New stick mans collisions code.
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@ -86,98 +86,59 @@ int run_stickman(float* playerp, UPDATE_FUNC_ARGS) {
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playerp[26] = 0;
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//Go left
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r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
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if (((int)(playerp[0])&0x01) == 0x01 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
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if (((int)(playerp[0])&0x01) == 0x01)
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{
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if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID
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&& (r&0xFF) != PT_LNTG))
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if (playerp[7]>playerp[15])
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{
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if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
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if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
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{
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playerp[21] = -3;
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playerp[22] = -2;
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playerp[19] = -2;
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}
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if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
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{
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playerp[25] = -3;
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playerp[26] = -2;
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playerp[23] = -2;
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playerp[19] = -1;
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playerp[22] = -3;
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}
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}
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else
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{
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if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])]) //It should move another way in liquids
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if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
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{
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playerp[21] = -1;
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playerp[22] = -1;
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playerp[25] = -3;
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playerp[19] = -1;
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}
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if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
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{
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playerp[25] = -1;
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playerp[26] = -1;
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playerp[23] = -1;
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playerp[26] = -3;
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}
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}
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}
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//Go right
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r = pmap[(int)(parts[i].y+10)][(int)(parts[i].x)];
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if (((int)(playerp[0])&0x02) == 0x02 && (((r&0xFF)>=PT_NUM) || ptypes[r&0xFF].state != ST_GAS))
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if (((int)(playerp[0])&0x02) == 0x02)
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{
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if (r>=PT_NUM || (ptypes[r&0xFF].state != ST_LIQUID
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&& (r&0xFF) != PT_LNTG))
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if (playerp[7]<playerp[15])
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{
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if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
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if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
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{
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playerp[21] = 3;
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playerp[22] = -2;
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playerp[19] = 2;
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}
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if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
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{
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playerp[25] = 3;
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playerp[26] = -2;
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playerp[23] = 2;
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playerp[19] = 1;
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playerp[22] = -3;
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}
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}
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else
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{
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if (pmap[(int)(playerp[8]-1)][(int)(playerp[7])])
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if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
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{
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playerp[21] = 1;
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playerp[22] = -1;
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playerp[25] = 3;
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playerp[19] = 1;
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playerp[26] = -3;
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}
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if (pmap[(int)(playerp[16]-1)][(int)(playerp[15])])
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{
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playerp[25] = 1;
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playerp[26] = -1;
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playerp[23] = 1;
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}
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}
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}
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//Jump
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if (((int)(playerp[0])&0x04) == 0x04 && (
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(pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF)>=PT_NUM ||
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ptypes[pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])]&0xFF].state != ST_GAS ||
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(pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF)>=PT_NUM ||
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ptypes[pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])]&0xFF].state != ST_GAS))
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{
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if (pmap[(int)(playerp[8]-0.5)][(int)(playerp[7])] || pmap[(int)(playerp[16]-0.5)][(int)(playerp[15])])
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if (((int)(playerp[0])&0x04) == 0x04 &&
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(!eval_move(PT_DUST, playerp[7], playerp[8], NULL) || !eval_move(PT_DUST, playerp[15], playerp[16], NULL)))
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{
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parts[i].vy = -5;
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playerp[22] -= 1;
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playerp[26] -= 1;
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}
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}
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//Charge detector wall if foot inside
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if (bmap[(int)(playerp[8]+0.5)/CELL][(int)(playerp[7]+0.5)/CELL]==WL_DETECT)
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@ -290,78 +251,31 @@ int run_stickman(float* playerp, UPDATE_FUNC_ARGS) {
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playerp[11] += (playerp[11]-parts[i].x)*d;
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playerp[12] += (playerp[12]-parts[i].y)*d;
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//Side collisions checking
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for (rx = -3; rx <= 3; rx++)
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if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
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{
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r = pmap[(int)(playerp[16]-2)][(int)(playerp[15]+rx)];
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if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
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playerp[15] -= rx;
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r = pmap[(int)(playerp[8]-2)][(int)(playerp[7]+rx)];
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if (r && ((r&0xFF)>=PT_NUM || (ptypes[r&0xFF].state != ST_GAS && ptypes[r&0xFF].state != ST_LIQUID)))
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playerp[7] -= rx;
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playerp[7] = playerp[9];
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playerp[8] = playerp[10];
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}
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//Collision checks
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for (ry = -2-(int)parts[i].vy; ry<=0; ry++)
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if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
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{
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r = pmap[(int)(playerp[8]+ry)][(int)(playerp[7]+0.5)]; //This is to make coding more pleasant :-)
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//For left leg
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if (r && (r&0xFF)!=PT_STKM)
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{
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if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG)) //Liquid checks
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{
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if (parts[i].y<(playerp[8]-10))
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parts[i].vy = 1*dt;
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else
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parts[i].vy = 0;
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if (abs(parts[i].vx)>1)
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parts[i].vx *= 0.5*dt;
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}
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else
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{
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if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
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{
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playerp[8] += ry-1;
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parts[i].vy -= 0.5*parts[i].vy*dt;
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}
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}
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playerp[9] = playerp[7];
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playerp[15] = playerp[17];
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playerp[16] = playerp[18];
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}
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r = pmap[(int)(playerp[16]+ry)][(int)(playerp[15]+0.5)];
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//For right leg
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if (r && (r&0xFF)!=PT_STKM)
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//This makes stick man "pop" from obstacles
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if (!eval_move(PT_DUST, playerp[7], playerp[8], NULL))
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{
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if ((r&0xFF)<PT_NUM && (ptypes[r&0xFF].state == ST_LIQUID || (r&0xFF) == PT_LNTG))
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{
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if (parts[i].y<(playerp[16]-10))
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parts[i].vy = 1*dt;
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else
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parts[i].vy = 0;
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if (abs(parts[i].vx)>1)
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parts[i].vx *= 0.5*dt;
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}
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else
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{
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if ((r&0xFF)>=PT_NUM || ptypes[r&0xFF].state != ST_GAS)
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{
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playerp[16] += ry-1;
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parts[i].vy -= 0.5*parts[i].vy*dt;
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}
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}
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playerp[17] = playerp[15];
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float t;
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t = playerp[7]; playerp[7] = playerp[9]; playerp[9] = t;
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t = playerp[8]; playerp[8] = playerp[10]; playerp[10] = t;
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}
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//If it falls too fast
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if (parts[i].vy>=30)
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if (!eval_move(PT_DUST, playerp[15], playerp[16], NULL))
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{
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parts[i].y -= (10+ry)*dt;
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parts[i].vy = -10*dt;
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}
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float t;
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t = playerp[15]; playerp[15] = playerp[17]; playerp[17] = t;
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t = playerp[16]; playerp[16] = playerp[18]; playerp[18] = t;
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}
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//Keeping legs distance
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