Populate player 2 state sprites so she can actually be drawn
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@ -365,18 +365,45 @@ export const CC2_TILESET_LAYOUT = {
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'#powered': [15, 26],
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'#powered': [15, 26],
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player2: {
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player2: {
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moving: {
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north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]],
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south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]],
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west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]],
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east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]],
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},
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normal: {
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normal: {
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north: [0, 27],
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north: [0, 27],
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south: [0, 28],
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south: [0, 28],
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west: [8, 28],
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west: [8, 28],
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east: [8, 27],
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east: [8, 27],
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},
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},
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blocked: 'pushing',
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moving: {
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north: [[0, 27], [1, 27], [2, 27], [3, 27], [4, 27], [5, 27], [6, 27], [7, 27]],
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south: [[0, 28], [1, 28], [2, 28], [3, 28], [4, 28], [5, 28], [6, 28], [7, 28]],
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west: [[8, 28], [9, 28], [10, 28], [11, 28], [12, 28], [13, 28], [14, 28], [15, 28]],
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east: [[8, 27], [9, 27], [10, 27], [11, 27], [12, 27], [13, 27], [14, 27], [15, 27]],
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},
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pushing: {
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north: [8, 29],
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east: [9, 29],
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south: [10, 29],
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west: [11, 29],
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},
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swimming: {
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north: [[0, 29], [1, 29]],
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east: [[2, 29], [3, 29]],
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south: [[4, 29], [5, 29]],
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west: [[6, 29], [7, 29]],
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},
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// The classic CC2 behavior, spinning on ice
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skating: [[0, 27], [8, 27], [0, 28], [8, 28]],
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// TODO i don't know what CC2 does
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forced: {
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north: [2, 27],
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east: [10, 27],
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south: [2, 28],
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west: [10, 28],
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},
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// These are frames from the splash/explosion animations
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drowned: [5, 5],
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burned: [1, 5],
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exploded: [1, 5],
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failed: [1, 5],
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},
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},
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fire: [
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fire: [
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[12, 29],
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[12, 29],
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@ -581,6 +608,7 @@ export const LL_TILESET_LAYOUT = Object.assign({}, CC2_TILESET_LAYOUT, {
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west: [7, 33],
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west: [7, 33],
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},
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},
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}),
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}),
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// TODO player2 equivalents
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bogus_player_burned_fire: {
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bogus_player_burned_fire: {
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overlay: [6, 33],
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overlay: [6, 33],
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base: 'fire',
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base: 'fire',
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@ -1177,6 +1177,7 @@ const TILE_TYPES = {
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infinite_items: {
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infinite_items: {
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key_yellow: true,
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key_yellow: true,
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},
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},
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visual_state: player_visual_state,
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},
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},
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chip: {
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chip: {
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draw_layer: LAYER_ITEM,
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draw_layer: LAYER_ITEM,
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