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tidy up of comments
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@@ -142,23 +142,29 @@ DEF PROCmain_scene1
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LastCents% = Cents%
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Cents% = TIME
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REM Controls
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REM Mission distance left
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PlayerRemainingDistance% = PlayerRemainingDistance% - (Cents% - LastCents%) * PlayerVelocity%
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REM Damage is always handled
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PROCplayer_ship_handle_damage
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PROCenemy_ship_handle_damage
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REM Enemy movement - even if player dead
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PROCenemy_ship_move
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IF PlayerStructuralIntegrity% > 0 THEN
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REM Controls
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PROCinputs
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REM NPCs
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PROCenemy_ship_collide_player
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REM PROCenemy_ship_collide_npc
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REM Player Weapons calculations
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PROCplayer_arc_calculatetarget
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PROCplayer_weapons_damage
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REM Environment calculations
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PROCspecks_move
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ENDIF
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@@ -179,6 +185,8 @@ DEF PROCmain_scene1
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REM Player
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PROCplayer_ship_draw
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PROCplayer_target_draw
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REM Draw enemy stuff
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PROCenemy_ship_draw
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IF PlayerStructuralIntegrity% > 0 THEN
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@@ -215,12 +223,13 @@ ENDPROC
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DEF PROCplayer_weapons_draw
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IF LeftID% < 0 THEN
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LeftFiring% = 0
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ENDIF
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IF RightID% < 0 THEN
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RightFiring% = 0
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ENDIF
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REM If no targets then dont fire phasers
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IF LeftID% < 0 THEN
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LeftFiring% = 0
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ENDIF
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IF RightID% < 0 THEN
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RightFiring% = 0
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ENDIF
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IF LeftFiring% = 1 THEN
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LINE PlayerLocation%(X) + PlayerPhaserOffset%(0,X), PlayerLocation%(Y) + PlayerPhaserOffset%(0,Y), EnemyLocations%(LeftID%,X) + (EnemyHitbox%(EnemyHitboxID%(LeftID%),2)/2), EnemyLocations%(LeftID%,Y)
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@@ -360,6 +369,7 @@ DEF PROChud_draw
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PRINT PlayerRemainingDistance% DIV 1000
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ENDPROC
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REM Not using this, NPC/NPC collide is needless maths..
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DEF PROCenemy_ship_collide_npc
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FOR Enemy%=0 TO MaxEnemies% - 1
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CollidesWith% = Enemy%
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