Add separate Iron Coast mission, weapon and enemy mods with SD HD artwork and audio
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// Recovery is recorded separately from the weapon firing state.
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fn on_pickup(event, state, random) {
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let recovered = if state.contains("recovered") { state.recovered % 100000 + 1 } else { 1 };
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#{ commands: [#{ op: "objective", key: "ion_lance:recovered", value: recovered }],
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state: #{ recovered: recovered } }
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}
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// Built-in beam projectiles handle the normal volley and collision rules.
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// Callbacks add deterministic visuals, audio and serializable weapon counters.
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fn on_fire(event, state, random) {
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let bursts = if state.contains("bursts") { state.bursts % 100000 + 1 } else { 1 };
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let hits = if state.contains("hits") { state.hits } else { 0 };
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let commands = [
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#{ op: "play_sound", sound: "ion_lance:fire" },
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#{ op: "effect", x: event.x, y: event.y - 3 }
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];
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#{ commands: commands, state: #{ bursts: bursts, hits: hits } }
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}
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fn on_hit(event, state, random) {
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let bursts = if state.contains("bursts") { state.bursts } else { 0 };
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let hits = if state.contains("hits") { state.hits % 100000 + 1 } else { 1 };
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let commands = [
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#{ op: "play_sound", sound: "ion_lance:impact" },
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#{ op: "effect", x: event.x, y: event.y }
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];
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#{ commands: commands, state: #{ bursts: bursts, hits: hits } }
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}
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