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			gun_picker
			...
			gun_upgrad
		
	
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										329
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							
							
						
						
									
										329
									
								
								vacuum_gambit.p8
									
									
									
									
									
								
							@@ -126,8 +126,7 @@ end
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function _init()
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 mode = game_mode
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 init_blip_pals()
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	wipe_level()
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	primary_ship.main_gun = zap_gun_p.new()  -- redundant?
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	wipe_game()  -- redundant?
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	load_level(example_level_csv)
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	game_state = game
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	pal(2,129)
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@@ -157,7 +156,7 @@ 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 wipe_level()
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function wipe_game()
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 xpwhoosh = nil
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 primary_ship = player.new()
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 init_hpcols()
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@@ -170,6 +169,8 @@ function wipe_level()
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 intangibles_bg = linked_list.new()
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 events = linked_list.new()
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 new_events = linked_list.new()
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	primary_ship.main_gun = zap_gun_p.new()
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 primary_ship.main_gun:peel()
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end
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function _update60()
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@@ -502,14 +503,14 @@ function ship_m:die()
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  -- overage XP, min 100
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  spawn_xp_at(cx, cy, 0, xp-0x0.018f)
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  xp = 0x0.018f  -- dec 399
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  z += 1
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  z += 2
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 end
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 -- 100, 25, 5, 1
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 for gsz in all{0x0.0064, 0x0.0019, 0x0.0005, 0x0.0001} do
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  while xp >= gsz do
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   spawn_xp_at(cx, cy, z, gsz)
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   xp -= gsz
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   z += 1
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   z += 2
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  end
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 end
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end
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@@ -611,30 +612,25 @@ end
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function ship_m:hitsomething(dmg)
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 if (dmg <= 0) return false
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 self.shield_refresh_ready = lframe + self.shieldpenalty
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 if self.shield >= dmg then
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 if self.shield > 0 then
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  self.shield -= dmg
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  self:ow(true)
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  if self.shield > 0 then
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   blip(self,12)
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  else
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   self.shield = 0
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   blip(self,7)
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  end
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  return false
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 end 
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 dmg -= self.shield
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 self.shield = 0
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 self.hp -= dmg
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 if self.hp < 0 then
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  self:die()
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  return true
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 end
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 self:ow(false)
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 blip(self, self.friendly and 8 or 7)
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 return false
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end
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function ship_m:ow(shielded)
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 if (shielded) then
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  blip(self,12,3)
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  return
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 end
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 blip(self, 7, 3)
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end
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function ship_m:refresh_shield()
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 if (self.shield >= self.maxshield) return
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 if (lframe < self.shield_refresh_ready) return
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@@ -680,7 +676,13 @@ bullet_base = mknew{ }
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gun_base = mknew{ 
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 shoot_ready = -32768,
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 icon = 20
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 icon = 20,
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 ammobonus = 1,
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 -- fractional frames of
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 -- cooldown reduction from
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 -- upgrades, not yet applied
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 cd_remainder = 0,
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}
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-- gun_base subtypes are
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@@ -689,6 +691,7 @@ gun_base = mknew{
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-- themselves to the player
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function gun_base:action()
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 local item = self.new()
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 item:peel()
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 item.ammo = item.maxammo
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 if not primary_ship.special_guns then
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  primary_ship.special_guns = {item}
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@@ -697,6 +700,81 @@ function gun_base:action()
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 end
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end
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-- make shot type unique so
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-- stat modifications do not
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-- damage base data
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function gun_base:peel()
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 self.munition = mknew(self.munition.new())
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end
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-- default firing behavior:
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-- single shot
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function gun_base:actually_shoot(x, y)
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 self.munition.new{}:spawn_at(x, y)
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end
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-- upgrade 
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function gun_base:small_upgrade_opts()
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 local ret = {
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  self:ammo_upgrade_opt(),
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  self:rate_upgrade_opt(),
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 }
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 local s = self.special_upgrade_opt
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 if (s) add(ret, s(self))
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 return ret
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end
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function gun_base:ammo_upgrade_opt()
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 local a=self.maxammo
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 local x=a\10+self.ammobonus
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 return {
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  icon=self.icon,
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  hdr=self.hdr,
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  body=[[--------AMMO
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 more shots
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 before you
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  run out.
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   is: ]]..tostr(a)..[[ 
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  add: ]]..tostr(x)..[[ 
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----------
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total: ]]..tostr(a+x),
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  action=function()
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   self.maxammo+=x
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   self.ammo+=x
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  end,
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 }
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end
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function gun_base:rate_upgrade_opt()
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 local c=self.cooldown<<16
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 local rawnewc=0.85*(c-self.cd_remainder)
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 local newc=ceil(rawnewc)
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 return {
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  icon=self.icon,
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  hdr=self.hdr,
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  body=[[--------RATE
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reduce delay
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between each
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 shot when
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  firing.
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   is: ]]..tostr(c)..[[f
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minus: ]]..tostr(c-newc)..[[f
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----------
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total: ]]..tostr(newc)..[[f
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remainder:
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  ]]..sub(tostr(newc-rawnewc),0,5),
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  action=function()
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   self.cooldown=newc>>16
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   self.cd_remainder=newc-rawnewc
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  end,
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 }
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end
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function bullet_base:hitship(_)
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 self:die()
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 return true
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@@ -720,14 +798,6 @@ function bullet_base:draw()
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 spr(self.sprite, self.x, self.y, self.width, self.height)
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end
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-- An `actually_shoot` factory
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-- for trivial guns
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function spawn_one(t)
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 return function(gun, x, y)
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  t.new{}:spawn_at(x, y)
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 end
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end
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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.y = y - self.y_off
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@@ -780,11 +850,12 @@ zap_p = mknew(zap_e.new{
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zap_gun_e = mknew(gun_base.new{
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 cooldown = 0x0.0020, -- frames between shots
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 actually_shoot = spawn_one(zap_e),
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 munition = zap_e,
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})
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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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 icon = 19,
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 munition = zap_p,
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 hdr = "mAIN gUN",
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})
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@@ -843,12 +914,14 @@ blast_gun = mknew(gun_base.new{
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 cooldown = 0x0.0078, -- 120 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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 munition = blast,
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 hdr = "bLASTER",
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 body= [[plasma orb
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 body= [[---------GUN
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 plasma orb
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cuts through
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enemies.
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slow.
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  enemies.
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   slow.
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ammo: 5
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rate: 1/2sec
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@@ -917,9 +990,11 @@ protron_gun_p = mknew(protron_gun_e.new{
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 maxammo = 20,
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 cooldown = 0x0.0018,
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 hdr = "pROTRON",
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 body = [[spray shots
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in a dense
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arc.
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 body = [[---------GUN
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 spray shots
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 in a dense
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    arc.
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ammo: 20
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rate: 2/sec
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@@ -978,9 +1053,10 @@ vulcan_gun_p = mknew(vulcan_gun_e.new{
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 munition=vulcan_p,
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 maxammo = 100,
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 hdr = "vULCAN",
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 body = [[rapid fire
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in a v
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shape.
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 body = [[---------GUN
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rapidly fire
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  in a v.
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ammo: 100
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rate: 20/sec
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@@ -995,6 +1071,7 @@ firespark = split"9, 8, 2, 5, 1"
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smokespark = split"13, 13, 5, 5"
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player = mknew(ship_m.new{
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 friendly=true,
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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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@@ -1019,6 +1096,7 @@ player = mknew(ship_m.new{
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 xptarget = 0x0.0004,
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 last_xp_frame = 0,
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 level = 1,
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 magnet = 10,
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 -- gun
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 main_gun = nil, -- assign at spawn time
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@@ -1031,10 +1109,10 @@ player = mknew(ship_m.new{
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 y=96,
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 xmomentum = 0,
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 ymomentum = 0,
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 maxspd = 2.5, -- momentum cap
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 thrust = 0.25, -- momentum added from button
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 maxspd = 1.5, -- momentum cap
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 thrust = 0.1875, -- momentum added from button
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 ymin = 0, ymax = 120, -- stay on screen
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 drag = 0.125, -- momentum lost per frame
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 drag = 0.0625, -- momentum lost per frame
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 slip = false, -- does not slide down screen
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 act = function(self)  -- fetch buttons
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  local b,th = btn(),self.thrust
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@@ -1061,6 +1139,110 @@ player = mknew(ship_m.new{
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 end,
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})
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function player:small_upgrade_opts()
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 local cdr, pr = (self.shieldcooldown - 0x0.000f) / 8, (self.shieldpenalty - 0x0.003c) / 9
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 if (cdr == 0 and self.shieldcooldown > 0x0.000f) cdr = 0x0.0001
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 if (pr == 0 and self.shieldpenalty > 0x0.003c) pr = 0x0.0001
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 local ret = {{
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  icon=53,
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  hdr="hull",
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  body=[[--------SHIP
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survive more
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 unshielded
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    hits.
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    +2 hp]],
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  action=function()
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   self.maxhp += 2
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   self.hp += 2
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  end,
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 },{
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  icon=52,
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  hdr="capacity",
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  body=[[------SHIELD
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shield can
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absorb more
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hits before
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recharging.
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    +1 hp]],
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  action=function()
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   self.maxshield += 1
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   self.shield += 1
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  end,
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 },{
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  icon=1,
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  hdr="thrusters",
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  body=[[--------SHIP
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move faster,
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 steer more
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  sharply.]],
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 action=function()
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  --maxspd thrust drag
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  self.maxspd += 0.5
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  self.thrust += 0.0625
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  self.drag += 0.03125
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 end,
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 },{
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  icon=20,
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  hdr="magnet",
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  body=[[--------SHIP
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		||||
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		||||
 pick up xp
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		||||
from further
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		||||
   away.]],
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		||||
  action=function ()
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		||||
   self.magnet += 2
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  end,
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 },
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 self.main_gun:rate_upgrade_opt(),
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}
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 if cdr > 0 then
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  add(ret, {
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		||||
   icon = 6,
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		||||
   hdr = "recharge",
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		||||
   body=[[------SHIELD
 | 
			
		||||
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		||||
shield will
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		||||
recharge at
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		||||
 a faster
 | 
			
		||||
   pace.
 | 
			
		||||
 
 | 
			
		||||
  ]] .. tostr(ceil(100 * cdr / self.shieldcooldown)) .. "% faster",
 | 
			
		||||
   action = function()
 | 
			
		||||
    self.shieldcooldown -= cdr
 | 
			
		||||
   end
 | 
			
		||||
  })
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 if pr > 0 then
 | 
			
		||||
  add(ret, {
 | 
			
		||||
   icon = 6,
 | 
			
		||||
   hdr = "recovery",
 | 
			
		||||
   body=[[------SHIELD
 | 
			
		||||
 | 
			
		||||
 reduce the
 | 
			
		||||
delay after
 | 
			
		||||
a hit before
 | 
			
		||||
shield will
 | 
			
		||||
 start to
 | 
			
		||||
 recharge.
 | 
			
		||||
 
 | 
			
		||||
 ]] .. tostr(ceil(100 * pr / self.shieldpenalty)) .. "% shorter",
 | 
			
		||||
   action = function()
 | 
			
		||||
    self.shieldpenalty -= pr
 | 
			
		||||
   end
 | 
			
		||||
  })
 | 
			
		||||
 end
 | 
			
		||||
 | 
			
		||||
 return ret
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
frownie = mknew(ship_m.new{
 | 
			
		||||
 --shape
 | 
			
		||||
 sprite = 3, --index of ship sprite
 | 
			
		||||
@@ -1536,10 +1718,10 @@ function init_blip_pals()
 | 
			
		||||
 end
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function blip(obj, col, frames)
 | 
			
		||||
function blip(obj, col)
 | 
			
		||||
 obj.fx_pal = blip_pals[col]
 | 
			
		||||
 if (obj.___fx_pal_event) obj.___fx_pal_event:abort() 
 | 
			
		||||
 events:push_back(blip_fx.new{frames=frames, obj=obj})
 | 
			
		||||
 events:push_back(blip_fx.new{frames=3, obj=obj})
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
bossspark = split"7,7,10,10,9,9,9,8,8,8,2,2,5,5"
 | 
			
		||||
@@ -1622,11 +1804,22 @@ function xp_gem:draw()
 | 
			
		||||
 )
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function xp_gem:move()
 | 
			
		||||
 
 | 
			
		||||
 if not primary_ship.dead and abs(self.x + 1 - primary_ship.x - primary_ship.hurt.x_off) <= primary_ship.magnet and abs(self.y + 1 - primary_ship.y - primary_ship.hurt.y_off) <= primary_ship.magnet then
 | 
			
		||||
  if (self.x < primary_ship.x + 3) self.x += 1
 | 
			
		||||
  if (self.x > primary_ship.x + 5) self.x -= 1
 | 
			
		||||
  if (self.y < primary_ship.y + 3) self.y += 1
 | 
			
		||||
  if (self.y > primary_ship.y + 5) self.y -= 1
 | 
			
		||||
 end
 | 
			
		||||
 return bullet_base.move(self)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-- todo: "magnetic" behavior
 | 
			
		||||
-- when near player ship
 | 
			
		||||
 | 
			
		||||
function xp_gem:hitship(ship)
 | 
			
		||||
 if (ship ~= primary_ship) return false
 | 
			
		||||
 if (ship ~= primary_ship or primary_ship.dead) return false
 | 
			
		||||
 primary_ship.xp += self.val
 | 
			
		||||
 primary_ship.last_xp_frame = lframe
 | 
			
		||||
 return true
 | 
			
		||||
@@ -1698,18 +1891,13 @@ end
 | 
			
		||||
 | 
			
		||||
-- ordinary upgrades
 | 
			
		||||
function small_opts()
 | 
			
		||||
 return {{
 | 
			
		||||
  icon=1,
 | 
			
		||||
  hdr="placeholder",
 | 
			
		||||
  body="placeholder",
 | 
			
		||||
  action = function() end,
 | 
			
		||||
 },
 | 
			
		||||
 {
 | 
			
		||||
  icon=1,
 | 
			
		||||
  hdr="placeholder",
 | 
			
		||||
  body="placeholder",
 | 
			
		||||
  action = function() end,
 | 
			
		||||
 }}
 | 
			
		||||
 -- todo: include gun opts
 | 
			
		||||
 if(not primary_ship.special_guns) return pick(primary_ship:small_upgrade_opts(), 2)
 | 
			
		||||
 local opts = {rnd(primary_ship:small_upgrade_opts())}
 | 
			
		||||
 for g in all(primary_ship.special_guns) do
 | 
			
		||||
  add(opts, rnd(g:small_upgrade_opts()))
 | 
			
		||||
 end
 | 
			
		||||
 return pick(opts, 2)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
-->8
 | 
			
		||||
@@ -1718,7 +1906,7 @@ end
 | 
			
		||||
rearm_mode = mknew{
 | 
			
		||||
 sel=1,
 | 
			
		||||
 bfm=1,
 | 
			
		||||
 crt_frm = 1,
 | 
			
		||||
 crt_frm = 0,
 | 
			
		||||
 pos=-1,
 | 
			
		||||
 init=function(this)
 | 
			
		||||
  poke(0x5f5c, 255) --no btnp repeat
 | 
			
		||||
@@ -1733,7 +1921,7 @@ function rearm_mode:glow_box(x0, y0, x1, y1, c, cf)
 | 
			
		||||
  i -= 1
 | 
			
		||||
  rect(x0+i,y0+i,x1-i,y1-i,v)
 | 
			
		||||
 end
 | 
			
		||||
 fillp(crt[self.crt_frm&0xff])
 | 
			
		||||
 fillp(crt[1+(self.crt_frm&7)])
 | 
			
		||||
 rectfill(x0+4, y0+4, x1-4, y1-4, cf)
 | 
			
		||||
 fillp()
 | 
			
		||||
end
 | 
			
		||||
@@ -1765,7 +1953,7 @@ end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:draw_option(id)
 | 
			
		||||
 local rec = self.options[id]
 | 
			
		||||
 self:glow_box(0,0,55,100,self:frame_col(self.sel == id),1)
 | 
			
		||||
 self:glow_box(0,0,55,101,self:frame_col(self.sel == id),1)
 | 
			
		||||
 spr(rec.icon,5, 5)
 | 
			
		||||
 print(rec.hdr, 13, 8, 7)
 | 
			
		||||
 print(rec.body, 5, 15, 6)
 | 
			
		||||
@@ -1801,9 +1989,9 @@ function rearm_mode:draw()
 | 
			
		||||
 camera(frac * -128 + (1-frac) * -56, 0)
 | 
			
		||||
 self:draw_option(2)
 | 
			
		||||
 camera(0, -28 * frac)
 | 
			
		||||
 self:glow_box(0,101,111,127,self:frame_col(self.sel < 0),1)
 | 
			
		||||
 self:glow_box(0,102,111,127,self:frame_col(self.sel < 0),1)
 | 
			
		||||
 spr(96,15,107,4,2)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 106, 6)
 | 
			
		||||
 print("full ammo\nfull shield\n+50% health",54, 107, 6)
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update_pos()
 | 
			
		||||
@@ -1823,6 +2011,7 @@ function rearm_mode:update_pos()
 | 
			
		||||
end
 | 
			
		||||
 | 
			
		||||
function rearm_mode:update()
 | 
			
		||||
 self.crt_frm+=0.25
 | 
			
		||||
 self:update_pos()
 | 
			
		||||
 if self.pos > 1 then
 | 
			
		||||
  mode = game_mode
 | 
			
		||||
@@ -1877,14 +2066,14 @@ __gfx__
 | 
			
		||||
0070070065666765000000000ddddd100b33355009444220c000000c03333350b7000000a800000008888820048488203bbaabb3288aa8820000000000000000
 | 
			
		||||
000000006506506500000000001111000b0b5050090920200c0000c00055550037000000a2000000008882000048420003bbbb30028888200000000000000000
 | 
			
		||||
00000000650000650000000000000000000b50000009200000c0cc00000000003b00000082000000000820000008200000333300002222000000000000000000
 | 
			
		||||
00000000000650000006500000000000b000000b80000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
 | 
			
		||||
0000000000675000000765000000000000bbbb0080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
 | 
			
		||||
00000000006d6500006d6500000000000b0000b09000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
 | 
			
		||||
00000000067c6650067c6650000000000b0bb0b0a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
 | 
			
		||||
00000000067d6650067d6650000000000b0bb0b00000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
 | 
			
		||||
000000005666657576667650000000000b0000b000000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
 | 
			
		||||
0000000056565066665656500000000000bbbb0000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
 | 
			
		||||
00000000565000566500065000000000b000000b000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
 | 
			
		||||
0000000000065000000650000003b0000070070080000000700000000bb0000008800000000000000009200000000000cccccccd000650000000000000000000
 | 
			
		||||
000000000067500000076500000370000005500080000000b0000000b76300008a920000000000009009200200000000c111111d006765000000000000000000
 | 
			
		||||
00000000006d6500006d6500000b7000700660079000000030000000b663000089920000000550009994444200000000c111111d006d65000000000000000000
 | 
			
		||||
00000000067c6650067c6650000b7000056ccd50a000000030000000033000000220000000576d009446544200000000c111111d067c66500000000000000000
 | 
			
		||||
00000000067d6650067d6650000b7000056ccd500000000000000000000000000000000000566d009244442200000000c111111d067d66500000000000000000
 | 
			
		||||
000000005666657576667650000b7000700dd00700000000000000000000000000000000000dd0009092220200000000c111111d656667650000000000000000
 | 
			
		||||
000000005656506666565650000370000005500000000000000000000000000000000000000000000090020000000000c111111d650650650000000000000000
 | 
			
		||||
0000000056500056650006500003b00000700700000000000000000000000000000000000000000000a00a0000000000cddddddd650000650000000000000000
 | 
			
		||||
060007000600070006600770766c777c0000000000a0008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
6cd07cd06cd07cd06ccd7ccd6ccd7ccd000000000090008000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
0d000d006cd07cd06ccd7ccd6ccd7ccd0000000000800a0000000000000000000000000000000000000000000000000000000000000000000000000000000000
 | 
			
		||||
 
 | 
			
		||||
		Reference in New Issue
	
	Block a user