+    /**
+     * Unmute this sound.
+     * @param  {String} id (optional) The play instance ID.
+     * @return {Howl}
+     */
+    unmute: function(id) {
+      var self = this;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('play', function() {
+          self.unmute(id);
+        });
+
+        return self;
+      }
+
+      var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+      if (activeNode) {
+        if (self._webAudio) {
+          activeNode.gain.value = self._volume;
+        } else {
+          activeNode.muted = false;
+        }
+      }
+
+      return self;
+    },
+
+    /**
+     * Get/set volume of this sound.
+     * @param  {Float}  vol Volume from 0.0 to 1.0.
+     * @param  {String} id  (optional) The play instance ID.
+     * @return {Howl/Float}     Returns self or current volume.
+     */
+    volume: function(vol, id) {
+      var self = this;
+
+      // make sure volume is a number
+      vol = parseFloat(vol);
+
+      if (vol >= 0 && vol <= 1) {
+        self._volume = vol;
+
+        // if the sound hasn't been loaded, add it to the event queue
+        if (!self._loaded) {
+          self.on('play', function() {
+            self.volume(vol, id);
+          });
+
+          return self;
+        }
+
+        var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+        if (activeNode) {
+          if (self._webAudio) {
+            activeNode.gain.value = vol;
+          } else {
+            activeNode.volume = vol * Howler.volume();
+          }
+        }
+
+        return self;
+      } else {
+        return self._volume;
+      }
+    },
+
+    /**
+     * Get/set whether to loop the sound.
+     * @param  {Boolean} loop To loop or not to loop, that is the question.
+     * @return {Howl/Boolean}      Returns self or current looping value.
+     */
+    loop: function(loop) {
+      var self = this;
+
+      if (typeof loop === 'boolean') {
+        self._loop = loop;
+
+        return self;
+      } else {
+        return self._loop;
+      }
+    },
+
+    /**
+     * Get/set sound sprite definition.
+     * @param  {Object} sprite Example: {spriteName: [offset, duration, loop]}
+     *                @param {Integer} offset   Where to begin playback in milliseconds
+     *                @param {Integer} duration How long to play in milliseconds
+     *                @param {Boolean} loop     (optional) Set true to loop this sprite
+     * @return {Howl}        Returns current sprite sheet or self.
+     */
+    sprite: function(sprite) {
+      var self = this;
+
+      if (typeof sprite === 'object') {
+        self._sprite = sprite;
+
+        return self;
+      } else {
+        return self._sprite;
+      }
+    },
+
+    /**
+     * Get/set the position of playback.
+     * @param  {Float}  pos The position to move current playback to.
+     * @param  {String} id  (optional) The play instance ID.
+     * @return {Howl/Float}      Returns self or current playback position.
+     */
+    pos: function(pos, id) {
+      var self = this;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('load', function() {
+          self.pos(pos);
+        });
+
+        return typeof pos === 'number' ? self : self._pos || 0;
+      }
+
+      // make sure we are dealing with a number for pos
+      pos = parseFloat(pos);
+
+      var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+      if (activeNode) {
+        if (pos >= 0) {
+          self.pause(id);
+          activeNode._pos = pos;
+          self.play(activeNode._sprite, id);
+
+          return self;
+        } else {
+          return self._webAudio ? activeNode._pos + (ctx.currentTime - self._playStart) : activeNode.currentTime;
+        }
+      } else if (pos >= 0) {
+        return self;
+      } else {
+        // find the first inactive node to return the pos for
+        for (var i=0; i<self._audioNode.length; i++) {
+          if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
+            return (self._webAudio) ? self._audioNode[i]._pos : self._audioNode[i].currentTime;
+          }
+        }
+      }
+    },
+
+    /**
+     * Get/set the 3D position of the audio source.
+     * The most common usage is to set the 'x' position
+     * to affect the left/right ear panning. Setting any value higher than
+     * 1.0 will begin to decrease the volume of the sound as it moves further away.
+     * NOTE: This only works with Web Audio API, HTML5 Audio playback
+     * will not be affected.
+     * @param  {Float}  x  The x-position of the playback from -1000.0 to 1000.0
+     * @param  {Float}  y  The y-position of the playback from -1000.0 to 1000.0
+     * @param  {Float}  z  The z-position of the playback from -1000.0 to 1000.0
+     * @param  {String} id (optional) The play instance ID.
+     * @return {Howl/Array}   Returns self or the current 3D position: [x, y, z]
+     */
+    pos3d: function(x, y, z, id) {
+      var self = this;
+
+      // set a default for the optional 'y' & 'z'
+      y = (typeof y === 'undefined' || !y) ? 0 : y;
+      z = (typeof z === 'undefined' || !z) ? -0.5 : z;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('play', function() {
+          self.pos3d(x, y, z, id);
+        });
+
+        return self;
+      }
+
+      if (x >= 0 || x < 0) {
+        if (self._webAudio) {
+          var activeNode = (id) ? self._nodeById(id) : self._activeNode();
+          if (activeNode) {
+            self._pos3d = [x, y, z];
+            activeNode.panner.setPosition(x, y, z);
+            activeNode.panner.panningModel = self._model || 'HRTF';
+          }
+        }
+      } else {
+        return self._pos3d;
+      }
+
+      return self;
+    },
+
+    /**
+     * Fade a currently playing sound between two volumes.
+     * @param  {Number}   from     The volume to fade from (0.0 to 1.0).
+     * @param  {Number}   to       The volume to fade to (0.0 to 1.0).
+     * @param  {Number}   len      Time in milliseconds to fade.
+     * @param  {Function} callback (optional) Fired when the fade is complete.
+     * @param  {String}   id       (optional) The play instance ID.
+     * @return {Howl}
+     */
+    fade: function(from, to, len, callback, id) {
+      var self = this,
+        diff = Math.abs(from - to),
+        dir = from > to ? 'down' : 'up',
+        steps = diff / 0.01,
+        stepTime = len / steps;
+
+      // if the sound hasn't been loaded, add it to the event queue
+      if (!self._loaded) {
+        self.on('load', function() {
+          self.fade(from, to, len, callback, id);
+        });
+
+        return self;
+      }
+
+      // set the volume to the start position
+      self.volume(from, id);
+
+      for (var i=1; i<=steps; i++) {
+        (function() {
+          var change = self._volume + (dir === 'up' ? 0.01 : -0.01) * i,
+            vol = Math.round(1000 * change) / 1000,
+            toVol = to;
+
+          setTimeout(function() {
+            self.volume(vol, id);
+
+            if (vol === toVol) {
+              if (callback) callback();
+            }
+          }, stepTime * i);
+        })();
+      }
+    },
+
+    /**
+     * [DEPRECATED] Fade in the current sound.
+     * @param  {Float}    to      Volume to fade to (0.0 to 1.0).
+     * @param  {Number}   len     Time in milliseconds to fade.
+     * @param  {Function} callback
+     * @return {Howl}
+     */
+    fadeIn: function(to, len, callback) {
+      return this.volume(0).play().fade(0, to, len, callback);
+    },
+
+    /**
+     * [DEPRECATED] Fade out the current sound and pause when finished.
+     * @param  {Float}    to       Volume to fade to (0.0 to 1.0).
+     * @param  {Number}   len      Time in milliseconds to fade.
+     * @param  {Function} callback
+     * @param  {String}   id       (optional) The play instance ID.
+     * @return {Howl}
+     */
+    fadeOut: function(to, len, callback, id) {
+      var self = this;
+
+      return self.fade(self._volume, to, len, function() {
+        if (callback) callback();
+        self.pause(id);
+
+        // fire ended event
+        self.on('end');
+      }, id);
+    },
+
+    /**
+     * Get an audio node by ID.
+     * @return {Howl} Audio node.
+     */
+    _nodeById: function(id) {
+      var self = this,
+        node = self._audioNode[0];
+
+      // find the node with this ID
+      for (var i=0; i<self._audioNode.length; i++) {
+        if (self._audioNode[i].id === id) {
+          node = self._audioNode[i];
+          break;
+        }
+      }
+
+      return node;
+    },
+
+    /**
+     * Get the first active audio node.
+     * @return {Howl} Audio node.
+     */
+    _activeNode: function() {
+      var self = this,
+        node = null;
+
+      // find the first playing node
+      for (var i=0; i<self._audioNode.length; i++) {
+        if (!self._audioNode[i].paused) {
+          node = self._audioNode[i];
+          break;
+        }
+      }
+
+      // remove excess inactive nodes
+      self._drainPool();
+
+      return node;
+    },
+
+    /**
+     * Get the first inactive audio node.
+     * If there is none, create a new one and add it to the pool.
+     * @param  {Function} callback Function to call when the audio node is ready.
+     */
+    _inactiveNode: function(callback) {
+      var self = this,
+        node = null;
+
+      // find first inactive node to recycle
+      for (var i=0; i<self._audioNode.length; i++) {
+        if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
+          // send the node back for use by the new play instance
+          callback(self._audioNode[i]);
+          node = true;
+          break;
+        }
+      }
+
+      // remove excess inactive nodes
+      self._drainPool();
+
+      if (node) {
+        return;
+      }
+
+      // create new node if there are no inactives
+      var newNode;
+      if (self._webAudio) {
+        newNode = self._setupAudioNode();
+        callback(newNode);
+      } else {
+        self.load();
+        newNode = self._audioNode[self._audioNode.length - 1];
+
+        // listen for the correct load event and fire the callback
+        var listenerEvent = navigator.isCocoonJS ? 'canplaythrough' : 'loadedmetadata';
+        var listener = function() {
+          newNode.removeEventListener(listenerEvent, listener, false);
+          callback(newNode);
+        };
+        newNode.addEventListener(listenerEvent, listener, false);
+      }
+    },
+
+    /**
+     * If there are more than 5 inactive audio nodes in the pool, clear out the rest.
+     */
+    _drainPool: function() {
+      var self = this,
+        inactive = 0,
+        i;
+
+      // count the number of inactive nodes
+      for (i=0; i<self._audioNode.length; i++) {
+        if (self._audioNode[i].paused) {
+          inactive++;
+        }
+      }
+
+      // remove excess inactive nodes
+      for (i=self._audioNode.length-1; i>=0; i--) {
+        if (inactive <= 5) {
+          break;
+        }
+
+        if (self._audioNode[i].paused) {
+          // disconnect the audio source if using Web Audio
+          if (self._webAudio) {
+            self._audioNode[i].disconnect(0);
+          }
+
+          inactive--;
+          self._audioNode.splice(i, 1);
+        }
+      }
+    },
+
+    /**
+     * Clear 'onend' timeout before it ends.
+     * @param  {String} soundId  The play instance ID.
+     */
+    _clearEndTimer: function(soundId) {
+      var self = this,
+        index = -1;
+
+      // loop through the timers to find the one associated with this sound
+      for (var i=0; i<self._onendTimer.length; i++) {
+        if (self._onendTimer[i].id === soundId) {
+          index = i;
+          break;
+        }
+      }
+
+      var timer = self._onendTimer[index];
+      if (timer) {
+        clearTimeout(timer.timer);
+        self._onendTimer.splice(index, 1);
+      }
+    },
+
+    /**
+     * Setup the gain node and panner for a Web Audio instance.
+     * @return {Object} The new audio node.
+     */
+    _setupAudioNode: function() {
+      var self = this,
+        node = self._audioNode,
+        index = self._audioNode.length;
+
+      // create gain node
+      node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
+      node[index].gain.value = self._volume;
+      node[index].paused = true;
+      node[index]._pos = 0;
+      node[index].readyState = 4;
+      node[index].connect(masterGain);
+
+      // create the panner
+      node[index].panner = ctx.createPanner();
+      node[index].panner.panningModel = self._model || 'equalpower';
+      node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]);
+      node[index].panner.connect(node[index]);
+
+      return node[index];
+    },
+
+    /**
+     * Call/set custom events.
+     * @param  {String}   event Event type.
+     * @param  {Function} fn    Function to call.
+     * @return {Howl}
+     */
+    on: function(event, fn) {
+      var self = this,
+        events = self['_on' + event];
+
+      if (typeof fn === 'function') {
+        events.push(fn);
+      } else {
+        for (var i=0; i<events.length; i++) {
+          if (fn) {
+            events[i].call(self, fn);
+          } else {
+            events[i].call(self);
+          }
+        }
+      }
+
+      return self;
+    },
+
+    /**
+     * Remove a custom event.
+     * @param  {String}   event Event type.
+     * @param  {Function} fn    Listener to remove.
+     * @return {Howl}
+     */
+    off: function(event, fn) {
+      var self = this,
+        events = self['_on' + event];
+
+      if (fn) {
+        // loop through functions in the event for comparison
+        for (var i=0; i<events.length; i++) {
+          if (fn === events[i]) {
+            events.splice(i, 1);
+            break;
+          }
+        }
+      } else {
+        self['_on' + event] = [];
+      }
+
+      return self;
+    },
+
+    /**
+     * Unload and destroy the current Howl object.
+     * This will immediately stop all play instances attached to this sound.
+     */
+    unload: function() {
+      var self = this;
+
+      // stop playing any active nodes
+      var nodes = self._audioNode;
+      for (var i=0; i<self._audioNode.length; i++) {
+        // stop the sound if it is currently playing
+        if (!nodes[i].paused) {
+          self.stop(nodes[i].id);
+          self.on('end', nodes[i].id);
+        }
+
+        if (!self._webAudio) {
+          // remove the source if using HTML5 Audio
+          nodes[i].src = '';
+        } else {
+          // disconnect the output from the master gain
+          nodes[i].disconnect(0);
+        }
+      }
+
+      // make sure all timeouts are cleared
+      for (i=0; i<self._onendTimer.length; i++) {
+        clearTimeout(self._onendTimer[i].timer);
+      }
+
+      // remove the reference in the global Howler object
+      var index = Howler._howls.indexOf(self);
+      if (index !== null && index >= 0) {
+        Howler._howls.splice(index, 1);
+      }
+
+      // delete this sound from the cache
+      delete cache[self._src];
+      self = null;
+    }
+
+  };
+
+  // only define these functions when using WebAudio
+  if (usingWebAudio) {
+
+    /**
+     * Buffer a sound from URL (or from cache) and decode to audio source (Web Audio API).
+     * @param  {Object} obj The Howl object for the sound to load.
+     * @param  {String} url The path to the sound file.
+     */
+    var loadBuffer = function(obj, url) {
+      // check if the buffer has already been cached
+      if (url in cache) {
+        // set the duration from the cache
+        obj._duration = cache[url].duration;
+
+        // load the sound into this object
+        loadSound(obj);
+        return;
+      }
+      
+      if (/^data:[^;]+;base64,/.test(url)) {
+        // Decode base64 data-URIs because some browsers cannot load data-URIs with XMLHttpRequest.
+        var data = atob(url.split(',')[1]);
+        var dataView = new Uint8Array(data.length);
+        for (var i=0; i<data.length; ++i) {
+          dataView[i] = data.charCodeAt(i);
+        }
+        
+        decodeAudioData(dataView.buffer, obj, url);
+      } else {
+        // load the buffer from the URL
+        var xhr = new XMLHttpRequest();
+        xhr.open('GET', url, true);
+        xhr.responseType = 'arraybuffer';
+        xhr.onload = function() {
+          decodeAudioData(xhr.response, obj, url);
+        };
+        xhr.onerror = function() {
+          // if there is an error, switch the sound to HTML Audio
+          if (obj._webAudio) {
+            obj._buffer = true;
+            obj._webAudio = false;
+            obj._audioNode = [];
+            delete obj._gainNode;
+            delete cache[url];
+            obj.load();
+          }
+        };
+        try {
+          xhr.send();
+        } catch (e) {
+          xhr.onerror();
+        }
+      }
+    };
+
+    /**
+     * Decode audio data from an array buffer.
+     * @param  {ArrayBuffer} arraybuffer The audio data.
+     * @param  {Object} obj The Howl object for the sound to load.
+     * @param  {String} url The path to the sound file.
+     */
+    var decodeAudioData = function(arraybuffer, obj, url) {
+      // decode the buffer into an audio source
+      ctx.decodeAudioData(
+        arraybuffer,
+        function(buffer) {
+          if (buffer) {
+            cache[url] = buffer;
+            loadSound(obj, buffer);
+          }
+        },
+        function(err) {
+          obj.on('loaderror', err);
+        }
+      );
+    };
+
+    /**
+     * Finishes loading the Web Audio API sound and fires the loaded event
+     * @param  {Object}  obj    The Howl object for the sound to load.
+     * @param  {Objecct} buffer The decoded buffer sound source.
+     */
+    var loadSound = function(obj, buffer) {
+      // set the duration
+      obj._duration = (buffer) ? buffer.duration : obj._duration;
+
+      // setup a sprite if none is defined
+      if (Object.getOwnPropertyNames(obj._sprite).length === 0) {
+        obj._sprite = {_default: [0, obj._duration * 1000]};
+      }
+
+      // fire the loaded event
+      if (!obj._loaded) {
+        obj._loaded = true;
+        obj.on('load');
+      }
+
+      if (obj._autoplay) {
+        obj.play();
+      }
+    };
+
+    /**
+     * Load the sound back into the buffer source.
+     * @param  {Object} obj   The sound to load.
+     * @param  {Array}  loop  Loop boolean, pos, and duration.
+     * @param  {String} id    (optional) The play instance ID.
+     */
+    var refreshBuffer = function(obj, loop, id) {
+      // determine which node to connect to
+      var node = obj._nodeById(id);
+
+      // setup the buffer source for playback
+      node.bufferSource = ctx.createBufferSource();
+      node.bufferSource.buffer = cache[obj._src];
+      node.bufferSource.connect(node.panner);
+      node.bufferSource.loop = loop[0];
+      if (loop[0]) {
+        node.bufferSource.loopStart = loop[1];
+        node.bufferSource.loopEnd = loop[1] + loop[2];
+      }
+      node.bufferSource.playbackRate.value = obj._rate;
+    };
+
+  }
+
+  /**
+   * Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
+   */
+  if (typeof define === 'function' && define.amd) {
+    define(function() {
+      return {
+        Howler: Howler,
+        Howl: Howl
+      };
+    });
+  }
+
+  /**
+   * Add support for CommonJS libraries such as browserify.
+   */
+  if (typeof exports !== 'undefined') {
+    exports.Howler = Howler;
+    exports.Howl = Howl;
+  }
+
+  // define globally in case AMD is not available or available but not used
+
+  if (typeof window !== 'undefined') {
+    window.Howler = Howler;
+    window.Howl = Howl;
+  }
+
+})();
\ No newline at end of file
diff --git a/target/classes/httdocs/index.html b/target/classes/httdocs/index.html
new file mode 100644
index 0000000000000000000000000000000000000000..6608a7f3ed4fd52c8acb47ef88db33c9cc8069e8
--- /dev/null
+++ b/target/classes/httdocs/index.html
@@ -0,0 +1,12 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml">
+    <head>
+        <script language="javascript" type="text/javascript" src="howler.js"></script>
+    </head>
+    <body>
+        <FORM NAME="session">
+            <INPUT TYPE="hidden" NAME="name" SIZE="35">
+        </form>
+        <script language="javascript" type="text/javascript" src="websocket.js"></script>
+    </body>
+</html>
diff --git a/target/classes/httdocs/websocket.js b/target/classes/httdocs/websocket.js
new file mode 100644
index 0000000000000000000000000000000000000000..4a54b706613961de64b32acff18b0c6a61017372
--- /dev/null
+++ b/target/classes/httdocs/websocket.js
@@ -0,0 +1,37 @@
+ 
+var name = window.location
+document.session.name.value = name
+ 
+var text = document.session.name.value
+ 
+var ws = new WebSocket("ws://" + window.location.hostname + ":8887/");
+ 
+ws.onopen = function () {
+ 
+    if (name != null) {
+        document.write("Connected to websocket server! <br>");
+        ws.send("name:" + delineate(text));
+        document.write("Sent data: name:" + delineate(text) + "<br>");
+    }
+ 
+};
+ 
+ws.onmessage = function (evt) {
+    var sound = new Howl({
+        urls: ['sounds/' + evt.data + '.ogg']
+    }).play();
+};
+ 
+ws.onclose = function () {
+    alert("Closed!");
+};
+ 
+ws.onerror = function (err) {
+    alert("Error: " + err);
+};
+ 
+function delineate(str) {
+    theleft = str.indexOf("=") + 1;
+    theright = str.lastIndexOf("&");
+    return (str.substring(theleft, theright));
+}
\ No newline at end of file
diff --git a/target/classes/io/github/packserver/RegPlug/Main.class b/target/classes/io/github/packserver/RegPlug/Main.class
new file mode 100644
index 0000000000000000000000000000000000000000..132062a4bed8d3c821b451200ebc4a4d54252e7c
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/Main.class differ
diff --git a/target/classes/io/github/packserver/RegPlug/RegistrationExecutorThingy.class b/target/classes/io/github/packserver/RegPlug/RegistrationExecutorThingy.class
new file mode 100644
index 0000000000000000000000000000000000000000..02a64db66afb180abe66d717231df177d5c3ea24
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/RegistrationExecutorThingy.class differ
diff --git a/target/classes/io/github/packserver/RegPlug/WebServer.class b/target/classes/io/github/packserver/RegPlug/WebServer.class
new file mode 100644
index 0000000000000000000000000000000000000000..6a50a226af893a489d331080c58302b83e32d287
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/WebServer.class differ
diff --git a/target/classes/io/github/packserver/RegPlug/WebsocketServer.class b/target/classes/io/github/packserver/RegPlug/WebsocketServer.class
new file mode 100644
index 0000000000000000000000000000000000000000..1302979dc63bbd5e9200d1719e0795b93e810280
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/WebsocketServer.class differ
diff --git a/target/classes/io/github/packserver/RegPlug/WebsocketSession.class b/target/classes/io/github/packserver/RegPlug/WebsocketSession.class
new file mode 100644
index 0000000000000000000000000000000000000000..119b3bc5713a52b9fbff0ef6b82b5eaada0e6509
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/WebsocketSession.class differ
diff --git a/target/classes/io/github/packserver/RegPlug/WebsocketSessionManager.class b/target/classes/io/github/packserver/RegPlug/WebsocketSessionManager.class
new file mode 100644
index 0000000000000000000000000000000000000000..c2590f200d926fb3d93a6fcf7dc99d99630ca991
Binary files /dev/null and b/target/classes/io/github/packserver/RegPlug/WebsocketSessionManager.class differ
diff --git a/target/classes/plugin.yml b/target/classes/plugin.yml
new file mode 100644
index 0000000000000000000000000000000000000000..064022589475a59bc09370a35afbe94faa7b1653
--- /dev/null
+++ b/target/classes/plugin.yml
@@ -0,0 +1,6 @@
+main: io.github.packserver.RegPlug.Main
+name: RegPlug
+version: 1.0
+commands:
+  reg:
+    description: "making pepl3 reg since 1992. Or was it 2016?"
\ No newline at end of file
diff --git a/target/maven-archiver/pom.properties b/target/maven-archiver/pom.properties
new file mode 100644
index 0000000000000000000000000000000000000000..c20e0188e3241b81b92534d8c068aad95b0f69ee
--- /dev/null
+++ b/target/maven-archiver/pom.properties
@@ -0,0 +1,5 @@
+#Generated by Maven
+#Sat Feb 27 09:25:22 UTC 2016
+version=0.0.1-SNAPSHOT
+groupId=io.github.packserver.RegPlug
+artifactId=RegPlug
diff --git a/target/maven-status/maven-compiler-plugin/compile/default-compile/createdFiles.lst b/target/maven-status/maven-compiler-plugin/compile/default-compile/createdFiles.lst
new file mode 100644
index 0000000000000000000000000000000000000000..fc5e3c06c6ea1dce31ef19b646cc6734fc3268f2
--- /dev/null
+++ b/target/maven-status/maven-compiler-plugin/compile/default-compile/createdFiles.lst
@@ -0,0 +1,5 @@
+io/github/packserver/RegPlug/WebsocketServer.class
+io/github/packserver/RegPlug/Main.class
+io/github/packserver/RegPlug/WebServer.class
+io/github/packserver/RegPlug/WebsocketSession.class
+io/github/packserver/RegPlug/WebsocketSessionManager.class
diff --git a/target/maven-status/maven-compiler-plugin/compile/default-compile/inputFiles.lst b/target/maven-status/maven-compiler-plugin/compile/default-compile/inputFiles.lst
new file mode 100644
index 0000000000000000000000000000000000000000..60b65e8e2fba61531d9db6f732dced5350e1fd6b
--- /dev/null
+++ b/target/maven-status/maven-compiler-plugin/compile/default-compile/inputFiles.lst
@@ -0,0 +1,6 @@
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/Main.java
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/WebsocketSession.java
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/RegistrationExecutorThingy.java
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/WebsocketServer.java
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/WebServer.java
+/Users/spotlight/Dropbox (JOS Computing)/JOS Computing Team Folder/Plugins/RegPlug/src/io/github/packserver/RegPlug/WebsocketSessionManager.java
diff --git a/target/maven-status/maven-compiler-plugin/testCompile/default-testCompile/inputFiles.lst b/target/maven-status/maven-compiler-plugin/testCompile/default-testCompile/inputFiles.lst
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391
diff --git a/target/original-RegPlug.jar b/target/original-RegPlug.jar
new file mode 100644
index 0000000000000000000000000000000000000000..dd9bb8d2ab5bc9e64ce03a0562c9f56bd9cc2f9e
Binary files /dev/null and b/target/original-RegPlug.jar differ
diff --git a/target/test-classes/.netbeans_automatic_build b/target/test-classes/.netbeans_automatic_build
new file mode 100644
index 0000000000000000000000000000000000000000..e69de29bb2d1d6434b8b29ae775ad8c2e48c5391