Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
The Pillar | Dragusela | Battle | N/A |
const bool MLLESetupSuccessful = MLLE::Setup(array<MLLEWeaponApply@> = {null, null, NapsWeapons::AntiGravityBouncer(), null, se::FireworkMLLEWrapper(), null, null, null, null}); ///@MLLE-Generated
#include "MLLE-Include-1.6w.asc" ///@MLLE-Generated
#pragma require "xlmpillar-MLLE-Data-1.j2l" ///@MLLE-Generated
#pragma require "moonwc.j2t" ///@MLLE-Generated
#pragma require "BattleshipsO.j2t" ///@MLLE-Generated
#pragma require "CrayonValley.j2t" ///@MLLE-Generated
#pragma require "Rainbowrunner.j2t" ///@MLLE-Generated
#pragma require "xlmpillar.j2l" ///@MLLE-Generated
#include "SEfirework-mlle.asc" ///@MLLE-Generated
#pragma require "SEfirework-mlle.asc" ///@MLLE-Generated
#include "AntiGravBouncers.asc" ///@MLLE-Generated
#pragma require "AntiGravBouncers.asc" ///@MLLE-Generated
void onLevelReload() {
MLLE::ReapplyPalette();
}
bool onDrawAmmo(jjPLAYER@ player, jjCANVAS@ canvas) {
return MLLE::WeaponHook.drawAmmo(player, canvas);
}
class CannotBeShotDown : jjBEHAVIORINTERFACE {
CannotBeShotDown(const jjBEHAVIOR &in behavior) {
originalBehavior = behavior;
}
void onBehave(jjOBJ@ obj) {
obj.behave(originalBehavior);
if (obj.state == STATE::FLOATFALL)
obj.state = STATE::FLOAT;
}
bool onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force) {
if (bullet is null) {
obj.behavior = originalBehavior;
if (player.objectHit(obj, force, obj.playerHandling))
return true;
obj.behavior = this;
}
return false;
}
private jjBEHAVIOR originalBehavior;
}
void onLevelBegin() {
for (int i = 1; i < 255; i++) {
jjOBJ@ preset = jjObjectPresets[i];
if (preset.playerHandling == HANDLING::PICKUP) {
preset.behavior = CannotBeShotDown(preset.behavior);
}
}
}
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