don't make 'falling' enemies come back down (fall), but lift them up instead, filtered when reaching beyond the top of the world. It's a little more fluid with current physics for enemies to be 'spirited away' rather than fall.
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@@ -425,7 +425,7 @@ struct
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* fallingEnemies *)
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let
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val fallingList =
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{x = x, y = y, variant = #variant enemy, jumped = 0} :: fallingList
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{x = x, y = y, variant = #variant enemy} :: fallingList
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in
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(enemyList, fallingList)
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end
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@@ -472,7 +472,7 @@ struct
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* fallingEnemies *)
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let
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val fallingList =
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{x = x, y = y, variant = #variant enemy, jumped = 0} :: fallingList
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{x = x, y = y, variant = #variant enemy} :: fallingList
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in
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(enemyList, fallingList)
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end
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