refactor mknew
saves tokens, harder to forget to use it
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184
vacuum_gambit.p8
184
vacuum_gambit.p8
@ -26,9 +26,9 @@ end
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-- generate standard "overlay"
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-- constructor for type tt.
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-- if more is defined, generated
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-- new calls more(ret) after
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-- ret is definitely not nil
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-- if tt.init is defined, generated
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-- new calls tt.init(ret) after
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-- ret is definitely not nil,
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-- before calling setmetatable.
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-- use to initialize mutables.
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--
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@ -37,8 +37,8 @@ end
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-- object *after* more, because
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-- this works better with the
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-- `more` impls i use.
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function mknew(tt, more)
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local mt,oldnew = {__index=tt},tt.new
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function mknew(tt)
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local mt,oldnew,more = {__index=tt},tt.new,rawget(tt, "init")
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tt.new=function(ret)
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if(not ret) ret = {}
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if(more) more(ret)
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@ -46,15 +46,18 @@ function mknew(tt, more)
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setmetatable(ret, mt)
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return ret
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end
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return tt
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end
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-- intrusive singly-linked list.
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-- cannot be nested!
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linked_list = {is_linked_list=true}
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mknew(linked_list, function(x)
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linked_list = mknew{
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is_linked_list=true,
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init = function(x)
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x.next=nil
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x.tail=x
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end)
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end,
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}
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function linked_list:push_back(x)
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self.tail.next = x
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@ -417,7 +420,7 @@ end
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scrollrate = 0.25 --in px/frame
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ship_m = {
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ship_m = mknew{
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-- ships have no shield by default
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shield = 0,
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@ -442,7 +445,6 @@ ship_m = {
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-- ymin, ymax default to nil
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-- pship needs more constraint
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}
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mknew(ship_m)
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function ship_m:die()
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self.dead = true
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@ -593,14 +595,12 @@ function enemy_blt_cat()
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return ebullets
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end
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bullet_base = { }
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mknew(bullet_base)
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bullet_base = mknew{ }
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gun_base = {
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gun_base = mknew{
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shoot_ready = -32768,
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icon = 20
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}
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mknew(gun_base)
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function bullet_base:hitship(_)
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self:die()
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@ -652,7 +652,7 @@ end
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-->8
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-- bullets and guns
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zap_e = bullet_base.new{
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zap_e = mknew(bullet_base.new{
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--shape
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sprite = 9, --index of enemy ammo sprite
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width = 1, --in 8x8 blocks
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@ -673,31 +673,27 @@ zap_e = bullet_base.new{
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hitship = const_fxn(true),
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category = enemy_blt_cat,
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}
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mknew(zap_e)
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})
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zap_p = zap_e.new{
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zap_p = mknew(zap_e.new{
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sprite = 8,
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dy = -8,
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y_off = 0,
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category = player_blt_cat,
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}
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mknew(zap_p)
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})
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zap_gun_e = gun_base.new{
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zap_gun_e = mknew(gun_base.new{
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power = 20, -- power consumed per shot
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cooldown = 0x0.000a, -- frames between shots
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ammo = nil, -- unlimited ammo - main gun
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actually_shoot = spawn_one(zap_e),
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}
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mknew(zap_gun_e)
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})
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zap_gun_p = zap_gun_e.new{
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zap_gun_p = mknew(zap_gun_e.new{
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actually_shoot = spawn_one(zap_p),
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}
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mknew(zap_gun_p)
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})
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blast = bullet_base.new{
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blast = mknew(bullet_base.new{
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--shape
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sprite = 12, --index of player ammo sprite
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width = 1, --in 8x8 blocks
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@ -740,20 +736,18 @@ blast = bullet_base.new{
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end
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end,
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category=player_blt_cat
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}
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mknew(blast)
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})
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blast_gun = gun_base.new{
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blast_gun = mknew(gun_base.new{
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icon = 13,
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power = 0, -- only cost is ammo
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cooldown = 0x0.0020, -- frames between shots
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ammo = 5,
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maxammo = 5,
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actually_shoot = spawn_one(blast),
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}
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mknew(blast_gun)
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})
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protron_e = bullet_base.new{
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protron_e = mknew(bullet_base.new{
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--shape
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sprite = 24,
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width = 1, --in 8x8 blocks
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@ -771,26 +765,23 @@ protron_e = bullet_base.new{
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dym = 0.5, -- gun sets dy;
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-- this is mult
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category = enemy_blt_cat,
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}
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mknew(protron_e)
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})
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protron_p = protron_e.new{
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protron_p = mknew(protron_e.new{
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sprite=23,
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dym = -1,
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y_off = 0,
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category=player_blt_cat,
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}
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mknew(protron_p)
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})
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protron_gun_e = gun_base.new{
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protron_gun_e = mknew(gun_base.new{
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icon = 25,
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power = 60,
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cooldown = 0x0.000f, -- frames between shots
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ammo = nil,
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maxammo = nil,
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munition = protron_e
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}
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mknew(protron_gun_e)
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})
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function protron_gun_e:actually_shoot(x, y)
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local m = self.munition.dym
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@ -813,12 +804,11 @@ function protron_gun_e:actually_shoot(x, y)
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bup:spawn_at(x,y)
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end
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protron_gun_p = protron_gun_e.new{
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protron_gun_p = mknew(protron_gun_e.new{
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munition = protron_p,
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}
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mknew(protron_gun_p)
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})
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vulcan_e = bullet_base.new{
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vulcan_e = mknew(bullet_base.new{
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--shape
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sprite = 21,
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width = 1, --in 8x8 blocks
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@ -836,18 +826,16 @@ vulcan_e = bullet_base.new{
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-- dx from gun
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dy = 2,
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category=enemy_blt_cat
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}
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mknew(vulcan_e)
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})
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vulcan_p = vulcan_e.new{
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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y_off = 4,
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dy = -4,
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category=player_blt_cat
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}
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mknew(vulcan_p)
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})
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vulcan_gun_e = gun_base.new{
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vulcan_gun_e = mknew(gun_base.new{
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icon = 37,
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enemy = false,
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power = 8,
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@ -866,13 +854,11 @@ vulcan_gun_e = gun_base.new{
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self.dxidx += 1
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if (self.dxidx > #self.dxs) self.dxidx = 1
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end
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}
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mknew(vulcan_gun_e)
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})
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vulcan_gun_p = vulcan_gun_e.new{
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vulcan_gun_p = mknew(vulcan_gun_e.new{
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munition=vulcan_p,
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}
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mknew(vulcan_gun_p)
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})
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-->8
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--ships, including player
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@ -880,7 +866,7 @@ mknew(vulcan_gun_p)
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firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = ship_m.new{
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player = mknew(ship_m.new{
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--shape
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sprite = 1, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -930,10 +916,9 @@ player = ship_m.new{
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end
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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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function(p)
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end,
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init = function(p)
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p.main_gun = zap_gun_p.new()
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-- ONE HIT MODE
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--
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@ -941,10 +926,10 @@ mknew(player,
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-- p.maxhp = 0
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-- p.shield = 0
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-- p.maxshield = 0
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end
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)
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end,
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})
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frownie = ship_m.new{
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frownie = mknew(ship_m.new{
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--shape
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sprite = 3, --index of ship sprite
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size = 1, --all ships are square; how many 8x8 sprites?
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@ -975,10 +960,9 @@ frownie = ship_m.new{
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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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})
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blocky = frownie.new{
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blocky = mknew(frownie.new{
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sprite = 10,
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hp = 1.5,
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hurt = {
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@ -996,10 +980,9 @@ blocky = frownie.new{
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end
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ship_m.ow(self)
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end
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}
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mknew(blocky)
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})
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spewy = frownie.new{
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spewy = mknew(frownie.new{
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sprite=26,
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power=-20,
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hurt = {
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@ -1016,13 +999,13 @@ spewy = frownie.new{
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act=function(self)
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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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init = function(ship)
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ship.main_gun=ship.main_gun or protron_gun_e.new{}
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end
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}
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mknew(spewy, function(ship)
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ship.main_gun=ship.main_gun or protron_gun_e.new{enemy=true}
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end)
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})
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chasey = ship_m.new{
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chasey = mknew(ship_m.new{
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sprite = 5,
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size = 1,
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hurt = {
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@ -1045,10 +1028,11 @@ chasey = ship_m.new{
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thrust = 0.2,
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drag = 0.075,
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slip = true,
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}
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mknew(chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end)
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init = function(ship)
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end
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})
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function chasey:act()
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self.xmin = max(primary_ship.x-8, 0)
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@ -1056,7 +1040,7 @@ function chasey:act()
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return 0, 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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xl_chasey=mknew(chasey.new{
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size=2,
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maxspd=1.25,
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hurt = {
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@ -1081,10 +1065,11 @@ xl_chasey=chasey.new{
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sspr(40, 0, 8, 8, self.x, self.y, 16, 16)
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pal()
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end,
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}
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mknew(xl_chasey, function(ship)
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end)
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init = function(ship)
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ship.main_gun=ship.main_gun or zap_gun_e.new{}
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end,
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})
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-->8
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-- collisions
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@ -1098,12 +1083,11 @@ function collides(box1, box2)
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or box1.y+box1.height<box2.y)
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end
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collider = { }
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mknew(collider,
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function(x)
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collider = mknew{
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init = function(x)
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x.suppress = {}
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end
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)
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end,
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}
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function collider_indexes(box)
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local ret = {}
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@ -1798,7 +1782,7 @@ true, they are dropped.
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-->8
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-- standard events
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blip_fx = {
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blip_fx = mknew{
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cancel=false
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}
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@ -1816,8 +1800,6 @@ function blip_fx:abort()
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self.cancel=true
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end
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mknew(blip_fx)
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blip_pals = {}
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function init_blip_pals()
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for i=0,15 do
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@ -1852,8 +1834,7 @@ function boom(x,y,boominess,is_boss)
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return
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end
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spark_particle={}
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mknew(spark_particle)
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spark_particle=mknew{}
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function spark_particle:move()
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if (rnd(4) < 1) self.sidx += 1
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@ -1882,7 +1863,7 @@ end
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-->8
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-- powerups
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powerup = bullet_base.new{
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powerup = mknew(bullet_base.new{
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-- animated sprite array: "sprites"
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-- to draw under or over anim,
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-- override draw, draw the
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@ -1903,8 +1884,7 @@ powerup = bullet_base.new{
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anim_speed = 2,
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loop_pause = 30 -- affected by animspeed
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}
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mknew(powerup)
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})
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-- sprite indexes for "sheen" animation
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sheen8x8 = split"2,54,55,56,57,58,59,60,61"
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@ -1924,7 +1904,7 @@ function powerup:draw()
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self.width, self.height)
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end
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repair = powerup.new{
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repair = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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@ -1943,14 +1923,13 @@ repair = powerup.new{
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spr(53, self.x, self.y, self.width, self.height)
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powerup.draw(self)
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end
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}
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mknew(repair)
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})
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function spawn_repair_at(x, y)
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repair.new():spawn_at(x, y)
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end
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gun_swap = powerup.new{
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gun_swap = mknew(powerup.new{
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hurt = {
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x_off = -2,
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y_off = -2,
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@ -1972,8 +1951,7 @@ gun_swap = powerup.new{
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powerup.draw(self)
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spr(self.gun.icon, self.x+2, self.y+2, 1, 1)
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end
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}
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mknew(gun_swap)
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})
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function spawn_main_gun_at(x, y, gunt)
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if (type(gunt)=="string") gunt=_ENV[gunt]
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