Quote: "specifically i mean the movements the nice jumping and straffing and collision and tilting and stuff"
For this you'll need a physics system. I recommend either reading tutorials (and applying what you learn in science class), or using an external package like Nuclear Glory or Newton.
Quote: "oh yea - the bending when you fall from high up"
Have a routine that rotates the camera down and back up over a small period of time, probably using a sine curve.
Quote: "and the hurt fog"
Don't quite know what you mean by this.
Quote: "and the quick shooting and stuff (like just when you shoot, the enemy gets hit - that kinda thingy)"
Typically for regular weapons like pistols and machine guns you use raycasting which shoots out an invisible line in the direction the camera is facing and if the line hits anything it reports back to you what it hit and then you can decide what to do about it.
For rockets you'll want to create an actual rocket object and move that forward until either gravity brings it down to the ground or you time it out. Then you'll need to calculate both collision and radius damage.
All of this will take time to learn. Try tackling one bit at a time. Like start with a camera moving around a level, maybe jumping too, and then slowly add on to it until you have a game. It's not a perfect production cycle but it's a fantastic learning experience.
Crazy Donut Productions, Current Project: Project Starbuks
Sony stole our name!
