groundwork for full mode switching
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@ -124,11 +124,12 @@ function linked_list:pop_front()
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end
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function _init()
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mode = game_mode
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init_blip_pals()
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wipe_level()
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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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game_state = game
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pal(2,129)
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pal()
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end
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@ -172,7 +173,7 @@ function wipe_level()
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end
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function _update60()
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updategame()
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mode:update()
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end
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function call_f(x)
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@ -249,9 +250,9 @@ function updategame()
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intangibles_fg:strip(call_move)
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if leveldone and not eships.next and not ebullets.next and not events.next then
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state = win
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game_state = win
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end
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if (not pships.next) state = lose
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if (not pships.next) game_state = lose
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if primary_ship.xp >= primary_ship.xptarget then
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if not xpwhoosh then
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@ -266,14 +267,23 @@ function updategame()
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end
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function _draw()
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mode:draw()
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end
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function drawgame_top()
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fillp(0)
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drawgame()
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if (state == game) fadelvl = -45
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if (state == win) dropshadow("win",50,61,11)
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if (state == lose) dropshadow("fail",48,61,8)
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if (game_state == game) fadelvl = -45
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if (game_state == win) dropshadow("win",50,61,11)
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if (game_state == lose) dropshadow("fail",48,61,8)
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fadescreen()
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end
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game_mode = {
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update = updategame,
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draw = drawgame_top,
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}
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fadetable = split"0,1.5,1025.5,1029.5,1285.5,1413.5,9605.5,9637.5,-23130.5,-23066.5,-18970.5,-18954.5,-2570.5,-2568.5,-520.5,-8.5,-0.5"
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function fadescreen()
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