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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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243
game_scripts/scripts/entities/jellyshock.lua
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243
game_scripts/scripts/entities/jellyshock.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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-- JELLY
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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.blupTimer = 0
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v.dirTimer = 0
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v.blupTime = 3.0
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local STATE_SHOCK = 1000
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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v.sz = 1.0
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v.dir = 0
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local MOVE_STATE_UP = 0
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local MOVE_STATE_DOWN = 1
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v.moveState = 0
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v.moveTimer = 0
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v.velx = 0
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v.waveDir = 1
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v.waveTimer = 0
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v.soundDelay = 0
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v.shockDelay = 5
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v.collisionSegs = 28
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local function doIdleScale(me)
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entity_scale(me, 1.0*v.sz, 0.75*v.sz, v.blupTime, -1, 1, 1)
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end
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function init(me)
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setupBasicEntity(
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me,
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"JellyShock", -- texture
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12, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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32, -- collideRadius (for hitting entities + spells)
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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, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setEntityType(me, ET_ENEMY)
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entity_setDeathParticleEffect(me, "Explode")
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--entity_initSkeletal(me, "Jelly")
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--entity_scale(me, 0.6, 0.6)
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entity_initHair(me, 40, 5, 36, "JellyShockTentacles")
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entity_setState(me, STATE_IDLE)
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entity_setDropChance(me, 50)
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entity_scale(me, 0.75*v.sz, 1*v.sz)
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doIdleScale(me)
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entity_exertHairForce(me, 0, 400, 1)
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--entity_setWeight(me, 50)
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--entity_initStrands(me, 5, 16, 8, 15, 0.8, 0.8, 1)
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end
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function update(me, dt)
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dt = dt * 1.5
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if true then
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if avatar_isBursting() or entity_getRiding(getNaija())~=0 then
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local e = entity_getRiding(getNaija())
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if entity_touchAvatarDamage(me, 32, 0, 400) then
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if e~=0 then
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local x,y = entity_getVectorToEntity(me, e)
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x,y = vector_setLength(x, y, 500)
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entity_addVel(e, x, y)
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end
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local len = 500
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local x,y = entity_getVectorToEntity(getNaija(), me)
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x,y = vector_setLength(x, y, len)
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entity_push(me, x, y, 0.2, len, 0)
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entity_sound(me, "JellyBlup", 800)
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end
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else
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if entity_touchAvatarDamage(me, 32, 0, 1000) then
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entity_sound(me, "JellyBlup", 800)
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end
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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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if entity_collideHairVsCircle(me, getNaija(), v.collisionSegs) then
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entity_touchAvatarDamage(me, 0, 0, 800)
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end
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]]--
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-- Quick HACK to handle getting bumped out of the water. --achurch
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if not entity_isUnderWater(me) then
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v.moveState = MOVE_STATE_DOWN
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v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
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entity_setMaxSpeed(me, 500)
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entity_setMaxSpeedLerp(me, 1, 0)
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entity_addVel(me, 0, 500*dt)
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entity_updateMovement(me, dt)
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entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
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entity_updateHair(me, dt)
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return
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elseif not entity_isState(me, STATE_PUSH) then
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entity_setMaxSpeed(me, 50)
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end
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v.moveTimer = v.moveTimer - dt
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if v.moveTimer < 0 then
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if v.moveState == MOVE_STATE_DOWN then
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v.moveState = MOVE_STATE_UP
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entity_setMaxSpeedLerp(me, 1.5, 0.2)
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entity_scale(me, 0.75, 1, 1, 1, 1)
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v.moveTimer = 3 + math.random(200)/100.0
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entity_sound(me, "JellyBlup")
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elseif v.moveState == MOVE_STATE_UP then
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v.velx = math.random(400)+100
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if math.random(2) == 1 then
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v.velx = -v.velx
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end
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v.moveState = MOVE_STATE_DOWN
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doIdleScale(me)
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entity_setMaxSpeedLerp(me, 1, 1)
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v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
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end
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end
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v.waveTimer = v.waveTimer + dt
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if v.waveTimer > 2 then
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v.waveTimer = 0
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if v.waveDir == 1 then
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v.waveDir = -1
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else
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v.waveDir = 1
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end
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end
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--entity_exertHairForce(me, entity_v.velx(me), entity_vely(me), dt, -1)
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if v.moveState == MOVE_STATE_UP then
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entity_addVel(me, v.velx*dt, -600*dt)
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entity_rotateToVel(me, 1)
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--entity_exertHairForce(me, v.waveTimer*5*v.waveDir, 0, dt)
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--entity_exertHairForce(me, 0, 10, dt)
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--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, v.waveTimer*50, dt)
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elseif v.moveState == MOVE_STATE_DOWN then
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entity_addVel(me, 0, 50*dt)
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entity_rotateTo(me, 0, 3)
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--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 400, dt)
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entity_exertHairForce(me, 0, 200, dt*0.6, -1)
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--entity_exertHairForce(me, v.waveTimer*25*v.waveDir, 0, dt)
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--entity_exertHairForce(me, v.waveTimer*50*v.waveDir, 0, dt)
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end
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entity_doEntityAvoidance(me, dt, 32, 1.0)
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entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
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if not entity_isState(me, STATE_SHOCK) then
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entity_updateMovement(me, dt)
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end
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entity_setHairHeadPosition(me, entity_x(me), entity_y(me))
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entity_updateHair(me, dt)
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v.shockDelay = v.shockDelay - dt
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if v.shockDelay < 0 then
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v.shockDelay = 10 + math.random(5)
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entity_setState(me, STATE_SHOCK, 0.5)
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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 enterState(me)
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if entity_isState(me, STATE_IDLE) then
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entity_setMaxSpeed(me, 50)
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--entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_SHOCK) then
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entity_sound(me, "EnergyOrbCharge")
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spawnParticleEffect("JellyShock", entity_x(me), entity_y(me))
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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 true
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end
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function exitState(me)
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if entity_isState(me, STATE_SHOCK) then
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entity_touchAvatarDamage(me, 170, 1, 800)
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entity_setState(me, STATE_IDLE)
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end
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end
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function dieNormal(me)
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if chance(10) 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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