fix hokey pokey menu
the menu eases in, the menu eases out, the menu eases in and you shake it all about
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8ff0732cbc
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@ -185,7 +185,7 @@ function call_move(x)
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end
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end
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function updategame()
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function updategame()
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) then
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if (primary_ship.xp >= primary_ship.xptarget) and (lframe - primary_ship.last_xp_frame > 0x0.000f) and (not primary_ship.dead) then
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mode = rearm_mode.new()
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mode = rearm_mode.new()
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return _update60()
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return _update60()
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end
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end
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@ -1766,6 +1766,7 @@ rearm_mode = mknew{
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crt_frm = 1,
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crt_frm = 1,
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pos=-1,
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pos=-1,
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init=function(this)
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init=function(this)
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poke(0x5f5c, 255) --no btnp repeat
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rearm_mode.shuffle(this)
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rearm_mode.shuffle(this)
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end,
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end,
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}
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}
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@ -1858,21 +1859,22 @@ function rearm_mode:update_pos()
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if (not pos) return
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if (not pos) return
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if (pos == 0) then
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if (pos == 0) then
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if (primary_ship.xp < primary_ship.xptarget) self.pos = 1
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if (primary_ship.xp < primary_ship.xptarget) self.pos = 1
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xpwhoosh = nil
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return
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return
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end
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end
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if (pos < 0) pos = min(pos + 0x0.05, 0)
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if (pos < 0) pos = min(pos + 0x0.05, 0)
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if pos > 0 then
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if pos > 0 then
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pos -= 0x0.1
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pos -= 0x0.1
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if (pos <= 0) pos = nil
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if (pos <= 0) pos = 999
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end
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end
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self.pos = pos
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self.pos = pos
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end
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end
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function rearm_mode:update()
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function rearm_mode:update()
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self:update_pos()
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self:update_pos()
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if not self.pos then
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if self.pos > 1 then
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mode = game_mode
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mode = game_mode
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return _update60()
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return -- do not advance frame
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end
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end
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local sel, bfm = self.sel, self.bfm
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local sel, bfm = self.sel, self.bfm
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if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
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if (btn(3) and sel > 0 or btn(2) and sel < 0) sel=-sel
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@ -1892,7 +1894,7 @@ function rearm_mode:update()
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-- todo: sound: rearm
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-- todo: sound: rearm
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primary_ship.shield = primary_ship.maxshield
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primary_ship.shield = primary_ship.maxshield
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-- todo: rewrite for three guns
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-- todo: rewrite for three guns
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if (primary_ship.spec_gun) primary_ship.spec_gun.ammo = primary_ship.spec_gun.max_ammo
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if (primary_ship.special_gun) primary_ship.special_gun.ammo = primary_ship.special_gun.max_ammo
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
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primary_ship.hp = min(primary_ship.maxhp, primary_ship.hp + primary_ship.maxhp/2)
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primary_ship.xp -= primary_ship.xptarget / 2
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primary_ship.xp -= primary_ship.xptarget / 2
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else
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else
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