complete chuck arc, complete rename of state to flag
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edf0a91f71
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69bab3aacd
10
jeanne.jor
10
jeanne.jor
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@ -14,8 +14,8 @@ car :touch
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:noname
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0 player.state DRIVING f!
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:| CHUCK-HOME state@ if e_chuck yield then
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player.driving? not if car yield then
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:| CHUCK-HOME flag@ if e_chuck yield then
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player.driving? not CHUCK-FOLLOW flag@ not and if car yield then
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done |; ' entities redefine
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:|
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@ -27,13 +27,13 @@ touch-begin S leaving? dup
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then
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touch-next 6 21 2= dup
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if player.driving? not
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if CHUCK-FOLLOW state@ not if
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if CHUCK-FOLLOW flag@ not if
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noone say" * knock knock *"
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clear 30 sleep
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pete say" Nobody home, I guess."
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jeanne say" Go away before I call the\cops, Pete!"
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pete say" Oh.\I guess she's still mad."
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JEANNE-ANGRY setstate
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JEANNE-ANGRY setflag
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else
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pete say" I brought you your\damn horse, Jeanne!"
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jeanne say" Oh my God. Is he okay?\Hold on, I'm coming outside."
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@ -46,7 +46,7 @@ touch-next 6 21 2= dup
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jeanne say" Don't think for a MINUTE\I'm not still furious at you."
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jeanne say" If I catch you on my property\again, I *will* call the cops."
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pete say" Alright, alright, I'm going!\Christ, no good deed goes\unpunished."
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CHUCK-HOME setstate CHUCK-FOLLOW clearstate
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CHUCK-HOME setflag CHUCK-FOLLOW clearflag
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10 6 petehous.jor queue-level
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then
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else
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19
pete.jor
19
pete.jor
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@ -1,19 +1,26 @@
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( P E T E )
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13 8 N ' {car} defentity car
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32 5 W ' {horse} defentity e_chuck
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car :touch
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move-player
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1 player.state DRIVING f!
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;entity
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e_chuck :touch
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pete say" It's good to have you\back, Chuck."
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chuck say" * w h i n n y *\(I remember this place...)"
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;entity
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:noname
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:| player.driving? not if car yield then
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:| player.driving? not CHUCK-FOLLOW flag@ not and if car yield then
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CHUCK-STOLEN flag@ if e_chuck yield then
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done |; ' entities redefine
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:|
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touch-begin S leaving? dup
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if player.driving? not
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if player.driving? not CHUCK-FOLLOW flag@ not and
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if pete say" It's too far to walk to town."
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else move-player 5 10 road.jor queue-level
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then
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@ -24,6 +31,14 @@ touch-next 13 8 2= player.driving? and dup
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W player entity.dir !
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move-player
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then
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touch-next 19 9 2= CHUCK-FOLLOW flag@ and player entity.dir @ E = and dup
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if pete say" Hmm, yeah, lots of good\grazing over here..."
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say" Let's get you comfy, Chuck." move-player then
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touch-next 22 9 2= CHUCK-FOLLOW flag@ and dup
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if pete say" Welcome home, old buddy."
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chuck say" * n e i g h *\(OK, Pete.)"
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CHUCK-FOLLOW clearflag CHUCK-STOLEN setflag
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13 7 petehous.jor queue-level then
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touch-next 12 7 2= player.driving? not and dup
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if move-player 16 9 petehous.jor queue-level then
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touch-next 30 7 2= dup
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22
petehous.jor
22
petehous.jor
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@ -17,7 +17,7 @@ s" [don't pick up]"
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s" Hey Pete, what's up?"
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:| pete say" Not much, old friend!"
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0 begin phone :|
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JEANNE-ANGRY state@ CHUCK-GONE state@ not and if
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JEANNE-ANGRY flag@ CHUCK-GONE flag@ not and if
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s" I hear Jeanne's awful mad\at you!"
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:| pete say" Ohh, she'll come round."
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phone say" What'd you do, anyway?"
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@ -44,14 +44,28 @@ s" Hey Pete, what's up?"
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pete say" I figured he just went home!\But when I went to Jeanne's,\he wasn't there."
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phone say" You lost him."
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pete say" He's a smart old goat,\just like me. He'll\turn up soon."
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CHUCK-GONE setstate
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CHUCK-GONE setflag
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|; yield
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then
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CHUCK-GONE state@ if
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CHUCK-GONE flag@ if
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s" You found Chuck yet?"
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:| pete say" I'm sure he'll turn up soon!\Sheesh, get off my back." |; yield
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then
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CHUCK-FOLLOW flag@ if
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s" You found Chuck yet?"
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:| pete say" He's right here."
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chuck say" * s n o r t *"
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phone say" You brought him in your house??"
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phone say" Of course you did.\Never mind.\Don't even bother explaining."
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|; yield
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then
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CHUCK-STOLEN flag@ CHUCK-HOME flag@ or CHUCK-EXPLAINED flag@ not and if
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s" You found Chuck yet?"
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:| pete say" He found his way home."
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phone say" Well, thank goodness\for that."
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CHUCK-EXPLAINED setflag
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|; yield
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then
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s" Goodbye, Pete." :| pete say" Goodbye!" drop 1 |; yield
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done |; choose
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dup until drop
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6
road.jor
6
road.jor
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@ -3,13 +3,13 @@
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24 4 N ' {horse} defentity chuck
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:noname
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CHUCK-FOLLOW state@ not player.state DRIVING f!
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:| CHUCK-HOME state@ if chuck yield then
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CHUCK-FOLLOW flag@ not player.state DRIVING f!
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:| CHUCK-HOME flag@ if chuck yield then
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done |; ' entities redefine
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:|
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touch-begin E leaving? dup
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if pete say" It's 100 miles to the next town." then
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touch-next 24 15 2= CHUCK-FOLLOW state@ and dup
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touch-next 24 15 2= CHUCK-FOLLOW flag@ and dup
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if pete say" I'm not walking all the way into\town with a horse!" then
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touch-next 5 9 2= dup
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if move-player 13 12 pete.jor queue-level then
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17
state.jor
17
state.jor
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@ -2,19 +2,22 @@
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1 const CHUCK-GONE
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2 const CHUCK-FOLLOW
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3 const CHUCK-HOME
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4 const CHUCK-STOLEN
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5 const CHUCK-EXPLAINED
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3 const LAST-STATE
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array flags LAST-STATE 8 / 1 + allot
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6 const FLAG-COUNT
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: flagstof ( f -- v f ) dup 8 % 1 swap << swap 8 / flags + swap ;
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array flags FLAG-COUNT 8 / 1 + allot
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: flagstof ( f -- v f ) dup 8 / flags + swap 8 % 1 swap << ;
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: flagsf! ( b f -- ) flagstof f! ;
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: state@ ( b f -- ) flagstof f@ ;
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: setstate 1 swap flagsf! ;
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: clearstate 0 swap flagsf! ;
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: flag@ ( f -- b ) flagstof f@ ;
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: setflag 1 swap flagsf! ;
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: clearflag 0 swap flagsf! ;
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16 18 W ' {horse} defentity p_chuck
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:noname
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:| player yield
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CHUCK-FOLLOW state@ if p_chuck yield then
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CHUCK-FOLLOW flag@ if p_chuck yield then
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done |; ' party redefine
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; ' onload redefine
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19
trail1.jor
19
trail1.jor
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@ -1,10 +1,10 @@
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( T R A I L 1 )
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38 60 E ' {horse} defentity e_chuck
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50 17 E ' {horse} defentity e_chuck
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39 71 N ' {car} defentity car
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car :touch
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CHUCK-FOLLOW state@ if
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CHUCK-FOLLOW flag@ if
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pete say" I can't leave Chuck here!"
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else
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move-player 1 player.state DRIVING f!
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@ -12,31 +12,28 @@ car :touch
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;entity
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e_chuck :touch
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pete say" Woah, boy. Calm down."
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pete say" Woah, boy. Calm down." move-player
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chuck say" * w h i n n y *\(You came back!)"
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pete say" Of course I did, boy.\Of course I did."
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p_chuck follow
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( e_chuck entity>pos p_chuck entity.pos!
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p_chuck entity>pos player entity>pos facing player.prevdir ! )
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CHUCK-GONE clearstate CHUCK-FOLLOW setstate
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p_chuck follow CHUCK-GONE clearflag CHUCK-FOLLOW setflag
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;entity
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:noname
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0 player.state DRIVING f!
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:| CHUCK-GONE state@ if e_chuck yield then
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:| CHUCK-GONE flag@ if e_chuck yield then
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player.driving? not if car yield then
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done |; ' entities redefine
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:|
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touch-begin S leaving? dup
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if player.driving? not CHUCK-FOLLOW state@ not and
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if player.driving? not CHUCK-FOLLOW flag@ not and
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if pete say" I'm not walking."
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else move-player 13 7 road.jor queue-level
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then
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then
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CHUCK-GONE state@ if
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touch-next 37 60 2= dup
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CHUCK-GONE flag@ if
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touch-next 49 17 2= dup
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if
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pete say" Oh for the love of..."
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say" Chuck! How on Earth did you\end up over there!?"
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trail1.map
BIN
trail1.map
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