forked from pyrex/chameleonic
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5 Commits
d0eba82c7b
...
db157b7952
Author | SHA1 | Date | |
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db157b7952 | |||
823b3edc30 | |||
047f180632 | |||
8a88131d1e | |||
99744a31d6 |
180
chameleonic.p8
180
chameleonic.p8
@ -101,19 +101,13 @@ function _apply(x,ts,a)
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end
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end
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function sgn0(x)
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function sgn0(x)
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if (x==0) return x
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if (x==0) return x
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return sgn(x)
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return sgn(x)
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end
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end
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function _mnmx(x,y)
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function _mnmx(x,y)
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return min(x,y),max(x,y)
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if (x>y)return y,x
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end
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return x,y
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-->8
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bg={}
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add(modules,bg)
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function bg:draw0()
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cls(0)
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end
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end
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-->8
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-->8
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level={}
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level={}
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@ -135,10 +129,15 @@ function level:reinit(n)
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self:spawn_exit()
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self:spawn_exit()
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end
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end
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function level:restart()
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self:reinit(self.ix)
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end
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function level:advance()
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function level:advance()
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self:reinit(self.ix+1)
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self:reinit(self.ix+1)
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end
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end
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pitpal = {[0]=1, [7]=0}
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function level:draw()
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function level:draw()
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cls(1)
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cls(1)
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pal(1,0)
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pal(1,0)
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@ -150,11 +149,11 @@ function level:draw()
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for _,pit in pairs(self._pits) do
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for _,pit in pairs(self._pits) do
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spr(pit.s,pit.px,pit.py)
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spr(pit.s,pit.px,pit.py)
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if pit.contents then
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if pit.contents then
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pal(7,0)
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pal(pitpal)
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pal(0,1)
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palt(0,false)
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palt(0,false)
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spr(pit.contents,pit.px,pit.py)
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spr(pit.contents,pit.px,pit.py)
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pal()
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pal()
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pal(1,0)
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end
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end
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for _,crate in pairs(self._crates) do
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for _,crate in pairs(self._crates) do
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spr(crate.s,crate.px,crate.py)
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spr(crate.s,crate.px,crate.py)
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@ -179,7 +178,7 @@ function level:update()
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if #crate.todo==0 then
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if #crate.todo==0 then
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local pit=self._pits[_mix(crate.mx,crate.my)]
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local pit=self._pits[_mix(crate.mx,crate.my)]
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if pit!=nil and pit.contents==nil then
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if pit and not pit.contents then
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add(remove,cix)
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add(remove,cix)
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crate.dead=true
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crate.dead=true
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pit.contents=crate.s
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pit.contents=crate.s
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@ -205,7 +204,7 @@ function level:load_dynobjs()
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local px,py=mx*8,my*8
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local px,py=mx*8,my*8
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local s=self:_mget(mx,my)
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local s=self:_mget(mx,my)
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local def=self:_get_cratedef(s)
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local def=self:_get_cratedef(s)
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if def!=nil then
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if def then
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self._crates[mxy]={
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self._crates[mxy]={
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s=s,def=def,
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s=s,def=def,
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mx=mx,my=my,
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mx=mx,my=my,
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@ -228,8 +227,8 @@ end
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function level:recollide()
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function level:recollide()
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self._coll={}
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self._coll={}
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for mx=0,15,1 do
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for mx=0,15 do
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for my=0,15,1 do
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for my=0,15 do
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local mxy=_mix(mx,my)
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local mxy=_mix(mx,my)
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self._coll[mxy]=
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self._coll[mxy]=
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fget(self:_mget(mx,my),7) or
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fget(self:_mget(mx,my),7) or
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@ -239,16 +238,16 @@ function level:recollide()
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end
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end
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function level:reanchor(remove)
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function level:reanchor(remove)
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if remove or self._anch==nil then
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if remove or not self._anch then
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self._anch={}
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self._anch={}
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end
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end
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for ax0=0,31,1 do
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for ax0=0,31 do
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for ay0=0,31,1 do
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local ax1 = ax0-1+2*(ax0%2)
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local ax1,ay1=ax0-1+2*(ax0%2),ay0-1+2*(ay0%2)
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local mx0,mx1 = ax0\2,ax1\2
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for ay0=0,31 do
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local mx0,my0=ax0\2,ay0\2
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local ay1=ay0-1+2*(ay0%2)
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local mx1,my1=ax1\2,ay1\2
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local my0,my1=ay0\2,ay1\2
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if (
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if (
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not self:mcoll(mx0,my0) and
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not self:mcoll(mx0,my0) and
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@ -421,6 +420,10 @@ function level:can_move(
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return false
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return false
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end
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end
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if player.x==mx0+dmx and player.y==my0+dmy then
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return false
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end
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-- todo: check tongue collision
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-- todo: check tongue collision
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if player.rope then
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if player.rope then
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local px,py=mx0*8,my0*8
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local px,py=mx0*8,my0*8
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@ -471,6 +474,10 @@ add(modules,player)
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function player:init()
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function player:init()
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--self:reinit(8,14)
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--self:reinit(8,14)
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-- don't change this on reinit:
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-- it stays the same when the level is changed or reloaded
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self.vanish_frame=0
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end
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end
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function player:reinit(x,y)
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function player:reinit(x,y)
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@ -481,6 +488,7 @@ function player:reinit(x,y)
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self.todo={}
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self.todo={}
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self.fall_frame=0
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self.fall_frame=0
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self.reset_frame=0
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self.orientx=-1
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self.orientx=-1
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self.orienty=0
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self.orienty=0
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@ -509,6 +517,10 @@ function player:update()
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return xs
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return xs
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end
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end
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-- this is a non-gameplay action that takes precedence over
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-- all gameplay actions
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self:_vanish_if_requested()
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if not self:any_busy() then
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if not self:any_busy() then
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if level:win_at(self.x,self.y) then
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if level:win_at(self.x,self.y) then
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level:advance()
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level:advance()
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@ -575,6 +587,10 @@ function player:update()
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local rx,ry=self:_rope_pos()
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local rx,ry=self:_rope_pos()
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self.rope:drag_dst(rx,ry)
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self.rope:drag_dst(rx,ry)
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local tdx,tdy=self.rope:tug_orientxy()
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if (tdx!=0) self.orientx=tdx
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if (tdy!=0) self.orienty=tdy
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if self.rope:done() then
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if self.rope:done() then
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self.rope=nil
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self.rope=nil
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add(self.todo,{})
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add(self.todo,{})
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@ -584,10 +600,32 @@ function player:update()
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end
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end
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end
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end
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function player:_fall()
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function player:_vanish_if_requested()
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if self.fall_frame<10 then
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local bvan=btn(❎)
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self.fall_frame+=1
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if self.bvan and not bvan then
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self.vanishing=false
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elseif not self.bvan and bvan then
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self.vanishing=true
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end
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end
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self.bvan=bvan
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if self.vanishing then
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self.vanish_frame+=1
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if (self.fall_frame>0 or self.vanish_frame>20) then
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level:restart()
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self.vanish_frame=20
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self.vanishing=false
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end
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else
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self.vanish_frame-=1
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end
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self.vanish_frame=max(self.vanish_frame,0)
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end
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function player:_fall()
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if (self.fall_frame<10) self.fall_frame+=1
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end
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end
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function player:_rope_pos()
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function player:_rope_pos()
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@ -609,21 +647,52 @@ function player:draw()
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local head=2-self.orienty
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local head=2-self.orienty
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if (self.fall_frame>5) return
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local vanish_level=self.vanish_frame/20
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local invis_level=max(self.fall_frame/10,4*(vanish_level-0.75))
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if (invis_level>=1.0) return
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if (self.fall_frame>0) then
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--px+=sin(vanish_level*16)*max(vanish_level-0.1,0)*1
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for i=0,15 do pal(i,1) end
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local HEAD=14--3
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local BODY=12--12
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local TAIL=14--14
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local IRIS=7--9
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local PUPIL=0--0
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local setpal=function()
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-- base colors
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pal(13,TAIL)
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pal(14,TAIL)
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pal(15,TAIL)
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pal(4,BODY)
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pal(5,BODY)
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pal(12,BODY)
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pal(2,HEAD)
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pal(3,HEAD)
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pal(9,IRIS)
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pal(10,PUPIL)
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-- vanish colors
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local vanish=split"13,15,14,5,4,12,2,3,9,10"
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for i,ilc in ipairs(vanish) do
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if (vanish_level>i/#vanish) pal(ilc,1)
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end
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if self.fall_frame>3 then
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for i=0,15 do pal(i,1) end
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end
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end
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end
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if self.orientx==-1 then
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if self.orientx==-1 then
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setpal()
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spr(16,px+6,py-2,1,1)
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spr(16,px+6,py-2,1,1)
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if (self.rope and self.fall_frame==0) self.rope:draw()
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spr(17,px+1,py,1,1)
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spr(17,px+1,py,1,1)
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if (self.rope and invis_level<=0.25) pal() self.rope:draw() setpal()
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spr(head,px-3,py-3,1,1)
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spr(head,px-3,py-3,1,1)
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else
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else
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setpal()
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spr(16,px-6,py-2,1,1,true)
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spr(16,px-6,py-2,1,1,true)
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if (self.rope and self.fall_frame==0) self.rope:draw()
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spr(17,px-1,py,1,1,true)
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spr(17,px-1,py,1,1,true)
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if (self.rope and invis_level<=0.25) pal() self.rope:draw() setpal()
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spr(head,px+3,py-3,1,1,true)
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spr(head,px+3,py-3,1,1,true)
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end
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end
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pal()
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pal()
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@ -1148,6 +1217,23 @@ end
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-->8
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-->8
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-- moved here because it's complicated
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-- moved here because it's complicated
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function rope:tug_orientxy()
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local a1=self:_anc(#self.ancs+1)
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local a0=self:_anc(#self.ancs)
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local dx=a0.x-a1.x
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local tdx=0
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if (dx>3) tdx=1
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if (dx<-3) tdx=-1
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local dy=a0.y-a1.y
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local tdy=0
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if abs(dy)>abs(dx)/2 then
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if (dy>3) tdy=1
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if (dy<-3) tdy=-1
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end
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return tdx,tdy
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end
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function rope:tug()
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function rope:tug()
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self:_make_consistent()
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self:_make_consistent()
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if (self.under_destruction) return
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if (self.under_destruction) return
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@ -1338,22 +1424,22 @@ end
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__gfx__
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__gfx__
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000000000003000000000033000300000000000000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000000300000000022000030000000000000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000333330000003333033333000aa00aa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000033333000003322003333300aa00aa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000009933399000399330933333900aaaaaa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000993339900399320093333390aaaaaa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000009a333a90033a9330933333900aaaaaa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000000009a333a9033a9320093333390aaaaaa000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000003333333033333300033333000099990000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000233333233333200002222200099990000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000000003333300000033000333330000aaaa0000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000000000222220000022000022222000aaaa0000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000000000333c0003333c0000333000000aa00000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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00000000000222c002222c0000022200000aa00000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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000000000000cc000000cc000000cc000044440000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000000000000cc00000cc0000000cc00044440000000000000000000000000000000000000000000000000000000000dddddddd000000000000000000000000
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0000ee00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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0000ff00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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000e00e0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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000f00f0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00e0000e000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00d0000f000000000000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00e0e00e00c0c0c00000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00d0d00f00c040500000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00ee00ee00ccccc00000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00dd00ee00c445500000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00000ee00ccccccc0000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00000ee00c4445550000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00eeee000c00c00c0000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00eeee000c0040050000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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eeee0000cc0cc0cc0000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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eeee0000cc0440550000000000000000000000000000000000000000000000000000000000000000000000000000000011111111000000000000000000000000
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00000000000a90000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000000000a90000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000aaaaaaa91000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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00000aaaaaaa91000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000aaaaaa1a91100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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0000aaaaaa1a91100000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
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Loading…
Reference in New Issue
Block a user