var i, f; global.killedBy = 0 global.morphball = 1 global.jumpball = 0 global.powergrip = 1 global.spacejump = 0 global.screwattack = 0 global.hijump = 0 global.spiderball = 0 global.speedbooster = 0 global.bomb = 0 global.ibeam = 0 global.wbeam = 0 global.pbeam = 0 global.sbeam = 0 global.cbeam = 0 global.missiles = 30 global.missiles = oControl.mod_Mstartingcount global.smissiles = 0 global.pbombs = 0 global.maxmissiles = 30 global.maxmissiles = oControl.mod_Mstartingcount global.maxsmissiles = 0 global.maxpbombs = 0 global.currentweapon = 0 global.currentsuit = 0 global.playerhealth = 99 global.maxhealth = 99 global.etanks = 0 global.mtanks = 0 global.stanks = 0 global.ptanks = 0 global.lavastate = 0 global.timeofday = 0 i = 100 repeat (100) { i -= 1 global.metdead[i] = 0 } i = 400 repeat (400) { i -= 1 global.event[i] = 0 } global.save_room = 0 global.monstersleft = 55 global.monstersarea = 1 global.progress = 0 global.gametime = 0 global.deaths = 0 global.kills = 0 global.mapmarker = 0 global.mapmarkerx = 0 global.mapmarkery = 0 global.itemstaken = 0 i = 350 repeat (350) { i -= 1 global.item[i] = 0 } global.item[1] = 1 reset_logs_list() reset_hints() if global.saxmode { for (i = 0; i < array_height_2d(global.dmap); i++) { for (f = 0; f < array_length_2d(global.dmap, i); f++) global.dmap[i, f] = 1 } } if (global.sax && global.saxmode) { global.item[0] = 1 global.item[1] = 1 global.item[2] = 1 global.item[3] = 1 global.item[4] = 1 global.item[5] = 1 global.item[6] = 1 global.item[7] = 1 global.item[8] = 1 global.item[9] = 0 global.item[10] = 1 global.item[11] = 1 global.item[12] = 1 global.item[13] = 1 global.item[14] = 1 global.item[50] = 1 global.item[103] = 1 global.item[108] = 1 global.item[157] = 1 global.item[52] = 1 global.item[53] = 1 global.item[54] = 1 global.item[55] = 1 global.item[51] = 1 global.item[110] = 1 global.item[58] = 1 global.morphball = 1 global.jumpball = 1 global.powergrip = 1 global.spacejump = 1 global.screwattack = 1 global.hijump = 1 global.spiderball = 1 global.speedbooster = 1 global.bomb = 1 global.ibeam = 1 global.wbeam = 1 global.pbeam = 1 global.sbeam = 1 global.cbeam = 1 global.currentsuit = 1 global.etanks = 4 global.mtanks = 4 global.stanks = 2 global.ptanks = 1 if global.experimental { for (i = 0; i < array_length_1d(global.item); i++) { if (i == 50 || i == 103 || i == 108 || i == 157 || i == 158 || i == 200 || i == 201 || i == 251 || i == 254 || i == 306) global.item[i] = 1 } for (i = 0; i < array_length_1d(global.item); i++) { if (i == 51 || i == 110 || i == 162 || i == 206 || i == 207 || i == 209 || i == 215 || i == 256 || i == 300 || i == 305) global.item[i] = 1 } for (i = 0; i < array_length_1d(global.item); i++) { if (i == 58 || i == 59 || i == 112 || i == 160 || i == 212 || i == 213 || i == 253 || i == 258 || i == 301 || i == 302) global.item[i] = 1 } for (i = 0; i < array_length_1d(global.item); i++) { if (i == 52 || i == 53 || i == 54 || i == 55 || i == 56 || i == 57 || i == 60 || i == 100 || i == 101 || i == 102 || i == 104 || i == 105 || i == 106 || i == 107 || i == 109 || i == 111 || i == 150 || i == 151 || i == 152 || i == 153 || i == 154 || i == 155 || i == 156 || i == 159 || i == 161 || i == 163 || i == 202 || i == 203 || i == 204 || i == 205 || i == 208 || i == 210 || i == 211 || i == 214 || i == 250 || i == 252 || i == 255 || i == 257 || i == 259 || i == 303 || i == 304 || i == 307 || i == 308 || i == 309) global.item[i] = 1 } global.etanks = 10 global.mtanks = 44 global.stanks = 10 global.ptanks = 10 } global.maxhealth = (99 + ((global.etanks * 100) * oControl.mod_etankhealthmult)) global.playerhealth = global.maxhealth if (global.difficulty < 2) { global.maxmissiles = (oControl.mod_Mstartingcount + (global.mtanks * 5)) global.maxsmissiles = (global.stanks * 2) global.maxpbombs = (global.ptanks * 2) } else { global.maxmissiles = (oControl.mod_Mstartingcount + (global.mtanks * 2)) global.maxsmissiles = global.stanks global.maxpbombs = global.ptanks } global.missiles = global.maxmissiles global.smissiles = global.maxsmissiles global.pbombs = global.maxpbombs } global.dmapPrev = array_clone(global.dmap) visible = true