TempleOS V5.03 Nightly (ISO SHA-1 57e189b)
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@@ -165,20 +165,6 @@ $BG$class Frame
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#define COURT_BORDER 10
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#define COLLISION_DAMP 0.8
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/* Viscosity is way bigger than
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real air viscosity. In reality
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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 realistic physics
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download SimStructure.
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http://www.templeos.org/files/SimStrSetUp.zip
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This is just a video game. Relax.
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*/
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#define AIR_VISCOSITY 0.1
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#define GRAVITY_ACCELERATION 500
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@@ -1,4 +1,4 @@
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#help_index "Snd"
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#help_index "Snd/Music/Apps"
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Cd(__DIR__);;
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#include "JukeBox"
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@@ -162,7 +162,7 @@ U0 UnitDirectFire(Unit *tmpu,Unit *target)
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facing=0;
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DamageDo(target,HitDamage(tmpu,target,facing,range_factor));
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}
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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while (scrncast.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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target_unit=NULL;
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}
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@@ -195,7 +195,7 @@ Bool HexOccupy(Bool overrun,Unit *tmpu,Unit *target)
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}
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if (DamageDo(target,Round(damage))) {
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"$$RED$$Success$$FG$$\n";
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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while (scrncast.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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return TRUE;
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} else {
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@@ -203,7 +203,7 @@ Bool HexOccupy(Bool overrun,Unit *tmpu,Unit *target)
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VisRecalc(VR_FRIENDLY_UNIT_DIED,tmpu);
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alive_cnt[tmpu->player]--;
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"$$RED$$Failure$$FG$$\n";
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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while (scrncast.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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return FALSE;
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}
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@@ -267,7 +267,7 @@ U0 IndirectResolveAll()
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}
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Noise(2000*animation_delay,70,74);
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Sleep(2000*animation_delay);
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while (snd.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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while (scrncast.ona!=ONA_REST) //see $LK,"Snd",A="MN:Snd"$()
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Yield;
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indirect_explosion=FALSE;
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