replace grab_butts with act
marshaling through a table is a waste of time, the duplication betweeen positive and negative thrust vectors is pointless, and pre-multiplying thrust complicates "stay in a box" goals later on.
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updatedshmup.p8
118
updatedshmup.p8
@ -397,23 +397,6 @@ function dropshadow(str, x, y, col)
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print(str, x, y, col)
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end
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function grab_p1_butts()
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if state ~= game then
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local r = {0,0,0,0,0}
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r[0] = 0
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return r
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end
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local b = btn()
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return {
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[0]=b&0x1,
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[1]=(b&0x2)>>1,
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[2]=(b&0x4)>>2,
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[3]=(b&0x8)>>3,
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[4]=(b&0x10)>>4,
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[5]=(b&0x20)>>5
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}
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end
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-->8
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--ship behavior
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@ -448,12 +431,12 @@ end
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function ship_m:move()
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self:refresh_shield()
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self.power = min(self.max_power, self.power + self.generator)
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butt = self:grab_butts()
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if (butt[5] > 0) self:maybe_shoot(self.main_gun)
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if (butt[4] > 0) self:maybe_shoot(self.special_gun)
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if (butt[0]-butt[1] ~= 0 or butt[2]-butt[3] ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, butt, self.thrust, self.sparkodds)
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self.xmomentum += (self.thrust * butt[1]) - (self.thrust * butt[0])
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self.ymomentum += (self.thrust * butt[3]) - (self.thrust * butt[2])
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local dx, dy, shoot_spec, shoot_main = self:act()
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if (shoot_main) self:maybe_shoot(self.main_gun)
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if (shoot_spec) self:maybe_shoot(self.special_gun)
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if (dx ~= 0 or dy ~= 0) spark(self.sparks, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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self.xmomentum += dx
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self.ymomentum += dy
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self.xmomentum = mid(-self.maxspd, self.maxspd, self.xmomentum)
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self.ymomentum = mid(-self.maxspd, self.maxspd, self.ymomentum)
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@ -869,16 +852,18 @@ player = ship_m.new{
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thrust = 0.25, -- momentum added from button
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drag = 0.125, -- momentum lost per frame
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slip = false, -- does not slide down screen
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grab_butts = function(self) -- fetch buttons
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local butts = grab_p1_butts()
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if butts[0] == butts[1] then
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self.sprite = 1
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elseif butts[0] > 0 then
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act = function(self) -- fetch buttons
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local b,th = btn(),self.thrust
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local blr = b&0x3
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if blr == 1 then
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self.sprite=17
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else
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elseif blr==2 then
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self.sprite=18
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else
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self.sprite=1
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end
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return butts
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--dx, dy, shoot_spec, shoot_main
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return (((b&0x2)>>1) - (b&0x1)) * th, (((b&0x8)>>3) - ((b&0x4)>>2)) * th, (b&0x10) > 0, (b&0x20) > 0
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end
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}
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mknew(player,
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@ -912,18 +897,12 @@ frownie = ship_m.new{
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thrust = 0.12, -- momentum added from button
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drag = 0.07, -- momentum lost per frame
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slip = true,
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grab_butts = function(discard_self)
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-- buttons are effectively analog
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-- and negative buttons work just fine!
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local butts = {}
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local tstate = (1 + flr(4*t() + 0.5)) % 6
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butts[0] = ((tstate==1 or tstate==2) and 1) or 0
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butts[1] = ((tstate==4 or tstate==5) and 1) or 0
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for b=2, 5 do
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butts[b]=0
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end
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return butts
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end, -- button fetch algorithm
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act = function(self)
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local tstate,dx = (1 + flr(4*t() + 0.5)) % 6,0
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if (tstate==1 or tstate==2) dx=-self.thrust
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if (tstate>=4) dx=self.thrust
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return dx,0,false,false
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end,
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}
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mknew(frownie)
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@ -962,10 +941,9 @@ spewy = frownie.new{
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generator=0.5,
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fire_off_x=4,
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fire_off_y = 7,
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grab_butts=function()
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local butts=frownie.grab_butts()
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butts[5]=1
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return butts
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act=function()
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local dx,dy,shoot_spec=frownie.act(self)
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return dx, dy, shoot_spec, true
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end
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}
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mknew(spewy, function(ship)
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@ -1000,12 +978,11 @@ mknew(chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun.new{enemy=true}
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end)
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function chasey:grab_butts()
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local butts = {[0]=0,0,0,0,0,0}
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if (self.x < primary_ship.x) butts[1] = 1
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if (self.x > primary_ship.x) butts[0] = 1
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if (self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x) butts[5] = 1
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return butts
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function chasey:act()
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local dx = 0
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if (self.x < primary_ship.x) dx=self.thrust
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if (self.x > primary_ship.x) dx=-self.thrust
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return dx, 0, false, self.x - 16 < primary_ship.x and self.x + 16 > primary_ship.x
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end
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xl_chasey=chasey.new{
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@ -1021,10 +998,10 @@ xl_chasey=chasey.new{
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shield = 5,
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boss = true,
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slip = false,
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grab_butts = function(self)
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local butts = chasey.grab_butts(self)
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if (self.y < 4) butts[3] = 1
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return butts
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act = function(self)
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local dx,dy,shoot_spec,shoot_main = chasey.act(self)
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if (self.y < 4) dy=self.thrust
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return dx,dy,shoot_spec,shoot_main
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end,
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draw = function(self)
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if(self.fx_pal) pal(self.fx_pal)
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@ -1510,18 +1487,12 @@ like a player pushing buttons.
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the player ship actually reads
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buttons for this.
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grab_butts - ship thrust control
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based on btn() api. returns a
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table indexed from 0..5 with
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0 to not push this button and 1
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to push it. ships can use
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fractional or out-of-range
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numbers to get varying amounts
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of thrust, including using
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negative numbers for thrust in
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the opposite direction. 4 and 5
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just check for nonzeroness to
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attempt to fire.
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act -- returns new acceleration:
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dx, dy, shoot_spec, shoot_main.
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dx and dy are change in momentum
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in px/frame. this is controls
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only -- friction is handled in
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ship:move (`drag` value).
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ships hitting another ship take
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1 damage per frame of overlap.
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@ -1800,9 +1771,7 @@ function boom(x,y,boominess,is_boss)
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local boombonus = min(0.05 * boominess, 1.25)
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for _=1,boominess do
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local angle = rnd(1)
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local butts = {0, sin(angle), 0}
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butts[0] = cos(angle)
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spark(sp,x+4,y+4,butts,boombase+rnd(boombonus),1, true)
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spark(sp,x+4,y+4,cos(angle), sin(angle),boombase+rnd(boombonus),1, true)
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end
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return
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end
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@ -1822,17 +1791,16 @@ function spark_particle:draw()
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pset(self.x,self.y,self.sprs[self.sidx])
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end
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function spark(sprs, x, y, butts, thrust, odds, fg)
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function spark(sprs, x, y, dx, dy, odds, fg)
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if (sprs==nil or flr(rnd(odds)) ~= 0) return
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thrust *= 2.5
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local target = fg and intangibles_fg or intangibles_bg
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target:push_back(spark_particle.new{
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x = x + rnd(4) - 2,
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y = y + rnd(4) - 2,
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sprs = sprs,
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sidx = 1,
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dx = (butts[0] - butts[1]) * thrust + rnd(2) - 1,
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dy = (butts[2] - butts[3]) * thrust + rnd(2) - 1,
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dx = dx + rnd(2) - 1,
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dy = dy + rnd(2) - 1,
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})
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end
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-->8
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