fix obvious bugs
not working: ship bounds, "blast" weapon
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2e8bba2a0e
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c90b56b603
@ -142,23 +142,17 @@ function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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end
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function new_linked()
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local ret = {}
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ret.tail = ret
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return ret
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end
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function wipe_level()
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primary_ship = new_p1()
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init_hpcols()
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pships = linked_list:new()
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pships = linked_list.new()
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pships:push_back(primary_ship)
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eships = linked_list:new()
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pbullets = linked_list:new()
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ebullets = linked_list:new()
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intangibles_fg = linked_list:new()
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intangibles_bg = linked_list:new()
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events = linked_list:new()
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eships = linked_list.new()
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pbullets = linked_list.new()
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ebullets = linked_list.new()
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intangibles_fg = linked_list.new()
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intangibles_bg = linked_list.new()
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events = linked_list.new()
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end
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function _update60()
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@ -175,7 +169,7 @@ end
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function updategame()
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leveldone = level_frame()
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new_events = new_linked()
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new_events = linked_list.new()
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events:strip(call_move)
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events:vore(new_events)
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for _, lst in ipairs{intangibles_bg, pships, eships, pbullets, ebullets} do
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@ -1826,7 +1820,9 @@ weird coding conventions
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-->8
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-- standard events
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blip_fx = {}
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blip_fx = {
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cancel=false
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}
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function blip_fx:move()
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if (self.cancel) return true
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@ -1849,7 +1845,7 @@ function blip(obj, col, frames)
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obj.fx_pal = p
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for i=1,15 do p[i]=col end
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if (obj.___fx_pal_event) obj.___fx_pal_event:abort()
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events:push_back(blip_fx:new{frames=frames, obj=obj})
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events:push_back(blip_fx.new{frames=frames, obj=obj})
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end
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bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
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