mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
355 lines
8.2 KiB
Lua
355 lines
8.2 KiB
Lua
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-- Copyright (C) 2007, 2010 - Bit-Blot
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--
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-- This file is part of Aquaria.
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--
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-- Aquaria is free software; you can redistribute it and/or
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-- modify it under the terms of the GNU General Public License
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-- as published by the Free Software Foundation; either version 2
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-- of the License, or (at your option) any later version.
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--
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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--
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-- See the GNU General Public License for more details.
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--
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-- You should have received a copy of the GNU General Public License
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-- along with this program; if not, write to the Free Software
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-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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if not v then v = {} end
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if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
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local STATE_FIREPREP = 1000
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local STATE_BEAMPREP = 1001
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local STATE_BEAMFIRE = 1002
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v.n = 0
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v.head = 0
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v.mergog = 0
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v.shot_bones = nil
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v.shot = 1
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v.attackDelay = 0
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v.attackDelayMax = 8
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v.shotDelay = 0
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v.shotDelayMax = 0.02
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v.firePos = 0
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v.beam = 0
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v.pokeTimer = 0
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function init(me)
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v.shot_bones = {0,0,0,0,0}
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setupBasicEntity(
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me,
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"Mergog/Mergog", -- texture
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14, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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128, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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1800 -- updateCull -1: disabled, default: 4000
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)
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entity_setDeathParticleEffect(me, "")
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entity_setDeathSound(me, "")
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entity_initSkeletal(me, "Mergog")
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entity_generateCollisionMask(me)
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entity_scale(me, 1.2, 1.2)
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entity_setEntityType(me, ET_ENEMY)
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entity_setCullRadius(me, 640) -- Skeletal sprites ain't got auto cull yet (says Alec)
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entity_setState(me, STATE_PREP, -1, 1)
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entity_setHealth(me, 100)
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--entity_setHealth(me, 5)
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v.head = entity_getBoneByName(me, "Head")
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v.mergog = entity_getBoneByName(me, "Mergog")
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for i=1,5 do
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v.shot_bones[i] = entity_getBoneByIdx(me, 9+i)
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end
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entity_setMaxSpeed(me, 1200)
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entity_setDeathScene(me, true)
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loadSound("BossDieSmall")
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loadSound("BossDieBig")
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entity_setTargetRange(me, 1024)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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loadSound("rotcore-beam")
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loadSound("mergog-laugh")
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end
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function postInit(me)
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v.n = getNaija()
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entity_setTarget(me, v.n)
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v.firePos = getNode("FIREPOS")
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end
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function update(me, dt)
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if entity_isState(me, STATE_PREP) then
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if entity_isEntityInRange(me, v.n, 1024) then
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emote(EMOTE_NAIJAGIGGLE)
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playMusic("Miniboss")
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entity_setState(me, STATE_IDLE)
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end
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return
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end
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overrideZoom(0.45, 1)
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if entity_isState(me, STATE_IDLE) then
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v.attackDelay = v.attackDelay + dt
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if v.attackDelay > v.attackDelayMax then
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v.attackDelay = 0
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if entity_getHealthPerc(me) < 0.5 then
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if chance(50) then
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entity_setState(me, STATE_FIREPREP)
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else
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entity_setState(me, STATE_BEAMPREP)
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end
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else
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entity_setState(me, STATE_FIREPREP)
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end
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end
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entity_addVel(me, 0, 1000*dt)
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if entity_vely(me) < 0 then
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entity_moveTowardsTarget(me, dt, 500)
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end
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if math.abs(entity_x(me) - entity_x(v.n)) > 50 then
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entity_flipToEntity(me, v.n)
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end
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end
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if entity_isState(me, STATE_FIRE) then
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v.shotDelay = v.shotDelay + dt
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if v.shotDelay > v.shotDelayMax then
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v.shotDelay = 0
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local bx, by = bone_getWorldPosition(v.shot_bones[v.shot])
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v.shot = v.shot + 1
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if v.shot > 5 then
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v.shot = 1
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end
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local s = createShot("Mermog", me, v.n, bx, by)
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local x, y = randVector()
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if y > x then
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local t = x
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x = y
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y = t
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end
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if entity_x(v.n) < entity_x(me) then
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if x > 0 then
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x = -x
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end
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end
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shot_setAimVector(s, x, y)
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end
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shakeCamera(2, 0.5)
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end
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if entity_isState(me, STATE_BEAMFIRE) then
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debugLog("beamfire")
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entity_moveTowardsTarget(me, dt, -200)
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entity_addVel(me, -500*dt, 0)
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if entity_y(v.n) < entity_y(me) then
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entity_addVel(me, 0, -1000*dt)
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elseif entity_y(v.n) > entity_y(me) then
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entity_addVel(me, 0, 1000*dt)
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end
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beam_setPosition(v.beam, entity_x(me), entity_y(me)+20)
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end
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_BEAMFIRE) then
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v.pokeTimer = v.pokeTimer + dt
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if v.pokeTimer > 2 then
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entity_moveTowardsTarget(me, 1, 1000)
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v.pokeTimer = 0
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else
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if v.pokeTimer > 1 then
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entity_addVel(me, 0, -1000*dt)
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end
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entity_doCollisionAvoidance(me, dt, 4, 1)
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entity_doCollisionAvoidance(me, dt, 8, 0.2)
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entity_doCollisionAvoidance(me, dt, 10, 0.1)
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end
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entity_updateMovement(me, dt)
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end
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entity_handleShotCollisionsSkeletal(me)
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--[[
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bone = entity_collideSkeletalVsCircle(me, getNaija())
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, 0.5, 800)
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end
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]]--
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entity_touchAvatarDamage(me, 100, 1, 2000)
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entity_setLookAtPoint(me, bone_getWorldPosition(v.mergog))
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.mergog))
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end
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function enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_clearVel(me)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_FIRE) then
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playSfx("mergog-laugh")
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v.shot = 1
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entity_animate(me, "fire", LOOP_INF)
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elseif entity_isState(me, STATE_FIREPREP) then
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if entity_isfh(me) then
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entity_fh(me)
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end
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entity_setStateTime(me, 2.5)
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entity_setPosition(me, node_x(v.firePos), node_y(v.firePos), 2, 0, 0, 1)
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elseif entity_isState(me, STATE_BEAMPREP) then
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playSfx("mergog-laugh")
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entity_setStateTime(me, entity_animate(me, "beamPrep"))
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if entity_isfh(me) then
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entity_fh(me)
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end
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--entity_setStateTime(me, 0.1)
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elseif entity_isState(me, STATE_BEAMFIRE) then
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entity_animate(me, "fire", -1)
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entity_setStateTime(me, 5)
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local x, y = entity_getPosition(me)
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playSfx("rotcore-beam")
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v.beam = createBeam(x, y, 180)
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beam_setAngle(v.beam, 90)
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beam_setTexture(v.beam, "particles/Beam")
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elseif entity_isState(me, STATE_DEATHSCENE) then
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if v.beam ~= 0 then
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beam_delete(v.beam)
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v.beam = 0
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end
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clearShots()
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entity_stopInterpolating(me)
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entity_setStateTime(me, 99)
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fadeOutMusic(6)
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entity_idle(v.n)
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entity_setInvincible(v.n, true)
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cam_toEntity(me)
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entity_offset(me, 0, 0)
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entity_offset(me, 10, 0, 0.1, -1, 1)
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watch(1)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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watch(1)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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playSfx("BossDieSmall")
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fade(1, 0.2, 1, 1, 1)
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watch(0.2)
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fade(0, 0.5, 1, 1, 1)
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watch(0.5)
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entity_color(me, 0, 0, 0, 1.5)
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entity_offset(me, 0, 0)
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entity_offset(me, 20, 0, 0.05, -1, 1)
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playSfx("BossDieBig")
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fade(1, 1, 1, 1, 1)
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watch(1.2)
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fade(0, 0.5, 1, 1, 1)
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cam_toEntity(v.n)
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entity_setInvincible(v.n, false)
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overrideZoom(0, 1)
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entity_setStateTime(me, 0.1)
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entity_setState(me, STATE_DEAD, -1, 1)
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spawnIngredient("SpecialBulb", entity_x(me), entity_y(me))
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pickupGem("boss-mergog")
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end
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end
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--[[
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beam_setAngle(v.beam, entity_getRotation(me)-180)
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beam_setPosition(v.beam, entity_getPosition(me))
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v.delay = v.delay + dt
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if v.delay >= 3 then
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entity_setUpdateCull(me, 1024)
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v.delay = 0
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beam_delete(v.beam)
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v.beam = 0
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bone_setColor(bone_eyes, 1, 1, 1, 1)
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end
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]]--
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function exitState(me)
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if entity_isState(me, STATE_FIRE) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_FIREPREP) then
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entity_setState(me, STATE_FIRE, 5)
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elseif entity_isState(me, STATE_BEAMPREP) then
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entity_setState(me, STATE_BEAMFIRE)
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elseif entity_isState(me, STATE_BEAMFIRE) then
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beam_delete(v.beam)
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v.beam = 0
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me, attacker, bone, damageType, dmg)
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if bone == v.mergog then
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return true
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end
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return false
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end
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function animationKey(me, key)
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end
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function hitSurface(me)
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--debugLog("Hit surface")
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--entity_clearVel(me)
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--entity_doCollisionAvoidance(me, 1, 8, 1000)
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entity_moveTowardsTarget(me, 1, 500)
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end
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function songNote(me, note)
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end
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function songNoteDone(me, note)
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end
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function song(me, song)
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end
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function activate(me)
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end
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