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Sound! Sort of..
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@@ -22,6 +22,7 @@ DEF PROC_main
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REM Current graphics buffer
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REM Current graphics buffer
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Scr% = 1
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Scr% = 1
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VOICE 1,"Percussion-Noise"
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DIM PlayerLocation%(1)
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DIM PlayerLocation%(1)
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PlayerLocation%(X) = SCREENGFXWIDTH%/2
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PlayerLocation%(X) = SCREENGFXWIDTH%/2
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PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide%
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PlayerLocation%(Y) = SCREENGFXHEIGHT%/PlayerYHeightDivide%
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@@ -147,7 +148,8 @@ DEF PROCplayer_ship_handle_damage
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IF TIME > PlayerExplodeNextFrame% THEN
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IF TIME > PlayerExplodeNextFrame% THEN
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PlayerExplodeNextFrame% = TIME + 4
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PlayerExplodeNextFrame% = TIME + 4
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IF PlayerSprite$ = "player_ship" THEN
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IF PlayerSprite$ = "player_ship" THEN
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DieEnd% = TIME + 100
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DieEnd% = TIME + 150
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SOUND 1,-5,0,50
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ENDIF
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ENDIF
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CASE PlayerSprite$ OF
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CASE PlayerSprite$ OF
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WHEN "player_ship": PlayerSprite$ = "explode_shp1"
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WHEN "player_ship": PlayerSprite$ = "explode_shp1"
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@@ -169,6 +171,9 @@ ENDPROC
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DEF PROCenemy_ship_handle_damage
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DEF PROCenemy_ship_handle_damage
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FOR Enemy%=0 TO MaxEnemies% - 1
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FOR Enemy%=0 TO MaxEnemies% - 1
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IF EnemyHealth%(Enemy%) <= 0 THEN
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IF EnemyHealth%(Enemy%) <= 0 THEN
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IF EnemySprites$(Enemy%) = "durno_ship2" THEN
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SOUND 1,-5,0,50
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ENDIF
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IF TIME > EnemyExplodeNextFrame%(Enemy%) THEN
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IF TIME > EnemyExplodeNextFrame%(Enemy%) THEN
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EnemyExplodeNextFrame%(Enemy%) = TIME + 4
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EnemyExplodeNextFrame%(Enemy%) = TIME + 4
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CASE EnemySprites$(Enemy%) OF
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CASE EnemySprites$(Enemy%) OF
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