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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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303
game_scripts/scripts/entities/mermog.lua
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303
game_scripts/scripts/entities/mermog.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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-- AGGRO HOPPER
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-- ================================================================================================
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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local STATE_JUMPPREP = 1002
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local STATE_WALK = 1003
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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.jumpDelay = 0
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v.moveTimer = 0
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v.rotateOffset = 0
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v.angry = false
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v.enraged = false
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v.moving = 0.2
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v.n = 0
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v.fireDelay = 0
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v.lx = 0
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v.ly = 0
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v.bubbleRelease = 0
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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--[[
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function land(me)
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entity_clampToSurface(me)
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entity_moveAlongSurface(me, dt, 1, 6, 24)
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entity_rotateToSurfaceNormal(me, 0.1)
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end
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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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"", -- 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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40, -- collideRadius
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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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)
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entity_initSkeletal(me, "Mermog")
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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--land(me)
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entity_setWeight(me, 1000)
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entity_setState(me, STATE_IDLE)
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entity_setBounceType(me, BOUNCE_REAL)
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entity_setBounce(me, 0.9)
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--entity_setClampOnSwitchDir(me, false)
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esetv(me, EV_SWITCHCLAMP, 0)
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esetv(me, EV_WALLOUT, 64)--18)
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entity_clampToSurface(me)
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entity_setCullRadius(me, 512)
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entity_setDeathSound(me, "mermog-die")
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loadSound("mermog-die")
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loadSound("mermog-jump")
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end
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function postInit(me)
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v.n = getNaija()
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end
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function update(me, dt)
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v.lx, v.ly = entity_getPosition(me)
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if v.enraged then
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dt = dt * 1.25
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end
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--[[
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if entity_hasTarget(me) then
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if entity_isTargetInRange(me, 64) then
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entity_hurtTarget(me, 1)
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entity_pushTarget(me, 500)
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end
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end
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]]--
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if entity_isState(me, STATE_IDLE) or entity_isState(me, STATE_TRANSITION) then
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entity_moveAlongSurface(me, dt, 0.5, 6)
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--entity_switchSurfaceDirection(me)
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end
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if entity_getState(me)==STATE_IDLE then
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if not(entity_hasTarget(me)) then
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entity_findTarget(me, 1200)
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else
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if entity_isTargetInRange(me, 900) then
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v.jumpDelay = v.jumpDelay - dt
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if v.jumpDelay < 0 then
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v.angry = true
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v.jumpDelay = 0.2
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entity_setState(me, STATE_JUMPPREP)
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end
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end
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end
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elseif entity_isState(me, STATE_WALK) then
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if entity_isfh(me) then
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entity_switchSurfaceDirection(me, 0)
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else
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entity_switchSurfaceDirection(me, 1)
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end
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entity_moveAlongSurface(me, dt, 1000*v.moving, 6)
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entity_rotateToSurfaceNormal(me, 0.1)
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elseif entity_getState(me)==STATE_JUMPPREP then
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if not entity_isAnimating(me) then
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entity_setState(me, STATE_JUMP)
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end
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elseif entity_getState(me)==STATE_JUMP then
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--entity_flipToVel(me)
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entity_updateCurrents(me, dt)
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entity_updateMovement(me, dt)
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v.bubbleRelease = v.bubbleRelease - dt
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if v.bubbleRelease < 0 then
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v.bubbleRelease = 0.4
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spawnParticleEffect("bubble-release-short", entity_x(me), entity_y(me))
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end
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--[[
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = 0.4
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s = createShot("mermog-shot", me, v.n, entity_x(me), entity_y(me))
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end
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]]--
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elseif not(entity_getState(me)==STATE_TRANSITION or entity_isState(me, STATE_WALK)) then
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entity_updateMovement(me, dt)
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end
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--[[
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if isObstructed(entity_x(me), entity_y(me)) then
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entity_setPosition(me, v.lx, v.ly)
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entity_clampToSurface(me)
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end
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]]--
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, 64, 1, 500)
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if isObstructed(entity_x(me), entity_y(me)) then
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entity_adjustPositionBySurfaceNormal(me, 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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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_JUMPPREP)
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end
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return true
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end
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v.bounces = 0
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function hitSurface(me)
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if entity_getState(me)==STATE_JUMP then
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local t = egetvf(me, EV_CLAMPTRANSF)
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if entity_checkSurface(me, 6, STATE_TRANSITION, t) then
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entity_rotateToSurfaceNormal(me, 0)
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entity_scale(me, 1, 0.5)
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entity_scale(me, 1, 1, t)
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--[[
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entity_setInternalOffset(me, 0, 64)
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entity_setInternalOffset(me, 0, 0, t)
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]]--
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else
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local nx, ny = getWallNormal(entity_getPosition(me))
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nx, ny = vector_setLength(nx, ny, 400)
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entity_addVel(me, nx, ny)
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end
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--[[
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if entity_isNearObstruction(me, 4, OBSCHECK_4DIR) then
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entity_clampToSurface(me)
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entity_setState(me, STATE_TRANSITION, 0.001)
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end
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]]--
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end
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--[[
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if entity_getState(me)==STATE_JUMP then
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local nx, ny = getWallNormal(cx, cy)
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if ny < 0 then
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land(me)
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entity_setState(me, STATE_TRANSITION)
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else
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v.bounces = v.bounces + 1
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if v.bounces > 8 then
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land(me)
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entity_setState(me, STATE_TRANSITION)
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end
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end
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end
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]]--
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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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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 1200)
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elseif entity_getState(me)==STATE_JUMPPREP then
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local nx, ny = entity_getNormal(me)
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for i=20,400,20 do
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local nx1, ny1 = vector_setLength(nx, ny, i)
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local tx = entity_x(me) + nx1
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local ty = entity_y(me) + ny1
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--debugLog(string.format("t(%d, %d)", tx, ty))
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if isObstructed(tx, ty) then
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--debugLog("idle!")
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entity_setState(me, STATE_WALK, 2, 1)
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return
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end
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end
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entity_animate(me, "jumpPrep")
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entity_flipToEntity(me, entity_getTarget(me))
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elseif entity_isState(me, STATE_TRANSITION) then
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entity_setStateTime(me, entity_animate(me, "land"))
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elseif entity_isState(me, STATE_WALK) then
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entity_animate(me, "walk", -1)
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elseif entity_getState(me)==STATE_JUMP then
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v.bounces = 0
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entity_flipToEntity(me, entity_getTarget(me))
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entity_animate(me, "jump")
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v.rotateOffset = 0
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entity_applySurfaceNormalForce(me, 1000)
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if entity_isfh(me) then
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entity_addVel(me, 400, 0)
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else
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entity_addVel(me, -400, 0)
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end
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entity_adjustPositionBySurfaceNormal(me, 10)
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entity_sound(me, "mermog-jump")
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--entity_adjustPositionBySurfaceNormal(me, 32)
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end
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end
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function animationKey(me, key)
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end
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function exitState(me)
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if entity_getState(me)==STATE_TRANSITION then
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entity_setState(me, STATE_IDLE)
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if chance(50) then
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entity_setState(me, STATE_WALK, 2)
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end
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elseif entity_getState(me)==STATE_WALK 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 dieNormal(me)
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if chance(20) then
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local x, y = entity_getNormal(me)
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x, y = vector_setLength(x, y, 64)
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spawnIngredient("PlantLeaf", entity_x(me)+x, entity_y(me)+y)
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end
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end
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