lumage stop that's disgusting

if you're not good then you're not allowed to have fun get lost
you're broken :)
>>10194 All you have to do is get really angry and then nothing hurts anymore.
... where did this meme come from?
I thought he was better than this
>>10195 impale every westerner with your plants
No.
I'm going to go stumble in a different direction
STATE=0 SCHECK=TRUE PX=16 PY=16 PO=0 PO2=1 OPX=0 OPY=0 PXS=0 PYS=0 PXMS=4 PXCMS=PXMS PYMS=8 PXI=0.07 PXSD=0.07 PYI=0.25 PJH=5.5 PG=TRUE MAPX=0 MAPY=0 BX=-16 BY=-16 BS=2 BT=0 BO=0 BTM=120 VX=0 VY=0 CX=0 CY=0 CT=1 TILENUMBER=23 DIM MAP(32,32) DIM TILETYPE(1,TILENUMBER) DIM DISPLAY(64,32) DIM TILES(1,TILENUMBER) '''Setting Tile Numbers ''Green Hill '---Sky TILES(0,0)=1:TILETYPE(0,0)=0 '---Grass TILES(0,1)=2:TILETYPE(0,1)=1 TILES(0,2)=3:TILETYPE(0,2)=1 TILES(0,3)=4:TILETYPE(0,3)=1 '---Dirt TILES(0,4)=5:TILETYPE(0,4)=1 TILES(0,5)=6:TILETYPE(0,5)=1 TILES(0,6)=7:TILETYPE(0,6)=1 '---Scenery TILES(0,7)=8:TILETYPE(0,7)=0 TILES(0,8)=9:TILETYPE(0,8)=0 TILES(0,9)=10:TILETYPE(0,9)=0 TILES(0,10)=11:TILETYPE(0,10)=0 TILES(0,13)=12:TILETYPE(0,13)=0 TILES(0,14)=13:TILETYPE(0,14)=0 '---(Sp)ring TILES(0,11)=14:TILETYPE(0,11)=2 TILES(0,12)=15:TILETYPE(0,12)=3 '---Monitors TILES(0,15)=33:TILETYPE(0,15)=4 TILES(0,16)=34:TILETYPE(0,16)=5 TILES(0,17)=35:TILETYPE(0,17)=6 TILES(0,18)=36:TILETYPE(0,18)=7 TILES(0,19)=37:TILETYPE(0,19)=8 TILES(0,20)=38:TILETYPE(0,20)=0 CMID=0 GPAGE 1,1,1 GOSUB @BGMZONE1ACT1 GOSUB @LOADROOM SPSET 0,0,0,0,0,1,32,32 SPSET 1,128,0,0,0,1,32,32 SPSET 2,256,0,0,0,1 SPANIM 1,3,6 SPOFS 1,-32,-32 RETURN @MAIN VSYNC 1 PXIB=XIB GOSUB @BTN IF STATE==0 THEN GOSUB @STATE0:GOTO @MAIN GOTO @MAIN @BTN BTN=BUTTON() BTN1=BUTTON(1) BTN2=BUTTON(2) BTN3=BUTTON(3) RETURN @STATE0 GOSUB @ACT0 GOSUB @GRP0 RETURN @ACT0 IF LOOP==0 THEN GOSUB @LOOP0:RETURN IF LOOP==1 THEN GOSUB @LOOP1:RETURN RETURN @LOOP0 GOSUB @PLAYER GOSUB @PLAYANIM GOSUB @VIEW GOSUB @POWERUP GOSUB @TIME IF !BGMCHK() THEN [email protected] RETURN @LOOP1 GOSUB @CURSOR RETURN @PLAYER IF (BTN1 AND 16)==16 AND PG==0 AND SPIN THEN [email protected] IF ROLL OR SDASH OR DUCK THEN SKIP=1:GOTO @SKIP ELSE SKIP=0 'Acceleration IF (BTN AND 12)==4 THEN [email protected] IF (BTN AND 12)==8 THEN [email protected] 'Manual Deceleration IF (BTN AND 12)==4 AND (PXS>-PXMS) AND PO==0 THEN PXS=PXS-(PXI*2) IF (BTN AND 12)==8 AND (PXS0 THEN PXS=PXS-PXSD GOSUB @PLAYERCHECKS 'Speed Limiter IF (PXS>PXCMS+0.5) AND !ROLL THEN PXS=PXMS+0.5 IF (PXS(-0.09) AND PXS0 THEN GOSUB @PLAYERGOE IF PYS0 THEN GOSUB @PLAYERGOS IF PYS1 THEN ROLL=1 ' IF BUTTON()==34 AND PG AND ABS(PXS)>1 THEN ROLL=1 ' IF (BTN1 AND 32)==32 AND PG AND ABS(PXS)>1 THEN ROLL=1 'Spindash SPREAD(0),X,Y,A,S,C 'PRINT C 'VSYNC 1 IF (C==64 OR C==68) AND (BUTTON()==34 OR RV==1) THEN RV=1:[email protected] IF SDASH>10 THEN SDASH=10 'IF (BTN3 AND 32)==32 AND SDASH>0 THEN ROLL=1:PXS=SDASH*PO2:SDASH=0:BEEP 10 IF (BUTTON(3)==2 OR BUTTON(3)==34) AND SDASH>0 THEN ROLL=1:PXS=SDASH*PO2:SDASH=0:BEEP 10:SC=0:RV=0 'Spin Jump Failsafe IF PG AND SPIN THEN SPIN=0 RETURN @WALKLEFT IF PO==1 AND JD THEN RETURN IF FLOOR(PXS)==0 THEN PXS=-1 ELSE PXS=PXS-PXI RETURN @WALKRIGHT IF PO==0 AND JD THEN RETURN IF FLOOR(PXS)==0 THEN PXS=1 ELSE PXS=PXS+PXI RETURN @ABILITY IF (BTN AND 4)==4 OR (BTN AND 8)==8 THEN @JDINPUT IF PO==1 THEN PXS=-(PXCMS+3) ELSE PXS=PXCMS+3 @JDINPUT IF (BTN AND 4)==4 THEN PXS=-(PXCMS+3) IF (BTN AND 8)==8 THEN PXS=PXCMS+3 PYS=0:SPIN=0:ROLL=0:JD=1:BEEP 13,8192,72 RETURN @PLAYERGOW XIB=(PX/16-FLOOR(PX/16)) PO=1:PO2=-1 FOR I=1 TO -PXS OPX=PX:PX=PX-1 IF PX0 THEN CMID=CMID-1:PX=495:OPX=495:[email protected] IF MAP(PX/16,PY/16)==1 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+16)/16)==1 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+31)/16)==1 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+16)/16)==3 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+31)/16)==3 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+16)/16)==20 AND !SPIN THEN PY=PY+(PXIB-XIB) IF MAP(PX/16,(PY+31)/16)==20 AND !SPIN THEN PY=PY+(PXIB-XIB) IF MAP(PX/16,(PY+16)/16)==21 THEN PX=OPX:PXS=0 IF MAP(PX/16,(PY+31)/16)==21 THEN PX=OPX:PXS=0 NEXT RETURN @PLAYERGOE XIB=(PX/16-FLOOR(PX/16)) PO=0:PO2=1 FOR I=1 TO PXS OPX=PX:PX=PX+1 IF PX>496 AND CMID==6 THEN PX=496:PXS=0 IF PX>496 AND CMID480 THEN PY=480:PYS=0:JD=0 IF MAP(PX/16,(PY+31)/16)==1 THEN PY=OPY:PYS=0:PG=1:ROLL=0:JD=0 IF MAP((PX+15)/16,(PY+31)/16)==1 THEN PY=OPY:PYS=0:PG=1:ROLL=0:JD=0 IF MAP(PX/16,(PY+31)/16)==3 THEN PYS=-8:SPIN=0:PG=0:BEEP 25:JD=0 IF MAP((PX+15)/16,(PY+31)/16)==3 THEN PYS=-8:SPIN=0:PG=0:BEEP 25:JD=0 IF MAP(PX/16,(PY+16)/16)==20 AND XIBXIB-16+XIB THEN PY=OPY:PYS=0:PG=1:ROLL=0:JD=0 IF MAP((PX+15)/16,(PY+31)/16)==21 AND XIB>XIB-16+XIB THEN PY=OPY:PYS=0:PG=1:ROLL=0:JD=0 NEXT RETURN @PLAYERGON XIB=(PX/16-FLOOR(PX/16)) FOR I=1 TO -PYS OPY=PY:PY=PY-1 IF PY=15 THEN SDASH=SDASH-1:SPINTIC=0 RETURN @PLAYANIM SPREAD(0),X,Y,A,S,C 'Standing IF (PXS>-1) AND (PXS0 AND !SKIP THEN SPCHR 0,0,0,PO,0,0:SPANIM 0,1,0 'Walking IF (PXS>1) AND (PXS4*4) THEN SPCHR 0,1*4,0,PO,0,0:SPANIM 0,6,8 IF (PXS-4) AND PG AND (C4*4) THEN SPCHR 0,1*4,0,PO,0,0:SPANIM 0,6,8 'Running IF (PXS>4.2) AND PG AND (C7*4) THEN SPCHR 0,7*4,0,PO,0,0:SPANIM 0,3,6 IF (PXS7*4) THEN SPCHR 0,7*4,0,PO,0,0:SPANIM 0,3,6 'Springing IF PYS14*4)THEN SPCHR 0,10*4:SPANIM 0,4,3 IF DUCK AND !SC THEN SPCHR 0,16*4:SPANIM 0,1,0 IF ROLL THEN SPCHR 0,14*4:SPANIM 0,1,0 IF SDASH AND (C21*4)THEN SPCHR 0,17*4:SPANIM 0,4,5 'IF BUTTON(3)=2 RHE ' IF SC THEN SPCHR 0,17*4 'IF SDASH==TRUE THEN SPANIM 0,4,5 'Jump Dash IF JD AND (C!=23*4) THEN SPCHR 0,23*4,0,PO,0,0:SPANIM 0,1,0 RETURN @VIEW VX=PX-120 IF VX256 THEN VX=256 VY=PY-80 IF VY320 THEN VY=320 RETURN @CURSOR IF BTN1 AND 1 THEN CY=CY-1 IF CY31 THEN CY=31 IF BTN1 AND 4 THEN CX=CX-1 IF CX31 THEN CX=31 IF BTN1 AND 16 THEN GOSUB @PUTTILE IF BTN1 AND 32 THEN GOSUB @SAVELEVEL IF (BTN1 AND 64)==64 AND CMID>0 THEN CMID=CMID-1:GOSUB @LOADROOM IF (BTN1 AND 128)==128 AND CMIDTILENUMBER-1 THEN CT=TILENUMBER-1 IF BTN1 AND 1024 THEN LOOP=0 RETURN @POWERUP 'Shields IF SHIELD==0 THEN SPOFS 1,-32,-32 IF SHIELD==1 THEN SPOFS 1,PX-VX-8,PY-VY RETURN @TIME SECINC=SECINC+1 IF SECINC>=60 THEN [email protected] IF SECINC>=60 THEN SECS=SECS+1:SECINC=0 IF SECS>=60 THEN MIN=MIN+1:SECS=0 IF MIN>9 THEN MIN=9:SECS=59:SECINC=0:TIMEOVER=1 'Seconds String IF SECS
aya was my favorite class from team fortress 2 right up there with literal garbage
so is everyone here just gonna die then
>>10262 The whole level is just a flat plain except for the one thwomp.
100% convinced my subconscious is a better person than I am.