| Name | Author | Game Mode | Rating | |||||
|---|---|---|---|---|---|---|---|---|
| One Battle1 After Another | cooba | Multiple | N/A | |||||
const bool MLLESetupSuccessful = MLLE::Setup(); ///@MLLE-Generated
#include "MLLE-Include-1.8.asc" ///@MLLE-Generated
#pragma require "battle1smallH.j2l" ///@MLLE-Generated
///@SaveAndRunArgs -server -battle ///@MLLE-Generated
void onLevelReload() {
MLLE::ReapplyPalette();
}
array<int> fastCustomSpringSpeeds(jjLocalPlayerCount, 0);
void onPlayer(jjPLAYER@ player) {
jjWeapons[WEAPON::GUN8].gradualAim = player.powerup[WEAPON::GUN8];
if (player.ySpeed < -32.f) {
fastCustomSpringSpeeds[player.localPlayerID] = int(ceil((player.ySpeed + 32.f) / -0.125f));
} else if (fastCustomSpringSpeeds[player.localPlayerID] != 0) {
if (player.ySpeed < -31.f) {
fastCustomSpringSpeeds[player.localPlayerID]--;
player.ySpeed = -32.f;
} else {
fastCustomSpringSpeeds[player.localPlayerID] = 0;
}
}
}
void onFunction10(jjPLAYER@ play) {
play.ySpeed = -42;
jjSample(play.xPos, play.yPos, SOUND::COMMON_BURN, 0, 20000);
jjAddParticlePixelExplosion(play.xPos, play.yPos + 8, play.curFrame, play.direction, 1);
}
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