2011-08-03 22:05:33 +02:00
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/*
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Copyright (C) 2007, 2010 - Bit-Blot
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This file is part of Aquaria.
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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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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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See the GNU General Public License for more details.
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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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*/
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#pragma once
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#include "../BBGE/Particles.h"
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#include "../BBGE/BitmapFont.h"
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#include "DSQ.h"
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#include "Hair.h"
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#include "Entity.h"
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#include "Web.h"
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class SpringPlant;
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//class Item;
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class TileVector;
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class SongIcon;
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struct Target
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{
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public:
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Target() { e = 0; targetPt = -1; }
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Entity *e;
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Vector pos;
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int targetPt;
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Vector getWorldPosition();
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};
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enum BurstType
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{
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BURST_NONE = 0,
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BURST_NORMAL = 1,
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BURST_WALL = 2
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};
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enum EnableInputType
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{
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AVATARINPUT_DEFAULT = 0,
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AVATARINPUT_NOCURSOR = 1,
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AVATARINPUT_MAX
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};
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2012-05-14 15:48:01 +02:00
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enum AvatarAnimLayers
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{
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ANIMLAYER_FLOURISH = 3,
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ANIMLAYER_OVERRIDE = 4,
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ANIMLAYER_ARMOVERRIDE = 5,
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ANIMLAYER_UPPERBODYIDLE = 6,
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ANIMLAYER_HEADOVERRIDE = 7,
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ANIMLAYER_MAX
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};
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2011-08-03 22:05:33 +02:00
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class SongIconParticle : public Quad
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{
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public:
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SongIconParticle(Vector color, Vector pos, int note);
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int note;
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SongIcon *toIcon;
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protected:
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void onUpdate(float dt);
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};
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class SongIcon : public Quad
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{
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public:
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SongIcon(int note);
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void destroy();
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int note;
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void openNote();
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void closeNote();
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void openInterface();
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void closeInterface();
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static int notesOpen;
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Vector noteColor;
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bool open;
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protected:
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Quad *glow;
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float rippleTimer;
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float len;
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float ptimer;
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void spawnParticles(float dt);
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void *channel;
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float delay, counter, minTime;
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bool cursorIsIn;
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void onUpdate(float dt);
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};
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class FormIcon : public Quad
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{
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public:
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FormIcon();
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protected:
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bool cursorIsIn;
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void onUpdate(float dt);
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};
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class AvatarState
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{
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public:
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AvatarState();
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Timer dodgeEffectTimer;
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Timer blindTimer;
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float abilityDelay;
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bool blind;
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bool wasUnderWater;
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float shotDelay;
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//Timer shockTimer;
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Timer useItemDelay;
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Timer tapTimer;
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Timer lockToWallDelay;
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float spellCharge;
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bool lockedToWall;
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float leachTimer;
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bool crawlingOnWall;
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bool nearWall;
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float swimTimer, rollTimer;
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float updateLookAtTime;
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float blinkTimer;
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Entity *lookAtEntity;
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Vector outOfWaterVel;
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float outOfWaterTimer;
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bool backFlip;
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};
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class Avatar : public Entity, public ActionMapper
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{
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public:
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Avatar();
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void postInit();
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virtual ~Avatar();
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void destroy();
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void action(int actionID, int state);
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// anim data
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AnimData anim_swim, anim_stopTransition, anim_idle, anim_idle2, anim_burst, anim_fish;
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AvatarState state;
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void setIgnoreInputDelay(float delay)
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{
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ignoreInputDelay = delay;
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}
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float burst, burstTimer;
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float burstDelay;
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bool bursting;
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BurstType lastBurstType;
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//void damage(int amount);
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bool isCharging();
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void slowToRest();
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void debugMsg(const std::string &msg);
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void setBlind(float time);
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void onBlindTest();
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void revive();
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bool canWarp;
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void entityDied(Entity *e);
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void onCollide(Entity *e);
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bool zoomOverriden;
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void clampPosition();
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bool isMiniMapCursorOkay();
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void splash(bool down);
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InterpolatedVector myZoom;
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Entity *entityToActivate;
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Path *pathToActivate;
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Entity *lastEntityActivation;
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void shift();
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void applyWorldEffects(WorldType type);
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Vector extraVel;
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void toggleMovement(bool on);
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Vector getFacing();
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void refreshModel(std::string file, const std::string &skin, bool forceIdle=false);
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void refreshDualFormModel();
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void switchDualFormMode();
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void enableInput();
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void disableInput();
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void clearTargets();
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bool singing;
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void doBounce();
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Vector getKeyDir();
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void startBurstCommon();
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void updateJoystick(float dt);
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int getNotesOpen();
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int getLastNote();
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int lastNote;
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void openSingingInterface();
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void closeSingingInterface();
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void updateSingingInterface(float dt);
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void playHitSound();
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void changeForm(FormType form, bool effects=true, bool onInit=false, FormType lastForm=FORM_NONE);
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void singNote(int note);
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std::vector<SongIcon*> songIcons;
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std::vector<FormIcon*> formIcons;
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//std::vector<int> currentsong;
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Song currentSong;
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int currentSongIdx;
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Entity *pullTarget;
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bool pickingPullTarget;
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void openPullTargetInterface();
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void closePullTargetInterface();
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void setNearestPullTarget();
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void formAbility(int ability);
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bool isMouseInputEnabled();
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void startCharge(int ability);
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int currentMaxSpeed;
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Vector getFakeCursorPosition();
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Vector getVectorToCursor(bool trueMouse=false);
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Vector getVectorToCursorFromScreenCentre();
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bool canDie;
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bool warpIn;
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Vector warpInLocal;
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float biteDelay, urchinDelay, jellyDelay;
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bool movingOn;
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int ropeState;
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float ropeTimer;
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Vector ropePos, ropeVel;
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void fireRope();
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void render();
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void activateAura(AuraType aura);
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void stopAura();
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void setHeadTexture(const std::string &name, float t=0);
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float headTextureTimer;
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void updateDamageVisualEffects();
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int chargeLevelAttained;
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void chargeVisualEffect(const std::string &tex);
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void updateFormVisualEffects(float dt);
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bool isSinging();
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bool isLockable();
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float stopTimer;
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int getCursorQuadrant();
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void onWarp();
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int getBurstDistance();
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int getStopDistance();
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int looking;
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std::string getIdleAnimName();
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bool isRolling() { return rolling; }
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int rollDir;
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std::string getBurstAnimName();
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std::string getRollAnimName();
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void startWallCrawl();
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void stopWallCrawl();
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void updateDualFormChargeEffects();
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TileVector wallLockTile;
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Vector wallNormal, lastWallNormal;
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void openFormInterface();
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void closeFormInterface();
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void fallOffWall();
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float fireDelay;
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int getSingingInterfaceRadius();
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int getOpenSingingInterfaceRadius();
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AuraType activeAura;
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float auraTimer;
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bool fireAtNearestValidEntity(const std::string &shot);
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EatType inTummy;
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float tummyTimer;
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void checkNearWall();
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Vector getAim();
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Vector getForwardAim();
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void setWasUnderWater();
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Quad *lightFormGlow, *lightFormGlowCone;
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void setBlockSinging(bool v);
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Vector headPosition;
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void updatePosition();
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float quickSongCastDelay;
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void onAnimationKeyPassed(int key);
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int tummyAmount;
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bool isSwimming();
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bool isBlockSinging() { return blockSinging; }
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float songInterfaceTimer;
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void removeEatData(int idx);
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//std::list<Entity*>bittenEntities;
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typedef std::list<Entity*> BittenEntities;
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BittenEntities bittenEntities;
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void updateHeartbeatSfx(float t = 0);
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Target getNearestTarget(const Vector &checkPos, const Vector &distPos, Entity *source, DamageType dt, bool override=false, std::vector<Target> *ignore=0, EntityList *entityList=0);
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void toggleCape(bool on);
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void updateLookAt(float dt);
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void updateFoodParticleEffects();
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void endOfGameState();
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bool canQuickSong();
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bool canActivateStuff();
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bool hasThingToActivate();
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float biteTimer;
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Timer flourishTimer;
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Timer flourishPowerTimer;
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Timer stillTimer;
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void refreshNormalForm();
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bool canChangeForm;
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void bindInput();
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Vector getHeadPosition();
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Bone *boneRightFoot, *boneLeftFoot, *boneRightArm, *boneLeftArm, *boneFish2, *bone_head;
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Bone *boneLeftHand, *boneRightHand;
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void startFlourish();
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void applyTripEffects();
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void removeTripEffects();
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void stopBurst();
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void createWeb();
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void clearWeb();
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Web *web;
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float rollDelay;
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void loseTargets();
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bool canSetBoneLock();
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void revert();
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Fixed some script interface functions, error handling & code cleanups
== Script interface changes: ==
Removed entity_setClampOnSwitchDir(), which was a no-op.
Added entity_getFlag() function, for fairness, as nodes already have one.
Added node_getLabel() function, which does not return the _full_ node string, but only the first part before parameters.
dofile() supports relative paths now, and it is no longer necessary to use appendUserDataPath() + full path from a mod.
entity_color() does now support all interpolation functions that similar vector-manipulation functions support (loop, ping-pong, ease).
added entity_getVel() function (an entity_setVel() can be emulated with entity_clearVel(), followed by entity_addVel()).
*_getNearestNode() and *_getNearestEntity() allow an optional ignore parameter.
node_getNearestNode() allowed to specify a node to exclude from the search,
the others not -- now the interface is more consistent.
Deprecated entity_[incr/decr]TargetLeaches(entity) - the attached leach amount was never handled
by any entity other than Naija. Replaced them with avatar_[incr/decr]Leaches(), but kept the old
ames for now, too. Should be removed in a while.
== Script interface & related fixes: ==
Added bool loudScriptErrors to control displaying script syntax error and global variable usage warnings.
So far, syntax errors always went do debugLog(), but it is less time consuming when writing scripts
to have them displayed right away.
*_getNearestNode now scan by label, and not full name.
This allows searching for nodes but ignoring its parameters. The original game scripts never search
for nodes that have parameters, so this does not break anything,
but allows modding without an exploding amount of specialized node scripts.
entity_setBoneLock() failed for certain entites with throwLuaErrors=true,
allowing to burst through them (gears, grouper, big mithalas jelly, probably more).
Removed unnecessary int-casts in entity_setHealth(), entity_changeHealth(), and a few others,
which truncated float fractional parts.
Fixed possible crashes in many functions due to missing NULL-pointer checks,
if wrong data were passed to Lua.
Optimized entity_getNearestEntity() a little - do nocasecmp() after checking all other params
UPPERCASE global variables as used in mod include files are now tolerated, even with all warnings on.
This makes sense because it was impossible to include a custom flags definition file
(which _must_ have globals, otherwise the including scripts won't see them) in a mod without beeing buried in spam.
They won't change, or clobber any states, and UPPERCASE sort of implies a constant/#define, imho.
Added better control over warnings about not-existing files. map_*.lua and premap_*.lua files are optional,
and no warning should be given if they do not exist. Missing Entity scripts and mod-init.lua must be
warned about, however.
Fixed a crash in global variable access warning (NULL pushed into std::ostringstream)
Fixed 2 random warnings i found in scrips
== Misc stuff: ==
Related to the changes above, cleaned out unused variables from the Entity class,
and removed the code that had to do with them somehow. Some parts of the removed code
were still in use, although totally unnecessary.
Saves a few bytes of memory per entity, and less code that can cause headache.
2011-09-18 23:12:02 +02:00
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2011-11-20 15:44:17 +01:00
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|
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int leaches;
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2011-08-03 22:05:33 +02:00
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protected:
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void setSongIconPositions();
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Timer webBitTimer;
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int curWebPoint;
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void checkUpgradeForShot(Shot *s);
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int getNumShots();
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void updateCursorFromKeyboard();
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void lockToWallCommon();
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void onSetBoneLock();
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void onUpdateBoneLock();
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InterpolatedVector cursorPos;
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void adjustHeadRot();
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std::string lastHeadTexture;
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void updateDualFormGlow(float dt);
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Vector getTendrilAimVector(int i, int max);
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void applyRidingPosition();
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Vector lastWallJumpPos, lastWallJumpDir;
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void stopWallJump();
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void updateWallJump(float dt);
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int wallJumps;
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float wallBurstTimer;
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float targetUpdateDelay;
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std::vector<Target> targets;
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void updateTargets(float dt, bool override);
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void updateTargetQuads(float dt);
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Vector bodyOffset;
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bool flourish;
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bool blockSinging;
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int spiritEnergyAbsorbed;
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float formAbilityDelay;
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Vector bodyPosition;
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bool joystickMove;
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bool ripples;
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float rippleDelay, tripDelay;
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float formTimer;
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float fallGravityTimer;
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Vector fallGravity;
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int lastOutOfWaterMaxSpeed;
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void spawnSeed();
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int shieldPoints;
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bool inFormInterface;
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void onIdle();
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void onHeal(int type);
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ParticleEffect biteLeftEmitter, biteRightEmitter, swimEmitter, auraHitEmitter;
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ParticleEffect auraEmitter, auraLowEmitter, wakeEmitter, healEmitter, hitEmitter, rollLeftEmitter, rollRightEmitter, spiritBeaconEmitter, plungeEmitter;
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ParticleEffect speedEmitter, defenseEmitter, invincibleEmitter, regenEmitter;
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ParticleEffect *leftHandEmitter, *rightHandEmitter;
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ParticleEffect *chargingEmitter, *chargeEmitter;
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void updateCursor(float dt);
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float canWarpDelay;
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bool rolling;
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int rollDidOne;
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void startRoll(int dir);
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void stopRoll();
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int getQuadrantDirection(int lastQuad, int quad);
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void updateRoll(float dt);
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void updateTummy(float dt);
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int lastQuad, lastQuadDir;
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void onDamage(DamageData &d);
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void updateHair(float dt);
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void lostTarget(int i, Entity *e);
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float doubleClickDelay;
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float damageDelay;
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bool didShockDamage;
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void updateShock(float dt);
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float shockTimer;
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Vector shieldPosition;
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void updateAura(float dt);
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void onHealthChange(float change);
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void startWallBurst(bool useCursor=true);
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void startBurst();
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void startBackFlip();
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void stopBackFlip();
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void clampVelocity();
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bool canCharge(int ability);
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int abilityCharging;
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void formAbilityUpdate(float dt);
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Entity *potentialPullTarget;
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float revertTimer;
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void endCharge();
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Entity *activateEntity;
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bool canMove;
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float castShockTimer;
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void onEnterState(int action);
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void onExitState(int action);
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std::vector<ParticleEffect*>targetQuads;
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Quad *blinder, *fader, *tripper;
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void applyBlindEffects();
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void removeBlindEffects();
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//bool blind;
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bool animatedBurst;
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float zoomVel;
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// implement "bobbing" in a lower class
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int getBeamWidth();
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Vector getWallNormal(TileVector t);
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void onToggleDebugMessages();
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float spellCastDelay;
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float spellChargeMin;
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bool checkWarpAreas();
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void checkSpecial();
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void toggleZoom();
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float ignoreInputDelay;
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float idleAnimDelay;
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float splashDelay;
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//Hair *hair;
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BitmapText *text;
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//Item *currentItem;
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void onUpdate(float dt);
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void onRender();
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float particleDelay;
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//float rippleDelay;
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Quad *glow;
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bool swimming;
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void doRangePush(float dt);
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void doRangePull(float dt);
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void lmbd();
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void lmbu();
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void rmbd();
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void rmbd2();
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void rmbu();
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bool charging;
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AnimData tongueAnim;
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|
//Quad *chargeGraphic;
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|
Vector lastPush;
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|
std::string tapped;
|
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|
|
float dodgeDelay;
|
|
|
|
float pushingOffWallEffect;
|
|
|
|
float lockToWallFallTimer;
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|
|
|
void dodge(std::string dir);
|
|
|
|
void doDodgeInput(const std::string &action, int state);
|
|
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|
|
Vector dodgeVec;
|
|
|
|
Vector wallPushVec, wallTurnVec;
|
|
|
|
Vector lastLockToWallPos;
|
|
|
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|
|
void lockToWall();
|
|
|
|
void doShock(const std::string &shotName);
|
|
|
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|
|
Vector lastLastPosition;
|
|
|
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|
|
};
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