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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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126
game_scripts/scripts/entities/_unused/thermalvent.lua
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126
game_scripts/scripts/entities/_unused/thermalvent.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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v.targetBone = 0
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v.ventBone = 0
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local STATE_OPT = 1001
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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, "ThermalVent")
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entity_setEntityLayer(me, -2)
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entity_setAllDamageTargets(me, false)
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entity_generateCollisionMask(me)
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v.targetBone = entity_getBoneByName(me, "Target")
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v.ventBone = entity_getBoneByName(me, "Vent")
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bone_alpha(v.targetBone)
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bone_alpha(v.ventBone)
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entity_setState(me, STATE_IDLE)
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entity_setUpdateCull(me, 1100)
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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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]]--
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local e = getFirstEntity()
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while e ~= 0 do
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if e ~= me and eisv(e, EV_CRAWLING, 0) and entity_getName(e) ~= "thermalvent" then
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local x, y = bone_getWorldPosition(v.targetBone)
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local x2, y2 = bone_getWorldPosition(v.ventBone)
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if entity_collideCircleVsLine(e, x, y, x2, y2, 64) then
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entity_addVel(e, 0, -2000*dt)
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end
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if entity_collideCircleVsLine(e, x, y, x2, y2, 16) then
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y = entity_vely(e)
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entity_clearVel(e)
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if entity_x(v.n) < entity_x(me) then
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entity_addVel(e, -100, y)
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else
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entity_addVel(e, 100, y)
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end
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end
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end
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e = getNextEntity()
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end
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_touchAvatarDamage(me, 0, 0, 400, 0)
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end
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--[[
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if entity_isEntityInRange(me, v.n, 1000) then
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entity_setState(me, STATE_IDLE)
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entity_animate(me, "idle", -1)
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else
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entity_animate(me, "opt", -1)
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end
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]]--
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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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elseif entity_isState(me, STATE_OPT) then
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entity_animate(me, "opt", -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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end
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