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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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81
game_scripts/scripts/entities/bloodcell-white.lua
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81
game_scripts/scripts/entities/bloodcell-white.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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dofile("scripts/entities/bloodcell-common.lua")
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v.fireDelay = 0
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v.fireDelayTime = 1
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v.sing = false
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function init(me)
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v.commonInit(me, "bloodcell-white")
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esetv(me, EV_TYPEID, EVT_CELLWHITE)
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end
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local function fire(me)
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local e = getFirstEntity()
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local target = 0
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while e ~= 0 do
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if entity_getEntityType(e)==ET_ENEMY and not eisv(e, EV_TYPEID, EVT_CELLWHITE) and not eisv(e, EV_TYPEID, EVT_PET) then
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if entity_isEntityInRange(me, e, 450) then
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target = e
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break
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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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if target ~= 0 then
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local s = createShot("energyblast", me, target, entity_x(me), entity_y(me))
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end
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v.fireDelay = v.fireDelayTime + randRange(0,2)
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end
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function update(me, dt)
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v.commonUpdate(me, dt)
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if v.sing then
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entity_moveTowardsTarget(me, dt, 300)
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end
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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fire(me)
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end
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local rangeNode = entity_getNearestNode(me, "KILLENTITY")
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if node_isPositionIn(rangeNode, entity_x(me), entity_y(me)) then
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entity_setState(me, STATE_DEAD)
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end
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end
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function songNote(me, note)
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local r,g,b = getNoteColor(note)
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bone_setColor(v.glow, r*0.5+0.5, g*0.5+0.5, b*0.5+0.5)
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bone_alpha(v.glow, 0.4, 1)
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v.sing = true
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end
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function songNoteDone(me, note, t)
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bone_alpha(v.glow, 0, 4)
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v.sing = false
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end
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