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904fbe6b2e
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c752e8e1e3
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507f06fb8c
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14849101dd
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2cd7c64dd9
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2d5d392df0
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100
vacuum_gambit.p8
100
vacuum_gambit.p8
@ -61,11 +61,11 @@ end
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-- call f on everything on list
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-- call f on everything on list
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-- and return a new list of
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-- and return a new list of
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-- items for which f was false.
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-- items for which f was true.
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function stripped(list, f)
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function filtered(list, f)
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local ret, n = {}, 0
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local ret, n = {}, 0
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for v in all(list) do
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for v in all(list) do
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if not f(v) then
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if f(v) then
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n += 1
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n += 1
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ret[n] = v
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ret[n] = v
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end
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end
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@ -75,25 +75,25 @@ end
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-- call :move on everything on
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-- call :move on everything on
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-- src and dump everything
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-- src and dump everything
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-- for which it returned false
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-- for which it returned true
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-- onto dest.
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-- onto dest.
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function appendmove(dest, src)
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function appendmove(dest, src)
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local n = #dest
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local n = #dest
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for v in all(src) do
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for v in all(src) do
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if not v:move() then
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if v:move() then
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n += 1
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n += 1
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dest[n] = v
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dest[n] = v
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end
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end
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end
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end
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end
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end
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-- like stripped, but calls
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-- like filtered, but calls
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-- :move on stuff in the list
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-- :move on stuff in the list
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-- instead of taking a func arg.
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-- instead of taking a func arg.
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function stripmoved(list)
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function filtermoved(list)
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local ret, n = {}, 0
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local ret, n = {}, 0
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for v in all(list) do
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for v in all(list) do
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if not v:move() then
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if v:move() then
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n += 1
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n += 1
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ret[n] = v
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ret[n] = v
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end
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end
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@ -130,7 +130,7 @@ hpcols_lut = csv[[36
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-- call after any change to maxhp
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-- call after any change to maxhp
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-- configures health gradient
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-- configures health gradient
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function init_hpcols()
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function init_hpcols()
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hpcols = hpcols_lut[min(primary_ship.maxhp,6)]
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hpcols = hpcols_lut[min(primary_ship.maxhp,5)]
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end
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end
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function wipe_game()
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function wipe_game()
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@ -196,11 +196,11 @@ function updategame()
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current_wave = flotilla.new()
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current_wave = flotilla.new()
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current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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current_wave:load(rnd() > 0.5 and 7 or 0, 0, min(ones(waves_complete)\2, 4))
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end
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end
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events = stripmoved(events)
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events = filtermoved(events)
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appendmove(events, new_events)
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appendmove(events, new_events)
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new_events = {}
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new_events = {}
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intangibles_bg = stripmoved(intangibles_bg)
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intangibles_bg = filtermoved(intangibles_bg)
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eships = stripmoved(eships)
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eships = filtermoved(eships)
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-- eship collider will be used
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-- eship collider will be used
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-- both for pship and pbullets.
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-- both for pship and pbullets.
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@ -213,25 +213,26 @@ function updategame()
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ps:hitship(es)
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ps:hitship(es)
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es:hitship(ps)
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es:hitship(ps)
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end
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end
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ebullets = stripped(ebullets, function(eb)
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ebullets = filtered(ebullets, function(eb)
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if (eb:move()) return true
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if (not eb:move()) return
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if (not collides(pbox, hurtbox(eb))) return
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if (not collides(pbox, hurtbox(eb))) return true
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ps:hitbullet(eb)
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ps:hitbullet(eb)
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return eb:hitship(ps)
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return not 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=stripmoved(ebullets)
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ebullets=filtermoved(ebullets)
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end
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end
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pbullets = stripped(pbullets, function(pb)
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pbullets = filtered(pbullets, function(pb)
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if (pb:move()) return true
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if (not pb:move()) return
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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for es in eship_collider:iterate_collisions(hurtbox(pb)) do
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es:hitbullet(pb)
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es:hitbullet(pb)
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if (pb:hitship(es)) return true
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if (pb:hitship(es)) return
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end
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end
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return true
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end)
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end)
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intangibles_fg = stripmoved(intangibles_fg)
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intangibles_fg = filtermoved(intangibles_fg)
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if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
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if waves_complete == 32767 and #eships == 0 and #ebullets == 0 and #events == 0 then
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game_state = win
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game_state = win
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@ -535,10 +536,10 @@ function ship_m:constrain(p, dp, pmin, pmax, want)
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end
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end
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function ship_m:move()
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function ship_m:move()
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if (self.dead) return true;
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if (self.dead) return;
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self:refresh_shield()
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self:refresh_shield()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local dx, dy, shoot_spec1, shoot_spec2 = self:act()
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local sg, xm, ym = self.special_guns, self.xmomentum, self.ymomentum
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local sg, xm, ym, sp = self.special_guns, self.xmomentum, self.ymomentum, self.sparks
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dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
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dx = self:constrain(self.x, xm, self.xmin, self.xmax, dx)
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dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
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dy = self:constrain(self.y, ym, self.ymin, self.ymax, dy)
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self:maybe_shoot(self.main_gun)
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self:maybe_shoot(self.main_gun)
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@ -546,7 +547,7 @@ function ship_m:move()
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if (shoot_spec1) self:maybe_shoot(sg[1])
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if (shoot_spec1) self:maybe_shoot(sg[1])
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if (shoot_spec2) self:maybe_shoot(sg[2])
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if (shoot_spec2) self:maybe_shoot(sg[2])
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end
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end
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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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if(sp) spark(sp, self.x + 4*self.size, self.y + 4*self.size, dx*2.5, dy*2.5, self.sparkodds)
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xm = self:calc_velocity(xm, dx)
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xm = self:calc_velocity(xm, dx)
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ym = self:calc_velocity(ym, dy)
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ym = self:calc_velocity(ym, dy)
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@ -555,7 +556,7 @@ function ship_m:move()
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self.xmomentum = xm
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self.xmomentum = xm
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self.ymomentum = ym
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self.ymomentum = ym
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return false
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return true
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end
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end
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function ship_m:draw()
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function ship_m:draw()
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@ -617,14 +618,6 @@ end
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-->8
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-->8
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-- bullet and gun behaviors
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-- bullet and gun behaviors
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function player_blt_cat()
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return pbullets
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end
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function enemy_blt_cat()
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return ebullets
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end
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-- x, y: position
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-- x, y: position
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-- dx, dy: movement (linear)
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-- dx, dy: movement (linear)
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-- f: frames remaining; nil for no limit
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-- f: frames remaining; nil for no limit
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@ -637,9 +630,9 @@ end
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-- details, check impl
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-- details, check impl
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-- damage -- damage to do to
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-- damage -- damage to do to
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-- a ship that gets hit
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-- a ship that gets hit
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-- category -- function that
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-- category -- string naming
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-- returns which bullet list
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-- which bullet list to spawn
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-- to spawn onto
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-- onto, from _ENV
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-- hitship -- event handler,
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-- hitship -- event handler,
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-- takes ship as argument.
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-- takes ship as argument.
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-- default: die, return true.
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-- default: die, return true.
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@ -774,7 +767,7 @@ end
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function bullet_base:move()
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function bullet_base:move()
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local x,y = self.x + self.dx, self.y+self.dy
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local x,y = self.x + self.dx, self.y+self.dy
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self.x,self.y=x,y
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self.x,self.y=x,y
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return (y>128) or (y < -(self.height<<3)) or (x > 128) or (x < -(self.width<<3))
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return (y<=128) and (y >= -16) and (x <= 128) and (x >= -16)
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end
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end
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function bullet_base:draw()
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function bullet_base:draw()
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@ -784,7 +777,7 @@ end
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function bullet_base:spawn_at(x, y)
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function bullet_base:spawn_at(x, y)
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self.x = x - self.x_off
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self.x = x - self.x_off
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self.y = y - self.y_off
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self.y = y - self.y_off
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add(self.category(), self)
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add(_ENV[self.category], self)
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end
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end
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function gun_base:shoot(x, y)
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function gun_base:shoot(x, y)
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@ -854,7 +847,7 @@ zap_p = mknew(bullet_base.new{
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hitship = const_fxn(true),
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hitship = const_fxn(true),
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category = player_blt_cat,
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category = "pbullets",
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})
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})
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zap_gun_p = mknew(gun_base.new{
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zap_gun_p = mknew(gun_base.new{
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@ -913,7 +906,7 @@ blast = mknew(bullet_base.new{
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end)
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end)
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end
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end
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end,
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end,
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category=player_blt_cat
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category="pbullets"
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})
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})
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blast_gun = mknew(gun_base.new{
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blast_gun = mknew(gun_base.new{
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@ -952,14 +945,14 @@ protron_e = mknew(bullet_base.new{
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y_off = 4,
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y_off = 4,
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damage = 1,
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damage = 1,
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category = enemy_blt_cat,
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category = "ebullets",
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})
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})
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protron_p = mknew(protron_e.new{
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protron_p = mknew(protron_e.new{
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sprite=23,
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sprite=23,
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dym = -1,
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dym = -1,
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y_off = 0,
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y_off = 0,
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category=player_blt_cat,
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category="pbullets",
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})
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})
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protron_gun_e = mknew(gun_base.new{
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protron_gun_e = mknew(gun_base.new{
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@ -1006,13 +999,13 @@ vulcan_e = mknew(bullet_base.new{
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y_off = 0,
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y_off = 0,
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damage = 0.5,
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damage = 0.5,
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category=enemy_blt_cat
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category="ebullets"
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})
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})
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vulcan_p = mknew(vulcan_e.new{
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vulcan_p = mknew(vulcan_e.new{
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sprite=22,
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sprite=22,
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y_off = 4,
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y_off = 4,
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category=player_blt_cat
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category="pbullets"
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})
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})
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vulcan_gun_e = mknew(gun_base.new{
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vulcan_gun_e = mknew(gun_base.new{
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@ -1351,10 +1344,10 @@ end
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-- box: x1, y1, x2, y2
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-- box: x1, y1, x2, y2
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function collides(b1, b2)
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function collides(b1, b2)
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return
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return
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b1.x1<=b2.x2
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b1.y1<=b2.y2
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and b1.y1<=b2.y2
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and b1.x2>=b2.x1
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and b1.y2>=b2.y1
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and b1.y2>=b2.y1
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and b1.x1<=b2.x2
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and b1.x2>=b2.x1
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end
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end
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collider = mknew{
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collider = mknew{
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@ -1573,13 +1566,13 @@ blip_fx = mknew{
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}
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}
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function blip_fx:move()
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function blip_fx:move()
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if (self.cancel) return true
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if (self.cancel) return
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self.frames -= 1
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self.frames -= 1
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if self.frames < 0 then
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if self.frames < 0 then
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self.obj.fx_pal = nil
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self.obj.fx_pal = nil
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return true
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return
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end
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end
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return false
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return true
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end
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end
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function blip_fx:abort()
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function blip_fx:abort()
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@ -1624,18 +1617,19 @@ spark_particle=mknew{}
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function spark_particle:move()
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function spark_particle:move()
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if (rnd(4) < 1) self.sidx += 1
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if (rnd(4) < 1) self.sidx += 1
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if (self.sidx > #self.sprs) return true
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if (self.sidx > #self.sprs) return
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self.x += self.dx
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self.x += self.dx
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self.y += self.dy
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self.y += self.dy
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self.dx -= mid(0.05,-0.05, self.dx)
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self.dx -= mid(0.05,-0.05, self.dx)
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self.dy -= mid(0.05,-0.05, self.dy)
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self.dy -= mid(0.05,-0.05, self.dy)
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return true
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end
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end
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function spark_particle:draw()
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function spark_particle:draw()
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pset(self.x,self.y,self.sprs[self.sidx])
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pset(self.x,self.y,self.sprs[self.sidx])
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end
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end
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function spark(sprs, x, y, dx, dy, 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) or (abs(dx) < 0.5 and abs(dy))) ~= 0) return
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if ((dx > -0.5 and dx < 0.5 and dy > -0.5 and dy < 0.5) or rnd(odds) >= 1) return
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local target = fg and intangibles_fg or intangibles_bg
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local target = fg and intangibles_fg or intangibles_bg
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target[#target+1] = spark_particle.new{
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target[#target+1] = spark_particle.new{
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x = x + rnd(4) - 2,
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x = x + rnd(4) - 2,
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@ -1654,7 +1648,7 @@ xp_gem = mknew(bullet_base.new{
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dy = 0.75,
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dy = 0.75,
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width=1, -- not used for spr but
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width=1, -- not used for spr but
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height=1,-- bullet_base uses it
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height=1,-- bullet_base uses it
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category = enemy_blt_cat,
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category = "ebullets",
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damage = 0,
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damage = 0,
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hurt = {
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hurt = {
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x_off = -2,
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x_off = -2,
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Reference in New Issue
Block a user