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<a name="l1"></a><span class=cF5>RegDft</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/Titanium&quot;</span><span class=cF0>,</span><span class=cF6>&quot;I64 best_score=0;\n&quot;</span><span class=cF0>);
<a name="l2"></a></span><span class=cF5>RegExe</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/Titanium&quot;</span><span class=cF0>);
<a name="l3"></a>
<a name="l4"></a>#</span><span class=cF1>define</span><span class=cF0> MAP_HEIGHT      4096
<a name="l5"></a>
<a name="l6"></a>#</span><span class=cF1>define</span><span class=cF0> B_LEN   10
<a name="l7"></a>#</span><span class=cF1>define</span><span class=cF0> B_SPEED 5
<a name="l8"></a>#</span><span class=cF1>define</span><span class=cF0> B_NUM   128
<a name="l9"></a></span><span class=cF1>class</span><span class=cF0> Bullet
<a name="l10"></a>{
<a name="l11"></a>  </span><span class=cF9>I64</span><span class=cF0> x,y,dx,dy,dx2,dy2;
<a name="l12"></a>  </span><span class=cF1>Bool</span><span class=cF0> dead,missile,pad[6];
<a name="l13"></a>} b[B_NUM];
<a name="l14"></a></span><span class=cF9>I64</span><span class=cF0> bullets_fired,missile_bmp;
<a name="l15"></a>
<a name="l16"></a></span><span class=cF9>I64</span><span class=cF0> x,y,dx,dy,finish_line;
<a name="l17"></a></span><span class=cF1>F64</span><span class=cF0> theta,t0,tf,snd_timeout;
<a name="l18"></a>
<a name="l19"></a>#</span><span class=cF1>define</span><span class=cF0> PHASES_GROUPS   8
<a name="l20"></a>#</span><span class=cF1>define</span><span class=cF0> HACK_DIST       5
<a name="l21"></a>
<a name="l22"></a>#</span><span class=cF1>define</span><span class=cF0> U_ENEMY_NUM     (PHASES_GROUPS*64)
<a name="l23"></a>#</span><span class=cF1>define</span><span class=cF0> U_FRIENDLY_NUM  (PHASES_GROUPS*16)
<a name="l24"></a>#</span><span class=cF1>define</span><span class=cF0> U_NUM   (U_FRIENDLY_NUM+U_ENEMY_NUM)
<a name="l25"></a></span><span class=cF1>class</span><span class=cF0> Unit
<a name="l26"></a>{
<a name="l27"></a>  </span><span class=cF9>I64</span><span class=cF0> x,y,best_dd;
<a name="l28"></a>  </span><span class=cF1>F64</span><span class=cF0> theta,phase;
<a name="l29"></a>  </span><span class=cF1>Bool</span><span class=cF0> friendly,dead,tank,CIA,pad[4];
<a name="l30"></a>} u[U_NUM];
<a name="l31"></a>
<a name="l32"></a>#</span><span class=cF1>define</span><span class=cF0> ET_MAN          0
<a name="l33"></a>#</span><span class=cF1>define</span><span class=cF0> ET_TANK         1
<a name="l34"></a>#</span><span class=cF1>define</span><span class=cF0> ET_MISSILE      2
<a name="l35"></a>#</span><span class=cF1>define</span><span class=cF0> ET_BUILDING     3
<a name="l36"></a>#</span><span class=cF1>define</span><span class=cF0> E_NUM           512
<a name="l37"></a></span><span class=cF1>class</span><span class=cF0> Explosion
<a name="l38"></a>{
<a name="l39"></a>  </span><span class=cF9>I64</span><span class=cF0> x,y,num,type;
<a name="l40"></a>  </span><span class=cF1>F64</span><span class=cF0> t0,tf;
<a name="l41"></a>  </span><span class=cF1>Bool</span><span class=cF0> dead,pad[7];
<a name="l42"></a>} e[E_NUM];
<a name="l43"></a>
<a name="l44"></a></span><span class=cF9>I64</span><span class=cF0> total_score,friendly_fire,enemy_by_friendly,friendly_left,enemy_left,
<a name="l45"></a>    main_loop_pass;
<a name="l46"></a></span><span class=cF1>Bool</span><span class=cF0> game_over;
<a name="l47"></a></span><span class=cE0>
<a name="l48"></a>
<a name="l49"></a>
<a name="l50"></a>
<a name="l51"></a>
<a name="l52"></a>        </span><span class=cEA>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l53"></a>
<a name="l54"></a>
<a name="l55"></a>
<a name="l56"></a>
<a name="l57"></a>
<a name="l58"></a>        </span><span class=cEA>&lt;2&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l59"></a>
<a name="l60"></a>        </span><span class=cEA>&lt;3&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l61"></a>
<a name="l62"></a>
<a name="l63"></a>
<a name="l64"></a>
<a name="l65"></a>        </span><span class=cEA>&lt;4&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l66"></a>
<a name="l67"></a>
<a name="l68"></a>
<a name="l69"></a>        </span><span class=cEA>&lt;5&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l70"></a>
<a name="l71"></a>
<a name="l72"></a>
<a name="l73"></a>        </span><span class=cEA>&lt;6&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l74"></a>
<a name="l75"></a>
<a name="l76"></a>
<a name="l77"></a></span><span class=cE1>U8</span><span class=cE0> *friendly_imgs[4]={</span><span class=cEA>&lt;5&gt;</span><span class=cE0>,</span><span class=cEA>&lt;4&gt;</span><span class=cE0>,</span><span class=cEA>&lt;5&gt;</span><span class=cE0>,</span><span class=cEA>&lt;6&gt;</span><span class=cE0>};
<a name="l78"></a>
<a name="l79"></a>
<a name="l80"></a>
<a name="l81"></a>
<a name="l82"></a>        </span><span class=cEA>&lt;7&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l83"></a>
<a name="l84"></a>
<a name="l85"></a>
<a name="l86"></a>        </span><span class=cEA>&lt;8&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l87"></a>
<a name="l88"></a>
<a name="l89"></a>
<a name="l90"></a>        </span><span class=cEA>&lt;9&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l91"></a>
<a name="l92"></a>
<a name="l93"></a>
<a name="l94"></a></span><span class=cE1>U8</span><span class=cE0> *CIA_neeger_imgs[4]={</span><span class=cEA>&lt;8&gt;</span><span class=cE0>,</span><span class=cEA>&lt;7&gt;</span><span class=cE0>,</span><span class=cEA>&lt;8&gt;</span><span class=cE0>,</span><span class=cEA>&lt;9&gt;</span><span class=cE0>};
<a name="l95"></a>
<a name="l96"></a>
<a name="l97"></a>
<a name="l98"></a>
<a name="l99"></a>        </span><span class=cEA>&lt;10&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l100"></a>
<a name="l101"></a>
<a name="l102"></a>
<a name="l103"></a>
<a name="l104"></a>        </span><span class=cEA>&lt;11&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l105"></a>
<a name="l106"></a>
<a name="l107"></a>
<a name="l108"></a>
<a name="l109"></a>        </span><span class=cEA>&lt;12&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l110"></a>
<a name="l111"></a>
<a name="l112"></a>
<a name="l113"></a>
<a name="l114"></a></span><span class=cE1>U8</span><span class=cE0> *friendly_hacking_imgs[4]={</span><span class=cEA>&lt;10&gt;</span><span class=cE0>,</span><span class=cEA>&lt;11&gt;</span><span class=cE0>,</span><span class=cEA>&lt;10&gt;</span><span class=cE0>,</span><span class=cEA>&lt;12&gt;</span><span class=cE0>};
<a name="l115"></a>
<a name="l116"></a>
<a name="l117"></a>
<a name="l118"></a>
<a name="l119"></a>        </span><span class=cEA>&lt;13&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l120"></a>
<a name="l121"></a>
<a name="l122"></a>
<a name="l123"></a>        </span><span class=cEA>&lt;14&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l124"></a>
<a name="l125"></a>
<a name="l126"></a>
<a name="l127"></a>        </span><span class=cEA>&lt;15&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l128"></a>
<a name="l129"></a>
<a name="l130"></a>
<a name="l131"></a></span><span class=cE1>U8</span><span class=cE0> *enemy_imgs[4]={</span><span class=cEA>&lt;14&gt;</span><span class=cE0>,</span><span class=cEA>&lt;13&gt;</span><span class=cE0>,</span><span class=cEA>&lt;14&gt;</span><span class=cE0>,</span><span class=cEA>&lt;15&gt;</span><span class=cE0>};
<a name="l132"></a>
<a name="l133"></a>
<a name="l134"></a>
<a name="l135"></a>
<a name="l136"></a>        </span><span class=cEA>&lt;16&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l137"></a>
<a name="l138"></a>
<a name="l139"></a>
<a name="l140"></a>
<a name="l141"></a>        </span><span class=cEA>&lt;17&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l142"></a>
<a name="l143"></a>
<a name="l144"></a>
<a name="l145"></a>
<a name="l146"></a>        </span><span class=cEA>&lt;18&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l147"></a>
<a name="l148"></a>
<a name="l149"></a>
<a name="l150"></a>
<a name="l151"></a>
<a name="l152"></a>
<a name="l153"></a>
<a name="l154"></a>
<a name="l155"></a>
<a name="l156"></a>
<a name="l157"></a>
<a name="l158"></a>        </span><span class=cEA>&lt;19&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l159"></a>
<a name="l160"></a>
<a name="l161"></a>
<a name="l162"></a>
<a name="l163"></a>
<a name="l164"></a>
<a name="l165"></a>
<a name="l166"></a>
<a name="l167"></a>
<a name="l168"></a></span><span class=cE1>U8</span><span class=cE0> *enemy_hacking_imgs[4]={</span><span class=cEA>&lt;17&gt;</span><span class=cE0>,</span><span class=cEA>&lt;16&gt;</span><span class=cE0>,</span><span class=cEA>&lt;17&gt;</span><span class=cE0>,</span><span class=cEA>&lt;18&gt;</span><span class=cE0>};
<a name="l169"></a>
<a name="l170"></a>
<a name="l171"></a>
<a name="l172"></a>
<a name="l173"></a>
<a name="l174"></a>
<a name="l175"></a>
<a name="l176"></a>        </span><span class=cEA>&lt;20&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l177"></a>
<a name="l178"></a>
<a name="l179"></a>
<a name="l180"></a>
<a name="l181"></a>        </span><span class=cEA>&lt;21&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l182"></a>
<a name="l183"></a>
<a name="l184"></a>
<a name="l185"></a>
<a name="l186"></a>
<a name="l187"></a>
<a name="l188"></a>
<a name="l189"></a>
<a name="l190"></a>        </span><span class=cEA>&lt;22&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l191"></a>
<a name="l192"></a>
<a name="l193"></a>
<a name="l194"></a>
<a name="l195"></a>        </span><span class=cEA>&lt;23&gt;/* Graphics Not Rendered in HTML */</span><span class=cE0>
<a name="l196"></a>
<a name="l197"></a>
<a name="l198"></a>
<a name="l199"></a>
<a name="l200"></a></span><span class=cF0>
<a name="l201"></a>#</span><span class=cF1>define</span><span class=cF0> LS_APTS_NUM             20
<a name="l202"></a>#</span><span class=cF1>define</span><span class=cF0> LS_MOUNTAINS_NUM        3
<a name="l203"></a>#</span><span class=cF1>define</span><span class=cF0> LS_NUM                  128
<a name="l204"></a></span><span class=cF1>class</span><span class=cF0> LandScapeItem
<a name="l205"></a>{
<a name="l206"></a>  </span><span class=cF9>I64</span><span class=cF0> x,y;
<a name="l207"></a>  </span><span class=cF1>U8</span><span class=cF0> *img;
<a name="l208"></a>} ls[LS_NUM];
<a name="l209"></a>
<a name="l210"></a>#</span><span class=cF1>define</span><span class=cF0> LS_TYPES        4
<a name="l211"></a></span><span class=cF1>U8</span><span class=cF0> *landscape_imgs[LS_TYPES]=
<a name="l212"></a>  {</span><span class=cFA>&lt;20&gt;</span><span class=cF0>,</span><span class=cFA>&lt;21&gt;</span><span class=cF0>,</span><span class=cFA>&lt;22&gt;</span><span class=cF0>,</span><span class=cFA>&lt;23&gt;</span><span class=cF0>};
<a name="l213"></a>
<a name="l214"></a></span><span class=cF1>U0</span><span class=cF0> ExplosionDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc,Explosion *tmpe,</span><span class=cF9>I64</span><span class=cF0> y)
<a name="l215"></a>{
<a name="l216"></a>  </span><span class=cF9>I64</span><span class=cF0> i,n1,n2,n3,n4,n5;
<a name="l217"></a>  </span><span class=cF1>F64</span><span class=cF0> t=(</span><span class=cF5>tS</span><span class=cF0>-tmpe-&gt;t0)/(tmpe-&gt;tf-tmpe-&gt;t0);
<a name="l218"></a>  </span><span class=cF5>Seed</span><span class=cF0>(tmpe-&gt;num+1);
<a name="l219"></a>
<a name="l220"></a>  </span><span class=cF1>switch</span><span class=cF0> (tmpe-&gt;type) </span><span class=cF7>{</span><span class=cF0>
<a name="l221"></a>    </span><span class=cF1>case</span><span class=cF0> ET_MAN:        n1=8;   n2=0;  n3=0;  n4=18;  n5=28;    </span><span class=cF1>break</span><span class=cF0>;
<a name="l222"></a>    </span><span class=cF1>case</span><span class=cF0> ET_TANK:       n1=64;  n2=14; n3=24; n4=60;  n5=90;    </span><span class=cF1>break</span><span class=cF0>;
<a name="l223"></a>    </span><span class=cF1>case</span><span class=cF0> ET_MISSILE:    n1=128; n2=30; n3=60; n4=100; n5=200;   </span><span class=cF1>break</span><span class=cF0>;
<a name="l224"></a>    </span><span class=cF1>case</span><span class=cF0> ET_BUILDING:   n1=128; n2=80; n3=80; n4=200; n5=300;   </span><span class=cF1>break</span><span class=cF0>;
<a name="l225"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l226"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;n1;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l227"></a>    </span><span class=cF1>if</span><span class=cF0> (i&amp;2)
<a name="l228"></a>      </span><span class=cF1>switch</span><span class=cF0> (tmpe-&gt;type) {
<a name="l229"></a>        </span><span class=cF1>case</span><span class=cF0> ET_MAN:
<a name="l230"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1)
<a name="l231"></a>            dc-&gt;color=</span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l232"></a>          </span><span class=cF1>else</span><span class=cF0>
<a name="l233"></a>            dc-&gt;color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l234"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l235"></a>        </span><span class=cF1>case</span><span class=cF0> ET_MISSILE:
<a name="l236"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1) </span><span class=cF7>{</span><span class=cF0>
<a name="l237"></a>            </span><span class=cF1>if</span><span class=cF0> (i&amp;4)
<a name="l238"></a>              dc-&gt;color=</span><span class=cF3>RED</span><span class=cF0>;
<a name="l239"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l240"></a>              dc-&gt;color=</span><span class=cF3>DKGRAY</span><span class=cF0>;
<a name="l241"></a>          </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l242"></a>            dc-&gt;color=</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l243"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l244"></a>        </span><span class=cF1>case</span><span class=cF0> ET_TANK:
<a name="l245"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1) </span><span class=cF7>{</span><span class=cF0>
<a name="l246"></a>            </span><span class=cF1>if</span><span class=cF0> (i&amp;4)
<a name="l247"></a>              dc-&gt;color=</span><span class=cF3>RED</span><span class=cF0>;
<a name="l248"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l249"></a>              dc-&gt;color=</span><span class=cF3>DKGRAY</span><span class=cF0>;
<a name="l250"></a>          </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l251"></a>            dc-&gt;color=</span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l252"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l253"></a>        </span><span class=cF1>case</span><span class=cF0> ET_BUILDING:
<a name="l254"></a>          </span><span class=cF1>if</span><span class=cF0> (i&amp;1) </span><span class=cF7>{</span><span class=cF0>
<a name="l255"></a>            </span><span class=cF1>if</span><span class=cF0> (i&amp;4)
<a name="l256"></a>              dc-&gt;color=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l257"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l258"></a>              dc-&gt;color=</span><span class=cF3>DKGRAY</span><span class=cF0>;
<a name="l259"></a>          </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0>
<a name="l260"></a>            dc-&gt;color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l261"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l262"></a>      }
<a name="l263"></a>    </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (i&amp;1)
<a name="l264"></a>      dc-&gt;color=</span><span class=cF3>WHITE</span><span class=cF0>;
<a name="l265"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l266"></a>      dc-&gt;color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l267"></a>    </span><span class=cF5>GrLine</span><span class=cF0>(dc,tmpe-&gt;x+n2*</span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0>-.5</span><span class=cF7>)</span><span class=cF0>,y+n3/2*</span><span class=cF5>Rand</span><span class=cF0>,
<a name="l268"></a>          tmpe-&gt;x+n4*t*</span><span class=cF7>(</span><span class=cF5>Rand</span><span class=cF0>-.5</span><span class=cF7>)</span><span class=cF0>,y-n5/2*t*</span><span class=cF5>Rand</span><span class=cF0>);
<a name="l269"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l270"></a>}
<a name="l271"></a>
<a name="l272"></a></span><span class=cF9>I64</span><span class=cF0> mp_not_done_flags;
<a name="l273"></a></span><span class=cF1>U0</span><span class=cF0> MPMenDraw(</span><span class=cF9>CDC</span><span class=cF0> *dc2)
<a name="l274"></a>{
<a name="l275"></a>  </span><span class=cF9>CTask</span><span class=cF0> *task=dc2-&gt;win_task;
<a name="l276"></a>  </span><span class=cF9>CDC</span><span class=cF0> *dc=</span><span class=cF5>DCAlias</span><span class=cF0>(dc2,task);
<a name="l277"></a>  </span><span class=cF9>I64</span><span class=cF0> i,r[16],lo=</span><span class=cF5>Gs</span><span class=cF0>-&gt;num*U_NUM/</span><span class=cFB>mp_cnt</span><span class=cF0>,hi=(</span><span class=cF5>Gs</span><span class=cF0>-&gt;num+1)*U_NUM/</span><span class=cFB>mp_cnt</span><span class=cF0>,
<a name="l278"></a>        yy,phase,scroll_y=MAP_HEIGHT-100-100*(</span><span class=cF5>tS</span><span class=cF0>-t0);
<a name="l279"></a>  Unit *tmpu;
<a name="l280"></a>  Explosion *tmpe;
<a name="l281"></a>  </span><span class=cF1>U8</span><span class=cF0> *tmps,**_tmps;
<a name="l282"></a>  </span><span class=cF1>F64</span><span class=cF0> tt,ts=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l283"></a>
<a name="l284"></a>  </span><span class=cF1>for</span><span class=cF0> (i=</span><span class=cF5>Gs</span><span class=cF0>-&gt;num;i&lt;E_NUM;i+=</span><span class=cFB>mp_cnt</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l285"></a>    tmpe=&amp;e[i];
<a name="l286"></a>    yy=(tmpe-&gt;y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l287"></a>    </span><span class=cF1>if</span><span class=cF0> (-32&lt;=yy&lt;=task-&gt;pix_bottom+32 &amp;&amp; !tmpe-&gt;dead) {
<a name="l288"></a>      ExplosionDraw(dc,tmpe,yy);
<a name="l289"></a>      </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>tS</span><span class=cF0>&gt;tmpe-&gt;tf)
<a name="l290"></a>        tmpe-&gt;dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l291"></a>    }
<a name="l292"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l293"></a>  </span><span class=cF1>for</span><span class=cF0> (i=lo;i&lt;hi;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l294"></a>    tmpu=&amp;u[i];
<a name="l295"></a>    yy=(tmpu-&gt;y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l296"></a>    </span><span class=cF1>if</span><span class=cF0> (-32&lt;=yy&lt;=task-&gt;pix_bottom+32) {
<a name="l297"></a>      </span><span class=cF1>if</span><span class=cF0> (!tmpu-&gt;dead) </span><span class=cF7>{</span><span class=cF0>
<a name="l298"></a>        </span><span class=cF5>Mat4x4IdentEqu</span><span class=cF0>(r);
<a name="l299"></a>        </span><span class=cF5>Mat4x4RotY</span><span class=cF0>(r,tmpu-&gt;theta);
<a name="l300"></a>        </span><span class=cF5>Mat4x4RotX</span><span class=cF0>(r,</span><span class=cF3>pi</span><span class=cF0>/6);
<a name="l301"></a>        </span><span class=cF5>Mat4x4Scale</span><span class=cF0>(r,0.3);
<a name="l302"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;tank)
<a name="l303"></a>          </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc,tmpu-&gt;x,yy,</span><span class=cF3>GR_Z_ALL</span><span class=cF0>,</span><span class=cFA>&lt;19&gt;</span><span class=cF0>,r);
<a name="l304"></a>        </span><span class=cF1>else</span><span class=cF0> {
<a name="l305"></a>          </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;best_dd&lt;</span><span class=cF7>(</span><span class=cF0>2*HACK_DIST</span><span class=cF7>)</span><span class=cF0>*</span><span class=cF7>(</span><span class=cF0>2*HACK_DIST</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF2>//It's neat so times 2</span><span class=cF0>
<a name="l306"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;friendly)
<a name="l307"></a>              _tmps=friendly_hacking_imgs;
<a name="l308"></a>            </span><span class=cF1>else</span><span class=cF0>
<a name="l309"></a>              _tmps=enemy_hacking_imgs;
<a name="l310"></a>            tt=4*</span><span class=cF5>Wrap</span><span class=cF0>(tmpu-&gt;phase+20*ts,0)/(2*</span><span class=cF3>pi</span><span class=cF0>);
<a name="l311"></a>          </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l312"></a>            </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;friendly) {
<a name="l313"></a>              </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;CIA &amp;&amp; </span><span class=cF5>Blink</span><span class=cF0>)
<a name="l314"></a>                _tmps=CIA_neeger_imgs;
<a name="l315"></a>              </span><span class=cF1>else</span><span class=cF0>
<a name="l316"></a>                _tmps=friendly_imgs;
<a name="l317"></a>            } </span><span class=cF1>else</span><span class=cF0>
<a name="l318"></a>              _tmps=enemy_imgs;
<a name="l319"></a>            tt=4*</span><span class=cF5>Wrap</span><span class=cF0>(tmpu-&gt;phase+5*ts,0)/(2*</span><span class=cF3>pi</span><span class=cF0>);
<a name="l320"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l321"></a>          phase=tt; tt%=1.0;
<a name="l322"></a>          tmps=</span><span class=cF5>SpriteInterpolate</span><span class=cF0>(tt,_tmps[phase&amp;3],_tmps[</span><span class=cF7>(</span><span class=cF0>phase+1</span><span class=cF7>)</span><span class=cF0>&amp;3]);
<a name="l323"></a>          </span><span class=cF5>Sprite3Mat4x4B</span><span class=cF0>(dc,tmpu-&gt;x,yy,</span><span class=cF3>GR_Z_ALL</span><span class=cF0>,tmps,r);
<a name="l324"></a>          </span><span class=cF5>Free</span><span class=cF0>(tmps);
<a name="l325"></a>        }
<a name="l326"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l327"></a>    }
<a name="l328"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l329"></a>
<a name="l330"></a>  dc-&gt;depth_buf=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l331"></a>  </span><span class=cF5>DCDel</span><span class=cF0>(dc);
<a name="l332"></a>  </span><span class=cF5>LBtr</span><span class=cF0>(&amp;mp_not_done_flags,</span><span class=cF5>Gs</span><span class=cF0>-&gt;num);
<a name="l333"></a>  </span><span class=cF5>Seed</span><span class=cF0>; </span><span class=cF2>//Return Seth task to timer-based.</span><span class=cF0>
<a name="l334"></a>}
<a name="l335"></a>
<a name="l336"></a></span><span class=cF1>U0</span><span class=cF0> MissilePos(</span><span class=cF9>I64</span><span class=cF0> m,</span><span class=cF1>F64</span><span class=cF0> theta,</span><span class=cF9>I64</span><span class=cF0> *_x,</span><span class=cF9>I64</span><span class=cF0> *_y)
<a name="l337"></a>{
<a name="l338"></a>  </span><span class=cF9>I64</span><span class=cF0> n;
<a name="l339"></a>  </span><span class=cF1>if</span><span class=cF0> (m&lt;2)
<a name="l340"></a>    n=-1;
<a name="l341"></a>  </span><span class=cF1>else</span><span class=cF0>
<a name="l342"></a>    n=1;
<a name="l343"></a>  *_x=x+3.0*</span><span class=cF5>Cos</span><span class=cF0>(theta)-(15.0-</span><span class=cF7>(</span><span class=cF0>m&amp;1</span><span class=cF7>)</span><span class=cF0>&lt;&lt;3)*</span><span class=cF5>Cos</span><span class=cF0>(theta-n*</span><span class=cF3>pi</span><span class=cF0>/2);
<a name="l344"></a>  *_y=y+3.0*</span><span class=cF5>Sin</span><span class=cF0>(theta)-(15.0-</span><span class=cF7>(</span><span class=cF0>m&amp;1</span><span class=cF7>)</span><span class=cF0>&lt;&lt;3)*</span><span class=cF5>Sin</span><span class=cF0>(theta-n*</span><span class=cF3>pi</span><span class=cF0>/2);
<a name="l345"></a>}
<a name="l346"></a>
<a name="l347"></a></span><span class=cF1>U0</span><span class=cF0> </span><span class=cF5>DrawIt</span><span class=cF0>(</span><span class=cF9>CTask</span><span class=cF0> *task,</span><span class=cF9>CDC</span><span class=cF0> *dc)
<a name="l348"></a>{
<a name="l349"></a>  </span><span class=cF9>I64</span><span class=cF0> i,m,xx,yy,scroll_y=MAP_HEIGHT-100-100*(</span><span class=cF5>tS</span><span class=cF0>-t0);
<a name="l350"></a>  </span><span class=cF1>F64</span><span class=cF0> tt,ts=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l351"></a>  Bullet *tmpb;
<a name="l352"></a>
<a name="l353"></a>  dc-&gt;color=</span><span class=cF3>ROPF_DITHER</span><span class=cF0>|</span><span class=cF3>BROWN</span><span class=cF0>&lt;&lt;16|</span><span class=cF3>YELLOW</span><span class=cF0>;
<a name="l354"></a>  </span><span class=cF5>GrRect3</span><span class=cF0>(dc,0,0,0,dc-&gt;width,dc-&gt;height);
<a name="l355"></a>
<a name="l356"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;LS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l357"></a>    yy=(ls[i].y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l358"></a>    </span><span class=cF1>if</span><span class=cF0> (-32&lt;=yy&lt;=task-&gt;pix_bottom+32)
<a name="l359"></a>      </span><span class=cF5>Sprite3</span><span class=cF0>(dc,ls[i].x,yy,0,ls[i].img);
<a name="l360"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l361"></a>
<a name="l362"></a>  dc-&gt;thick=3;
<a name="l363"></a>  dc-&gt;color=</span><span class=cF3>BROWN</span><span class=cF0>;
<a name="l364"></a>  </span><span class=cF5>GrLine3</span><span class=cF0>(dc,0,  </span><span class=cF7>(</span><span class=cF0>finish_line-scroll_y</span><span class=cF7>)</span><span class=cF0>&amp;</span><span class=cF7>(</span><span class=cF0>MAP_HEIGHT-1</span><span class=cF7>)</span><span class=cF0>,0,
<a name="l365"></a>        </span><span class=cF3>GR_WIDTH</span><span class=cF0>,</span><span class=cF7>(</span><span class=cF0>finish_line-scroll_y</span><span class=cF7>)</span><span class=cF0>&amp;</span><span class=cF7>(</span><span class=cF0>MAP_HEIGHT-1</span><span class=cF7>)</span><span class=cF0>,0);
<a name="l366"></a>
<a name="l367"></a>  dc-&gt;color=</span><span class=cF3>LTGRAY</span><span class=cF0>;
<a name="l368"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpb=b;i&lt;B_NUM;i++,tmpb++)
<a name="l369"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpb-&gt;dead) </span><span class=cF7>{</span><span class=cF0>
<a name="l370"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpb-&gt;missile)
<a name="l371"></a>        </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,tmpb-&gt;x&gt;&gt;32,tmpb-&gt;y&gt;&gt;32,0,</span><span class=cFA>&lt;2&gt;</span><span class=cF0>,</span><span class=cF3>pi</span><span class=cF0>/2+</span><span class=cF5>Arg</span><span class=cF7>(</span><span class=cF0>tmpb-&gt;dx,tmpb-&gt;dy</span><span class=cF7>)</span><span class=cF0>);
<a name="l372"></a>      </span><span class=cF1>else</span><span class=cF0>
<a name="l373"></a>        </span><span class=cF5>GrLine</span><span class=cF0>(dc,tmpb-&gt;x&gt;&gt;32,tmpb-&gt;y&gt;&gt;32,
<a name="l374"></a>              </span><span class=cF7>(</span><span class=cF0>tmpb-&gt;x+tmpb-&gt;dy*B_LEN</span><span class=cF7>)</span><span class=cF0>&gt;&gt;32,
<a name="l375"></a>              </span><span class=cF7>(</span><span class=cF0>tmpb-&gt;y+tmpb-&gt;dx*B_LEN</span><span class=cF7>)</span><span class=cF0>&gt;&gt;32);
<a name="l376"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l377"></a>
<a name="l378"></a>  </span><span class=cF5>DCDepthBufAlloc</span><span class=cF0>(dc);
<a name="l379"></a>  mp_not_done_flags=1&lt;&lt;</span><span class=cFB>mp_cnt</span><span class=cF0>-1;
<a name="l380"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;</span><span class=cFB>mp_cnt</span><span class=cF0>;i++)
<a name="l381"></a>    </span><span class=cF5>JobQue</span><span class=cF0>(&amp;MPMenDraw,dc,i);
<a name="l382"></a>  </span><span class=cF1>while</span><span class=cF0> (mp_not_done_flags)
<a name="l383"></a>    </span><span class=cF5>Yield</span><span class=cF0>;
<a name="l384"></a>  </span><span class=cF5>Free</span><span class=cF0>(dc-&gt;depth_buf);
<a name="l385"></a>  dc-&gt;depth_buf=</span><span class=cF3>NULL</span><span class=cF0>;
<a name="l386"></a>
<a name="l387"></a>  </span><span class=cF1>for</span><span class=cF0> (m=0;m&lt;4;m++)
<a name="l388"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cF0>&amp;missile_bmp,m</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l389"></a>      MissilePos(m,theta,&amp;xx,&amp;yy);
<a name="l390"></a>      </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,xx,yy,0,</span><span class=cFA>&lt;3&gt;</span><span class=cF0>,theta);
<a name="l391"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l392"></a>  </span><span class=cF5>Sprite3ZB</span><span class=cF0>(dc,x,y,0,</span><span class=cFA>&lt;1&gt;</span><span class=cF0>,theta);
<a name="l393"></a>
<a name="l394"></a>  </span><span class=cF1>if</span><span class=cF0> (tf) </span><span class=cF7>{</span><span class=cF0>
<a name="l395"></a>    tt=tf;
<a name="l396"></a>    dc-&gt;color=</span><span class=cF3>RED</span><span class=cF0>;
<a name="l397"></a>    </span><span class=cF1>if</span><span class=cF0> (game_over &amp;&amp; </span><span class=cF5>Blink</span><span class=cF0>)
<a name="l398"></a>      </span><span class=cF5>GrPrint</span><span class=cF0>(dc,task-&gt;pix_width/2-9*</span><span class=cF3>FONT_WIDTH</span><span class=cF0>/2,task-&gt;pix_height/2,
<a name="l399"></a>            </span><span class=cF6>&quot;Game Over&quot;</span><span class=cF0>);
<a name="l400"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l401"></a>    tt=ts;
<a name="l402"></a>    </span><span class=cF1>if</span><span class=cF0> (!enemy_left || !friendly_left)
<a name="l403"></a>      game_over=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l404"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l405"></a>  dc-&gt;color=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l406"></a>  </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,0,</span><span class=cF6>&quot;Enemy:%d Friends:%d Friendly Fire:%d Time:%6.2f Bullets:%d&quot;</span><span class=cF0>,
<a name="l407"></a>        enemy_left,friendly_left,friendly_fire,tt-t0,bullets_fired);
<a name="l408"></a>  </span><span class=cF5>GrPrint</span><span class=cF0>(dc,0,8,</span><span class=cF6>&quot;Total Score:%,d High Score:%,d&quot;</span><span class=cF0>,
<a name="l409"></a>        total_score,best_score);
<a name="l410"></a>}
<a name="l411"></a>
<a name="l412"></a>Explosion *ExplosionNew(</span><span class=cF9>I64</span><span class=cF0> x,</span><span class=cF9>I64</span><span class=cF0> y)
<a name="l413"></a>{
<a name="l414"></a>  </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l415"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;E_NUM;i++)
<a name="l416"></a>    </span><span class=cF1>if</span><span class=cF0> (e[i].dead) </span><span class=cF7>{</span><span class=cF0>
<a name="l417"></a>      e[i].x=x;
<a name="l418"></a>      e[i].y=y;
<a name="l419"></a>      e[i].dead=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l420"></a>      </span><span class=cF1>return</span><span class=cF0> &amp;e[i];
<a name="l421"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l422"></a>  </span><span class=cF1>return</span><span class=cF0> </span><span class=cF3>NULL</span><span class=cF0>;
<a name="l423"></a>}
<a name="l424"></a>
<a name="l425"></a></span><span class=cF1>U0</span><span class=cF0> ManDie(Unit *tmpu,</span><span class=cF1>Bool</span><span class=cF0> by_human)
<a name="l426"></a>{
<a name="l427"></a>  Explosion *tmpe;
<a name="l428"></a>
<a name="l429"></a>  tmpu-&gt;dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l430"></a>  </span><span class=cF1>if</span><span class=cF0> (by_human) </span><span class=cF7>{</span><span class=cF0>
<a name="l431"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpe=ExplosionNew</span><span class=cF7>(</span><span class=cF0>tmpu-&gt;x,tmpu-&gt;y</span><span class=cF7>)</span><span class=cF0>) {
<a name="l432"></a>      tmpe-&gt;t0=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l433"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;tank) </span><span class=cF7>{</span><span class=cF0>
<a name="l434"></a>        tmpe-&gt;type=ET_TANK;
<a name="l435"></a>        tmpe-&gt;tf=tmpe-&gt;t0+0.40;
<a name="l436"></a>      </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l437"></a>        tmpe-&gt;type=ET_MAN;
<a name="l438"></a>        tmpe-&gt;tf=tmpe-&gt;t0+0.20;
<a name="l439"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l440"></a>    }
<a name="l441"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l442"></a>
<a name="l443"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;friendly) </span><span class=cF7>{</span><span class=cF0>
<a name="l444"></a>    friendly_left--;
<a name="l445"></a>    </span><span class=cF1>if</span><span class=cF0> (by_human)
<a name="l446"></a>      friendly_fire++;
<a name="l447"></a>  </span><span class=cF7>}</span><span class=cF0> </span><span class=cF1>else</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l448"></a>    enemy_left--;
<a name="l449"></a>    </span><span class=cF1>if</span><span class=cF0> (!by_human)
<a name="l450"></a>      enemy_by_friendly++;
<a name="l451"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l452"></a>  </span><span class=cF1>if</span><span class=cF0> (by_human &amp;&amp; !snd_timeout) </span><span class=cF7>{</span><span class=cF0>
<a name="l453"></a>    snd_timeout=</span><span class=cF5>tS</span><span class=cF0>+0.01;
<a name="l454"></a>    </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;friendly)
<a name="l455"></a>      </span><span class=cF5>Snd</span><span class=cF0>(46);
<a name="l456"></a>    </span><span class=cF1>else</span><span class=cF0>
<a name="l457"></a>      </span><span class=cF5>Snd</span><span class=cF0>(22);
<a name="l458"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l459"></a>}
<a name="l460"></a>
<a name="l461"></a></span><span class=cF1>U0</span><span class=cF0> ExplosionDo(</span><span class=cF9>I64</span><span class=cF0> x,</span><span class=cF9>I64</span><span class=cF0> y,</span><span class=cF9>I64</span><span class=cF0> scroll_y)
<a name="l462"></a>{
<a name="l463"></a>  </span><span class=cF9>I64</span><span class=cF0> i,x2,y2;
<a name="l464"></a>  Explosion *tmpe;
<a name="l465"></a>  Unit *tmpu;
<a name="l466"></a>  </span><span class=cF1>if</span><span class=cF0> (tmpe=ExplosionNew</span><span class=cF7>(</span><span class=cF0>x,y+scroll_y</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l467"></a>    tmpe-&gt;t0=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l468"></a>    tmpe-&gt;type=ET_MISSILE;
<a name="l469"></a>    tmpe-&gt;tf=tmpe-&gt;t0+1.0;
<a name="l470"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l471"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpu=u;i&lt;U_NUM;i++,tmpu++) </span><span class=cF7>{</span><span class=cF0>
<a name="l472"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpu-&gt;dead) {
<a name="l473"></a>      x2=tmpu-&gt;x;
<a name="l474"></a>      y2=(tmpu-&gt;y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l475"></a>      </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x-x2</span><span class=cF7>)</span><span class=cF0>+</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y-y2</span><span class=cF7>)</span><span class=cF0>&lt;100*100)
<a name="l476"></a>        ManDie(tmpu,</span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l477"></a>    }
<a name="l478"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l479"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;LS_APTS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l480"></a>    x2=ls[i].x;
<a name="l481"></a>    y2=(ls[i].y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l482"></a>    </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x-x2</span><span class=cF7>)</span><span class=cF0>+</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y-y2</span><span class=cF7>)</span><span class=cF0>&lt;100*100) {
<a name="l483"></a>      </span><span class=cF1>if</span><span class=cF0> (tmpe=ExplosionNew</span><span class=cF7>(</span><span class=cF0>x2,y2+scroll_y</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l484"></a>        tmpe-&gt;t0=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l485"></a>        tmpe-&gt;type=ET_BUILDING;
<a name="l486"></a>        tmpe-&gt;tf=tmpe-&gt;t0+2.0;
<a name="l487"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l488"></a>    }
<a name="l489"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l490"></a>}
<a name="l491"></a>
<a name="l492"></a></span><span class=cF1>U0</span><span class=cF0> CheckCollisions()
<a name="l493"></a>{
<a name="l494"></a>  </span><span class=cF9>I64</span><span class=cF0> i,n1,x,y,scroll_y=MAP_HEIGHT-100-100*(</span><span class=cF5>tS</span><span class=cF0>-t0);
<a name="l495"></a>  Unit *tmpu;
<a name="l496"></a>  Bullet *tmpb;
<a name="l497"></a>  </span><span class=cF9>CDC</span><span class=cF0>   *dc2=</span><span class=cF5>DCNew</span><span class=cF0>(</span><span class=cF3>GR_WIDTH</span><span class=cF0>,</span><span class=cF3>GR_HEIGHT</span><span class=cF0>);
<a name="l498"></a>  dc2-&gt;color=</span><span class=cF3>LTRED</span><span class=cF0>;
<a name="l499"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpb=b;i&lt;B_NUM;i++,tmpb++)
<a name="l500"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpb-&gt;dead &amp;&amp; !tmpb-&gt;missile)  </span><span class=cF2>//Bullets not missiles</span><span class=cF0>
<a name="l501"></a>      </span><span class=cF5>GrLine</span><span class=cF0>(dc2,tmpb-&gt;x&gt;&gt;32,tmpb-&gt;y&gt;&gt;32,
<a name="l502"></a>            </span><span class=cF7>(</span><span class=cF0>tmpb-&gt;x+tmpb-&gt;dx*B_LEN</span><span class=cF7>)</span><span class=cF0>&gt;&gt;32,
<a name="l503"></a>            </span><span class=cF7>(</span><span class=cF0>tmpb-&gt;y+tmpb-&gt;dy*B_LEN</span><span class=cF7>)</span><span class=cF0>&gt;&gt;32);
<a name="l504"></a>
<a name="l505"></a>  dc2-&gt;color  =</span><span class=cF3>ROP_COLLISION</span><span class=cF0>;
<a name="l506"></a>  dc2-&gt;bkcolor=</span><span class=cF3>BLACK</span><span class=cF0>;
<a name="l507"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpu=u;i&lt;U_NUM;i++,tmpu++) </span><span class=cF7>{</span><span class=cF0>
<a name="l508"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpu-&gt;dead) {
<a name="l509"></a>      x=tmpu-&gt;x;
<a name="l510"></a>      y=(tmpu-&gt;y-scroll_y)&amp;(MAP_HEIGHT-1);
<a name="l511"></a>      </span><span class=cF1>if</span><span class=cF0> (0&lt;=x&lt;</span><span class=cF3>GR_WIDTH</span><span class=cF0> &amp;&amp; 0&lt;=y&lt;</span><span class=cF3>GR_HEIGHT</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l512"></a>        dc2-&gt;collision_cnt=0;
<a name="l513"></a>        </span><span class=cF5>GrRect</span><span class=cF0>(dc2,x-3,y-9,6,8);
<a name="l514"></a>        </span><span class=cF1>if</span><span class=cF0> (dc2-&gt;collision_cnt)
<a name="l515"></a>          ManDie(tmpu,</span><span class=cF3>TRUE</span><span class=cF0>);
<a name="l516"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l517"></a>    }
<a name="l518"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l519"></a>  </span><span class=cF5>DCDel</span><span class=cF0>(dc2);
<a name="l520"></a>
<a name="l521"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpb=b;i&lt;B_NUM;i++,tmpb++)
<a name="l522"></a>    </span><span class=cF1>if</span><span class=cF0> (!tmpb-&gt;dead &amp;&amp; tmpb-&gt;missile)  </span><span class=cF7>{</span><span class=cF0> </span><span class=cF2>//Missiles not bullets</span><span class=cF0>
<a name="l523"></a>      x=tmpb-&gt;x&gt;&gt;32;
<a name="l524"></a>      y=tmpb-&gt;y&gt;&gt;32;
<a name="l525"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0,tmpu=u;i&lt;U_NUM;i++,tmpu++) {
<a name="l526"></a>        </span><span class=cF1>if</span><span class=cF0> (tmpu-&gt;tank)
<a name="l527"></a>          n1=16;
<a name="l528"></a>        </span><span class=cF1>else</span><span class=cF0>
<a name="l529"></a>          n1=6;
<a name="l530"></a>        </span><span class=cF1>if</span><span class=cF0> (!tmpu-&gt;dead &amp;&amp; </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>x-tmpu-&gt;x-n1</span><span class=cF7>)</span><span class=cF0>+
<a name="l531"></a>              </span><span class=cF5>AbsI64</span><span class=cF7>(</span><span class=cF0>y-(tmpu-&gt;y-scroll_y)&amp;(MAP_HEIGHT-1)+n1</span><span class=cF7>)</span><span class=cF0>&lt;n1&lt;&lt;1) </span><span class=cF7>{</span><span class=cF0>
<a name="l532"></a>          tmpb-&gt;dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l533"></a>          ExplosionDo(x,y,scroll_y);
<a name="l534"></a>        </span><span class=cF7>}</span><span class=cF0>
<a name="l535"></a>      }
<a name="l536"></a>      </span><span class=cF1>if</span><span class=cF0> (!tmpb-&gt;dead)
<a name="l537"></a>        </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;LS_APTS_NUM;i++)
<a name="l538"></a>          </span><span class=cF1>if</span><span class=cF0> (2*</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>x-ls[i].x</span><span class=cF7>)</span><span class=cF0>+
<a name="l539"></a>                3*</span><span class=cF5>SqrI64</span><span class=cF7>(</span><span class=cF0>y+35-(ls[i].y-scroll_y)&amp;(MAP_HEIGHT-1)</span><span class=cF7>)</span><span class=cF0>&lt;2*60*60) {
<a name="l540"></a>            tmpb-&gt;dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l541"></a>            ExplosionDo(x,y,scroll_y);
<a name="l542"></a>          }
<a name="l543"></a>    </span><span class=cF7>}</span><span class=cF0>
<a name="l544"></a>}
<a name="l545"></a>
<a name="l546"></a></span><span class=cF1>U0</span><span class=cF0> Init()
<a name="l547"></a>{
<a name="l548"></a>  </span><span class=cF9>I64</span><span class=cF0> i,xx,yy,scroll_y=MAP_HEIGHT-100;
<a name="l549"></a>  Unit *tmpu;
<a name="l550"></a>
<a name="l551"></a>  snd_timeout=0;
<a name="l552"></a>  </span><span class=cF5>Snd</span><span class=cF0>;
<a name="l553"></a>
<a name="l554"></a>  total_score=0;
<a name="l555"></a>  game_over=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l556"></a>  main_loop_pass=0;
<a name="l557"></a>
<a name="l558"></a>  x=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width&gt;&gt;1;
<a name="l559"></a>  y=0.9*</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height;
<a name="l560"></a>  finish_line=scroll_y+y;
<a name="l561"></a>  dx=0;
<a name="l562"></a>  dy=0;
<a name="l563"></a>  theta=-</span><span class=cF3>pi</span><span class=cF0>/2;
<a name="l564"></a>
<a name="l565"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;LS_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l566"></a>    ls[i].x=(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width-100)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>+50;
<a name="l567"></a>    ls[i].y=(MAP_HEIGHT-100)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>+50;
<a name="l568"></a>    ls[i].img=landscape_imgs[</span><span class=cF5>RandU16</span><span class=cF0>%(LS_TYPES-2)];
<a name="l569"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l570"></a>
<a name="l571"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;LS_APTS_NUM;i++)
<a name="l572"></a>    ls[i].img=landscape_imgs[LS_TYPES-1]; </span><span class=cF2>//Apartment</span><span class=cF0>
<a name="l573"></a>
<a name="l574"></a>  </span><span class=cF1>for</span><span class=cF0> (;i&lt;LS_APTS_NUM+LS_MOUNTAINS_NUM;i++)
<a name="l575"></a>    ls[i].img=landscape_imgs[LS_TYPES-2]; </span><span class=cF2>//mountain</span><span class=cF0>
<a name="l576"></a>
<a name="l577"></a>  </span><span class=cF5>MemSet</span><span class=cF0>(u,0,</span><span class=cF1>sizeof</span><span class=cF7>(</span><span class=cF0>u</span><span class=cF7>)</span><span class=cF0>);
<a name="l578"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0,tmpu=u;i&lt;U_NUM;i++,tmpu++) </span><span class=cF7>{</span><span class=cF0>
<a name="l579"></a>    </span><span class=cF1>if</span><span class=cF0> (i&lt;U_FRIENDLY_NUM) {
<a name="l580"></a>      tmpu-&gt;friendly=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l581"></a>      </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i&amp;7</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l582"></a>        xx=(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width-200)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>;
<a name="l583"></a>        yy=(MAP_HEIGHT-200)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>;
<a name="l584"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l585"></a>      </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i&amp;63</span><span class=cF7>)</span><span class=cF0>)
<a name="l586"></a>        tmpu-&gt;CIA=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l587"></a>      </span><span class=cF1>else</span><span class=cF0>
<a name="l588"></a>        tmpu-&gt;CIA
<a name="l589"></a>
<a name="l590"></a>
<a name="l591"></a>
<a name="l592"></a>
<a name="l593"></a>
<a name="l594"></a>
<a name="l595"></a>=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l596"></a>    } </span><span class=cF1>else</span><span class=cF0> {
<a name="l597"></a>      tmpu-&gt;friendly=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l598"></a>      </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i&amp;31</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l599"></a>        xx=(</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width-200)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>;
<a name="l600"></a>        yy=(MAP_HEIGHT-200)*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>U32_MAX</span><span class=cF0>;
<a name="l601"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l602"></a>      </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF7>(</span><span class=cF0>i&amp;15</span><span class=cF7>)</span><span class=cF0>)
<a name="l603"></a>        tmpu-&gt;tank=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l604"></a>    }
<a name="l605"></a>    tmpu-&gt;dead=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l606"></a>    tmpu-&gt;x=xx+64*</span><span class=cF5>RandI32</span><span class=cF0>/</span><span class=cF3>I32_MAX</span><span class=cF0>+100;
<a name="l607"></a>    tmpu-&gt;y=yy+64*</span><span class=cF5>RandU32</span><span class=cF0>/</span><span class=cF3>I32_MAX</span><span class=cF0>-64+100;
<a name="l608"></a>    tmpu-&gt;best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l609"></a>    tmpu-&gt;theta=</span><span class=cF3>pi</span><span class=cF0>/2;
<a name="l610"></a>    tmpu-&gt;phase=2*</span><span class=cF3>pi</span><span class=cF0>*</span><span class=cF5>Rand</span><span class=cF0>;
<a name="l611"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l612"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;B_NUM;i++)
<a name="l613"></a>    b[i].dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l614"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;E_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l615"></a>    e[i].dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l616"></a>    e[i].num=i;
<a name="l617"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l618"></a>  friendly_left=U_FRIENDLY_NUM;
<a name="l619"></a>  enemy_left   =U_ENEMY_NUM;
<a name="l620"></a>  enemy_by_friendly=0;
<a name="l621"></a>  bullets_fired=0;
<a name="l622"></a>  missile_bmp =15;
<a name="l623"></a>  friendly_fire=0;
<a name="l624"></a>  t0=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l625"></a>  tf=0;
<a name="l626"></a>}
<a name="l627"></a>
<a name="l628"></a></span><span class=cF1>U0</span><span class=cF0> FireBullet()
<a name="l629"></a>{
<a name="l630"></a>  </span><span class=cF9>I64</span><span class=cF0> i,j;
<a name="l631"></a>  </span><span class=cF1>F64</span><span class=cF0> a;
<a name="l632"></a>  Bullet *tmpb;
<a name="l633"></a>  </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;B_NUM-1;i++)
<a name="l634"></a>    </span><span class=cF1>if</span><span class=cF0> (b[i].dead)
<a name="l635"></a>      </span><span class=cF1>break</span><span class=cF0>;
<a name="l636"></a>  tmpb=&amp;b[i];
<a name="l637"></a>
<a name="l638"></a>  j=x+28.0*</span><span class=cF5>Cos</span><span class=cF0>(theta);
<a name="l639"></a>  tmpb-&gt;x=j&lt;&lt;32;
<a name="l640"></a>  j=y+28.0*</span><span class=cF5>Sin</span><span class=cF0>(theta);
<a name="l641"></a>  tmpb-&gt;y=j&lt;&lt;32;
<a name="l642"></a>
<a name="l643"></a>  tmpb-&gt;dx2=(B_SPEED*</span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>+dx)*0x100000000;
<a name="l644"></a>  tmpb-&gt;dy2= B_SPEED*</span><span class=cF5>Sin</span><span class=cF0>(theta)*0x100000000;
<a name="l645"></a>  a=</span><span class=cF5>Arg</span><span class=cF0>(tmpb-&gt;dx2,tmpb-&gt;dy2);
<a name="l646"></a>  tmpb-&gt;dx=</span><span class=cF5>Sin</span><span class=cF0>(a)*0x100000000;
<a name="l647"></a>  tmpb-&gt;dy=</span><span class=cF5>Cos</span><span class=cF0>(a)*0x100000000;
<a name="l648"></a>  bullets_fired++;
<a name="l649"></a>  tmpb-&gt;dead=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l650"></a>  tmpb-&gt;missile=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l651"></a>  </span><span class=cF1>if</span><span class=cF0> (!snd_timeout) </span><span class=cF7>{</span><span class=cF0>
<a name="l652"></a>    snd_timeout=</span><span class=cF5>tS</span><span class=cF0>+0.0005;
<a name="l653"></a>    </span><span class=cF5>Snd</span><span class=cF0>(74);
<a name="l654"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l655"></a>}
<a name="l656"></a>
<a name="l657"></a></span><span class=cF1>Bool</span><span class=cF0> FireMissile(</span><span class=cF9>I64</span><span class=cF0> n)
<a name="l658"></a>{
<a name="l659"></a>  </span><span class=cF9>I64</span><span class=cF0> i,m;
<a name="l660"></a>  </span><span class=cF1>F64</span><span class=cF0> a;
<a name="l661"></a>  Bullet *tmpb;
<a name="l662"></a>  </span><span class=cF1>Bool</span><span class=cF0> res=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l663"></a>
<a name="l664"></a>  m=n;
<a name="l665"></a>  </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>&amp;missile_bmp,++m</span><span class=cF7>)</span><span class=cF0> || </span><span class=cF5>Btr</span><span class=cF7>(</span><span class=cF0>&amp;missile_bmp,++m</span><span class=cF7>)</span><span class=cF0>)
<a name="l666"></a>    res=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l667"></a>
<a name="l668"></a>  </span><span class=cF1>if</span><span class=cF0> (res) </span><span class=cF7>{</span><span class=cF0>
<a name="l669"></a>    </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;B_NUM-1;i++)
<a name="l670"></a>      </span><span class=cF1>if</span><span class=cF0> (b[i].dead)
<a name="l671"></a>        </span><span class=cF1>break</span><span class=cF0>;
<a name="l672"></a>    tmpb=&amp;b[i];
<a name="l673"></a>
<a name="l674"></a>    MissilePos(m,theta,&amp;tmpb-&gt;x,&amp;tmpb-&gt;y);
<a name="l675"></a>    tmpb-&gt;x&lt;&lt;=32;
<a name="l676"></a>    tmpb-&gt;y&lt;&lt;=32;
<a name="l677"></a>
<a name="l678"></a>    tmpb-&gt;dx2=(B_SPEED*</span><span class=cF5>Cos</span><span class=cF7>(</span><span class=cF0>theta</span><span class=cF7>)</span><span class=cF0>+dx)*0x100000000;
<a name="l679"></a>    tmpb-&gt;dy2= B_SPEED*</span><span class=cF5>Sin</span><span class=cF0>(theta)*0x100000000;
<a name="l680"></a>    a=</span><span class=cF5>Arg</span><span class=cF0>(tmpb-&gt;dx2,tmpb-&gt;dy2);
<a name="l681"></a>    tmpb-&gt;dx=</span><span class=cF5>Sin</span><span class=cF0>(a)*0x100000000;
<a name="l682"></a>    tmpb-&gt;dy=</span><span class=cF5>Cos</span><span class=cF0>(a)*0x100000000;
<a name="l683"></a>    tmpb-&gt;dead=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l684"></a>    tmpb-&gt;missile=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l685"></a>    </span><span class=cF1>if</span><span class=cF0> (!snd_timeout) {
<a name="l686"></a>      snd_timeout=</span><span class=cF5>tS</span><span class=cF0>+0.0005;
<a name="l687"></a>      </span><span class=cF5>Snd</span><span class=cF0>(74);
<a name="l688"></a>    }
<a name="l689"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l690"></a>}
<a name="l691"></a>
<a name="l692"></a></span><span class=cF1>U0</span><span class=cF0> MenMove(</span><span class=cF9>I64</span><span class=cF0> phase_group)
<a name="l693"></a>{
<a name="l694"></a>  </span><span class=cF9>I64</span><span class=cF0> i,j,dd,best,best_dd;
<a name="l695"></a>  </span><span class=cF1>for</span><span class=cF0> (i=phase_group;i&lt;U_FRIENDLY_NUM;i+=PHASES_GROUPS) </span><span class=cF7>{</span><span class=cF0>
<a name="l696"></a>    </span><span class=cF1>if</span><span class=cF0> (!u[i].dead) {
<a name="l697"></a>      best=U_FRIENDLY_NUM;
<a name="l698"></a>      best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l699"></a>      </span><span class=cF1>for</span><span class=cF0> (j=U_FRIENDLY_NUM;j&lt;U_NUM;j++) </span><span class=cF7>{</span><span class=cF0>
<a name="l700"></a>        </span><span class=cF1>if</span><span class=cF0> (!u[j].dead) {
<a name="l701"></a>          dd=</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x-u[j].x)+</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y-u[j].y);
<a name="l702"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd) </span><span class=cF7>{</span><span class=cF0>
<a name="l703"></a>            best_dd=dd;
<a name="l704"></a>            best=j;
<a name="l705"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l706"></a>        }
<a name="l707"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l708"></a>      u[i].best_dd=best_dd;
<a name="l709"></a>      </span><span class=cF1>if</span><span class=cF0> (best_dd!=</span><span class=cF3>I64_MAX</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l710"></a>        u[i].x+=4*</span><span class=cF5>SignI64</span><span class=cF0>(u[best].x-u[i].x);
<a name="l711"></a>        u[i].y+=4*</span><span class=cF5>SignI64</span><span class=cF0>(u[best].y-u[i].y);
<a name="l712"></a>        u[i].theta=</span><span class=cF5>Arg</span><span class=cF0>(u[best].x-u[i].x,u[best].y-u[i].y);
<a name="l713"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l714"></a>    }
<a name="l715"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l716"></a>  </span><span class=cF1>for</span><span class=cF0> (i=U_FRIENDLY_NUM+phase_group;i&lt;U_NUM;i+=PHASES_GROUPS) </span><span class=cF7>{</span><span class=cF0>
<a name="l717"></a>    </span><span class=cF1>if</span><span class=cF0> (!u[i].dead) {
<a name="l718"></a>      best=0;
<a name="l719"></a>      best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l720"></a>      </span><span class=cF1>for</span><span class=cF0> (j=0;j&lt;U_FRIENDLY_NUM;j++) </span><span class=cF7>{</span><span class=cF0>
<a name="l721"></a>        </span><span class=cF1>if</span><span class=cF0> (!u[j].dead) {
<a name="l722"></a>          dd=</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x-u[j].x)+</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y-u[j].y);
<a name="l723"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd) </span><span class=cF7>{</span><span class=cF0>
<a name="l724"></a>            best_dd=dd;
<a name="l725"></a>            best=j;
<a name="l726"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l727"></a>        }
<a name="l728"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l729"></a>      u[i].best_dd=best_dd;
<a name="l730"></a>      </span><span class=cF1>if</span><span class=cF0> (best_dd!=</span><span class=cF3>I64_MAX</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l731"></a>        u[i].x+=4*</span><span class=cF5>SignI64</span><span class=cF0>(u[best].x-u[i].x);
<a name="l732"></a>        u[i].y+=4*</span><span class=cF5>SignI64</span><span class=cF0>(u[best].y-u[i].y);
<a name="l733"></a>        u[i].theta=</span><span class=cF5>Arg</span><span class=cF0>(u[best].x-u[i].x,u[best].y-u[i].y);
<a name="l734"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l735"></a>    }
<a name="l736"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l737"></a>}
<a name="l738"></a>
<a name="l739"></a></span><span class=cF1>U0</span><span class=cF0> MenFight(</span><span class=cF9>I64</span><span class=cF0> phase_group)
<a name="l740"></a>{
<a name="l741"></a>  </span><span class=cF9>I64</span><span class=cF0> i,j,dd,best,best_dd;
<a name="l742"></a>  </span><span class=cF1>for</span><span class=cF0> (i=phase_group;i&lt;U_FRIENDLY_NUM;i+=PHASES_GROUPS) </span><span class=cF7>{</span><span class=cF0>
<a name="l743"></a>    </span><span class=cF1>if</span><span class=cF0> (!u[i].dead) {
<a name="l744"></a>      best=U_FRIENDLY_NUM;
<a name="l745"></a>      best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l746"></a>      </span><span class=cF1>for</span><span class=cF0> (j=U_FRIENDLY_NUM;j&lt;U_NUM;j++) </span><span class=cF7>{</span><span class=cF0>
<a name="l747"></a>        </span><span class=cF1>if</span><span class=cF0> (!u[j].dead &amp;&amp; u[i].y-u[j].y&lt;8) {
<a name="l748"></a>          dd=</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x-u[j].x)+</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y-u[j].y);
<a name="l749"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd) </span><span class=cF7>{</span><span class=cF0>
<a name="l750"></a>            best_dd=dd;
<a name="l751"></a>            best=j;
<a name="l752"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l753"></a>        }
<a name="l754"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l755"></a>      u[i].best_dd=best_dd;
<a name="l756"></a>      </span><span class=cF1>if</span><span class=cF0> (best_dd&lt;HACK_DIST*HACK_DIST &amp;&amp; !</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0>&amp;1</span><span class=cF7>)</span><span class=cF0>)
<a name="l757"></a>        ManDie(&amp;u[best],</span><span class=cF3>FALSE</span><span class=cF0>);
<a name="l758"></a>    }
<a name="l759"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l760"></a>  </span><span class=cF1>for</span><span class=cF0> (i=U_FRIENDLY_NUM+phase_group;i&lt;U_NUM;i+=PHASES_GROUPS) </span><span class=cF7>{</span><span class=cF0>
<a name="l761"></a>    </span><span class=cF1>if</span><span class=cF0> (!u[i].dead) {
<a name="l762"></a>      best=0;
<a name="l763"></a>      best_dd=</span><span class=cF3>I64_MAX</span><span class=cF0>;
<a name="l764"></a>      </span><span class=cF1>for</span><span class=cF0> (j=0;j&lt;U_FRIENDLY_NUM;j++) </span><span class=cF7>{</span><span class=cF0>
<a name="l765"></a>        </span><span class=cF1>if</span><span class=cF0> (!u[j].dead&amp;&amp; u[i].y-u[j].y&lt;8) {
<a name="l766"></a>          dd=</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].x-u[j].x)+</span><span class=cF5>SqrI64</span><span class=cF0>(u[i].y-u[j].y);
<a name="l767"></a>          </span><span class=cF1>if</span><span class=cF0> (dd&lt;best_dd) </span><span class=cF7>{</span><span class=cF0>
<a name="l768"></a>            best_dd=dd;
<a name="l769"></a>            best=j;
<a name="l770"></a>          </span><span class=cF7>}</span><span class=cF0>
<a name="l771"></a>        }
<a name="l772"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l773"></a>      u[i].best_dd=best_dd;
<a name="l774"></a>      </span><span class=cF1>if</span><span class=cF0> (best_dd&lt;HACK_DIST*HACK_DIST &amp;&amp; !</span><span class=cF7>(</span><span class=cF5>RandU16</span><span class=cF0>&amp;1</span><span class=cF7>)</span><span class=cF0>)
<a name="l775"></a>        ManDie(&amp;u[best],</span><span class=cF3>FALSE</span><span class=cF0>);
<a name="l776"></a>    }
<a name="l777"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l778"></a>}
<a name="l779"></a>
<a name="l780"></a></span><span class=cF1>U0</span><span class=cF0> Titanium()
<a name="l781"></a>{
<a name="l782"></a>  </span><span class=cF9>I64</span><span class=cF0> i,msg_code,ch,sc;
<a name="l783"></a>  </span><span class=cF1>Bool</span><span class=cF0> gun_on;
<a name="l784"></a>
<a name="l785"></a>  </span><span class=cF9>I64</span><span class=cF0> next_update_jiffy;
<a name="l786"></a>  </span><span class=cF5>SettingsPush</span><span class=cF0>; </span><span class=cF2>//See </span><a href="/Wb/Adam/TaskSettings.HC.HTML#l3"><span class=cF4>SettingsPush</span></a><span class=cF0>
<a name="l787"></a>
<a name="l788"></a>  </span><span class=cF5>MenuPush</span><span class=cF0>(
<a name="l789"></a>        </span><span class=cF6>&quot;File {&quot;</span><span class=cF0>
<a name="l790"></a>        </span><span class=cF6>&quot;  Abort(,CH_SHIFT_ESC);&quot;</span><span class=cF0>
<a name="l791"></a>        </span><span class=cF6>&quot;  Exit(,CH_ESC);&quot;</span><span class=cF0>
<a name="l792"></a>        </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l793"></a>        </span><span class=cF6>&quot;Play {&quot;</span><span class=cF0>
<a name="l794"></a>        </span><span class=cF6>&quot;  Restart(,'\n');&quot;</span><span class=cF0>
<a name="l795"></a>        </span><span class=cF6>&quot;  Fire(,CH_SPACE);&quot;</span><span class=cF0>
<a name="l796"></a>        </span><span class=cF6>&quot;  Left(,,SC_CURSOR_LEFT);&quot;</span><span class=cF0>
<a name="l797"></a>        </span><span class=cF6>&quot;  Right(,,SC_CURSOR_RIGHT);&quot;</span><span class=cF0>
<a name="l798"></a>        </span><span class=cF6>&quot;  LeftMissile(,,SC_CURSOR_LEFT|SCF_CTRL);&quot;</span><span class=cF0>
<a name="l799"></a>        </span><span class=cF6>&quot;  RightMissile(,,SC_CURSOR_RIGHT|SCF_CTRL);&quot;</span><span class=cF0>
<a name="l800"></a>        </span><span class=cF6>&quot;}&quot;</span><span class=cF0>
<a name="l801"></a>        );
<a name="l802"></a>  </span><span class=cF5>AutoComplete</span><span class=cF0>;
<a name="l803"></a>  </span><span class=cF5>WinBorder</span><span class=cF0>;
<a name="l804"></a>  </span><span class=cF5>WinMax</span><span class=cF0>;
<a name="l805"></a>  </span><span class=cF5>DocCursor</span><span class=cF0>;
<a name="l806"></a>  </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l807"></a>
<a name="l808"></a>  </span><span class=cF6>&quot;\nScoring:\n&quot;</span><span class=cF0>
<a name="l809"></a>        </span><span class=cF6>&quot;\tEnemy Killed\t\t+3\n&quot;</span><span class=cF0>
<a name="l810"></a>        </span><span class=cF6>&quot;\tEnemy by Friendly\t+5\n&quot;</span><span class=cF0>
<a name="l811"></a>        </span><span class=cF6>&quot;\tFriendly Fire\t\t-100\n&quot;</span><span class=cF0>
<a name="l812"></a>        </span><span class=cF6>&quot;\tBullets Fired\t\t-1\n&quot;</span><span class=cF0>
<a name="l813"></a>        </span><span class=cF6>&quot;\tGame Time\t\t-10 per second\n&quot;</span><span class=cF0>
<a name="l814"></a>        </span><span class=cF6>&quot;\tSurviving Friendlies\t+250\n\n&quot;</span><span class=cF0>
<a name="l815"></a>        </span><span class=cF6>&quot;Sweep side-to-side while shooting, &quot;</span><span class=cF0>
<a name="l816"></a>        </span><span class=cF6>&quot;holding down $GREEN$&lt;SPACE&gt;$FG$.\n\n&quot;</span><span class=cF0>;
<a name="l817"></a>  </span><span class=cF5>PressAKey</span><span class=cF0>;
<a name="l818"></a>
<a name="l819"></a>  Init;
<a name="l820"></a>  </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l821"></a>  </span><span class=cF5>Fs</span><span class=cF0>-&gt;draw_it=&amp;</span><span class=cF5>DrawIt</span><span class=cF0>;
<a name="l822"></a>
<a name="l823"></a>  gun_on=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l824"></a>
<a name="l825"></a>  </span><span class=cF1>try</span><span class=cF0> </span><span class=cF7>{</span><span class=cF0>
<a name="l826"></a>    </span><span class=cF1>while</span><span class=cF0> (</span><span class=cF3>TRUE</span><span class=cF0>) {
<a name="l827"></a>      next_update_jiffy=</span><span class=cFB>cnts</span><span class=cF0>.jiffies+</span><span class=cF3>JIFFY_FREQ</span><span class=cF0>/100;
<a name="l828"></a>      </span><span class=cF1>while</span><span class=cF0> (msg_code=</span><span class=cF5>ScanMsg</span><span class=cF7>(</span><span class=cF0>&amp;ch,&amp;sc,1&lt;&lt;</span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>+1&lt;&lt;</span><span class=cF3>MSG_KEY_UP</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l829"></a>        </span><span class=cF1>switch</span><span class=cF0> (msg_code) {
<a name="l830"></a>          </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_KEY_DOWN</span><span class=cF0>:
<a name="l831"></a>            </span><span class=cF1>switch</span><span class=cF0> (ch) </span><span class=cF7>{</span><span class=cF0>
<a name="l832"></a>              </span><span class=cF1>case</span><span class=cF0> 0:
<a name="l833"></a>                </span><span class=cF1>switch</span><span class=cF0> (sc.u8[0]) {
<a name="l834"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>:
<a name="l835"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_CTRL</span><span class=cF0>)
<a name="l836"></a>                      FireMissile(1);
<a name="l837"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l838"></a>                  </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>:
<a name="l839"></a>                    </span><span class=cF1>if</span><span class=cF0> (sc&amp;</span><span class=cF3>SCF_CTRL</span><span class=cF0>)
<a name="l840"></a>                      FireMissile(-1);
<a name="l841"></a>                    </span><span class=cF1>break</span><span class=cF0>;
<a name="l842"></a>                }
<a name="l843"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l844"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>:
<a name="l845"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_ESC</span><span class=cF0>:
<a name="l846"></a>                </span><span class=cF1>goto</span><span class=cF0> to_done;
<a name="l847"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF6>'\n'</span><span class=cF0>:
<a name="l848"></a>                Init;
<a name="l849"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l850"></a>              </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>CH_SPACE</span><span class=cF0>:
<a name="l851"></a>                gun_on=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l852"></a>                </span><span class=cF1>break</span><span class=cF0>;
<a name="l853"></a>            </span><span class=cF7>}</span><span class=cF0>
<a name="l854"></a>            </span><span class=cF1>break</span><span class=cF0>;
<a name="l855"></a>          </span><span class=cF1>case</span><span class=cF0> </span><span class=cF3>MSG_KEY_UP</span><span class=cF0>:
<a name="l856"></a>            </span><span class=cF1>if</span><span class=cF0> (ch==</span><span class=cF3>CH_SPACE</span><span class=cF0>)
<a name="l857"></a>              gun_on=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l858"></a>            </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (sc.u8[0]==</span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF0>||sc.u8[0]==</span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF0>)
<a name="l859"></a>              theta=-</span><span class=cF3>pi</span><span class=cF0>/2;
<a name="l860"></a>            </span><span class=cF1>break</span><span class=cF0>;
<a name="l861"></a>        }
<a name="l862"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l863"></a>
<a name="l864"></a>      </span><span class=cF1>for</span><span class=cF0> (i=0;i&lt;B_NUM;i++) </span><span class=cF7>{</span><span class=cF0>
<a name="l865"></a>        </span><span class=cF1>if</span><span class=cF0> (!b[i].dead) {
<a name="l866"></a>          b[i].x+=b[i].dx2;
<a name="l867"></a>          b[i].y+=b[i].dy2;
<a name="l868"></a>          </span><span class=cF1>if</span><span class=cF0> (b[i].y&lt;0||b[i].x&lt;0||
<a name="l869"></a>                b[i].x&gt;&gt;32&gt;=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width||
<a name="l870"></a>                b[i].y&gt;&gt;32&gt;=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_height)
<a name="l871"></a>            b[i].dead=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l872"></a>        }
<a name="l873"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l874"></a>
<a name="l875"></a>      dx=0;
<a name="l876"></a>      </span><span class=cF1>if</span><span class=cF0> (!</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap,</span><span class=cF3>SC_CTRL</span><span class=cF7>)</span><span class=cF0>) </span><span class=cF7>{</span><span class=cF0>
<a name="l877"></a>        </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap,</span><span class=cF3>SC_CURSOR_LEFT</span><span class=cF7>)</span><span class=cF0>) {
<a name="l878"></a>          theta=-</span><span class=cF3>pi</span><span class=cF0>/2-15.0*</span><span class=cF3>pi</span><span class=cF0>/180.0;
<a name="l879"></a>          dx=-2;
<a name="l880"></a>        } </span><span class=cF1>else</span><span class=cF0> </span><span class=cF1>if</span><span class=cF0> (</span><span class=cF5>Bt</span><span class=cF7>(</span><span class=cFB>kbd</span><span class=cF0>.down_bitmap,</span><span class=cF3>SC_CURSOR_RIGHT</span><span class=cF7>)</span><span class=cF0>) {
<a name="l881"></a>          theta=-</span><span class=cF3>pi</span><span class=cF0>/2+15.0*</span><span class=cF3>pi</span><span class=cF0>/180.0;
<a name="l882"></a>          dx=2;
<a name="l883"></a>        }
<a name="l884"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l885"></a>      x+=dx;
<a name="l886"></a>      </span><span class=cF1>while</span><span class=cF0> (x&gt;=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width)
<a name="l887"></a>        x-=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width;
<a name="l888"></a>      </span><span class=cF1>while</span><span class=cF0> (x&lt;0)
<a name="l889"></a>        x+=</span><span class=cF5>Fs</span><span class=cF0>-&gt;pix_width;
<a name="l890"></a>
<a name="l891"></a>        </span><span class=cF2>//It takes too much CPU do do all these all the time.</span><span class=cF0>
<a name="l892"></a>      </span><span class=cF1>switch</span><span class=cF0> [main_loop_pass&amp;7] </span><span class=cF7>{</span><span class=cF0>
<a name="l893"></a>        </span><span class=cF1>case</span><span class=cF0> 0:
<a name="l894"></a>          </span><span class=cF1>switch</span><span class=cF0> [main_loop_pass&gt;&gt;3&amp;7] {
<a name="l895"></a>            </span><span class=cF1>case</span><span class=cF0> 0:
<a name="l896"></a>              </span><span class=cF1>if</span><span class=cF0> (--y&lt;20)
<a name="l897"></a>                game_over=</span><span class=cF3>TRUE</span><span class=cF0>;
<a name="l898"></a>            </span><span class=cF1>case</span><span class=cF0> 2:
<a name="l899"></a>            </span><span class=cF1>case</span><span class=cF0> 4:
<a name="l900"></a>            </span><span class=cF1>case</span><span class=cF0> 6:
<a name="l901"></a>              MenFight(main_loop_pass&gt;&gt;4%PHASES_GROUPS);
<a name="l902"></a>              </span><span class=cF1>break</span><span class=cF0>;
<a name="l903"></a>            </span><span class=cF1>case</span><span class=cF0> 1:
<a name="l904"></a>            </span><span class=cF1>case</span><span class=cF0> 3:
<a name="l905"></a>            </span><span class=cF1>case</span><span class=cF0> 5:
<a name="l906"></a>            </span><span class=cF1>case</span><span class=cF0> 7:
<a name="l907"></a>              MenMove (main_loop_pass&gt;&gt;4%PHASES_GROUPS);
<a name="l908"></a>              </span><span class=cF1>break</span><span class=cF0>;
<a name="l909"></a>          }
<a name="l910"></a>        </span><span class=cF1>case</span><span class=cF0> 4:
<a name="l911"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l912"></a>        </span><span class=cF1>case</span><span class=cF0> 2:
<a name="l913"></a>        </span><span class=cF1>case</span><span class=cF0> 6:
<a name="l914"></a>          </span><span class=cF1>if</span><span class=cF0> (gun_on)
<a name="l915"></a>            FireBullet;
<a name="l916"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l917"></a>        </span><span class=cF1>case</span><span class=cF0> 1:
<a name="l918"></a>        </span><span class=cF1>case</span><span class=cF0> 3:
<a name="l919"></a>        </span><span class=cF1>case</span><span class=cF0> 5:
<a name="l920"></a>        </span><span class=cF1>case</span><span class=cF0> 7:
<a name="l921"></a>          CheckCollisions;
<a name="l922"></a>          </span><span class=cF1>break</span><span class=cF0>;
<a name="l923"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l924"></a>      main_loop_pass++;
<a name="l925"></a>
<a name="l926"></a>      </span><span class=cF1>if</span><span class=cF0> (snd_timeout &amp;&amp; </span><span class=cF5>tS</span><span class=cF0>&gt;snd_timeout) </span><span class=cF7>{</span><span class=cF0>
<a name="l927"></a>        snd_timeout=0;
<a name="l928"></a>        </span><span class=cF5>Snd</span><span class=cF0>;
<a name="l929"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l930"></a>      </span><span class=cF5>SleepUntil</span><span class=cF0>(next_update_jiffy);
<a name="l931"></a>
<a name="l932"></a>      total_score=3*(U_ENEMY_NUM-enemy_left)+5*enemy_by_friendly
<a name="l933"></a>            -100*friendly_fire-10*(</span><span class=cF5>tS</span><span class=cF0>-t0)-bullets_fired;
<a name="l934"></a>      </span><span class=cF1>if</span><span class=cF0> (game_over) </span><span class=cF7>{</span><span class=cF0>
<a name="l935"></a>        tf=</span><span class=cF5>tS</span><span class=cF0>;
<a name="l936"></a>        </span><span class=cF5>Sleep</span><span class=cF0>(750);
<a name="l937"></a>        </span><span class=cF5>FlushMsgs</span><span class=cF0>;
<a name="l938"></a>        </span><span class=cF1>while</span><span class=cF0> (!</span><span class=cF5>ScanKey</span><span class=cF7>(</span><span class=cF0>&amp;ch</span><span class=cF7>)</span><span class=cF0>&amp;&amp;friendly_left||</span><span class=cF5>tS</span><span class=cF0>-tf&lt;1.5) {
<a name="l939"></a>          total_score+=250;
<a name="l940"></a>          </span><span class=cF5>Snd</span><span class=cF0>(86); </span><span class=cF5>Sleep</span><span class=cF0>(150);
<a name="l941"></a>          </span><span class=cF5>Snd</span><span class=cF0>;    </span><span class=cF5>Sleep</span><span class=cF0>(50);
<a name="l942"></a>          friendly_left--;
<a name="l943"></a>        }
<a name="l944"></a>        total_score+=250*friendly_left;
<a name="l945"></a>        </span><span class=cF1>if</span><span class=cF0> (total_score&gt;best_score)
<a name="l946"></a>          best_score=total_score;
<a name="l947"></a>        </span><span class=cF1>if</span><span class=cF0> (!ch) ch=</span><span class=cF5>GetChar</span><span class=cF0>(,</span><span class=cF3>FALSE</span><span class=cF0>);
<a name="l948"></a>        </span><span class=cF1>if</span><span class=cF0> (ch==</span><span class=cF3>CH_ESC</span><span class=cF0>||ch==</span><span class=cF3>CH_SHIFT_ESC</span><span class=cF0>)
<a name="l949"></a>          </span><span class=cF1>goto</span><span class=cF0> to_done;
<a name="l950"></a>        gun_on=</span><span class=cF3>FALSE</span><span class=cF0>;
<a name="l951"></a>        Init;
<a name="l952"></a>      </span><span class=cF7>}</span><span class=cF0>
<a name="l953"></a>    }
<a name="l954"></a>to_done:
<a name="l955"></a>    </span><span class=cF5>GetMsg</span><span class=cF0>(,,1&lt;&lt;</span><span class=cF3>MSG_KEY_UP</span><span class=cF0>);
<a name="l956"></a>  </span><span class=cF7>}</span><span class=cF0>
<a name="l957"></a>  </span><span class=cF1>catch</span><span class=cF0>
<a name="l958"></a>    </span><span class=cF5>PutExcept</span><span class=cF0>;
<a name="l959"></a>  </span><span class=cF5>SettingsPop</span><span class=cF0>;
<a name="l960"></a>  </span><span class=cF5>MenuPop</span><span class=cF0>;
<a name="l961"></a>  </span><span class=cF5>RegWrite</span><span class=cF0>(</span><span class=cF6>&quot;TempleOS/Titanium&quot;</span><span class=cF0>,</span><span class=cF6>&quot;I64 best_score=%d;\n&quot;</span><span class=cF0>,best_score);
<a name="l962"></a>}
</span></pre></body>
</html>