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- on harvestInput
- global inputString, selectedWeapon
- inputString = [0, 0, 0, 0, 0, 0, 0]
- if keyPressed(0) = 1 then
- inputString[1] = 1
- end if
- if keyPressed(2) = 1 then
- inputString[2] = 1
- end if
- if keyPressed(1) = 1 then
- inputString[3] = 1
- end if
- if keyPressed(13) = 1 then
- inputString[4] = 1
- end if
- if keyPressed(123) = 1 then
- inputString[1] = 1
- end if
- if keyPressed(124) = 1 then
- inputString[2] = 1
- end if
- if keyPressed(125) = 1 then
- inputString[3] = 1
- end if
- if keyPressed(126) = 1 then
- inputString[4] = 1
- end if
- if keyPressed(18) = 1 then
- selectedWeapon = 1
- end if
- if keyPressed(19) = 1 then
- selectedWeapon = 2
- end if
- if keyPressed(20) = 1 then
- selectedWeapon = 3
- end if
- if keyPressed(21) = 1 then
- selectedWeapon = 4
- end if
- if keyPressed(23) = 1 then
- selectedWeapon = 5
- end if
- if keyPressed(22) = 1 then
- selectedWeapon = 6
- end if
- if keyPressed(26) = 1 then
- selectedWeapon = 7
- end if
- if keyPressed(28) = 1 then
- selectedWeapon = 8
- end if
- if keyPressed(25) = 1 then
- selectedWeapon = 9
- end if
- if keyPressed(29) = 1 then
- selectedWeapon = 10
- end if
- if keyPressed(49) = 1 then
- inputString[5] = 1
- end if
- if keyPressed(47) = 1 then
- inputString[5] = 1
- end if
- if keyPressed(43) = 1 then
- inputString[6] = 1
- end if
- end
-
- on findDistance pointA, pointB
- hDistance = pointA[1] - pointB[1]
- vDistance = pointA[2] - pointB[2]
- finalDistance = sqrt((hDistance * hDistance) + (vDistance * vDistance))
- return finalDistance
- end
-
- on findAngle pointA, pointB
- global watchThisAngle
- xDist = pointB[1] - pointA[1]
- yDist = pointB[2] - pointA[2]
- if xDist <> 0 then
- watchThisAngle = atan(1.0 * yDist / xDist) * 180 / PI
- theAngle = atan(1.0 * yDist / xDist) * 180 / PI
- if xDist > 0 then
- theAngle = theAngle + 90
- else
- if xDist < 0 then
- theAngle = theAngle - 90
- else
- if yDist < 0 then
- theAngle = 0
- else
- if yDist > 0 then
- theAngle = 180
- end if
- end if
- end if
- end if
- else
- if yDist < 0 then
- theAngle = 0
- else
- if yDist > 0 then
- theAngle = 180
- end if
- end if
- end if
- return theAngle
- end
-
- on playSound whichSound, whichSlot
- global lastClear
- sound(whichSlot).stop()
- sound(whichSlot).queue([#member: member(whichSound)])
- sound(whichSlot).play()
- end
-