mirror of
https://github.com/stevenhowes/CTheEscape.git
synced 2026-05-27 00:03:27 +01:00
Some prep for mission 2 and mission re-attempts/success
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@@ -7,8 +7,8 @@ Linkflags = -aif -o $@
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# Final targets:
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@.!RunImage: @.o.CTheEscape @.o.Graphics @.o.Sound @.o.Input @.o.Intro @.o.Mission1 C:o.stubs
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Link $(Linkflags) @.o.CTheEscape @.o.Graphics @.o.Sound @.o.Input @.o.Intro @.o.Mission1 C:o.stubs
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@.!RunImage: @.o.CTheEscape @.o.Graphics @.o.Sound @.o.Input @.o.Intro @.o.Mission1 @.o.Mission2 C:o.stubs
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Link $(Linkflags) @.o.CTheEscape @.o.Graphics @.o.Sound @.o.Input @.o.Intro @.o.Mission1 @.o.Mission2 C:o.stubs
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# User-editable dependencies:
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@@ -27,6 +27,9 @@ Linkflags = -aif -o $@
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cc $(ccflags) -o @.o.Intro @.c.Intro
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@.o.Mission1: @.c.Mission1
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cc $(ccflags) -o @.o.Mission1 @.c.Mission1
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@.o.Mission2: @.c.Mission2
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cc $(ccflags) -o @.o.Mission2 @.c.Mission2
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# Dynamic dependencies:
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@@ -59,3 +62,5 @@ o.Intro: c.Intro
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o.Intro: h.Graphics
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o.Mission1: c.Mission1
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o.Mission1: h.Graphics
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o.Mission2: c.Mission2
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o.Mission2: h.Graphics
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+30
-7
@@ -36,7 +36,8 @@ int game_hitbox_collide(int x1, int y1, int w1, int h1, int x2, int y2, int w2,
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int main(int argc, char *argv[])
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{
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int lastoutcome = 0;
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int lastoutcome = 1;
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int outcome = 0;
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sound_on();
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// Set initial display mode
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@@ -49,18 +50,40 @@ int main(int argc, char *argv[])
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// Intro titles + music
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intro();
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screen_flipbuffer();
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screen_clear();
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// Mission 1
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game1_briefing();
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screen_clear();
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game1_setup();
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while(!lastoutcome)
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while(lastoutcome == 1)
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{
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lastoutcome = game1_tick();
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outcome = 0;
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game1_briefing();
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screen_clear();
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game1_setup();
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while(!outcome)
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{
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outcome = game1_tick();
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}
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lastoutcome = outcome;
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}
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lastoutcome = 1;
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// Mission 2
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while(lastoutcome == 1)
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{
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outcome = 0;
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game2_briefing();
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screen_clear();
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//game2_setup();
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while(!outcome)
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{
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outcome = game2_tick();
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}
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lastoutcome = outcome;
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}
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free(buffer);
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return 0;
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+9
-2
@@ -724,7 +724,8 @@ void game_tick_input()
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// Q
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if(input_readkey(16))
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debugs[dbbase] = 1;
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Player.integrity = 1000;
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// debugs[dbbase] = 1;
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if(tick > Player.nextidlesprite)
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Player.sprite = Player.idlesprite;
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@@ -893,6 +894,8 @@ void game1_briefing()
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draw_sprite("spacebar",(DISPLAY_X/2)-106,50);
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screen_flipbuffer();
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tick = clock();
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while(1)
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{
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@@ -912,7 +915,11 @@ int game1_tick()
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screen_flipbuffer();
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screen_clear();
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if(Player.integrity > 0)
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if(Player.integrity > 200)
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{
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return 2;
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}
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else if(Player.integrity > 0)
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{
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PROFILE(game_tick_stars());
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PROFILE(game_tick_input());
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@@ -0,0 +1,117 @@
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#include "Graphics.h"
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//#defene PROFILE(X) lastprofile = clock(); X; printf("\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t%s %i\n", #X, (clock() - lastprofile))
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#define PROFILE(X) X
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extern int tick;
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extern int lasttick;
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void game2_death()
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{
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int currentstart = 0;
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int introframe = 0;
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sound_voices(4);
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sound_set_voice(1,"WaveSynth-Beep");
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sound_set_voice(2,"WaveSynth-Beep");
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sound_set_voice(3,"WaveSynth-Beep");
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sound_set_voice(4,"WaveSynth-Beep");
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sound_composition_init();
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currentstart += 100;
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sound_composition_element_add(currentstart,1,sound_note("D2"),150);
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currentstart += 100;
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sound_composition_element_add(currentstart,2,sound_note("G2"),200);
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currentstart += 200;
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sound_composition_element_add(currentstart,3,sound_note("B3"),75);
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currentstart += 40;
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sound_composition_element_add(currentstart,4,sound_note("G2"),75);
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currentstart += 50;
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sound_composition_element_add(currentstart,2,sound_note("B3"),200);
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currentstart += 200;
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sound_composition_element_add(currentstart,1,sound_note("A3"),100);
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currentstart += 100;
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sound_composition_element_add(currentstart,3,sound_note("G2"),150);
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currentstart += 150;
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sound_composition_element_add(currentstart,2,sound_note("E2"),100);
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currentstart += 100;
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sound_composition_element_add(currentstart,1,sound_note("D2"),150);
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currentstart += 150;
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sound_composition_element_add(currentstart,3,sound_note("D2"),150);
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currentstart += 100;
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sound_composition_element_add(currentstart,4,sound_note("G2"),150);
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currentstart += 150;
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sound_composition_element_add(currentstart,1,sound_note("B3"),75);
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currentstart += 40;
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sound_composition_element_add(currentstart,2,sound_note("G2"),75);
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currentstart += 40;
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sound_composition_element_add(currentstart,3,sound_note("B3"),150);
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currentstart += 150;
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sound_composition_element_add(currentstart,4,sound_note("A3"),130);
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currentstart += 100;
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sound_composition_element_add(currentstart,1,sound_note("G2"),200);
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currentstart += 300;
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tick = clock();
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sound_composition_start(clock());
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draw_sprite("spacebar",(DISPLAY_X/2)-106,50);
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draw_sprite("kia",(DISPLAY_X/2)-300,500);
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screen_flipbuffer();
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while(sound_composition_incomplete())
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{
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sound_composition_tick(clock());
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if(clock() > (tick + 100))
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{
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if(input_readkey(98))
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sound_composition_stop();
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}
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}
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}
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void game2_briefing()
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{
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screen_clear();
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draw_spritetext(
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"~~~~~~~~{chief engineers log - uss archimedes - stardate 1234567890 ~~==========~~===============}\n\n\nYour mission is to be dead until I make mission 2. \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n~~~~~~~~{==========================================~~~~~~~~=======}"
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, 50, 950);
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draw_sprite("spacebar",(DISPLAY_X/2)-106,50);
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screen_flipbuffer();
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tick = clock();
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while(1)
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{
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if(clock() > (tick + 100))
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{
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if(input_readkey(98))
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return;
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}
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}
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}
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int game2_tick()
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{
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lasttick = tick;
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tick = clock();
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screen_flipbuffer();
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screen_clear();
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if(0)
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{
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return 0;
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}else{
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screen_flipbuffer();
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screen_clear();
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game2_death();
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return 1;
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}
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}
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