2011-08-03 20:05:33 +00:00
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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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v.n = 0
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v.off = 0
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v.glow = 0
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v.flag = 0
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v.sz = 0.7
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v.nqtimer = 0
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v.noteQuad = 0
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v.delay = 0
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v.boneGroup = nil
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v.noteBone = 0
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v.spinDir = 1
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v.index = 0
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local function boneGroupAlpha(a, t)
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for i=1,14 do
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bone_alpha(v.boneGroup[i], a, t, 0, 0, 1)
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end
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end
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function v.commonInit(me, skel, num, f, r, g, b)
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v.boneGroup = {}
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, skel)
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entity_setEntityLayer(me, 1)
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entity_setState(me, STATE_FIGURE)
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entity_scale(me, v.sz, v.sz)
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v.off = 6.28*(num*0.25)
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v.body = entity_getBoneByName(me, "Body")
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v.glow = entity_getBoneByName(me, "Glow")
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v.noteBone = entity_getBoneByName(me, "Note")
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bone_setVisible(v.glow, true)
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bone_setVisible(v.noteBone, true)
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bone_alpha(v.noteBone)
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bone_setBlendType(v.glow, BLEND_ADD)
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bone_scale(v.glow, 4, 4)
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bone_scale(v.glow, 8, 8, 0.5, -1, 1, 1)
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bone_setColor(v.glow, r*0.5 + 0.5, g*0.5 + 0.5, b*0.5 + 0.5)
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bone_setAnimated(v.noteBone, ANIM_POS)
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bone_setAnimated(v.glow, ANIM_POS)
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loadSound("Spirit-Awaken")
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loadSound("Spirit-Join")
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v.flag = f
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v.index = num
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--[[
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for i=0,13 do
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v.boneGroup[i+1] = entity_getBoneByIndex(me, i)
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end
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]]--
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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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end
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v.incut=false
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function update(me, dt)
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if v.nqtimer > 0 then
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v.nqtimer = v.nqtimer - dt
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if v.nqtimer <= 0 then
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end
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end
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--entity_updateMovement(me, dt)
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if entity_isState(me, STATE_FIGURE) then
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if v.incut then return end
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if entity_isEntityInRange(me, v.n, 256) then
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v.incut = true
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entity_setInvincible(v.n, true)
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entity_idle(v.n)
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entity_flipToEntity(v.n, me)
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cam_toEntity(me)
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watch(2)
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if v.index == 0 then
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voice("Naija_SpiritKrotite")
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elseif v.index == 1 then
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voice("Naija_SpiritMithalas")
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elseif v.index == 2 then
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voice("Naija_SpiritDruniad")
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elseif v.index == 3 then
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voice("Naija_SpiritErulian")
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end
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watchForVoice()
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spawnParticleEffect("SpiritBeacon", entity_x(v.n), entity_y(v.n))
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playSfx("Spirit-Beacon")
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watch(0.4)
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spawnParticleEffect("SpiritBeacon", entity_x(me), entity_y(me))
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playSfx("Spirit-Beacon")
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watch(1)
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entity_alpha(me, 1, 2)
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watch(0.5)
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playSfx("Spirit-Awaken")
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watch(1.25)
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entity_rotate(me, 0, 1, 0, 0, 1)
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entity_setState(me, STATE_IDLE)
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watch(2)
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watch(1)
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bone_alpha(v.glow, 1, 1, 0, 0, 1)
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watch(1)
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playSfx("Spirit-Join")
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entity_setState(me, STATE_FOLLOW)
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setFlag(v.flag, 1)
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watch(2)
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cam_toEntity(v.n)
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if isFlag(FLAG_SPIRIT_DRASK, 1)
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and isFlag(FLAG_SPIRIT_ERULIAN, 1)
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and isFlag(FLAG_SPIRIT_KROTITE, 1)
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and isFlag(FLAG_SPIRIT_DRUNIAD, 1) then
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voice("Naija_FourSpirits")
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watch(2)
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end
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entity_setInvincible(v.n, false)
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v.incut=false
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end
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end
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if entity_isState(me, STATE_FOLLOW) then
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local dist = 400
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local t = 0
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local x = 0
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local y = 0
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if avatar_isRolling() then
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dist = 250
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v.spinDir = -avatar_getRollDirection()
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t = getTimer(6.28)*v.spinDir
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else
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t = getHalfTimer(6.28)*v.spinDir
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end
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if isForm(FORM_ENERGY) then
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dist = dist - 100
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end
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--[[
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if avatar_isBursting() then
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x = entity_velx(v.n)
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y = entity_vely(v.n)
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x, y = vector_setLength(x, y, 512)
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end
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]]--
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local a = t + v.off
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x = x + math.sin(a)*dist
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y = y + math.cos(a)*dist
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entity_setPosition(me, entity_x(v.n)+x, entity_y(v.n)+y, 0.2)
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--[[
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v.delay = v.delay - dt
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if v.delay < 0 then
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local s = createShot("FinalSpirit", me, 0, entity_x(me), entity_y(me))
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v.delay = 0.1
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end
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]]--
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end
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if v.noteQuad ~= 0 then
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quad_setPosition(v.noteQuad, entity_x(me), entity_y(me))
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end
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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_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_FIGURE) then
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entity_scale(me, v.sz, v.sz, 1)
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esetv(me, EV_LOOKAT, 1)
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--boneGroupAlpha(1, 1)
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bone_alpha(v.glow, 0, 1, 0, 0, 1)
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entity_alpha(me, 0.2, 1, 0, 0, 1)
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entity_animate(me, "figure", -1)
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elseif entity_isState(me, STATE_FOLLOW) then
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entity_scale(me, 0.2, 0.2, 1)
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entity_animate(me, "ball", -1, 0, 3)
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esetv(me, EV_LOOKAT, 0)
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--boneGroupAlpha(0, 1)
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bone_alpha(v.glow, 1, 1, 0, 0, 1)
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entity_alpha(me, 1, 2, 0, 0, 1)
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bone_rotate(v.glow, 0, 1, 0, 0, 1)
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bone_rotate(v.glow, 360, 1, -1)
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end
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2013-04-14 22:38:18 +00:00
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bone_rotate(v.noteBone, -entity_getRotation(me))
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2011-08-03 20:05:33 +00:00
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end
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function exitState(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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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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end
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function songNote(me, note)
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local t = 1
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--v.noteQuad = createQuad(string.format("Song/NoteSymbol%d", note), 6)
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bone_setTexture(v.noteBone, string.format("Song/NoteSymbol%d", note))
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bone_alpha(v.noteBone, 0.8)
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bone_alpha(v.noteBone, 0, t)
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bone_scale(v.noteBone, 4, 4)
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bone_scale(v.noteBone, 8, 8, t, 0, 0, 1)
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bone_setColor(v.noteBone, getNoteColor(note))
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--quad_setPosition(v.noteQuad, entity_x(me), entity_y(me))
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--quad_delete(v.noteQuad, t)
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v.nqtimer = t
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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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