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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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231
game_scripts/scripts/entities/chomper.lua
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231
game_scripts/scripts/entities/chomper.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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-- ================================================================================================
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-- C H O M P E R
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.startX = 0
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v.startY = 0
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v.startRot = 0
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v.dir = 0
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v.biteDelay = 0
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v.bD = 1.67 -- Time before bite
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v.doneDelay = 0
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v.dD = 1.32 -- Time after bite
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v.maxSpeed = 890
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function init(me)
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setupBasicEntity(
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me,
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"Chomper/Body", -- texture
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14, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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64, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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256, -- sprite width
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256, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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1800 -- updateCull -1: disabled, default: 4000
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)
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDropChance(me, 11)
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entity_initSkeletal(me, "Chomper")
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v.glow = entity_getBoneByName(me, "EyeGlow")
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v.body = entity_getBoneByName(me, "Body")
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entity_setEntityType(me, ET_ENEMY)
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entity_generateCollisionMask(me)
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entity_setCullRadius(me, 420) -- Skeletal sprites ain't got auto cull yet (says Alec)
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bone_alpha(v.glow, 0.21)
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bone_scale(v.glow, 0.12, 0.12)
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entity_setMaxSpeed(me, v.maxSpeed)
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entity_initEmitter(me, 0, "ChomperLunge")
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end
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function postInit(me)
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entity_setState(me, STATE_IDLE)
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v.startX, v.startY = entity_getPosition(me)
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v.startRot = entity_getRotation(me)
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-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
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local node = entity_getNearestNode(me, "FLIP")
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if node ~=0 then
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if node_isEntityIn(node, me) then
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entity_fh(me)
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v.dir = 1
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end
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end
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end
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function update(me, dt)
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-- SET TARGET TO BODY
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entity_clearTargetPoints(me)
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local x,y = bone_getWorldPosition(v.body)
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entity_addTargetPoint(me, x, y)
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entity_findTarget(me, 808)
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if not entity_hasTarget(me) then
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bone_alpha(v.glow, 0.21, 0.89)
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bone_scale(v.glow, 0.12, 0.12, 0.89)
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v.biteDelay = v.bD
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else
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bone_alpha(v.glow, 0.89, 0.26)
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bone_scale(v.glow, 1, 1, 0.26)
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if entity_getState(me) == STATE_OPEN then
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bone_alpha(v.glow, 0.93, 0.64)
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bone_scale(v.glow, 1.8, 1.8, 0.56)
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-- Aim a bit before bite
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entity_rotateToEntity(me, getNaija(), 2.8, 90 +(v.dir*-180))
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end
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-- TIME BETWEEN BITES
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if v.biteDelay > 0 then v.biteDelay = v.biteDelay - dt
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else v.biteDelay = 0 end
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if v.biteDelay == 0 then
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if entity_isState(me, STATE_IDLE) then entity_setState(me, STATE_OPEN) end
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v.biteDelay = v.bD
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end
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end
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-- WAIT A MOMENT BEFORE RETURNING TO START POSITION
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if entity_getState(me) == STATE_DONE then
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if v.doneDelay > 0 then v.doneDelay = v.doneDelay - dt
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else v.doneDelay = 0 end
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if v.doneDelay == 0 then entity_setState(me, STATE_CLOSE) end
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end
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-- DON'T UPDATE MOVEMENT IF CHOMPER'S SLIDING BACK TO HOME POSITION
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if entity_getState(me) == STATE_CLOSE then
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local closeX, closeY = entity_getPosition(me)
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if closeX == v.startX and closeY == v.startY then
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entity_setState(me, STATE_IDLE)
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end
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else
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-- UPDATE MOVEMENT
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entity_doFriction(me, dt, 654)
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entity_updateMovement(me, dt)
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end
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-- UPDATE COLLISIONS
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if entity_getState(me) == STATE_ATTACK then entity_touchAvatarDamage(me, 124, 3.2, 1337)
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else entity_touchAvatarDamage(me, 98, 1.2, 789) end -- Could make skeletal as well...
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entity_handleShotCollisionsSkeletal(me)
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end
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function enterState(me)
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if entity_getState(me) == STATE_IDLE then
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entity_animate(me, "idle", LOOP_INF)
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v.biteDelay = v.bD
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entity_clearVel(me)
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entity_setMaxSpeed(me, 0)
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elseif entity_getState(me) == STATE_OPEN then
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entity_setStateTime(me, entity_animate(me, "open"))
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entity_setNaijaReaction(me, "shock")
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elseif entity_getState(me) == STATE_ATTACK then
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entity_setStateTime(me, entity_animate(me, "attack"))
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entity_setMaxSpeed(me, v.maxSpeed)
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entity_setMaxSpeedLerp(me, 7.9) -- Increased biteyness
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entity_setMaxSpeedLerp(me, 0.76, 0.38)
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elseif entity_getState(me) == STATE_DONE then
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entity_animate(me, "idle", LOOP_INF)
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entity_rotateTo(me, v.startRot, 3.21)
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elseif entity_getState(me) == STATE_CLOSE then
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-- Go back home, Chomper!
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entity_setPosition(me, v.startX, v.startY, 2, 0, 0, 1)
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end
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end
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function animationKey(me, key)
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if entity_getState(me) == STATE_ATTACK and key == 0 then
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entity_sound(me, "Bite", 543 + math.random(123))
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-- THRUST IN PROPER DIRECTION
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if v.dir == 0 then
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local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 0)
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entity_addVel(me, thrustX, thrustY)
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else
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local thrustX, thrustY = entity_getAimVector(me, 270, (v.maxSpeed*10), 1)
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entity_addVel(me, thrustX, thrustY)
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end
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spawnParticleEffect("ChomperLunge", entity_x(me), entity_y(me))
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entity_startEmitter(me, 0)
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shakeCamera(3.2, 0.54)
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end
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end
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function exitState(me)
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if entity_getState(me) == STATE_OPEN then
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entity_setState(me, STATE_ATTACK)
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elseif entity_getState(me) == STATE_ATTACK then
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entity_setState(me, STATE_DONE)
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v.doneDelay = v.dD
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entity_stopEmitter(me, 0)
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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 bone == v.body 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 dieNormal(me)
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if chance(75) then
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spawnIngredient("SpicyMeat", entity_x(me), entity_y(me))
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end
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end
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