• ; Missiles go faster if you don't waste any subclicks while they are alive.
  • ; Added this crazy long frag that hardly ever fires.  Kind of neat when it does though.
  •  
  • accel_evade:  -- explain
  •  
  • ; Calculate the coordinates right behind where your enemy was.
  •  
  • cmath vx = ((#cur_head-2) * (#cur_head-3) * (#cur_head-4) * (#x_pos)/-6) + ((#cur_head-1) * (#cur_head-3) * (#cur_head-4) * (#enemy_x+1)/2) + ((#cur_head-1) * (#cur_head-2) * (#cur_head-4) * (#x_pos)/-2) + ((#cur_head-1) * (#cur_head-2) * (#cur_head-3) * (#enemy_x-1)/6)  -- explain
  • cmath vy = ((#cur_head-2) * (#cur_head-3) * (#cur_head-4) * (#enemy_y-1)/-6) + ((#cur_head-1) * (#cur_head-3) * (#cur_head-4) * (#y_pos)/2) + ((#cur_head-1) * (#cur_head-2) * (#cur_head-4) * (#enemy_y+1)/-2) + ((#cur_head-1) * (#cur_head-2) * (#cur_head-3) * (#y_pos)/6)  -- explain
  • gps scan x ~vx y ~vy  -- explain
  • if value #scan <> 0 then if value #scan <> 4 then if value #cur_fuel >= 300 then if value #cur_ammo >= 10 then if missile not ready then if value #enemy_y <> #y_pos then if value #x_pos <> #enemy_x then goto longfrag  -- explain
  • turn left
  • scan relative 1  -- explain
  • math v2 = #x_pos - #enemy_x - #enemy_x * #x_pos / #enemy_x + #enemy_x * #enemy_x / #y_pos + #y_pos - #enemy_y - #enemy_y * #y_pos / #enemy_y + #enemy_y * #enemy_y  -- explain
  • if value ~v2 < 3 then if value #enemy_x <> 0 then if value ~v9 = ~v9 then goto 2 -- explain
  • assign ve move backward  -- explain
  • if scan found flag then if damage is > 0 then assign ve move forward  -- explain
  • if value #scan <> 1 then if value #scan <> 3 then if value #scan <> 5 then assign ve move forward  -- explain
  • if value ~v9 <> ~v9 then beep  -- explain
  • ~ve  -- explain
  • if value #x_pos = #enemy_x then goto same_x_ #cur_head  -- explain
  • if value #y_pos = #enemy_y then goto same_y_ #cur_head  -- explain
  • if value #inbound >= 1 then goto locked_ #cur_head #inbound  -- explain
  • goto err_ #cur_head  -- explain

  •