Double sniper rifle damage (AI seems unaware of second shot, when playing). Spread out flakes along X when looping and add a little Y variation. This avoids noticeable patterns. Especially on the rarer close layer or dense flakes like rain (for Y)
+ − /*
+ − ** $Id: lvm.h,v 2.5.1.1 2007/12/27 13:02:25 roberto Exp $
+ − ** Lua virtual machine
+ − ** See Copyright Notice in lua.h
+ − */
+ −
+ − #ifndef lvm_h
+ − #define lvm_h
+ −
+ −
+ − #include "ldo.h"
+ − #include "lobject.h"
+ − #include "ltm.h"
+ −
+ −
+ − #define tostring(L,o) ((ttype(o) == LUA_TSTRING) || (luaV_tostring(L, o)))
+ −
+ − #define tonumber(o,n) (ttype(o) == LUA_TNUMBER || \
+ − (((o) = luaV_tonumber(o,n)) != NULL))
+ −
+ − #define equalobj(L,o1,o2) \
+ − (ttype(o1) == ttype(o2) && luaV_equalval(L, o1, o2))
+ −
+ −
+ − LUAI_FUNC int luaV_lessthan (lua_State *L, const TValue *l, const TValue *r);
+ − LUAI_FUNC int luaV_equalval (lua_State *L, const TValue *t1, const TValue *t2);
+ − LUAI_FUNC const TValue *luaV_tonumber (const TValue *obj, TValue *n);
+ − LUAI_FUNC int luaV_tostring (lua_State *L, StkId obj);
+ − LUAI_FUNC void luaV_gettable (lua_State *L, const TValue *t, TValue *key,
+ − StkId val);
+ − LUAI_FUNC void luaV_settable (lua_State *L, const TValue *t, TValue *key,
+ − StkId val);
+ − LUAI_FUNC void luaV_execute (lua_State *L, int nexeccalls);
+ − LUAI_FUNC void luaV_concat (lua_State *L, int total, int last);
+ −
+ − #endif