354 lines
7.7 KiB
Plaintext
354 lines
7.7 KiB
Plaintext
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#TouhouDanmakufu[Player]
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#ScriptVersion[3]
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#ID["PL_NARUMI"]
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#Title["Narumi Yatadera"]
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#Text["Player 0"]
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//#Image["./mariremi_lib/mariremi_illust.png"]
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#ReplayName["Narumi"]
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#include "script/KevinSystem/kevin_system/Lib_Const.dnh"
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#include "script/KevinSystem/Kevin_PlayerLib.txt"
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#include "script/KevinSystem/PlayerSoundLib.dnh"
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#include "./Player_Function.dnh"
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#include "./Player_ShotConst.dnh"
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#include "script/KevinSystem/kevin_system/Kevin_ItemConst.txt"
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#include "script/KevinSystem/kevin_system/Kevin_ItemLib.txt"
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let csd = GetCurrentScriptDirectory();
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// Global Variables
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float maxX = GetStgFrameWidth();
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float maxY = GetStgFrameHeight();
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// Images & Sound
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let teamimg = csd ~ "./playerlib/Player_Sheet.png";
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LoadTextureEx(teamimg, true, true);
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//ObjRender_SetTextureFilterMip(teamimg, FILTER_LINEAR);
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let plimg = csd ~ "./playerlib/PlSheet_Narumi.png";
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LoadTextureEx(plimg, true, true);
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ObjRender_SetTextureFilter(plimg, FILTER_NONE, FILTER_NONE, FILTER_NONE);
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let sndpath = csd ~ "./sound";
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int[] _enemyArray = [];
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int[] _existArray = [];
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int[] _shotArray = [];
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bool isChain = false;
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bool isUseSpecialWpn = false;
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float curChain = 0;
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// Other stuff
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float playerX = 0;
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float playerY = 0;
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let objPlayer = GetPlayerObjectID();
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int plrender = 42;
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bool ripplayer = false;
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float shotspeed = 0;
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float bombrand = 0;
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int grazecounter = 0; // For basic graze = PIV mechanic
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int shotAlpha = (GetAreaCommonData("Config", "PlayerShotOpacity", 255)*0.01)*255;
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float shotDamageOption = 4;
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float shotScaleOption = 1;
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float shotDamageLaser = 2;
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float shotScaleLaser = 1;
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float shotDamageSpecial = 5;
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float shotScaleSpecial = 1;
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float[] PlayerSpd = [12, 6];
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// Custom events for scoring mechanic
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const EV_PIV_100 = EV_USER + 100i; // Normal enemies and nons
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const EV_PIV_250 = EV_USER + 101i; // Spells
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const EV_PIV_500 = EV_USER + 102i; // Last Spells
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const EV_PIV_2000 = EV_USER + 103i; // What.
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@Initialize{
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if(!IsCommonDataAreaExists("PIV")){
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CreateCommonDataArea("PIV");
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SetAreaCommonData("PIV", "currentvalue", 10000);
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SetAreaCommonData("PIV", "ChainAmount", 1);
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}
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else{}
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SetPlayerStateEndEnable(true);
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// Stuff
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Parameter();
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RenderPlayer();
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BaseShot();
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SpecialWeapon();
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Obj_SetRenderPriorityI(objPlayer, 43);
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plrender = Obj_GetRenderPriorityI(objPlayer);
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_SoundTask();
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//SetIntersectionVisualization(true); // Debug
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_Mechanic(ripplayer, _enemyArray, _existArray, GetStgFrameWidth(), GetStgFrameHeight(), objPlayer, GetEnemyBossSceneObjectID(), 1, 2, 80);
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_ShowChain();
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//_HandleChainGauge();
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//_HitboxRender(ripplayer, objPlayer, plimg, teamimg, 768, 192, 832, 256, 1536, 896, 2048, 1408, 0.5, 0.65);
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SetShotAutoDeleteClip(96, 84, 96, 84);
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_Countdown();
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// Shot data loading
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LoadPlayerShotData(csd ~ "./Player_ShotData.dnh");
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}
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@MainLoop{
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_enemyArray = GetIntersectionRegistedEnemyID;
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shotspeed += 1; // Managing the shot rate
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//_shotArray = GetAllShotID(TARGET_PLAYER);
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//UniversalAlphaHandle(_shotArray);
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plrender = Obj_GetRenderPriorityI(objPlayer);
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playerX = ObjMove_GetX(objPlayer);
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playerY = ObjMove_GetY(objPlayer);
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yield;
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}
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@Event{
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alternative(GetEventType)
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// Delete effect
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case(EV_DELETE_SHOT_PLAYER){
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if(GetCommonDataPtr(EFFECTCUT_PTR, 0) >= 3){}
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else{
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let graphic = GetEventArgument(2);
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float[] position = GetEventArgument(1);
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let obj = CreatePlayerShotA1(position[0], position[1], 0, ObjMove_GetAngle(GetEventArgument(0))+rand(-15, 15), 0, 99999, graphic);
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ObjShot_SetIntersectionEnable(obj, false);
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_DeleteEffect(obj, 1);
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}
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//if(graphic == ELECTRIC_FIRE_ALT) {_DeleteEffectAlt(obj);}
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//else{_DeleteEffect(obj);}
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}
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// PIV-item spawning events
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case(EV_PIV_100){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_100, arg[0], arg[1]);
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}
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case(EV_PIV_250){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_250, arg[0], arg[1]);
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}
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case(EV_PIV_500){
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let arg = GetEventArgument(0);
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CreatePIVItem(PIV_500, arg[0], arg[1]);
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}
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// Basic functionality events
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case(EV_REQUEST_SPELL){
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SetScriptResult(false);
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}
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case(EV_HIT){
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}
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case(EV_CHAIN_MAX){
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if(!isChain){
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ObjSound_Play(Shine);
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isChain = true;
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curChain = GetCommonDataPtr(POINTER_CHAIN, 1);
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}
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else{}
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}
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case(EV_CHAIN_RELEASE){
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}
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case(EV_CHAIN_END){
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SetAreaCommonData("PIV", "ChainAmount", 1);
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isChain = false;
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// Increase rank depending on curChain (>= 32), then reset curChain. MAX CHAIN increases rank by 0.4.
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if(curChain >= 32){
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SetCommonData("Rank", clamp(GetCommonData("Rank", 1) + Interpolate_Linear(0.25, 0.5, curChain/64), GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
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}
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curChain = 1;
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}
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case(EV_PLAYER_SHOOTDOWN){
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ObjSound_Play(PlayerDie2);
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SetPlayerSpell(0);
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ripplayer = true;
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DeleteShotAll(TYPE_SHOT, TYPE_ITEM);
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SetCommonData("Rank", clamp(GetCommonData("Rank", 1) * 0.75, GetCommonData("MinRank", 1), GetCommonData("MaxRank", 12)));
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_DeathMove();
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}
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case(EV_PLAYER_REBIRTH){
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ripplayer = false;
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SetPlayerInvincibilityFrame(180);
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//_Countdown();
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_SigilCall(false, teamimg, 768+256, 512, 768+512, 768, objPlayer, 150);
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}
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case(EV_GRAZE){
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}
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}
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@Finalize{
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}
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// Basic player parameters
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task Parameter(){
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// im trying to not be collected by the player but their item scope is dummy thicc and im alerted by its cheek
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SetPlayerItemScope(360);
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SetPlayerLife(9); // Debug
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SetPlayerSpell(0);
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SetPlayerSpeed(PlayerSpd[0], PlayerSpd[1]); // (original: 5.25/2.0)
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SetPlayerRebirthFrame(0); // No bombs
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SetPlayerDownStateFrame(90);
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SetPlayerAutoItemCollectLine(GetStgFrameHeight/3);
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SetPlayerRebirthLossFrame(0);
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ObjPlayer_AddIntersectionCircleA1(objPlayer, 0, 0, 2, 40);
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}
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// Player render
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task RenderPlayer(){
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// Why is this movement code so cursed jesus fucking christ
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float scale = 1; // Scalies
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int frame = 0;
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int spd = 12;
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int frame_hbox = 0;
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ObjPrim_SetTexture(objPlayer, plimg);
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ObjSprite2D_SetSourceRect(objPlayer, 0, 0, 192, 192);
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ObjSprite2D_SetDestCenter(objPlayer);
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Obj_SetRenderPriorityI(objPlayer, plrender);
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ObjRender_SetScaleXYZ(objPlayer, scale, scale, 1);
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int hitbox = ObjPrim_Create(OBJ_SPRITE_2D);
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ObjPrim_SetTexture(hitbox, plimg);
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ObjSprite2D_SetSourceRect(hitbox, 384, 0, 448, 64);
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ObjSprite2D_SetDestCenter(hitbox);
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ObjRender_SetScaleXYZ(hitbox, scale, scale, 1);
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ObjRender_SetBlendType(hitbox, BLEND_ALPHA);
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Obj_SetRenderPriorityI(hitbox, 79);
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Obj_SetVisible(hitbox, false);
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// Lower "speed" parameter = FASTER SPEED
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// FOR WHEN ONLY IDLE SPRITES ARE DONE
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while(true){
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frame++;
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frame_hbox++;
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ObjRender_SetPosition(hitbox, playerX, playerY, 1);
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if(ripplayer){
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ObjSprite2D_SetSourceRect(objPlayer, 0, 384, 192, 576);
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Obj_SetVisible(hitbox, false);
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}
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else{
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if(GetVirtualKeyState(VK_SLOWMOVE) != KEY_FREE){
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ObjSprite2D_SetSourceRect(hitbox, 384+64*floor(frame_hbox/9), 0, 64+384+64*floor(frame_hbox/9), 64);
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Obj_SetVisible(hitbox, true);
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_RenderPlayerMovement(objPlayer, frame, 0, 192, 192, 192, scale, 2, spd);
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}
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else{
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_RenderPlayerMovement(objPlayer, frame, 0, 0, 192, 192, scale, 2, spd);
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Obj_SetVisible(hitbox, false);
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}
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}
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if (frame >= (2*spd-1)){frame = 0;}
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if (frame_hbox >= (3*9-1)){frame_hbox = 0;}
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yield;
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}
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}
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task _DeathMove(){
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int afterimage = ObjPrim_Create(OBJ_SPRITE_2D);
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ObjPrim_SetTexture(afterimage, plimg);
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ObjSprite2D_SetSourceRect(afterimage, 0, 384, 192, 576);
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ObjSprite2D_SetDestCenter(afterimage);
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ObjRender_SetBlendType(afterimage, BLEND_ALPHA);
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Obj_SetRenderPriorityI(afterimage, 40);
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float[] curdest = [playerX, playerY];
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float[] dest = [clamp(playerX-256, 0, GetStgFrameWidth()), playerY];
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SetPlayerRebirthPosition(dest[0], dest[1]);
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ascent(i in 0..30){
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ObjRender_SetPosition(afterimage, Interpolate_Decelerate(curdest[0], dest[0], i/30), playerY, 1);
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yield;
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}
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wait(60);
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Obj_Delete(afterimage);
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}
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