global PI = 3.1415926535897932384626433832795f; global NPI = -3.1415926535897932384626433832795f; global R_U = -1.5707963267948966192313216916398f; global R_D = 1.5707963267948966192313216916398f; global R_L = 3.1415926535897932384626433832795f; global R_R = 0f; global ETON_FAN_AIM = 0; //aimed fan shooting global ETON_FAN = 1; //unaimed fan shooting global ETON_CIR_AIM = 2; //aimed circle shooting global ETON_CIR = 3; //unaimed circle shooting global ETON_CIR2_AIM = 4; //aimed circle shooting with offset global ETON_CIR2 = 5; //unaimed circle shooting with offset global ETON_RDEG = 6; //same as ETON_FAN, but the angles are min-max global ETON_RSPD = 7; //same as ETON_FAN, but the speeds are min-max global ETON_RANDOM = 8; //random shooting global ET8A = 0; //8x8 bullet A (small ball) global ET8A2 = 1; //8x8 bullet A (small ball) global ET8B = 2; //8x8 bullet B (small black ball) global ET16A = 3; //16x16 bullet A (ball) global ET16A2 = 4; //16x16 bullet A (ball) global ET16B = 5; //16x16 bullet B (pc98 ball) global ET16B2 = 6; //16x16 bullet B (pc98 ball) global ET16C = 7; //16x16 bullet C (petal) global ET16D = 8; //16x16 bullet D (kunai) global ET16E = 9; //16x16 bullet E (pellet) global ET16F = 10; //16x16 bullet F (amulet) global ET16G = 11; //16x16 bullet G (arrowhead) global ET16H = 12; //16x16 bullet H (bullet) global ET16I = 13; //16x16 bullet I (effect) global ET16J = 14; //16x16 bullet J (black petal) global ET16K = 15; //16x16 bullet K (small star) global ET16L = 16; //16x16 bullet L (coin) global ET32A = 17; //32x32 bullet A (big ball) global ET32A2 = 18; //32x32 bullet A (big ball) global ET32B = 19; //32x32 bullet B (pill) global ET32C = 20; //32x32 bullet C (knife) global ET32D = 21; //32x32 bullet D (butterfly) global ET32E = 22; //32x32 bullet E (star) global ET32F = 23; //32x32 bullet F (blue fire) global ET32F2 = 24; //32x32 bullet F (red fire) global ET32G = 25; //32x32 bullet G (heart) global ET64A = 26; //64x64 bullet A (bubble) global ET64B = 27; //64x64 bullet B (rose) global ET16M = 28; //16x16 bullet M (drop) global ET32F3 = 29; //32x32 bullet F (purple fire) global ET32LASER = 30; //32x32 laser global ET_SMALL_BALL = ET8A; global ET_SMALL_BALL_I = ET8A2; global ET_SMALL_BLACK_BALL = ET8B; global ET_BALL = ET16A; global ET_BALL_I = ET16A2; global ET_OLDBALL = ET16B; global ET_OLDBALL_I = ET16B2; global ET_PETAL = ET16C; global ET_KUNAI = ET16D; global ET_PELLET = ET16E; global ET_AMULET = ET16F; global ET_ARROWHEAD = ET16G; global ET_BULLET = ET16H; global ET_EFF = ET16I; global ET_BLACK_PETAL = ET16J; global ET_SMALL_STAR = ET16K; global ET_COIN = ET16L; global ET_BIG_BALL = ET32A; global ET_BIG_BALL_I = ET32A2; global ET_PILL = ET32B; global ET_KNIFE = ET32C; global ET_BUTTERFLY = ET32D; global ET_STAR = ET32E; global ET_BLUE_FIRE = ET32F; global ET_RED_FIRE = ET32F2; global ET_HEART = ET32G; global ET_BUBBLE = ET64A; global ET_ROSE = ET64B; global ET_DROP = ET16M; global ET_PURPLE_FIRE = ET32F3; //global ET32H = 31; //32x32 bullet H (arrow) global RED16 = 2; //16x16 bullet red color global BLUE16 = 6; //16x16 bullet blue color global BLUE32 = 3; //32x32 bullet blue color global EX_WAIT = 0; //wait for bullet ex to finish global EX_NO_WAIT = 1; //do not wait for bullet ex to finish global EX_SPDOWN = 0x0001; //decel effect when shot global EX_EFFON = 0x0002; //spawn effect when shot global EX_SPUP = 0x0004; //accel towards global EX_REF = 0x0100; //reflect on walls global EX_NO_OUT = 0x0200; //no outside deletion global NEG = -999999; global NEGF = -999999f; global SHOT_REIMU_A = 0; global SHOT_REIMU_B = 1; global SHOT_MARISA_A = 2; global SHOT_MARISA_B = 3; global SHOT_SANAE_A = 4; global SHOT_SANAE_B = 5; global IT_2X_I = 4; //y=-x^2+2x global IT_SIN_DI = 21; //y=sin(x/(2/pi)) global ENEMY_NO_HURT = 0x1; //cannot be hit global ENEMY_NO_KILL = 0x2; //cannot kill player global ENEMY_NO_LR = 0x4; //cannot despawn on LR walls global ENEMY_NO_UD = 0x8; //cannot despawn on UD walls global ENEMY_HIDE_LIFE = 0x10; //hide related HUD elements global ENEMY_HIDE = 0x20; //hide completely global ENEMY_LIFE_WARN = 0x40; //enables low HP warning sound global ENEMY_NO_AUTOKILL = 0x80; //cannot be killed by auto-kill instructions (enmClear, msgBegin) global ENEMY_WILL_AUTOKILL = 0x100; //WILL be auto-killed, regardless of anything global ENEMY_CAN_GRAZE = 0x200; //can be grazed global ENEMY_MSG_DO_KILL = 0x400; //can only be auto-killed by msgBegin? global ENEMY_ET_AUTOKILL = 0x800; //can be cleared by bullet clears? global ENEMY_NO_OOB = 0xC; //ENEMY_NO_LR | ENEMY_NO_UD global ITEM_NOTHING = 0; global ITEM_POWER = 1; global ITEM_POINT = 2; global ITEM_BIG_POWER = 3; global ITEM_KAKERA_1UP = 4; global ITEM_KAKERA_BOMB = 5; global ITEM_1UP = 6; global ITEM_BOMB = 7; global ITEM_FULL_POWER = 8; global ITEM_POINT_VAL = 9; global ITEM_UFO_RED = 10; global ITEM_UFO_BLUE = 11; global ITEM_UFO_GREEN = 12; global ITEM_UFO_RAINBOW_R = 13; global ITEM_UFO_RAINBOW_B = 14; global ITEM_UFO_RAINBOW_G = 15;