start level 3, add Gord
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bee7922a9f
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BIN
entity.jim
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entity.jim
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10
entity.jor
10
entity.jor
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@ -80,8 +80,8 @@ var entity-defstate
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: frame ( s n e w ) b, b, b, b, ;
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: frame ( s n e w ) b, b, b, b, ;
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array frames
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array frames
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( 0: car ) 3 1 0 2 frame
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( 0: car ) 3 1 0 2 frame
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( 1: pete stand ) 11 9 7 5 frame
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( 1: gord stand ) 5 7 9 11 frame
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( 2: pete walk ) 12 10 8 6 frame
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( 2: gord walk ) 6 8 10 12 frame
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( 3: mary stand ) 17 20 22 24 frame
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( 3: mary stand ) 17 20 22 24 frame
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( 4: mary walk ) 19 21 23 25 frame
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( 4: mary walk ) 19 21 23 25 frame
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( 5: car lights ) 29 27 26 28 frame
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( 5: car lights ) 29 27 26 28 frame
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@ -106,10 +106,10 @@ array frames
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does> ( dir a -- ) swap drop lookup-frame ;
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does> ( dir a -- ) swap drop lookup-frame ;
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-1 defsingle {blank}
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-1 defsingle {blank}
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0 defstatic {car}
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0 defsingle {gord-sit}
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5 defstatic {car-lit}
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5 defstatic {car-lit}
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1 defstatic {pete-stand}
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1 defstatic {gord-stand}
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1 2 2 5 defanim {pete-walk}
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1 2 2 5 defanim {gord-walk}
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13 defsingle {pete-table}
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13 defsingle {pete-table}
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14 defsingle {chair}
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14 defsingle {chair}
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15 defsingle {pete-bed}
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15 defsingle {pete-bed}
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BIN
footer.jim
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footer.jim
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@ -109,6 +109,7 @@ var cchoose
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0 LGREEN character neut userword
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0 LGREEN character neut userword
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3 LBLUE character jaye userword
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3 LBLUE character jaye userword
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5 CYAN character gord userword
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: noone WHITE text-color ! s" " dup dup dup
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: noone WHITE text-color ! s" " dup dup dup
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8 portraity 16 portraity 24 portraity 32 portraity ; userword
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8 portraity 16 portraity 24 portraity 32 portraity ; userword
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15
game.jor
15
game.jor
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@ -1,7 +1,3 @@
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var MODE-MOVE
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var MODE-WAIT
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( T I C K )
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( T I C K )
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defer party
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defer party
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defer entities
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defer entities
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@ -151,9 +147,6 @@ var q-level
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party each follow more
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party each follow more
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else drop then ;
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else drop then ;
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' mode-move MODE-MOVE !
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' tick-debounce MODE-WAIT !
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: draw-entity
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: draw-entity
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>r r@ entity.x @ r@ entity.y @
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>r r@ entity.x @ r@ entity.y @
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r@ entity.dir @ <r entity>sprite
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r@ entity.dir @ <r entity>sprite
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@ -288,6 +281,8 @@ does> @ objects ! ;
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dup SCAN-ON SCAN-OFF handle-onoff
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dup SCAN-ON SCAN-OFF handle-onoff
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SCAN-ON handle-link |; listener! ;
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SCAN-ON handle-link |; listener! ;
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0 const unconnected
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( usage: entity :noname [ ev -- ev ] ... chain-listener ;
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( usage: entity :noname [ ev -- ev ] ... chain-listener ;
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ONLY works with :noname at top-level interpretation time - not :| |;
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ONLY works with :noname at top-level interpretation time - not :| |;
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compiles a reference to the previous listener into the :noname func
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compiles a reference to the previous listener into the :noname func
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@ -297,9 +292,9 @@ does> @ objects ! ;
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:noname
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:noname
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reset-level
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reset-level
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MODE-MOVE @ ' tick redefine
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' mode-move ' tick redefine
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' full-draw ' draw redefine
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' full-draw ' draw redefine
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:| pjaye yield done |; ' party redefine
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:| pjaye yield done |; ' party redefine
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:| MODE-WAIT @ ' tick redefine |; ' any-job-started redefine
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:| ' tick-debounce ' tick redefine |; ' any-job-started redefine
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:| MODE-MOVE @ ' tick redefine hide-footer |; ' all-jobs-complete redefine
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:| ' mode-move ' tick redefine hide-footer |; ' all-jobs-complete redefine
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; ' onload redefine
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; ' onload redefine
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@ -1,7 +1,7 @@
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: blah ' seremit task-emit ! ;
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: blah ' seremit task-emit ! ;
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blah
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blah
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0 const DEV
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1 const DEV
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s" game.log" open seekend fdeactivate const LOGFILE
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s" game.log" open seekend fdeactivate const LOGFILE
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: emit-log ' fputc LOGFILE withfp ;
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: emit-log ' fputc LOGFILE withfp ;
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@ -31,10 +31,11 @@ s" game.jor" loadfile
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intern lev00001.jor
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intern lev00001.jor
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intern lev00002.jor
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intern lev00002.jor
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intern lev00003.jor
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intern end.jor
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intern end.jor
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:noname loadfile ; checkpoint _loadlevel
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:noname loadfile ; checkpoint _loadlevel
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' _loadlevel ' loadlevel redefine
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' _loadlevel ' loadlevel redefine
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lev00001.jor loadlevel
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lev00003.jor loadlevel
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lev00001.jim
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lev00001.jim
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@ -16,7 +16,6 @@ objects: O
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end.jor 7 0 exitdoor dx
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end.jor 7 0 exitdoor dx
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' dx 6 0 scanner sx
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' dx 6 0 scanner sx
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: unconnected :| 0 |; ;
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defer c10 ' c10 5 1 computer cx
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defer c10 ' c10 5 1 computer cx
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' cx 5 4 computer _c10 ' _c10 ' c10 redefine
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' cx 5 4 computer _c10 ' _c10 ' c10 redefine
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defer c8 ' c8 11 4 computer c9
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defer c8 ' c8 11 4 computer c9
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BIN
lev00003.jim
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lev00003.jim
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lev00003.jor
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lev00003.jor
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@ -0,0 +1,58 @@
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( L E V 0 0 0 0 3 )
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objects: O
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9 9 door d1
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' d1 7 7 switch b1
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' unconnected 5 7 computer c1
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6 7 N ' {gord-sit} defentity Gord
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: flicker c1 EVTOG entity>do 15 sleep ;
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var gord-introduced
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c1 :noname
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dup EVTOUCH = isneut? and gord-introduced @ not and if
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1 gord-introduced !
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neut say" HUMAN PRESENCE\DETECTED"
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flicker flicker flicker flicker
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neut say" > HUMAN ASSISTANCE IS\REQUIRED"
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neut say" > IF HUMAN IS PRESENT\PLEASE RESPOND"
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day
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flicker flicker flicker flicker
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gord say" What the..."
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gord say" Is someone in the terminal?"
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gord say" > HUMAN IS PRESENT"
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night
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neut say" > GREETINGS, HUMAN"
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neut say" > THIS IS NEUT v0.71.4rc12"
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neut say" > PLEASE STATE NAME AND\STATUS"
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day
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gord say" > THIS IS GORD"
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gord say" v1, I guess."
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gord say" > LEG IS PINNED UNDER DESK\UNABLE TO MOVE"
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night
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neut say" > CAN YOU REACH THE SWITCH\BEHIND YOU?"
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day
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gord say" Huh? Oh, there is a\switch there on the wall."
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gord say" Never thought about what\it connected to."
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b1 EVACT entity>do 15 sleep
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gord say" > I TURNED IT ON"
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night
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neut say" > MY PROGRAMMER THANKS\YOU, GORD"
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neut say" > WE WILL ASSIST YOU SOON"
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day
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gord say" > AWAITING YOUR HELP, NEUT"
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night
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then chain-listener ;
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:noname
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reset-level O
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:| Gord yield done |; ' entities redefine
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s" lev00003.map" load-map
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7 11 tile>world pjaye entity.pos!
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6 12 tile>world pneut entity.pos!
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; ' onload redefine
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BIN
lev00003.map
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BIN
lev00003.map
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portrait.gfx
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portrait.gfx
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sprite.gfx
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sprite.gfx
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@ -19,5 +19,4 @@ array flags FLAG-COUNT 8 / 1 + allot
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: day s" tiles.gfx" loadtiles invalidate-map NIGHT clearflag ; userword
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: day s" tiles.gfx" loadtiles invalidate-map NIGHT clearflag ; userword
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: night s" ntiles.gfx" loadtiles invalidate-map NIGHT setflag ; userword
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: night s" ntiles.gfx" loadtiles invalidate-map NIGHT setflag ; userword
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: {car-drive} NIGHT flag@ if {car-lit} else {car} then ;
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