Cacos interdimensionals done!
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@@ -1,5 +1,3 @@
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local arcade_config = require("arcade_config")
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o2aX = arcade_config.org2arc_escala
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cxr2 = arcade_config.character_per_row_base2
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cw = arcade_config.character_width
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ch = arcade_config.character_height
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@@ -18,15 +16,18 @@ function caco.new(_hab,_x,_y,_flip)
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frame=19,
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wait=0,
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step=0,
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can_warp=true,
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warping=false,
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shrink=1,
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d_shrink=0.1,
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d_shrink=1,
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angle=0,
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d_angle=5,
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d_angle=15,
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hit=caco.hit,
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update=caco.update_normal,
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draw=caco.draw,
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jumpfwd=false,
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dying=false,
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death_time=40,
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anim={19,19,20,21},
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bb={x=4,y=4,w=24,h=16} }
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end
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@@ -34,20 +35,23 @@ end
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function caco:draw()
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-- if self.frame>0 then draw.surf((self.frame&7)*16,(self.frame>>3)*16,16,16,self.x,self.y,16,16,self.flip) end
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-- if self.frame>0 then draw.surf((self.frame&7)*cw,(self.frame>>cxr2)*ch,cw,ch,self.x*o2aX,self.y*o2aX,cw,ch,self.flip) end
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if self.warping then
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local shrink_w = self.w*self.shrink
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local shrink_h = self.h*self.shrink
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local offset_x = (self.w-shrink_w)/2
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local offset_y = (self.h-shrink_h)/2
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local offset_x = math.floor((self.w-shrink_w)/2)
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local offset_y = math.floor((self.h-shrink_h)/2)
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local scr_x, scr_y = viewp:screen_coords( self.x+offset_x, self.y+offset_y )
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shrink_w = math.floor(shrink_w)
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shrink_h = math.floor(shrink_h)
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-- print(shrink_w..", "..shrink_h..", "..offset_x..", "..offset_y..", "..scr_x..", "..scr_y)
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if shrink_w>0 and shrink_h>0 then
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draw.surfrot((self.frame&7)*cw, (self.frame>>cxr2)*ch,
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cw, ch,
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scr_x, scr_y,
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self.angle,
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shrink_w, shrink_h,
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self.flip)
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end
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else
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if self.frame>0 then
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local scr_x, scr_y = viewp:screen_coords( self.x, self.y )
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@@ -111,41 +115,62 @@ function caco:update_normal()
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end
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function caco:update_hit()
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local step_time = self.death_time
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if self.can_warp then
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step_time = self.death_time/3; -- warp, wait, appear
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end
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self.wait=self.wait+1
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if self.wait>=6 then
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self.wait=0
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self.step=self.step+1
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if self.can_warp then
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-- warp, wait, respawn
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if self.warping then
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if self.step<40 then
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if self.step<self.death_time then
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self.shrink=self.shrink-self.d_shrink
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if self.shrink<0 then self.shrink=0 end
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self.angle=self.angle+self.d_angle
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if self.angle>=360 then
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self.angle = 0
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end
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elseif self.step>=40 then
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if self.angle>=360 then self.angle = self.angle % 360 end
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if self.shrink<=0 then
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self.shrink=1
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self.d_shrink=1
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self.angle=0
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self.frame=19
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self.step=0
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self.wait=0
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self.d_angle=1
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self.warping = false
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self.update=caco.update_normal
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self.frame = -1
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self.step = 0
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end
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else
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if self.step<40 then
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end
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elseif self.step<self.death_time/2 then
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self.frame = -1
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elseif self.step<self.death_time then
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if self.step%2==0 then
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self.frame=21
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else
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self.frame=-1
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end
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elseif self.step>=40 then
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elseif self.step>=self.death_time then
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self.frame=19
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self.step=0
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self.wait=0
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self.update=caco.update_normal
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self.dying = false
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end
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else
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if self.step<self.death_time then
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if self.step%2==0 then
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self.frame=21
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else
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self.frame=-1
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end
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elseif self.step>=self.death_time then
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self.frame=19
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self.step=0
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self.wait=0
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self.update=caco.update_normal
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self.dying = false
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end
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end
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end
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@@ -156,4 +181,12 @@ function caco:hit()
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self.warping=true
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self.shrink=1
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self.angle=0
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self.dying=true
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-- calcular velocitat per al warp
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local warp_time = self.death_time/3
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-- print(warp_time); -- 13.33
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self.d_angle = 720 / warp_time; -- 720 = 2 voltes
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-- print(self.d_angle); -- 54
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self.d_shrink = self.shrink / warp_time
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-- print(self.d_shrink); -- 2.4
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end
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@@ -183,9 +183,9 @@ function update_game()
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if viewp:inside(actor.x, actor.y, actor.w, actor.h) and actor~=abad then
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for _, cacau_shot in pairs(cacau.shots()) do
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if cacau_shot.alive and collision(actor,cacau_shot) then
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if actor.hit ~= nil then
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if actor.hit ~= nil and not actor.dying then
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actor:hit()
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warp.open(actor.x, actor.y)
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if actor.can_warp then warp.open(actor) end
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cacau:kill(cacau_shot)
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end
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end
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@@ -16,12 +16,12 @@ function warp.init()
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draw.surfrot(sprite_x, sprite_y, 16, 16, 0, 15, 270)
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end
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function warp.new(world_x, world_y)
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function warp.new(_actor)
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-- local world_x, world_y = coords.room_to_world(_hab,_x,_y)
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return {name="warp",
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hab=_hab,
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x=world_x,
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y=world_y,
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x=_actor.x,
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y=_actor.y,
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w=arcade_config.sprite_size.w,
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h=arcade_config.sprite_size.h,
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frame=0,
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@@ -31,7 +31,8 @@ function warp.new(world_x, world_y)
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d_angle=5,
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update=warp.update,
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draw=warp.draw,
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alive=true}
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alive=true,
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actor=_actor}
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end
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function warp:draw()
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@@ -44,6 +45,7 @@ function warp:draw()
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end
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function warp:update()
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if not self.actor.warping then self.alive=false end
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if not self.alive then return end
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self.wait=self.wait+1
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self.angle=self.angle+self.d_angle
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@@ -59,20 +61,20 @@ function warp:update()
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if self.angle>=360 then self.angle=self.angle % 360 end
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end
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function warp.open(world_x,world_y)
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function warp.open(actor)
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for _, w in ipairs(warp.warp_list) do
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if not w.alive then
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w.alive = true
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w.x = world_x
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w.y = world_y
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w.x = actor.x
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w.y = actor.y
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w.actor = actor
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return e; -- reutilitzar
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end
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end
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table.insert(warp.warp_list, warp.new(world_x, world_y) )
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table.insert(warp.warp_list, warp.new(actor) )
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end
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function warp.update_all()
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for _, w in ipairs(warp.warp_list) do
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if w.alive then
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