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float flipR = 0.0f;\n  float angL = 0.0f; float angR = 0.0f;\n  float omegaL = 0.0f; float omegaR = 0.0f;\n\n  // ---- ball ----\n  float bx = 5.30f; float bz = 2.20f;\n  float vx = 0.0f; float vz = 0.0f;\n  float roll = 0.0f; float axx = 0.0f; float axz = -1.0f;\n  int state = 0;               // 0 sitting on the plunger, 1 in play, 2 game over\n  float charge = 0.0f;\n  bool prevSpace = false;\n\n  // ---- fixtures ----\n  array<float> bmpX(3, 0.0f);\n  array<float> bmpZ(3, 0.0f);\n  array<SESceneEntity@> bumpers(3);\n  array<float> pinX(10, 0.0f);\n  array<float> pinZ(10, 0.0f);\n  array<SESceneEntity@> pins(10);\n  array<bool> pinDown(10, false);\n  array<float> pinFall(10, 0.0f);\n  SESceneEntity@ flipperL;\n  SESceneEntity@ flipperR;\n  SESceneEntity@ plunger;\n  SESceneEntity@ hitFX;\n  SESceneEntity@ strikeFX;\n  SETextEntity@ hud;\n  SETextEntity@ msg;\n\n  // ---- scoring ----\n  int score = 0; int best = 0; int balls = 3; int down = 0; int strikes = 0;\n  bool hudDirty = true;\n  float msgT = 0.0f;\n  float rackT = 0.0f;\n  float fxT = 0.0f;\n\n  // ---- audio ----\n  SESynthSceneEntity@ sfx;\n  int fxBeep = -1; int fxZap = -1; int fxCoin = -1; int fxBoom = -1;\n  int fxThud = -1; int fxClang = -1; int fxWhoosh = -1; int fxGong = -1;\n\n  BowlingPinball(SESceneEntity@ o) { @owner = o; }\n\n  void OnInit()\n  {\n    bmpX[0] = -4.60f; bmpZ[0] = 14.00f;\n    bmpX[1] = 2.60f; bmpZ[1] = 14.00f;\n    bmpX[2] = -1.00f; bmpZ[2] = 10.40f;\n    pinX[0] = -1.00f; pinZ[0] = 20.00f;\n    pinX[1] = -1.60f; pinZ[1] = 21.30f;\n    pinX[2] = -0.40f; pinZ[2] = 21.30f;\n    pinX[3] = -2.20f; pinZ[3] = 22.60f;\n    pinX[4] = -1.00f; pinZ[4] = 22.60f;\n    pinX[5] = 0.20f; pinZ[5] = 22.60f;\n    pinX[6] = -2.80f; pinZ[6] = 23.90f;\n    pinX[7] = -1.60f; pinZ[7] = 23.90f;\n    pinX[8] = -0.40f; pinZ[8] = 23.90f;\n    pinX[9] = 0.80f; pinZ[9] = 23.90f;\n    SESceneEntity@ e = gWorld.FindEntityByName(\"Sfx\");\n    if (e !is null) { @sfx = cast<SESynthSceneEntity>(e); }\n    if (sfx !is null)\n    {\n      fxBeep = sfx.FindInstrument(\"Beep\");\n      fxZap = sfx.FindInstrument(\"Zap\");\n      fxCoin = sfx.FindInstrument(\"Coin\");\n      fxBoom = sfx.FindInstrument(\"Explosion\");\n      fxThud = sfx.FindInstrument(\"Thud\");\n      fxClang = sfx.FindInstrument(\"BlockClang\");\n      fxWhoosh = sfx.FindInstrument(\"Whoosh\");\n      fxGong = sfx.FindInstrument(\"Gong\");\n    }\n    @flipperL = gWorld.FindEntityByName(\"FlipperLeft\");\n    @flipperR = gWorld.FindEntityByName(\"FlipperRight\");\n    @plunger = gWorld.FindEntityByName(\"Plunger\");\n    @hitFX = gWorld.FindEntityByName(\"HitFX\");\n    @strikeFX = gWorld.FindEntityByName(\"StrikeFX\");\n    @hud = cast<SETextEntity>(gWorld.FindEntityByName(\"Hud\"));\n    @msg = cast<SETextEntity>(gWorld.FindEntityByName(\"Msg\"));\n    for (int i = 0; i < 3; i++) { @bumpers[i] = gWorld.FindEntityByName(\"Bumper\" + i); }\n    for (int i = 0; i < 10; i++) { @pins[i] = gWorld.FindEntityByName(\"Pin\" + i); }\n    ParkFX();\n    ResetBall();\n    Say(\"HOLD SPACE TO LAUNCH\", 3.5f);\n  }\n\n  void Fx(int id, int note, float vel) { if (sfx !is null && id >= 0) { sfx.PlayEffect(id, note, vel); } }\n\n  void Say(const string &in t, float seconds)\n  {\n    if (msg is null) { return; }\n    msg.m_Text = t;\n    msgT = seconds;\n  }\n\n  void ParkFX()\n  {\n    if (hitFX !is null) { hitFX.SetPosition(SEVec3(0.0f, -100.0f, 0.0f)); }\n    if (strikeFX !is null) { strikeFX.SetPosition(SEVec3(0.0f, -100.0f, 0.0f)); }\n  }\n\n  void ResetBall()\n  {\n    bx = LANEX; bz = LANEZ; vx = 0.0f; vz = 0.0f;\n    charge = 0.0f; state = 0;\n  }\n\n  void OnUpdate(float dt)\n  {\n    if (dt > 0.05f) { dt = 0.05f; }\n    UpdateFlippers(dt);\n    UpdatePins(dt);\n    if (msgT > 0.0f)\n    {\n      msgT -= dt;\n      if (msgT <= 0.0f && msg !is null) { msg.m_Text = \"\"; }\n    }\n    if (fxT > 0.0f)\n    {\n      fxT -= dt;\n      if (fxT <= 0.0f) { ParkFX(); }\n    }\n\n    if (state == 2)\n    {\n      if (gInput.IsKeyDown(82)) { Restart(); }\n    }\n    else if (state == 0)\n    {\n      Plunge(dt);\n    }\n    else\n    {\n      // four sub-steps: a 30 m/s ball covers half its own radius in one frame\n      float h = dt * 0.25f;\n      for (int i = 0; i < 4; i++) { Step(h); }\n    }\n\n    PlaceBall(dt);\n    UpdateHud();\n  }\n\n  // ------------------------------------------------------------- launch lane\n  void Plunge(float dt)\n  {\n    bool space = gInput.IsSpaceDown();\n    if (space)\n    {\n      charge += dt * 1.3f;\n      if (charge > 1.0f) { charge = 1.0f; }\n    }\n    else if (prevSpace && charge > 0.04f)\n    {\n      vz = 28.0f + 10.0f * charge;\n      vx = 0.0f;\n      state = 1;\n      charge = 0.0f;\n      Fx(fxWhoosh, 46, 0.85f);\n      if (msg !is null) { msg.m_Text = \"\"; msgT = 0.0f; }\n    }\n    prevSpace = space;\n    if (plunger !is null) { plunger.SetPosition(SEVec3(LANEX, 0.45f, 0.95f - charge * 0.85f)); }\n    // only pin the ball to the plunger while it is still sitting there: doing it\n    // unconditionally wipes the launch velocity set immediately above\n    if (state != 0) { return; }\n    bx = LANEX; bz = LANEZ; vx = 0.0f; vz = 0.0f;\n  }\n\n  // ------------------------------------------------------------------ physics\n  void Step(float h)\n  {\n    if (state != 1) { return; }\n    vz -= GRAVITY * h;\n    float damp = 1.0f - 0.10f * h;\n    vx *= damp; vz *= damp;\n    bx += vx * h;\n    bz += vz * h;\n\n    Rails();\n    Box(DIVL, DIVR, 1.5f, ZLANETOP, 0.45f);      // launch-lane divider\n    Box(4.4f, XR, 0.6f, 1.35f, 0.15f);           // plunger backstop\n    Bumps();\n    Pins();\n    Slings();\n    Flip(FX_L, 1.0f, angL, omegaL);\n    Flip(FX_R, -1.0f, angR, omegaR);\n    Clamp();\n\n    // back down the lane: the ball parks on the plunger, ready to be fired again\n    if (bx > DIVR && bz < 3.2f && vz < 2.0f)\n    {\n      ResetBall();\n      return;\n    }\n    if (bz < ZDRAIN && bx < DIVL) { Drain(); 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}\n    if (t < 0.0f) { t = 0.0f; }\n    if (t > 1.0f) { t = 1.0f; }\n    float cx = x0 + dx * t; float cz = z0 + dz * t;\n    float nx = bx - cx; float nz = bz - cz;\n    float d = SEVec3(nx, 0.0f, nz).Length();\n    float hit = R + thick;\n    if (d >= hit) { return -1.0f; }\n    if (d < 0.0001f) { nx = 0.0f; nz = -1.0f; d = 1.0f; }\n    nx /= d; nz /= d;\n    bx = cx + nx * hit;\n    bz = cz + nz * hit;\n    float vn = vx * nx + vz * nz;\n    if (vn < 0.0f) { vx -= (1.0f + rest) * vn * nx; vz -= (1.0f + rest) * vn * nz; }\n    if (kick > 0.0f && vn < -3.0f) { vx += nx * kick; vz += nz * kick; }\n    return t;\n  }\n\n  void Bumps()\n  {\n    for (int i = 0; i < 3; i++)\n    {\n      if (Disc(bmpX[i], bmpZ[i], 0.95f, 0.35f, 11.0f))\n      {\n        score += 100; hudDirty = true;\n        Fx(fxZap, 70 + i * 3, 0.75f);\n        Burst(bmpX[i], bmpZ[i]);\n      }\n    }\n  }\n\n  void Slings()\n  {\n    if (Seg(-4.00f, 8.40f, -2.80f, 6.30f, 0.28f, 0.55f, 10.0f) >= 0.0f) { Sling(0); }\n    if (Seg(2.00f, 8.40f, 0.80f, 6.30f, 0.28f, 0.55f, 10.0f) >= 0.0f) { Sling(1); }\n    Seg(-6.20f, 12.50f, -4.30f, 5.40f, 0.26f, 0.5f, 0.0f);\n    Seg(4.00f, 12.50f, 2.30f, 5.40f, 0.26f, 0.5f, 0.0f);\n    Seg(-6.20f, 27.80f, -3.40f, 29.60f, 0.30f, 0.7f, 0.0f);\n    Seg(6.20f, 27.80f, 3.40f, 29.60f, 0.30f, 0.7f, 0.0f);\n    // one-way: a rising ball passes straight through the lane gate\n    if (vz < 0.0f) { Seg(6.20f, 26.60f, 4.00f, 25.80f, 0.25f, 0.25f, 0.0f); }\n  }\n\n  void Sling(int which)\n  {\n    score += 50; hudDirty = true;\n    Fx(fxBeep, 78 + which * 2, 0.6f);\n  }\n\n  void Pins()\n  {\n    for (int i = 0; i < 10; i++)\n    {\n      if (pinDown[i]) { continue; }\n      if (!Disc(pinX[i], pinZ[i], 0.42f, 0.30f, 0.0f)) { continue; }\n      Knock(i);\n    }\n  }\n\n  void Knock(int i)\n  {\n    pinDown[i] = true;\n    pinFall[i] = 0.65f;\n    down += 1;\n    score += 250;\n    hudDirty = true;\n    // topple away from the way the ball was travelling\n    if (pins[i] !is null) { pins[i].SetRotation(SEVec3(vz, 0.0f, -vx), 82.0f); }\n    Fx(fxClang, 58 + i, 0.8f);\n    vx *= 0.72f; vz *= 0.72f;\n    if (down >= 10) { Strike(); }\n  }\n\n  void Strike()\n  {\n    strikes += 1;\n    score += 2000;\n    hudDirty = true;\n    rackT = 1.8f;\n    Say(\"S T R I K E !\", 2.6f);\n    Fx(fxGong, 50, 1.0f);\n    Fx(fxCoin, 88, 0.9f);\n    if (strikeFX !is null) { strikeFX.SetPosition(SEVec3(-1.0f, 1.6f, 22.0f)); fxT = 2.2f; }\n  }\n\n  void UpdatePins(float dt)\n  {\n    for (int i = 0; i < 10; i++)\n    {\n      if (pinFall[i] <= 0.0f) { continue; }\n      pinFall[i] -= dt;\n      if (pinFall[i] <= 0.0f && pins[i] !is null)\n      {\n        pins[i].SetPosition(SEVec3(pinX[i], -4.0f, pinZ[i]));\n      }\n    }\n    if (rackT > 0.0f)\n    {\n      rackT -= dt;\n      if (rackT <= 0.0f) { Rack(); }\n    }\n  }\n\n  void Rack()\n  {\n    for (int i = 0; i < 10; i++)\n    {\n      pinDown[i] = false;\n      pinFall[i] = 0.0f;\n      if (pins[i] !is null)\n      {\n        pins[i].SetRotation(SEVec3(0.0f, 1.0f, 0.0f), 0.0f);\n        pins[i].SetPosition(SEVec3(pinX[i], 0.04f, pinZ[i]));\n      }\n    }\n    down = 0;\n    hudDirty = true;\n  }\n\n  void Burst(float x, float z)\n  {\n    if (hitFX is null) { return; 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omegaR = (nb - angR) / dt; }\n    angL = na; angR = nb;\n    if (flipperL !is null) { flipperL.SetRotation(SEVec3(0.0f, 1.0f, 0.0f), angL); }\n    if (flipperR !is null) { flipperR.SetRotation(SEVec3(0.0f, 1.0f, 0.0f), angR); }\n  }\n\n  float Toward(float v, float target, float dt)\n  {\n    float rate = (target > v) ? 15.0f : 9.0f;\n    if (target > v) { v += rate * dt; if (v > target) { v = target; } }\n    else { v -= rate * dt; if (v < target) { v = target; } }\n    return v;\n  }\n\n  /// one flipper: a segment from the pivot to the tip, plus a swing kick\n  void Flip(float px, float sign, float angleDeg, float omega)\n  {\n    float a = angleDeg * 0.0174533f;\n    float dx = sign * CosR(a);\n    float dz = -sign * SinR(a);\n    float t = Seg(px, FZ, px + dx * FLEN, FZ + dz * FLEN, FTHICK, 0.35f, 0.0f);\n    if (t < 0.0f) { return; }\n    // a rising flipper hands the ball the speed of the surface under it\n    bool rising = (sign > 0.0f) ? (omega < -30.0f) : (omega > 30.0f);\n    if (!rising) { return; }\n    float arm = t * FLEN;\n    if (arm < 0.35f) { arm = 0.35f; }\n    float boost = 0.0174533f;\n    if (omega < 0.0f) { boost *= -omega; } else { boost *= omega; }\n    boost *= arm * 0.72f;\n    if (boost > 26.0f) { boost = 26.0f; }\n    float nx = bx - px; float nz = bz - FZ;\n    float n = SEVec3(nx, 0.0f, nz).Length();\n    if (n < 0.0001f) { return; }\n    // push along the flipper face normal, not out from the pivot\n    float sx = nx - dx * (nx * dx + nz * dz);\n    float sz = nz - dz * (nx * dx + nz * dz);\n    float sl = SEVec3(sx, 0.0f, sz).Length();\n    if (sl < 0.0001f) { return; }\n    sx /= sl; sz /= sl;\n    vx += sx * boost;\n    vz += sz * boost;\n    Fx(fxThud, 52, 0.45f);\n  }\n\n  // -------------------------------------------------------------- presentation\n  void PlaceBall(float dt)\n  {\n    owner.SetPosition(SEVec3(bx, BALLY, bz));\n    float sp = SEVec3(vx, 0.0f, vz).Length();\n    if (sp > 0.05f)\n    {\n      roll += (sp * dt / R) * 57.29578f;\n      if (roll > 36000.0f) { roll -= 36000.0f; }\n      axx = vz; axz = -vx;\n    }\n    owner.SetRotation(SEVec3(axx, 0.0f, axz), roll);\n  }\n\n  void UpdateHud()\n  {\n    if (!hudDirty || hud is null) { return; }\n    hud.m_Text = \"SCORE \" + score + \"     BALL \" + (balls > 0 ? 4 - balls : 3) +\n                 \"/3     PINS \" + (10 - down) + \"     STRIKES \" + strikes;\n    hudDirty = false;\n  }\n}\n",
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