You need to take a different approach and use a combination of normal techniques and tokamak when it suits. Use the normal Blitz system for player movement, bullets etc..., then bring in Tokamak only when a physics based reaction or movement is required, such as a bullet knocking over a barrel. Once the movement is complete the physics is no longed required.
This is how games that use Havok or similar systems, such as Max Payne 2, Half Life 2 etc.. combine their physics with normal gameplay. There's no way the Max character is simulated with the physics engine, just the objects he hits / moves, and only when required.
This is how games that use Havok or similar systems, such as Max Payne 2, Half Life 2 etc.. combine their physics with normal gameplay. There's no way the Max character is simulated with the physics engine, just the objects he hits / moves, and only when required.