special case strip(call_move) to stripmove()
this gets called so much the extra function overhead actually seems bad
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@ -107,6 +107,22 @@ function linked_list:strip(f)
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self.tail = p
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self.tail = p
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end
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end
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-- stripmove calls x:move() for
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-- each node, removing each node
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-- for which x:move() is true.
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function linked_list:stripmove()
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local p, n = self, self.next
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while n do
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if n:move() then
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p.next = n.next
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else
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p = n
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end
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n = n.next
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end
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self.tail = p
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end
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-- optimized special case -
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-- optimized special case -
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-- could be done with strip but
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-- could be done with strip but
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-- this avoids extra function
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-- this avoids extra function
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@ -185,14 +201,6 @@ function _update60()
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mode:update()
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mode:update()
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end
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end
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function call_f(x)
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return x:f()
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end
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function call_move(x)
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return x:move()
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end
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function ones(n)
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function ones(n)
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local ret = 0
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local ret = 0
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while n != 0 do
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while n != 0 do
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@ -233,9 +241,8 @@ function updategame()
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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current_wave:load(0, 0, min(ones(waves_complete)\2, 4))
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end
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end
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events:vore(new_events)
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events:vore(new_events)
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events:strip(call_move)
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for _, lst in ipairs{events, intangibles_bg, eships} do
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for _, lst in ipairs{intangibles_bg, eships} do
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lst:stripmove()
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lst:strip(call_move)
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end
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end
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-- eship collider will be used
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-- eship collider will be used
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@ -257,7 +264,7 @@ function updategame()
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return eb:hitship(ps)
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return eb:hitship(ps)
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end)
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end)
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else
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else
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ebullets:strip(call_move)
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ebullets:stripmove()
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end
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end
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pbullets:strip(function(pb)
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pbullets:strip(function(pb)
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@ -268,7 +275,7 @@ function updategame()
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end
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end
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end)
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end)
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intangibles_fg:strip(call_move)
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intangibles_fg:stripmove()
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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if waves_complete == 32767 and not eships.next and not ebullets.next and not events.next then
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game_state = win
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game_state = win
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