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Minor script fixes
- Bigmouth & Grabbyarm will no longer spam "entity invalid pointer" - Make Huggys follow through local warps (thx to Andrew Church for this)
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273b608214
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3 changed files with 4 additions and 2 deletions
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@ -174,7 +174,7 @@ function hitSurface(me)
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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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function damage(me, attacker, bone, damageType, dmg)
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if v.parasite and bone_isName(bone,"Parasite") then
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if v.parasite and bone ~= 0 and bone_isName(bone,"Parasite") then
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bone_damageFlash(bone)
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bone_damageFlash(bone)
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v.paraHits = v.paraHits - dmg
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v.paraHits = v.paraHits - dmg
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if v.paraHits <= 0 then
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if v.paraHits <= 0 then
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@ -123,7 +123,7 @@ function update(me, dt)
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v.grabbedEnt = v.n
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v.grabbedEnt = v.n
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entity_setState(me, STATE_TRAP)
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entity_setState(me, STATE_TRAP)
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elseif entity_isEntityInRange(me, v.li, grabRange) then
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elseif v.li ~= 0 and entity_isEntityInRange(me, v.li, grabRange) then
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v.grabbedEnt = v.li
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v.grabbedEnt = v.li
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entity_setState(me, STATE_TRAP)
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entity_setState(me, STATE_TRAP)
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@ -206,11 +206,13 @@ function enterState(me)
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esetv(me, EV_LOOKAT,1)
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esetv(me, EV_LOOKAT,1)
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entity_animate(me, "idle", LOOP_INF)
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 400)
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entity_setMaxSpeed(me, 400)
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entity_setUpdateCull(me, 1500)
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elseif entity_getState(me)==STATE_ATTACHED then
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elseif entity_getState(me)==STATE_ATTACHED then
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setEntityType(me, ET_NEUTRAL)
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esetv(me, EV_LOOKAT,0)
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esetv(me, EV_LOOKAT,0)
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entity_setMaxSpeed(me, 0)
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entity_setMaxSpeed(me, 0)
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entity_setUpdateCull(me, -1)
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entity_animate(me, "attached", LOOP_INF)
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entity_animate(me, "attached", LOOP_INF)
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entity_sound(me, "Leach")
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entity_sound(me, "Leach")
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v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
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v.attachBone = entity_getNearestBoneToPosition(entity_getTarget(me), entity_getPosition(me))
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