annotate pytouhou/formats/exe.py @ 236:741860192b56

Implement ANM0 interrupts “Instruction” 22 is used as a label for interrupts. If the normal animation is interrupted, it goes straight to the matched instruction. Interrupt -1 matches all interrupts.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 01 Jan 2012 19:47:34 +0100
parents e59bd7979ddc
children 2876c267be00
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229
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com>
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4 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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5 ##
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6 ## This program is free software; you can redistribute it and/or modify
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7 ## it under the terms of the GNU General Public License as published
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8 ## by the Free Software Foundation; version 3 only.
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9 ##
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10 ## This program is distributed in the hope that it will be useful,
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11 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 ## GNU General Public License for more details.
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14 ##
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15
235
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16 from copy import copy
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17 from struct import Struct, unpack
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18
229
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19 from pytouhou.utils.pe import PEFile
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20
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21 from pytouhou.utils.helpers import get_logger
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22
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23 logger = get_logger(__name__)
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24
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25
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26 SQ2 = 2. ** 0.5 / 2.
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27
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28
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29 class Shot(object):
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30 def __init__(self):
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31 self.interval = 0
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32 self.delay = 0
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33 self.pos = (0., 0.)
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34 self.hitbox = (0., 0.)
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35 self.angle = 0.
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36 self.speed = 0.
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37 self.damage = 0
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38 self.orb = 0
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39 self.type = 0
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40 self.sprite = 0
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41 self.unknown1 = None
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42
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43
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44 class SHT(object):
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45 def __init__(self):
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46 #self.unknown1 = None
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47 #self.bombs = 0.
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48 #self.unknown2 = None
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49 self.hitbox = 4.
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50 self.graze_hitbox = 42.
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51 self.autocollection_speed = 8.
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52 self.item_hitbox = 38.
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53 # No percentage_of_cherry_loss_on_die
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54 self.point_of_collection = 128 #TODO: find the real default.
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55 self.horizontal_vertical_speed = 0.
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56 self.horizontal_vertical_focused_speed = 0.
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57 self.diagonal_speed = 0.
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58 self.diagonal_focused_speed = 0.
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59 self.shots = {}
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60
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61
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62 @classmethod
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63 def find_character_defs(cls, pe_file):
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64 """Generator returning the possible VA of character definition blocks.
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65
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66 Based on knowledge of the structure, it tries to find valid definition blocks
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67 without embedding any copyrighted material or hard-coded offsets that would
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68 only be useful for a specific build of the game.
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69 """
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70
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71 format = Struct('<4f2I')
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72 data_section = [section for section in pe_file.sections
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73 if section.Name.startswith('.data')][0]
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74 text_section = [section for section in pe_file.sections
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75 if section.Name.startswith('.text')][0]
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76 data_va = pe_file.image_base + data_section.VirtualAddress
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77 data_size = data_section.SizeOfRawData
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78 text_va = pe_file.image_base + text_section.VirtualAddress
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79 text_size = text_section.SizeOfRawData
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80
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81 # Search the whole data segment for 4 successive character definitions
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82 for addr in xrange(data_va, data_va + data_size, 4):
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83 for character_id in xrange(4):
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84 pe_file.seek_to_va(addr + character_id * 24)
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85 (speed1, speed2, speed3, speed4,
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86 ptr1, ptr2) = format.unpack(pe_file.file.read(format.size))
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87
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88 # Check whether the character's speed make sense,
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89 # and whether the function pointers point to valid addresses
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90 if not (all(0. < x < 10. for x in (speed1, speed2, speed3, speed4))
229
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91 and speed2 <= speed1
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92 and 0 <= ptr1 - text_va < text_size - 8
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93 and 0 <= ptr2 - text_va < text_size - 8):
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94 break
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95
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96 # So far, this character definition seems to be valid.
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97 # Now, make sure the shoot function wrappers pass valid addresses
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98 pe_file.seek_to_va(ptr1 + 4)
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99 shtptr1, = unpack('<I', pe_file.file.read(4))
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100 pe_file.seek_to_va(ptr2 + 4)
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101 shtptr2, = unpack('<I', pe_file.file.read(4))
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102 if not (0 <= shtptr1 - data_va < data_size - 12
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103 and 0 <= shtptr2 - data_va < data_size - 12):
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104 break
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105
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106 # It is unlikely this character record is *not* valid, but
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107 # just to be sure, let's check the first SHT definition.
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108 pe_file.seek_to_va(shtptr1)
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109 nb_shots, power, shotsptr = unpack('<III', pe_file.file.read(12))
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110 if not (0 < nb_shots <= 1000
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111 and 0 <= power < 1000
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112 and 0 <= shotsptr - data_va < data_size - 36*nb_shots):
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113 break
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114
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115 else:
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116 # XXX: Obscure python feature! This only gets executed if the
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117 # XXX: loop ended without a break statement.
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118 # In our case, it's only executed if all the 4 character
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119 # definitions are considered valid.
229
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120 yield addr
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121
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122
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123 @classmethod
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124 def read(cls, file):
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125 pe_file = PEFile(file)
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126
230
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127 character_records_va = list(cls.find_character_defs(pe_file))[0]
229
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128
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129 characters = []
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130 shots_offsets = {}
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131 for character in xrange(4):
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132 sht = cls()
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133
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134 pe_file.seek_to_va(character_records_va + 6*4*character)
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135
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136 data = unpack('<4f2I', file.read(6*4))
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137 (speed, speed_focused, speed_unknown1, speed_unknown2,
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138 shots_func_offset, shots_func_offset_focused) = data
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139
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140 sht.horizontal_vertical_speed = speed
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141 sht.horizontal_vertical_focused_speed = speed_focused
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142 sht.diagonal_speed = speed * SQ2
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143 sht.diagonal_focused_speed = speed_focused * SQ2
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144
235
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145 # Characters might have different shot types whether they are
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146 # focused or not, but properties read earlier apply to both modes.
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147 focused_sht = copy(sht)
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148 characters.append((sht, focused_sht))
229
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149
235
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150 for sht, func_offset in ((sht, shots_func_offset), (focused_sht, shots_func_offset_focused)):
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151 # Read from “push” operand
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152 pe_file.seek_to_va(func_offset + 4)
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153 offset, = unpack('<I', file.read(4))
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154 if offset not in shots_offsets:
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155 shots_offsets[offset] = []
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156 shots_offsets[offset].append(sht)
229
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157
235
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158 for shots_offset, shts in shots_offsets.iteritems():
229
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159 pe_file.seek_to_va(shots_offset)
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160
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161 level_count = 9
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162 levels = []
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163 for i in xrange(level_count):
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164 shots_count, power, offset = unpack('<III', file.read(3*4))
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165 levels.append((shots_count, power, offset))
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166
235
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167 shots = {}
229
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168
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169 for shots_count, power, offset in levels:
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170 shots[power] = []
229
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171 pe_file.seek_to_va(offset)
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172
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173 for i in xrange(shots_count):
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174 shot = Shot()
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175
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176 data = unpack('<HH6fHBBhh', file.read(36))
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177 (shot.interval, shot.delay, x, y, hitbox_x, hitbox_y,
230
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178 shot.angle, shot.speed, shot.damage, shot.orb, shot.type,
229
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179 shot.sprite, shot.unknown1) = data
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180
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181 shot.pos = (x, y)
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182 shot.hitbox = (hitbox_x, hitbox_y)
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183
235
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184 shots[power].append(shot)
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185
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186 for sht in shts:
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187 sht.shots = shots
229
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188
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189
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190 return characters
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191