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rubberduckycooly
GitHub Repository: rubberduckycooly/Sonic-1-Sonic-2-2013-Script-Decompilation
Path: blob/master/Sonic 2/Scripts/HPZ/CollapsingFloor.txt
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// ----------------------------------
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// RSDK Project: Sonic 2
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// Script Description: C Floor Object
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// Script Author: Christian Whitehead/Simon Thomley
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// Unpacked by Rubberduckycooly's script unpacker
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// ----------------------------------
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// ========================
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// Aliases
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// ========================
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private alias object.value0 : object.timer
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private alias object.value1 : object.delay
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private alias object.value2 : object.collapseTable
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private alias 0 : CFLOOR_ACTIVE
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private alias 1 : CFLOOR_COLLAPSE
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private alias 2 : CFLOOR_COLLAPSED
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private alias 3 : CFLOOR_NONE
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private alias 4 : CFLOOR_TILEDELAY
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private alias 5 : CFLOOR_TILEFALL
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// Player Aliases
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private alias object.yvel : player.yvel
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// ========================
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// Function Declarations
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// ========================
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reserve function CFloor_DebugDraw
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reserve function CFloor_DebugSpawn
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// ========================
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// Tables
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// ========================
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private table CFloor_tileFramesFlipX
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1, 2, 3, 4, 5, 6
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7, 8, 9, 10, 11, 12
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end table
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private table CFloor_tileFramesNoFlip
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6, 5, 4, 3, 2, 1
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12, 11, 10, 9, 8, 7
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end table
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private table CFloor_collapseTable
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30, 38, 46, 42, 34, 26
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6, 14, 22, 18, 10, 2
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end table
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// ========================
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// Function Definitions
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// ========================
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private function CFloor_DebugDraw
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DrawSprite(0)
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end function
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private function CFloor_DebugSpawn
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CreateTempObject(TypeName[C Floor], 0, object.xpos, object.ypos)
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object[tempObjectPos].collapseTable = CFloor_collapseTable
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GetBit(temp0, object.direction, 0)
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if temp0 == FACING_RIGHT
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object[tempObjectPos].direction = FLIP_NONE
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else
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object[tempObjectPos].direction = FLIP_X
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end if
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end function
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// ========================
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// Events
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// ========================
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event ObjectUpdate
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switch object.state
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default
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case CFLOOR_ACTIVE
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break
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case CFLOOR_COLLAPSE
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if object.timer < 10
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object.timer++
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else
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temp5 = 0
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temp0 = 0
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temp3 = object.ypos
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temp3 -= 0x80000
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while temp0 < 2
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temp1 = 0
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temp2 = object.xpos
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if object.direction == FLIP_X
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temp2 -= 0x280000
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else
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temp2 += 0x280000
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end if
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while temp1 < 6
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if object.direction == FLIP_X
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GetTableValue(temp6, temp5, CFloor_tileFramesFlipX)
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else
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GetTableValue(temp6, temp5, CFloor_tileFramesNoFlip)
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end if
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CreateTempObject(TypeName[C Floor], temp6, temp2, temp3)
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object[tempObjectPos].state = CFLOOR_TILEDELAY
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GetTableValue(object[tempObjectPos].delay, temp5, object.collapseTable)
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temp5++
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temp6++
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temp1++
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if object.direction == FLIP_X
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temp2 += 0x100000
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else
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temp2 -= 0x100000
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end if
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loop
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object.frame += 2
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temp0++
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temp3 += 0x100000
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loop
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PlaySfx(SfxName[Ledge Break], false)
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object.timer = 0
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object.state++
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end if
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break
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case CFLOOR_COLLAPSED
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if object.timer < 32
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object.timer++
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else
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object.timer = 0
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object.state++
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end if
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break
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case CFLOOR_NONE
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break
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case CFLOOR_TILEDELAY
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if object.timer < object.delay
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object.timer++
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else
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object.timer = 0
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object.state++
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end if
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break
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case CFLOOR_TILEFALL
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object.ypos += object.yvel
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object.yvel += 0x4000
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if object.outOfBounds == true
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object.type = TypeName[Blank Object]
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end if
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break
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end switch
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if object.state < CFLOOR_TILEDELAY
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temp0 = object.xpos
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temp0 >>= 16
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temp0 -= camera[0].xpos
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Abs(temp0)
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temp1 = screen.xcenter
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temp1 += 128
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if temp0 > temp1
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object.state = CFLOOR_ACTIVE
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object.timer = 0
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if object.priority != PRIORITY_XBOUNDS_DESTROY
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object.priority = PRIORITY_BOUNDS
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end if
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end if
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end if
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if object.state < CFLOOR_NONE
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foreach (GROUP_PLAYERS, currentPlayer, ACTIVE_ENTITIES)
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if object.propertyValue < 2
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if player[currentPlayer].yvel >= 0
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BoxCollisionTest(C_PLATFORM, object.entityPos, -48, -16, 48, 0, currentPlayer, C_BOX, C_BOX, C_BOX, C_BOX)
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else
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checkResult = COL_NONE
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end if
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else
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BoxCollisionTest(C_SOLID, object.entityPos, -48, -16, 48, 16, currentPlayer, C_BOX, C_BOX, C_BOX, C_BOX)
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end if
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if checkResult == COL_TOP
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if object.state == CFLOOR_ACTIVE
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object.state = CFLOOR_COLLAPSE
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if object.priority != PRIORITY_XBOUNDS_DESTROY
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object.priority = PRIORITY_ACTIVE
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end if
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end if
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end if
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next
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end if
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end event
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event ObjectDraw
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switch object.state
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case CFLOOR_ACTIVE
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case CFLOOR_COLLAPSE
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DrawSprite(0)
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break
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case CFLOOR_COLLAPSED
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case CFLOOR_NONE
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break
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case CFLOOR_TILEDELAY
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case CFLOOR_TILEFALL
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DrawSprite(object.propertyValue)
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break
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end switch
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end event
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event ObjectStartup
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LoadSpriteSheet("HPZ/Objects.gif")
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SpriteFrame(-48, -16, 96, 32, 66, 223)
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SpriteFrame(-8, -8, 16, 16, 66, 223)
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SpriteFrame(-8, -8, 16, 16, 82, 223)
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SpriteFrame(-8, -8, 16, 16, 98, 223)
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SpriteFrame(-8, -8, 16, 16, 114, 223)
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SpriteFrame(-8, -8, 16, 16, 130, 223)
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SpriteFrame(-8, -8, 16, 16, 146, 223)
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SpriteFrame(-8, -8, 16, 16, 66, 239)
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SpriteFrame(-8, -8, 16, 16, 82, 239)
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SpriteFrame(-8, -8, 16, 16, 98, 239)
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SpriteFrame(-8, -8, 16, 16, 114, 239)
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SpriteFrame(-8, -8, 16, 16, 130, 239)
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SpriteFrame(-8, -8, 16, 16, 146, 239)
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foreach (TypeName[C Floor], arrayPos0, ALL_ENTITIES)
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object[arrayPos0].collapseTable = CFloor_collapseTable
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next
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SetTableValue(TypeName[C Floor], DebugMode_ObjCount, DebugMode_TypesTable)
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SetTableValue(CFloor_DebugDraw, DebugMode_ObjCount, DebugMode_DrawTable)
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SetTableValue(CFloor_DebugSpawn, DebugMode_ObjCount, DebugMode_SpawnTable)
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DebugMode_ObjCount++
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end event
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// ========================
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// Editor Events
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// ========================
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event RSDKEdit
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if editor.returnVariable == true
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switch editor.variableID
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case EDIT_VAR_PROPVAL // property value
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checkResult = object.propertyValue
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checkResult &= 3
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break
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case 0 // type
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checkResult = object.propertyValue
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checkResult &= 3
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break
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end switch
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else
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switch editor.variableID
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case EDIT_VAR_PROPVAL // property value
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object.propertyValue = editor.variableValue
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object.propertyValue &= 3
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break
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case 0 // type
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object.propertyValue = editor.variableValue
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object.propertyValue &= 3
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break
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end switch
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end if
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end event
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event RSDKDraw
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DrawSprite(0)
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end event
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event RSDKLoad
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LoadSpriteSheet("HPZ/Objects.gif")
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SpriteFrame(-48, -16, 96, 32, 66, 223)
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AddEditorVariable("type")
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SetActiveVariable("type")
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AddEnumVariable("Bottom (Top Solid)", 0)
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AddEnumVariable("Bottom (All Solid)", 2)
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// 1 & 3 go unused since direction is set via editor rather than as a propertyValue
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end event
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