TF I1=ev.mainloop_api.gltf_loadKK2(beast.glb); ML I2=ev.mainloop_api.gltf_mesh_all_anim(ev,I1,1,0,op,400,-400,300,2,ff000000,false); IF I3=ev.font_api.keypress_int_fetcher(119,1,0); ML I4=ev.mainloop_api.if_keys(I2,I3,po); MN I5=ev.move_api.mn_empty(); MN I6=ev.move_api.trans2(I5,0,0,100); MN I7=ev.move_api.rotatey(I6,3.14159); ML I8=ev.move_api.move_ml(ev,I4,I7,1,10.0); TF I9=ev.mainloop_api.gltf_loadKK2(plant1c.glb); TF I90=ev.mainloop_api.gltf_loadKK2(plant4.glb); TF I91=ev.mainloop_api.gltf_loadKK2(plant4.glb); TF I92=ev.mainloop_api.gltf_loadKK2(plant5.glb); P I10=ev.mainloop_api.gltf_mesh_all_p(ev,I9); P I100=ev.mainloop_api.gltf_mesh_all_p(ev,I90); P I101=ev.mainloop_api.gltf_mesh_all_p(ev,I91); P I102=ev.mainloop_api.gltf_mesh_all_p(ev,I92); P I11=ev.polygon_api.quad_y(-15000,15000,0,-15000,15000); PTS I12=ev.points_api.random_mesh_quad_instancing(ev,I11,10000); PTS I612=ev.points_api.block_pts_lod(I12,-4200.0,4200.0,-3800,-900,70); PTS I613=ev.points_api.block_pts_lod(I12,-3000.0,3000.0,-900,-800,65); PTS I614=ev.points_api.block_pts_lod(I12,-2400.0,2400.0,-800,-400,45); PTS I615=ev.points_api.block_pts_lod(I12,-1600.0,1600.0,-800,800,45); MT I13=ev.materials_api.gltf_material(ev,I9,0,1.0,400.0,-400.0,300.0); MT I14=ev.materials_api.phong(ev,I13,400.0,-400.0,300.0,ffff8800,ffffffff,30.0); MT I666=ev.materials_api.toon_border(ev,I14,2,ff000000,true); ML I15=ev.materials_api.bind_inst(I102,I612,I666); ML I151=ev.materials_api.bind_inst(I101,I613,I666); ML I152=ev.materials_api.bind_inst(I100,I614,I666); ML I153=ev.materials_api.bind_inst(I10,I615,I666); ML I154=ev.mainloop_api.array_ml(ev,std::vector{I15,I151,I152,I153}); TF I16=ev.mainloop_api.gltf_loadKK2(stone_cannon1c.glb); TF I160=ev.mainloop_api.gltf_loadKK2(stone_cannon4.glb); TF I161=ev.mainloop_api.gltf_loadKK2(stone_cannon5.glb); TF I162=ev.mainloop_api.gltf_loadKK2(stone_cannon6.glb); P I17=ev.mainloop_api.gltf_mesh_all_p(ev,I16); P I170=ev.mainloop_api.gltf_mesh_all_p(ev,I160); P I171=ev.mainloop_api.gltf_mesh_all_p(ev,I161); P I172=ev.mainloop_api.gltf_mesh_all_p(ev,I162); P I18=ev.polygon_api.quad_y(-15000,15000,-30,-15000,15000); PTS I19=ev.points_api.random_mesh_quad_instancing(ev,I18,1000); PTS I619=ev.points_api.block_pts_lod(I19,-4200.0,4200.0,-3800,-900,40); PTS I629=ev.points_api.block_pts_lod(I19,-3000.0,3000.0,-900,-800,35); PTS I639=ev.points_api.block_pts_lod(I19,-2400.0,2400.0,-800,-400,30); PTS I649=ev.points_api.block_pts_lod(I19,-1600.0,1600.0,-800,800,25); MT I20=ev.materials_api.gltf_material(ev,I16,0,1.0,400.0,-400.0,300.0); MT I667=ev.materials_api.toon_border(ev,I20,2,ff000000,true); ML I21=ev.materials_api.bind_inst(I172,I619,I667); ML I211=ev.materials_api.bind_inst(I171,I629,I667); ML I212=ev.materials_api.bind_inst(I170,I639,I667); ML I213=ev.materials_api.bind_inst(I17,I649,I667); ML I214=ev.mainloop_api.array_ml(ev,std::vector{I21,I211,I212,I213}); ML I22=ev.mainloop_api.or_elem_ml(ev,I154,I214); ML I23=ev.move_api.quake_ml3(ev,I8,I22,5,0.05,0,0,0); P I25=ev.polygon_api.quad_z(-2200,2200,-2200,2200,-840); BM I26=ev.bitmap_api.stable_diffusion(ev,ground_color_texture_under_water,ground.png); BM I27=ev.bitmap_api.flip_y(I26); MT I28=ev.materials_api.texture(ev,I27,1.0); ML I29=ev.materials_api.bind(I25,I28); ML I30=ev.mainloop_api.or_elem_ml(ev,I23,I29); ML I32=ev.mainloop_api.load_song(ev,I30,https://meshpage.org/liplatus4.ogg); ML I33=ev.mainloop_api.cursorkeys_to_wasd(I32); RUN I34=ev.blocker_api.game_window2(ev,I33,false,false,0.0,100000.0);