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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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142
game_scripts/scripts/entities/arnassi-spirit.lua
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142
game_scripts/scripts/entities/arnassi-spirit.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.normal = 0
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v.spirit = 0
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v.curNode = 0
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v.racePath = 0
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v.speed = 1500
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "arnassi-spirit")
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--entity_setTexture(me, "missingImage")
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entity_setSpiritFreeze(me, false)
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entity_setState(me, STATE_IDLE)
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v.normal = entity_getBoneByName(me, "normal")
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v.spirit = entity_getBoneByName(me, "spirit")
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bone_setBlendType(v.normal, BLEND_ADD)
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bone_alpha(v.normal, 1)
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bone_setColor(v.normal, 0.5, 0.6, 1)
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bone_alpha(v.spirit, 0)
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bone_rotateOffset(v.normal, 360, 0.5, -1)
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entity_setCullRadius(me, 512)
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v.racePath = getNode("arnassipath")
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local c = 0
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local e = getFirstEntity()
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while e ~= 0 do
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if entity_isName(e, "arnassi-spirit") then
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c = c + 1
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end
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e = getNextEntity()
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end
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v.curNode = c*5
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local x, y = node_getPathPosition(v.racePath, v.curNode)
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entity_setPosition(me, x, y)
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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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if not entity_isInterpolating(me) then
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v.curNode = v.curNode + 1
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local x, y = node_getPathPosition(v.racePath, v.curNode)
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if x == 0 and y == 0 then
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v.curNode = 0
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x, y = node_getPathPosition(v.racePath, v.curNode)
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end
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entity_setPosition(me, x, y, -v.speed)
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if x > entity_x(me) and not entity_isfh(me) then
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entity_fh(me)
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elseif x < entity_x(me) and entity_isfh(me) then
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entity_fh(me)
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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, "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 shiftWorlds(me, lt, wt)
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local t = 0.9
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if wt == WT_SPIRIT then
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entity_scale(me, 0.8, 0.8, t, 0, 0, 1)
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bone_alpha(v.normal, 0.4, t)
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bone_alpha(v.spirit, 0.8, t)
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bone_scale(v.normal, 3, 3, t)
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elseif wt == WT_NORMAL then
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entity_scale(me, 1, 1, t, 0, 0, 1)
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bone_alpha(v.normal, 1, t)
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bone_alpha(v.spirit, 0, t)
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bone_scale(v.normal, 1, 1, t)
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end
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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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