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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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125
game_scripts/scripts/entities/_unused/stresstest.lua
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125
game_scripts/scripts/entities/_unused/stresstest.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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--DEFINE
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--health 10
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--dropChance 50 1
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v.angle = 0
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v.n = 0
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v.beam = 0
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v.delay = 0
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function init(me)
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setupEntity(me)
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entity_setTexture(me, "missingImage")
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entity_setEntityType(me, ET_ENEMY)
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--entity_initSkeletal(me, "")
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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.delay = -math.random(100)/100.0
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v.delay = 200
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v.angle = randAngle360()
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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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--[[
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entity_handleShotCollisionsSkeletal(me)
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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]]--
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if isForm(FORM_BEAST) then
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entity_setActivationType(me, AT_CLICK)
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else
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entity_setActivationType(me, AT_NONE)
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end
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v.delay = v.delay + dt
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if v.delay > 10 then
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--entity_say(me, "Where are you going?", SAY_QUEUE)
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--entity_say(me, "Hellooo?", SAY_QUEUE)
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--entity_say(me, "Are you listening to me?!?", SAY_QUEUE)
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--entity_say(me, "...", SAY_QUEUE)
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--entity_say(me, "Fine, then.", SAY_QUEUE)
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v.delay = 0
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end
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--[[
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v.delay = v.delay + dt
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if v.delay > 0.2 then
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v.delay = v.delay - 0.2
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if v.beam 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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if v.beam == 0 then
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v.beam = createBeam("RotCore/Beam")
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end
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v.delay = 0
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end
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if v.beam ~= 0 then
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beam_setPosition(v.beam, entity_getPosition(me))
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end
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]]--
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--entity_moveTowardsAngle(me, v.angle, dt, 500)
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entity_updateMovement(me, dt)
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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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end
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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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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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debugLog("activate")
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--entity_say(me, "Get it out!")
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end
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