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truefire

Untitled

Feb 12th, 2012
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  1. if (active)
  2. {
  3. hit = false;
  4. var r = room;
  5. var j:Int = 0;
  6. while (true)
  7. {
  8. var i:Int = 0;
  9. while (i < Std.int(r.entities.length))
  10. {
  11. var e:Entity = r.entities[i];
  12. if (hurts.indexOf(e.type) != -1 && hasHit.indexOf(e) == -1)
  13. {
  14. var d:Float = AI.eDistance(this, e);
  15.  
  16. if ((d < 4*(scaleX + scaleY) + 8) && e.health > 0)
  17. {
  18. hitEnemy(e);
  19. }
  20. }
  21. i++;
  22. }
  23. if (j >= Std.int(room.portals.length)) { break; }
  24. r = room.goThrough(room.portals[j]);
  25. j++;
  26. }
  27. move(speed * Math.cos(angle), speed * Math.sin(angle));
  28. lifetime++;
  29. }
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