TempleOSTS_130707.ISO
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@@ -223,7 +223,7 @@ air is approximated by V and V$SY,-3$2$SY,0$
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terms and is smaller. However, I use
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this to produce a rolling friction
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value, too. If you want to see my
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best attempt at realstic physics
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best attempt at realistic physics
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download SimStructure.
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http://www.templeos.org/files/SimStrSetUp.zip
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@@ -276,7 +276,7 @@ Frame man_imgs[LAST_STOPPED_DRIBBLING+1]={
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};
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AcctRegSetDftEntry("TempleOS/KeepAway","I64 best_score0=0,best_score1=9999;\n");
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AcctRegExecuteBranch("TempleOS/KeepAway");
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AcctRegExeBranch("TempleOS/KeepAway");
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F64 game_t_end,foul_t_end;
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I64 score0,score1;
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@@ -519,15 +519,15 @@ U0 AnimateTask(CTask *parent_task)
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o->has_ball=TRUE;
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if (o==human) {
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if (ball_stolen && team) {
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Noise(250,2000,2000,WF_SQUARE);
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Noise(250,2000,2000);
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score0+=2;
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}
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} else {
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if (o->team) {
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Noise(250,1000,1000,WF_SQUARE);
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Noise(250,1000,1000);
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score1+=2;
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} else {
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Noise(250,2000,2000,WF_SQUARE);
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Noise(250,2000,2000);
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score0+=2;
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}
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}
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@@ -563,7 +563,7 @@ U0 AnimateTask(CTask *parent_task)
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d=(dx-objs[j].DxDt)*dx2+(dy-objs[j].DyDt)*dy2;
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if (o==human && t0>o->foul_t0+1.0 &&
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dt && d/dt>FOUL_VELOCITY_THRESHOLD && objs[j].team) {
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Noise(250,500,500,WF_SQUARE);
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Noise(250,500,500);
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score1+=1;
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foul_t_end=t0+1.0;
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}
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@@ -668,10 +668,10 @@ U0 KeepAway()
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"Left-Click to pass.\n"
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"Right-Click to jump.\n");
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SettingsPush; //See $LK,"SettingsPush","MN:SettingsPush"$
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Fs->text_attr=BLACK+YELLOW<<4;
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WinMax;
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WinBorder;
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Preempt(OFF);
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DocCurAttr(BLACK+YELLOW<<4);
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Fs->win_inhibit|=WIF_DBL_CLICK;
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WordStat;
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@@ -692,7 +692,7 @@ U0 KeepAway()
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DocCursor;
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DocClear;
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Fs->draw_it=&DrawIt;
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Fs->animate_task=Spawn(&AnimateTask,Fs,"Animate",Fs);
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Fs->animate_task=Spawn(&AnimateTask,Fs,"Animate",,Fs);
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try {
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while (TRUE) {
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@@ -724,6 +724,7 @@ ka_jump:
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}
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}
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ka_done: //Don't goto out of try
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GetMsg(,,1<<MSG_KEY_UP);
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} catch
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CatchAll;
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SettingsPop;
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@@ -732,13 +733,6 @@ ka_done: //Don't goto out of try
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CleanUp;
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MenuPop;
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}
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//This is so I can use this file stand alone
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//or as a component of a program.
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#if IncludeDepth<2
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KeepAway;
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#endif
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