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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
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131
game_scripts/scripts/entities/flatfish.lua
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131
game_scripts/scripts/entities/flatfish.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.target = 0
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v.body = 0
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v.moving = 0
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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, "FlatFish")
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--entity_setAllDamageTargets(me, false)
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entity_setEntityLayer(me, -1)
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--entity_generateCollisionMask(me)
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entity_setState(me, STATE_IDLE)
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v.target = entity_getBoneByName(me, "Target")
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v.body = entity_getBoneByName(me, "Body")
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bone_alpha(v.target)
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entity_setCanLeaveWater(me, true)
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entity_setHealth(me, 6)
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entity_setCollideRadius(me, 24)
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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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--entity_updateMovement(me, dt)
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entity_checkSplash(me, bone_getWorldPosition(v.body))
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if entity_isState(me, STATE_IDLE) then
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local x, y = entity_getPosition(me)
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local x2,y2 = bone_getWorldPosition(v.target)
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if entity_collideCircleVsLine(v.n, x, y, x2, y2, 100) then
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entity_setState(me, STATE_ATTACK)
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end
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end
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entity_handleShotCollisions(me)
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--[[
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if bone ~= 0 then
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entity_damage(v.n, me, 0.5)
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end
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]]--
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 500)
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.body))
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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_ATTACK) then
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entity_setStateTime(me, entity_animate(me, "attack"))
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local len = 400
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local x, y = entity_getPosition(me)
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local nx, ny = entity_getNormal(me)
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nx = nx * len
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ny = ny * len
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entity_setPosition(me, x+nx,y+ny,0.9, 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_ATTACK) then
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entity_setState(me, STATE_IDLE)
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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_IDLE) then
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entity_setState(me, STATE_ATTACK)
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end
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if damageType == DT_AVATAR_BITE then
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entity_changeHealth(me, -2)
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end
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return true
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_ATTACK) and key == 1 then
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--entity_setInternalOffset(me, 0, -400, 0.9, 1, -1, 1)
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end
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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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