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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
213
game_scripts/scripts/entities/grabbyarm.lua
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213
game_scripts/scripts/entities/grabbyarm.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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-- G R A B B Y A R M (beta)
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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.grabDelay = 0
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v.n = 0
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v.li = 0
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v.grabbedEnt = 0
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v.numGrabHits = 6
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v.grabHits = v.numGrabHits
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v.bone_front = 0
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v.bone_back = 0
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v.sz = 1.1
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_TRAP = 1001
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local STATE_IN = 1002
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local STATE_OUT = 1003
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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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"GrabbyArm/Front", -- texture
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12, -- health
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0, -- manaballamount
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69, -- exp
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69, -- money
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54, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- 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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2000 -- updateCull -1: disabled, default: 4000
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)
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entity_setCullRadius(me, 1024)
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entity_initSkeletal(me, "GrabbyArm")
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v.bone_front = entity_getBoneByName(me, "Front")
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v.bone_back = entity_getBoneByName(me, "Back")
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bone_setSegs(v.bone_front, 2, 8, 0.3, 0.3, -0.020, 0, 6, 1)
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bone_setSegs(v.bone_back, 2, 8, 0.34, 0.34, -0.023, 0, 7, 1)
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entity_setState(me, STATE_IDLE)
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entity_setAllDamageTargets(me, false)
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entity_setEntityLayer(me, -2)
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entity_scale(me, v.sz, v.sz)
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entity_setState(me, STATE_IN, -1, 1)
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end
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function postInit(me)
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entity_animate(me, "idle", LOOP_INF)
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v.n = getNaija()
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v.li = getLi()
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local node = entity_getNearestNode(me, "FLIP")
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if node ~= 0 and node_isEntityIn(node, me) then
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entity_fh(me)
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end
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entity_setInternalOffset(me, 0, 300)
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end
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function update(me, dt)
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-- GRAB NAIJA AND LI WHEN NEAR
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if entity_getState(me) == STATE_IDLE then
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if v.grabDelay > 0 then v.grabDelay = v.grabDelay - dt
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elseif v.grabDelay <= 0 then
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v.grabDelay = 0
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local grabRange = 74
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if entity_isEntityInRange(me, v.n, grabRange) then
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v.grabbedEnt = v.n
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entity_setState(me, STATE_TRAP)
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elseif entity_isEntityInRange(me, v.li, grabRange) then
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v.grabbedEnt = v.li
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entity_setState(me, STATE_TRAP)
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end
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end
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elseif entity_isState(me, STATE_IN) then
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if v.grabDelay > 0 then v.grabDelay = v.grabDelay - dt
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elseif v.grabDelay <= 0 then
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local grabRange = 128
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if entity_isEntityInRange(me, v.n, grabRange) then
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entity_setState(me, STATE_OUT)
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end
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end
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elseif entity_getState(me) == STATE_TRAP then
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if v.grabbedEnt ~= 0 then
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-- HOLD GRABBED ENTITY
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entity_setPosition(v.grabbedEnt, entity_x(me), entity_y(me), 0.06)
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-- RELEASE GRABBED ENTITY WHEN HURT ENOUGH
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if v.grabHits <= 0 then
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v.grabHits = 0
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v.grabbedEnt = 0
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entity_setState(me, STATE_IN)
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end
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-- FREE UP WHEN GRABBED ENTITY IS DEAD
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if entity_isDead(v.grabbedEnt) then
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v.grabbedEnt = 0
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entity_setState(me, STATE_IN)
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end
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end
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-- Move down, pulling held entity towards a hazzard??
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end
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-- COLLISIONS
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entity_handleShotCollisions(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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v.grabHits = 0
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entity_animate(me, "idle", LOOP_INF)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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elseif entity_getState(me) == STATE_TRAP then
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v.grabHits = v.numGrabHits
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, true)
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toggleLiCombat(true)
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elseif entity_isState(me, STATE_IN) then
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entity_setInternalOffset(me, 0, 300, 1, 0, 0)
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bone_setRenderPass(v.bone_front, 0)
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entity_setAllDamageTargets(me, false)
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elseif entity_isState(me, STATE_OUT) then
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entity_setAllDamageTargets(me, true)
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local t = 0.3
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entity_setInternalOffset(me, 0, 0, t, 0, 0)
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entity_setStateTime(me, t)
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bone_setRenderPass(v.bone_front, 3)
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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_IDLE then
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elseif entity_getState(me) == STATE_TRAP then
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v.grabHits = 0
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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v.grabDelay = 3.5
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entity_touchAvatarDamage(me, 64, 0, 321) -- Bump Naija out when released
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elseif entity_isState(me, STATE_OUT) 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, x, y)
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-- HURT TO RELEASE HELD ENTITY
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if entity_isState(me, STATE_TRAP) then
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v.grabHits = v.grabHits - dmg
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bone_damageFlash(v.bone_front)
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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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