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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
116
game_scripts/scripts/entities/forestsprite.lua
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116
game_scripts/scripts/entities/forestsprite.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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local STATE_SLEEP = 1000
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local STATE_DANCE = 1001
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "ForestSprite")
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entity_setEntityLayer(me, 1)
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entity_setState(me, STATE_IDLE)
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entity_scale(me, 0.5, 0.5)
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entity_setMaxSpeed(me, 200)
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end
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function postInit(me)
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local node = entity_getNearestNode(me, "DANCE")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_setState(me, STATE_DANCE, -1, 1)
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else
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node = entity_getNearestNode(me, "SLEEP")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_setState(me, STATE_SLEEP, -1, 1)
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end
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end
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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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v.seen = false
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function update(me, dt)
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if entity_isState(me, STATE_IDLE) then
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entity_updateMovement(me, dt)
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entity_doCollisionAvoidance(me, dt, 8, 0.01)
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entity_flipToVel(me)
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end
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if entity_isState(me, STATE_SLEEP) and entity_isEntityInRange(me, v.n, 700) and not v.seen then
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v.seen = true
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emote(EMOTE_NAIJAGIGGLE)
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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_SLEEP) then
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entity_animate(me, "sleep", -1)
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elseif entity_isState(me, STATE_DANCE) then
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-- switch off flag
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entity_fh(me)
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if isFlag(FLAG_BOSS_FOREST, 0) then
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entity_setStateTime(me, entity_animate(me, "dance1"))
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else
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entity_setStateTime(me, entity_animate(me, "dance2"))
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end
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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_DANCE) then
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entity_setState(me, STATE_DANCE)
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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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