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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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214
game_scripts/scripts/entities/camopus.lua
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214
game_scripts/scripts/entities/camopus.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.head = 0
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v.tback = 0
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v.tfront = 0
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local STATE_APPEAR = 1000
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local STATE_HIDDEN = 1001
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local STATE_HIDE = 1002
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v.inout = 0
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v.dir = 1
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v.spawn = false
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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, "camopus")
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entity_setAllDamageTargets(me, false)
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v.head = entity_getBoneByName(me, "head")
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v.tfront = entity_getBoneByName(me, "tfront")
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v.tback = entity_getBoneByName(me, "tback")
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bone_setSegs(v.head, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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bone_setSegs(v.tfront, 2, 8, 0.8, 0.8, -0.018, 0, 6, 1)
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bone_setSegs(v.tback, 2, 8, -0.8, -0.8, -0.018, 0, 6, 1)
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entity_setCollideRadius(me, 32)
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entity_animate(me, "idle", -1)
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entity_setState(me, STATE_HIDDEN)
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entity_setUpdateCull(me, 3000)
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entity_setMaxSpeed(me, 800)
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entity_setHealth(me, 20)
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entity_setEatType(me, EAT_FILE, "Ink")
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entity_setDeathParticleEffect(me, "explode")
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entity_setCullRadius(me, 300)
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loadSound("camopus-roar")
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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 entity_isState(me, STATE_HIDDEN)
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and not isForm(FORM_FISH) then
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if entity_isEntityInRange(me, v.n, 180) then
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entity_setState(me, STATE_APPEAR)
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end
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end
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if entity_isState(me, STATE_IDLE) then
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v.inout = v.inout + dt*v.dir
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if not v.spawn and v.inout > 0.2 then
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
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v.spawn = true
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end
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if v.inout > 1 then
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v.dir = -1
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v.inout = 1
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
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elseif v.inout < 0 then
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v.dir = 1
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v.inout = 0
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v.spawn = false
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if entity_isEntityInRange(me, v.n, 1000) then
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local s = createShot("camopus-ink", me, v.n, entity_x(me), entity_y(me))
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shot_setAimVector(s, entity_x(v.n) - entity_x(me), entity_y(v.n) - entity_y(me))
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end
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end
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bone_scale(v.tfront, 0.2*(1-v.inout)+0.8, 0.9 + v.inout*0.1)
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bone_scale(v.tback, 0.2*v.inout+0.8, 1)
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bone_scale(v.head, 0.9 + 0.1 * (1-v.inout), 0.2*v.inout + 0.8)
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entity_setMaxSpeedLerp(me, v.inout*2 + 0.4)
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entity_moveTowardsTarget(me, dt, -400)
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entity_doCollisionAvoidance(me, dt, 10, 0.2)
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entity_doEntityAvoidance(me, dt, 64, 0.1)
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if not entity_isEntityInRange(me, v.n, 1224) then
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entity_setState(me, STATE_HIDE)
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end
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entity_rotateToVel(me, 0.4)
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end
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 48, 0, 500)
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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_moveTowardsTarget(me, 1, -800)
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entity_setAllDamageTargets(me, true)
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_APPEAR) then
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spawnParticleEffect("bubble-release", entity_x(me), entity_y(me))
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playSfx("camopus-roar")
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entity_setStateTime(me, 0.3)
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entity_alpha(me, 1, 0.5)
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elseif entity_isState(me, STATE_HIDDEN) then
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entity_setAllDamageTargets(me, false)
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entity_alpha(me, 0.05)
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elseif entity_isState(me, STATE_HIDE) then
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entity_clearVel(me)
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entity_rotate(me, 0, 1, 0, 0, 1)
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entity_alpha(me, 0.05, 3)
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entity_setStateTime(me, 3)
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bone_scale(v.head, 1, 1, 1)
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bone_scale(v.tfront, 1, 1, 1)
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bone_scale(v.tback, 1, 1, 1)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_APPEAR) then
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emote(EMOTE_NAIJAUGH)
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entity_setState(me, STATE_IDLE, -1)
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elseif entity_isState(me, STATE_HIDE) then
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entity_setState(me, STATE_HIDDEN)
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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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if entity_isState(me, STATE_HIDDEN) then
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v.inout = 0.5
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v.dir = -1
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entity_setState(me, STATE_APPEAR)
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end
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if entity_isState(me, STATE_IDLE) then
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return true
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end
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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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function dieNormal(me)
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playSfx("camopus-roar")
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cam_toEntity(me)
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entity_idle(v.n)
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watch(0.5)
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shakeCamera(2, 3)
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spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
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spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
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spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
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spawnIngredient("RubberyMeat", entity_x(me), entity_y(me))
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if chance(90) then spawnIngredient("SmallTentacle", entity_x(me), entity_y(me)) end
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watch(1)
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cam_toEntity(v.n)
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end
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