maybe the rest of the refactor?
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vacuum_gambit.p8
111
vacuum_gambit.p8
@ -123,7 +123,7 @@ end
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function _init()
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init_blip_pals()
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wipe_level()
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primary_ship.main_gun = zap_gun.new()
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primary_ship.main_gun = zap_gun_p.new() -- redundant?
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load_level(example_level_csv)
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state = game
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pal(2,129)
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@ -755,8 +755,7 @@ mknew(blast_gun)
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protron_e = bullet_base.new{
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--shape
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psprite = 23, --index of player ammo sprite
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esprite = 24, -- index of enemy ammo sprite
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sprite - 24,
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -769,62 +768,58 @@ protron_e = bullet_base.new{
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y_off = 4,
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damage = 1,
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dx = 0, -- px/frame
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dy = -3,
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dym = -0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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}
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mknew(protron_e)
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protron_p = protron_e.new{
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sprite=23,
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dy = 6,
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dym = 1,
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y_off = 0,
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category=player_blt_cat,
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}
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mknew(protron_p)
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-- XXX Bookmark for bullet refactor
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protron_gun = gun_base.new{
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protron_gun_e = gun_base.new{
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icon = 25,
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enemy = false,
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power = 60,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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actually_shoot = function(self, x, y)
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local sprite = protron.psprite
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if (self.enemy) sprite=protron.esprite
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munition = protron_e
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}
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mknew(protron_gun_e)
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function protron_gun_e:actually_shoot(x, y)
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local m = self.munition.dym
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for i=1,3 do
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local b = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = i,
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dy = 4-i
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local b = self.munition.new{
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dx = i*m,
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dy = (4-i)*m,
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}
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b:spawn_at(x,y)
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local b2 = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dx = -i,
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dy = 4-i
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local b2 = self.munition.new{
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dx = -i*m,
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dy = (4-i)*m,
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}
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b2:spawn_at(x,y)
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end
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local bup = protron.new{
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enemy=self.enemy,
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sprite=sprite,
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dy=4
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local bup = self.munition.new{
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dy=4*m
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}
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bup:spawn_at(x,y)
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end
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}
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mknew(protron_gun)
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end
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vulcan = bullet_base.new{
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protron_gun_p = protron_gun_e.new{
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munition = protron_p,
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}
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mknew(protron_gun_p)
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vulcan_e = bullet_base.new{
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--shape
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psprite = 22, --index of player ammo sprite
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esprite = 21, -- index of enemy ammo sprite
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sprite = 21,
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width = 1, --in 8x8 blocks
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height = 1,
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hurt = { -- hurtbox - where this ship can be hit
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@ -833,31 +828,34 @@ vulcan = bullet_base.new{
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width = 1,
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height = 4
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},
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center_x_off = 0.5, -- how to position by ship
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bottom_y_off = 4,
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top_y_off = 0,
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x_off = 0.5, -- how to position by ship
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y_off = 0,
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damage = 0.5,
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dx = 0, -- px/frame
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dy = 4,
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-- dx from gun
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dy = -2,
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}
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mknew(vulcan)
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mknew(vulcan_e)
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vulcan_gun = gun_base.new{
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vulcan_p = vulcan_e.new{
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sprite=22,
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y_off = 4,
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}
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mknew(vulcan_e)
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vulcan_gun_e = gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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cooldown = 0x0.0002, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition=vulcan_p,
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dxs = {0.35, -0.35, -0.7, 0.7, 0.35, -0.35},
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xoffs = {1, 0, -1, 1, 0, -1},
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dxidx = 1,
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actually_shoot = function(self, x, y)
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local sprite = self.enemy and vulcan.esprite or vulcan.psprite
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local b = vulcan.new{
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enemy=self.enemy,
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sprite=sprite,
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local b = self.munition.new{
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dx = self.dxs[self.dxidx],
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}
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b:spawn_at(self.xoffs[self.dxidx]+x,y)
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@ -865,7 +863,11 @@ vulcan_gun = gun_base.new{
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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}
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mknew(vulcan_gun)
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mknew(vulcan_gun_e)
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vulcan_gun_p = vulcan_gun_e.new{
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munition=vulcan_p,
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}
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-->8
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--ships, including player
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@ -927,7 +929,7 @@ player = ship_m.new{
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}
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mknew(player,
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function(p)
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p.main_gun = zap_gun.new()
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p.main_gun = zap_gun_p.new()
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-- ONE HIT MODE
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--
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-- p.hp = 0
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@ -1012,7 +1014,7 @@ spewy = frownie.new{
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end
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}
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mknew(spewy, function(ship)
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ship.main_gun=ship.main_gun or protron_gun.new{enemy=true}
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ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
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end)
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chasey = ship_m.new{
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@ -1040,7 +1042,7 @@ chasey = ship_m.new{
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slip = true,
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}
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mknew(chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end)
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function chasey:act()
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@ -1074,7 +1076,7 @@ xl_chasey=chasey.new{
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end,
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}
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mknew(xl_chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end)
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-->8
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-- collisions
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@ -1283,9 +1285,9 @@ end
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function spawn_bonus_vulcan_chasey()
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local c = spawn_chasey()
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c.main_gun=vulcan_gun.new{enemy=true}
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c.main_gun=vulcan_gun_e.new{enemy=true}
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c.die = function(self)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun)
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spawn_main_gun_at(self.x-1, self.y-1, vulcan_gun_p)
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chasey.die(self)
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end
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c.sprite=4
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@ -1388,7 +1390,7 @@ example_level_csv=[[1,spawn_frownie
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310,spawn_blocking_blocky
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310,spawn_blocking_blocky
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311,spawn_frownie
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350,spawn_main_gun_at,70,-11,protron_gun
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350,spawn_main_gun_at,70,-11,protron_gun_p
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401,spawn_frownie
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420,spawn_blocking_frownie
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430,spawn_bonus_vulcan_chasey
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@ -1498,8 +1500,9 @@ bullets
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shots much easier to dodge
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* damage - damage per hit;
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used by ships
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* psprite, esprite - index of
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player or enemy sprite.
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* sprite - sprite index.
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* x_off, y_off - renamed for
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the next two vars. may revert
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* center_off_x - the horizontal
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centerpoint of the bullet,
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for positioning when firing.
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