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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
130
game_scripts/scripts/entities/claystatue.lua
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130
game_scripts/scripts/entities/claystatue.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.leftarm = 0
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v.rightarm = 0
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v.legs = 0
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v.feet = 0
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v.chest = 0
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v.b = nil
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v.cb = 1
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v.maxb = 6
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v.dad = 0
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v.soundDelay = 0.4
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function init(me)
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setupEntity(me)
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entity_initSkeletal(me, "ClayStatue")
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entity_setAllDamageTargets(me, false)
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v.b = {}
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v.b[6] = entity_getBoneByName(me, "Head")
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v.b[4] = entity_getBoneByName(me, "LeftArm")
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v.b[5] = entity_getBoneByName(me, "RightArm")
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v.b[2] = entity_getBoneByName(me, "Legs")
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v.b[1] = entity_getBoneByName(me, "Feet")
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v.b[3] = entity_getBoneByName(me, "Chest")
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for i=1,v.maxb,1 do
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bone_alpha(v.b[i], 0.04)
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end
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entity_setState(me, STATE_IDLE)
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loadSound("claystatue-crumble")
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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_IDLE) then
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if v.dad == 0 then
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v.dad = entity_getNearestEntity(me, "SunkenDad")
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else
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--debugLog("checking for dad")
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if entity_isEntityInRange(me, v.dad, 500) then
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debugLog("dad in range")
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entity_setState(me, STATE_BREAK)
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end
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end
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elseif entity_isState(me, STATE_BREAK) then
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if v.soundDelay > 0 then
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v.soundDelay = v.soundDelay - dt
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if v.soundDelay <= 0 then
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playSfx("claystatue-crumble")
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end
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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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elseif entity_isState(me, STATE_BREAK) then
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entity_animate(me, "break")
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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 msg(me, msg)
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if msg == "p" then
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bone_alpha(v.b[v.cb], 1, 1)
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v.cb = v.cb + 1
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bone_alpha(v.b[v.cb], 1, 1)
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v.cb = v.cb + 1
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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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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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