Changes for the new webpage and bug fixes since 0.2.9.6
git-svn-id: https://clonekeenplus.svn.sourceforge.net/svnroot/clonekeenplus/cgenius/trunk@36 4df4b0f3-56ce-47cb-b001-ed939b7d65a6
This commit is contained in:
@@ -96,7 +96,7 @@ unsigned int ep3;
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// got hit?
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if (objects[o].zapped)
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{
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if (objects[o].zapped > 1 || !options[OPT_MEAN].value)
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if (objects[o].zapped > 1 || !levelcontrol.hardmode)
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{ // we're fried!!
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if (objects[o].ai.baby.state != BABY_DYING)
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{
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@@ -30,7 +30,7 @@
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#define BUTLER_TURNLEFT_FRAME 96
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#define BUTLER_TURNRIGHT_FRAME 97
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void butler_ai(int o)
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void butler_ai(int o, bool hardmode)
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{
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char not_about_to_fall;
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if (objects[o].needinit)
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@@ -58,14 +58,14 @@ char not_about_to_fall;
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if (player[primaryplayer].x < objects[o].x)
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{
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player[objects[o].touchedBy].playpushed_x = -butlerpushamount;
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if (options[OPT_MEAN].value) player[objects[o].touchedBy].playpushed_x -= BUTLERPUSHAMOUNTFAST;
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if (hardmode) player[objects[o].touchedBy].playpushed_x -= BUTLERPUSHAMOUNTFAST;
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player[objects[o].touchedBy].playpushed_decreasetimer = 0;
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player[objects[o].touchedBy].pdir = player[objects[o].touchedBy].pshowdir = LEFT;
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}
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else
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{
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player[objects[o].touchedBy].playpushed_x = butlerpushamount;
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if (options[OPT_MEAN].value) player[objects[o].touchedBy].playpushed_x += BUTLERPUSHAMOUNTFAST;
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if (hardmode) player[objects[o].touchedBy].playpushed_x += BUTLERPUSHAMOUNTFAST;
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player[objects[o].touchedBy].playpushed_decreasetimer = 0;
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player[objects[o].touchedBy].pdir = player[objects[o].touchedBy].pshowdir = RIGHT;
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}
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@@ -91,7 +91,7 @@ char not_about_to_fall;
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objects[o].sprite = BUTLER_WALK_LEFT_FRAME + objects[o].ai.butler.frame;
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if (!objects[o].blockedl && not_about_to_fall)
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{
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if (options[OPT_MEAN].value)
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if (hardmode)
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objects[o].x -= BUTLER_WALK_SPEED_FAST;
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else
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objects[o].x -= BUTLER_WALK_SPEED;
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@@ -113,7 +113,7 @@ char not_about_to_fall;
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objects[o].sprite = BUTLER_WALK_RIGHT_FRAME + objects[o].ai.butler.frame;
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if (!objects[o].blockedr && not_about_to_fall)
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{
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if (options[OPT_MEAN].value)
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if (hardmode)
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objects[o].x += BUTLER_WALK_SPEED_FAST;
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else
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objects[o].x += BUTLER_WALK_SPEED;
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@@ -129,7 +129,7 @@ char not_about_to_fall;
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}
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// walk animation
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if (objects[o].ai.butler.animtimer > BUTLER_WALK_ANIM_TIME || \
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(objects[o].ai.butler.animtimer > BUTLER_WALK_ANIM_TIME_FAST && options[OPT_MEAN].value))
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(objects[o].ai.butler.animtimer > BUTLER_WALK_ANIM_TIME_FAST && hardmode))
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{
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if (objects[o].ai.butler.frame>=3) objects[o].ai.butler.frame=0;
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else objects[o].ai.butler.frame++;
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@@ -54,7 +54,7 @@ unsigned int i;
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objects[o].ai.foob.state = FOOB_EXPLODE;
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objects[o].canbezapped = 0;
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if (objects[o].onscreen) g_pSound->playStereofromCoord(SOUND_YORP_DIE, PLAY_NOW, objects[o].scrx);
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if (options[OPT_MEAN].value && objects[o].touchPlayer)
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if (pCKP->Control.levelcontrol.hardmode && objects[o].touchPlayer)
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{
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killplayer(objects[o].touchedBy, pCKP);
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}
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@@ -205,7 +205,7 @@ unsigned int i;
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if (garg_CanWalkLeft(o))
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{
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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objects[o].x -= GARG_WALK_SPEED_FAST;
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else
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objects[o].x -= GARG_WALK_SPEED;
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@@ -223,7 +223,7 @@ unsigned int i;
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objects[o].sprite = GARG_WALK_RIGHT + objects[o].ai.garg.walkframe;
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if (garg_CanWalkRight(o))
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{
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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objects[o].x += GARG_WALK_SPEED_FAST;
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else
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objects[o].x += GARG_WALK_SPEED;
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@@ -239,7 +239,7 @@ unsigned int i;
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/* walk animation */
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if (objects[o].ai.garg.timer > GARG_WALK_ANIM_TIME || \
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(objects[o].ai.garg.timer > GARG_WALK_ANIM_TIME && options[OPT_MEAN].value))
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(objects[o].ai.garg.timer > GARG_WALK_ANIM_TIME && pCKP->Control.levelcontrol.hardmode))
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{
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objects[o].ai.garg.walkframe ^= 1;
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objects[o].ai.garg.timer = 0;
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@@ -11,8 +11,8 @@
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#define MOTHER_HURT 2
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#define MOTHER_DEAD 3
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#define MOTHER_WALK_ANIM_RATE 70
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#define MOTHER_WALK_SPD 1
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#define MOTHER_WALK_ANIM_RATE 40
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#define MOTHER_WALK_SPD 4
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#define MOTHER_SPIT_PROB 1000
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#define MOTHER_SPIT_SHOW_TIME 100
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@@ -35,7 +35,7 @@ int onsamelevel;
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{
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objects[o].ai.ninja.state = NINJA_STAND;
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objects[o].ai.ninja.timetillkick = (rand()%(NINJA_MAX_TIME_TILL_KICK-NINJA_MIN_TIME_TILL_KICK))+NINJA_MIN_TIME_TILL_KICK;
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if (options[OPT_MEAN].value) objects[o].ai.ninja.timetillkick /= 3;
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if (pCKP->Control.levelcontrol.hardmode) objects[o].ai.ninja.timetillkick /= 3;
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if (player[primaryplayer].x < objects[o].x)
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{ objects[o].ai.ninja.dir = LEFT; }
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@@ -57,7 +57,7 @@ void sndwave_ai(int o, stCloneKeenPlus *pCKP)
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}
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else
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{
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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objects[o].x += SNDWAVE_SPEED_FAST;
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else
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objects[o].x += SNDWAVE_SPEED;
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@@ -72,7 +72,7 @@ void sndwave_ai(int o, stCloneKeenPlus *pCKP)
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}
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else
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{
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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objects[o].x -= SNDWAVE_SPEED_FAST;
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else
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objects[o].x -= SNDWAVE_SPEED;
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@@ -38,7 +38,7 @@
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char tank_CanMoveLeft(int o);
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char tank_CanMoveRight(int o);
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void tank_ai(int o)
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void tank_ai(int o, bool hardmode)
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{
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int newobject;
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unsigned int i;
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@@ -150,11 +150,11 @@ unsigned int i;
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if (objects[o].ai.tank.detectedPlayer)
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{
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objects[o].ai.tank.ponsameleveltime++;
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if (objects[o].ai.tank.ponsameleveltime > TANK_SAME_LEVEL_TIME_FAST && options[OPT_MEAN].value)
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if (objects[o].ai.tank.ponsameleveltime > TANK_SAME_LEVEL_TIME_FAST && hardmode)
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{ // keen would be a good target now. (hard mode)
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if (!objects[o].ai.tank.alreadyfiredcauseonsamelevel ||\
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objects[o].ai.tank.ponsameleveltime > TANK_REPEAT_FIRE_TIME || \
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(objects[o].ai.tank.ponsameleveltime > TANK_REPEAT_FIRE_TIME_FAST && options[OPT_MEAN].value))
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(objects[o].ai.tank.ponsameleveltime > TANK_REPEAT_FIRE_TIME_FAST && hardmode))
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{
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// facing keen?
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objects[o].ai.tank.alreadyfiredcauseonsamelevel = 1;
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@@ -232,7 +232,7 @@ unsigned int i;
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break;
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case TANK_FIRE:
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if (objects[o].ai.tank.timer > TANK_PREPAREFIRE_TIME || \
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(objects[o].ai.tank.timer > TANK_PREPAREFIRE_TIME_FAST && options[OPT_MEAN].value))
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(objects[o].ai.tank.timer > TANK_PREPAREFIRE_TIME_FAST && hardmode))
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{
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if (objects[o].onscreen) g_pSound->playStereofromCoord(SOUND_TANK_FIRE, PLAY_NOW, objects[o].scrx);
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if (objects[o].ai.tank.movedir==RIGHT)
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@@ -141,7 +141,7 @@ unsigned int i;
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else
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{
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// no we're not facing him, on hard difficulty turn around
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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{
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objects[o].ai.tank.frame = 0;
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objects[o].ai.tank.timer = 0;
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@@ -44,7 +44,7 @@ int bonk,kill;
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objects[o].canbezapped = 1;
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objects[o].needinit = 0;
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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{
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objects[o].ai.vort.ep1style = 1;
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}
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@@ -118,7 +118,7 @@ int bonk,kill;
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else
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{
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objects[o].ai.vort.state = VORT2_DYING;
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if (options[OPT_MEAN].value)
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if (pCKP->Control.levelcontrol.hardmode)
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{
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fade.mode = FADE_GO;
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fade.dir = FADE_IN;
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@@ -126,7 +126,7 @@ char numlooks;
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{
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bump_left: ;
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player[objects[o].touchedBy].playpushed_x = -pushamt;
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if (options[OPT_MEAN].value) player[objects[o].touchedBy].playpushed_x -= YORPPUSHAMOUNT_FAST;
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if (levelcontrol.hardmode) player[objects[o].touchedBy].playpushed_x -= YORPPUSHAMOUNT_FAST;
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player[objects[o].touchedBy].playpushed_decreasetimer = 0;
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if (!player[objects[o].touchedBy].pjumping)
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{
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@@ -137,7 +137,7 @@ char numlooks;
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{
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bump_right: ;
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player[objects[o].touchedBy].playpushed_x = pushamt;
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if (options[OPT_MEAN].value) player[objects[o].touchedBy].playpushed_x += YORPPUSHAMOUNT_FAST;
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if (levelcontrol.hardmode) player[objects[o].touchedBy].playpushed_x += YORPPUSHAMOUNT_FAST;
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player[objects[o].touchedBy].playpushed_decreasetimer = 0;
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if (!player[objects[o].touchedBy].pjumping)
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{
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@@ -185,7 +185,7 @@ char numlooks;
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}
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break;
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case YORP_LOOK:
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if (options[OPT_MEAN].value) numlooks = YORP_NUM_LOOKS_FAST; else numlooks = YORP_NUM_LOOKS;
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if (levelcontrol.hardmode) numlooks = YORP_NUM_LOOKS_FAST; else numlooks = YORP_NUM_LOOKS;
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if (objects[o].ai.yorp.looktimes>numlooks &&\
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objects[o].ai.yorp.timer==YORP_LOOK_TIME-(YORP_LOOK_TIME/4))
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{
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@@ -251,7 +251,7 @@ char numlooks;
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objects[o].sprite = YORP_WALK_LEFT + objects[o].ai.yorp.walkframe;
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if (!objects[o].blockedl)
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{
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if (options[OPT_MEAN].value)
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if (levelcontrol.hardmode)
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objects[o].x -= YORP_WALK_SPEED_FAST;
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else
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objects[o].x -= YORP_WALK_SPEED;
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@@ -271,7 +271,7 @@ char numlooks;
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objects[o].sprite = YORP_WALK_RIGHT + objects[o].ai.yorp.walkframe;
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if (!objects[o].blockedr)
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{
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if (options[OPT_MEAN].value)
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if (levelcontrol.hardmode)
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objects[o].x += YORP_WALK_SPEED_FAST;
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else
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objects[o].x += YORP_WALK_SPEED;
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@@ -287,7 +287,7 @@ char numlooks;
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}
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// walk animation
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if (objects[o].ai.yorp.timer > YORP_WALK_ANIM_TIME || \
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(objects[o].ai.yorp.timer > YORP_WALK_ANIM_TIME_FAST && options[OPT_MEAN].value))
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(objects[o].ai.yorp.timer > YORP_WALK_ANIM_TIME_FAST && levelcontrol.hardmode))
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{
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objects[o].ai.yorp.walkframe ^= 1;
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objects[o].ai.yorp.timer = 0;
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@@ -297,7 +297,7 @@ char numlooks;
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objects[o].sprite = YORP_STUNFRAME + objects[o].ai.yorp.walkframe;
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if (objects[o].ai.yorp.timer > YORP_STUN_ANIM_TIME)
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{
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if (options[OPT_MEAN].value) numlooks = YORP_STUNTIME_FAST; else numlooks = YORP_STUNTIME;
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if (levelcontrol.hardmode) numlooks = YORP_STUNTIME_FAST; else numlooks = YORP_STUNTIME;
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if (objects[o].ai.yorp.looktimes>numlooks)
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{
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objects[o].ai.yorp.looktimes = 0;
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