mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-30 06:45:43 +00:00
247 lines
6.5 KiB
Lua
247 lines
6.5 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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-- ================================================================================================
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-- M O N E Y E
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.orient = ORIENT_LEFT
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v.orientTimer = 0
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v.swimTime = 0.75
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v.swimTimer = v.swimTime - v.swimTime/4
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v.node_mist = 0
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v.eMate = 0
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v.matingTimer = 0
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v.mateCheckDelay = 4
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(me,
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"moneye-head", -- texture
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2, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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28, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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1
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)
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loadSound("MoneyeThrust")
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-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
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-- partOffsetInterpolateTo, partOffsetInterpolateTime
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entity_initPart(me,
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"FlipperLeft",
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"moneye-flipper",
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-24,
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16,
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0,
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0,
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0)
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entity_initPart(me,
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"FlipperRight",
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"moneye-flipper",
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24,
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16,
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0,
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1,
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0)
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entity_partRotate(me, "FlipperLeft", -20, v.swimTime/2, -1, 1, 1)
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entity_partRotate(me, "FlipperRight", 20, v.swimTime/2, -1, 1, 1)
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entity_scale(me, 0.4, 0.4)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setEatType(me, EAT_FILE, "Moneye")
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esetv(me, EV_ENTITYDIED, 1)
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entity_setDamageTarget(me, DT_AVATAR_BUBBLE, 1)
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--entity_setMaxSpeed(me, 1000)e
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end
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function dieNormal(me)
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if isForm(FORM_ENERGY) and chance(10) then
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emote(EMOTE_NAIJAEVILLAUGH)
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end
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if chance(10) then
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spawnIngredient("SmallEye", entity_x(me), entity_y(me))
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end
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end
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function postInit(me)
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v.node_mist = entity_getNearestNode(me, "MIST")
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end
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-- warning: only called if EV_ENTITYDIED set to 1!
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function entityDied(me, ent)
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if v.eMate == ent then
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v.eMate = 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 msg(me, msg, val)
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if msg == "mate" then
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--debugLog("mate msg")
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v.eMate = val
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entity_setState(me, STATE_MATING)
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end
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end
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function update(me, dt)
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local amt = 400
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if entity_isState(me, STATE_MATING) then
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--debugLog(string.format("matingTimer: %d", v.matingTimer))
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if entity_isEntityInRange(me, v.eMate, 64) then
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--debugLog("in range")
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v.matingTimer = v.matingTimer + dt
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if v.matingTimer > 2 then
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--debugLog("MATED!")
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entity_delete(me)
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entity_delete(v.eMate)
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local ent = createEntity("Duoeye", "", entity_getPosition(me))
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--[[
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entity_setState(me, STATE_SHRINK)
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entity_setState(v.eMate, STATE_SHRINK)
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]]--
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--[[
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entity_setState(v.eMate, STATE_IDLE)
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entity_setState(me, STATE_IDLE)
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]]--
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v.eMate = 0
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end
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else
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--debugLog("not in range")
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end
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if v.eMate ~= 0 then
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entity_moveTowards(me, entity_x(v.eMate), entity_y(v.eMate), dt, 800)
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end
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else
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if v.node_mist ~= 0 then
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if node_isEntityIn(v.node_mist, me) then
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v.mateCheckDelay = v.mateCheckDelay - dt
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if v.mateCheckDelay < 0 then
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v.eMate = entity_getNearestEntity(me, "Moneye", 256)
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if v.eMate ~= 0 and entity_isState(v.eMate, STATE_IDLE) then
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entity_msg(v.eMate, "mate", me)
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entity_setState(me, STATE_MATING, 4)
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end
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v.mateCheckDelay = 0.5
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end
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end
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end
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if not entity_hasTarget(me) then
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entity_findTarget(me, 500)
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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v.swimTimer = v.swimTimer - v.swimTime
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if v.orient == ORIENT_LEFT then
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entity_addVel(me, -amt, 0)
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v.orient = ORIENT_UP
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elseif v.orient == ORIENT_UP then
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entity_addVel(me, 0, -amt)
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v.orient = ORIENT_RIGHT
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elseif v.orient == ORIENT_RIGHT then
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entity_addVel(me, amt, 0)
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v.orient = ORIENT_DOWN
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elseif v.orient == ORIENT_DOWN then
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entity_addVel(me, 0, amt)
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v.orient = ORIENT_LEFT
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end
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entity_rotateToVel(me, 0.2)
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v.orientTimer = v.orientTimer + dt
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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end
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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else
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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entity_sound(me, "MoneyeThrust")
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entity_moveTowardsTarget(me, 1, amt)
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if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, 1, 6, 0.5)
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end
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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entity_rotateToVel(me, 0.2)
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v.swimTimer = v.swimTimer - v.swimTime
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else
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entity_moveTowardsTarget(me, dt, 100)
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entity_doEntityAvoidance(me, dt, 64, 0.1)
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--if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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--end
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end
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entity_findTarget(me, 800)
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end
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end
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entity_doFriction(me, dt, 600)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 16, 1, 1200)
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end
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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v.mateCheckDelay = 3
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v.matingTimer = 0
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entity_setMaxSpeed(me, 400)
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elseif entity_isState(me, STATE_MATING) then
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entity_offset(me)
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entity_offset(me, 0, 8, 0.08, -1, 1)
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end
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end
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function exitState(me)
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end
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function hitSurface(me)
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v.orient = v.orient + 1
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end
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