mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
292 lines
7.5 KiB
Lua
292 lines
7.5 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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v.n = 0
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local STATE_START = 1000
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local STATE_GRABATTACK = 1001
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local STATE_HOLDING = 1002
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local STATE_INHAND = 1003
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local STATE_BEAM = 1004
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v.bone_head = 0
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v.bone_body = 0
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v.grabPoint = 0
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v.inHand = false
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v.breakFreeTimer = 0
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v.grabDelay = 3
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v.hits = 200 * 1.3
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v.grabRange = 0
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v.shotDelay = 0
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v.shotDelayTime = 0
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v.prepDelay = 8
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v.beam = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "CreatorForm2")
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--entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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v.grabPoint = entity_getBoneByName(me, "Hand")
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v.bone_head = entity_getBoneByName(me, "Head")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.grabRange = entity_getBoneByName(me, "GrabRange")
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entity_setMaxSpeed(me, 800)
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entity_setDamageTarget(me, DT_ENEMY_BEAM, false)
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entity_setCull(me, false)
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playMusic("Worship2")
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loadSound("creatorform2-shot")
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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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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function update(me, dt)
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--debugLog(string.format("hits %d", hits))
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if entity_isState(me, STATE_TRANSITION) or entity_isState(me, STATE_WAIT) then
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return
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end
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entity_doFriction(me, dt, 800)
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entity_doCollisionAvoidance(me, dt, 15, 0.5)
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entity_updateMovement(me, dt)
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if v.grabDelay > 0 then
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v.grabDelay = v.grabDelay - dt
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if v.grabDelay < 0 then
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v.grabDelay = 0
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end
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end
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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if not v.inHand and v.grabDelay == 0 and bone == v.grabPoint then
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v.inHand = true
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avatar_fallOffWall()
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end
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if not v.inHand and avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
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else
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local bx, by = bone_getWorldPosition(bone)
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local x, y = entity_getPosition(v.n)
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bx = x - bx
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by = y - by
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bx, by = vector_setLength(bx, by, 800)
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entity_addVel(v.n, bx, by)
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end
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if bone == v.grabPoint then
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entity_damage(v.n, me, 0.5)
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end
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end
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if v.inHand then
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entity_setPosition(v.n, bone_getWorldPosition(v.grabPoint))
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entity_rotate(v.n, bone_getWorldRotation(v.grabPoint)-90)
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if avatar_isRolling() then
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v.breakFreeTimer = v.breakFreeTimer + dt
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if v.breakFreeTimer > 2 then
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v.inHand = false
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v.breakFreeTimer = 0
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v.grabDelay = 4
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local x, y = entity_x(v.n), entity_y(v.n)
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if isObstructed(x, y) then
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-- Trapped in the floor! Warp out.
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while y > 4500 and isObstructed(x, y) do
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y = y-20
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end
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entity_setPosition(v.n, x, y)
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end
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end
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end
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end
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if not v.inHand and math.abs(entity_x(me) - entity_x(v.n)) > 256 then
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entity_flipToEntity(me, v.n)
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end
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
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if entity_isState(me, STATE_IDLE) then
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v.prepDelay = v.prepDelay - dt
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if v.prepDelay < 0 then
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local bx, by = bone_getWorldPosition(v.grabRange)
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if (entity_getBoneLockEntity(v.n) == me) or (entity_isPositionInRange(v.n, bx, by, 512) and chance(30)) then
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entity_setState(me, STATE_GRABATTACK)
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else
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if chance(50) then
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entity_setState(me, STATE_PREP)
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elseif chance(50) then
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entity_setState(me, STATE_BEAM)
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end
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end
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end
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end
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if entity_isState(me, STATE_ATTACK) then
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v.shotDelay = v.shotDelay - dt
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if v.shotDelay <= 0 then
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local s = createShot("CreatorForm2", me, v.n, bone_getWorldPosition(v.bone_head))
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v.shotDelayTime = v.shotDelayTime - 0.01
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v.shotDelay = v.shotDelayTime
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end
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end
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if entity_isState(me, STATE_BEAM) then
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if v.beam ~= 0 then
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if entity_isfh(me) then
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beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)+90)
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else
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beam_setAngle(v.beam, bone_getWorldRotation(v.bone_head)-90)
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end
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beam_setPosition(v.beam, bone_getWorldPosition(v.bone_head))
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end
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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, "start", -1)
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elseif entity_isState(me, STATE_START) then
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entity_setStateTime(me, entity_animate(me, "start", 2))
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elseif entity_isState(me, STATE_TRANSITION) then
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v.inHand = false
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clearShots()
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entity_setAllDamageTargets(me, false)
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entity_idle(v.n)
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disableInput()
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entity_setInvincible(v.n, true)
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cam_toEntity(me)
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local node = entity_getNearestNode(me, "CENTER")
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entity_setPosition(me, node_x(node), node_y(node), 3, 0, 0, 1)
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local t = entity_animate(me, "die")
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entity_setStateTime(me, t + 2)
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local node = getNode("HASTYEXIT")
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local door = node_getNearestEntity(node, "FinalDoor")
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entity_setState(door, STATE_OPEN)
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elseif entity_isState(me, STATE_PREP) then
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entity_setStateTime(me, entity_animate(me, "prep"))
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elseif entity_isState(me, STATE_ATTACK) then
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entity_animate(me, "attack", -1)
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entity_setStateTime(me, 6)
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v.shotDelayTime = 1
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elseif entity_isState(me, STATE_GRABATTACK) then
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entity_setStateTime(me, entity_animate(me, "grabAttack"))
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shakeCamera(10, 1)
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avatar_fallOffWall()
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elseif entity_isState(me, STATE_BEAM) then
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entity_setStateTime(me, entity_animate(me, "beam"))
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shakeCamera(10, 3)
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avatar_fallOffWall()
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v.beam = 0
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voice("Laugh3")
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_START) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_TRANSITION) then
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local bx, by = bone_getWorldPosition(v.bone_head)
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createEntity("CreatorForm4", "", bx, by)
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entity_setState(me, STATE_WAIT, 2)
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elseif entity_isState(me, STATE_WAIT) then
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entity_delete(me)
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enableInput()
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entity_setInvincible(v.n, false)
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cam_toEntity(v.n)
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elseif entity_isState(me, STATE_PREP) then
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entity_setState(me, STATE_ATTACK)
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elseif entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_GRABATTACK) or entity_isState(me, STATE_BEAM) 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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v.prepDelay = math.random(3)+4
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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.bone_head then
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bone_damageFlash(bone)
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v.hits = v.hits - dmg
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if v.hits <= 0 then
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entity_setState(me, STATE_TRANSITION)
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end
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return false
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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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if entity_isState(me, STATE_IDLE) and (key == 2 or key == 3) then
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, 1000)
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elseif entity_isState(me, STATE_BEAM) and key == 1 then
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v.beam = createBeam()
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beam_setTexture(v.beam, "particles/Beam")
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beam_setDamage(v.beam, 3)
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playSfx("PowerUp")
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playSfx("FizzleBarrier")
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end
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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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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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