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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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234
game_scripts/scripts/entities/monkey.lua
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234
game_scripts/scripts/entities/monkey.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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local STATE_CLIMBUP = 1000
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local STATE_WALLATTACK = 1001
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local STATE_CLIMBDOWN = 1002
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local STATE_WALL = 1003
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local STATE_FALLING = 1004
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local STATE_DROWN = 1005
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local STATE_DROWNED = 1006
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v.treeNode = 0
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v.moveTimer = 0
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v.minNode = 0
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v.maxNode = 0
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v.hitSoundDelay = 0
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function init(me)
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v.walkSpd = 170+math.random(50)
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v.soundDelay = math.random(3)+2
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setupBasicEntity(me,
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"", -- texture
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6, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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64, -- sprite width
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64, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 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, "Monkey")
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_scale(me, 0.6, 0.6)
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v.minNode = entity_getNearestNode(me, "MONKEYMIN")
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v.maxNode = entity_getNearestNode(me, "MONKEYMAX")
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local node = entity_getNearestNode(me, "TREE")
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if node ~= 0 and node_isEntityIn(node, me) then
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debugLog("FOUND TREE!")
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v.treeNode = node
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entity_setState(me, STATE_WALL)
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else
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debugLog("no tree :|")
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entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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end
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entity_setCanLeaveWater(me, true)
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entity_setMaxSpeed(me, 1400)
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esetv(me, EV_WALLOUT, 20)
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loadSound("Monkey-Idle")
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loadSound("Monkey-Scream")
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loadSound("Monkey-Hit")
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entity_setDeathSound(me, "Monkey-Scream")
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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end
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function update(me, dt)
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if (not entity_isState(me, STATE_DROWN) and not entity_isState(me, STATE_DROWNED)) and entity_isUnderWater(me) and entity_y(me) > getWaterLevel() + 64 then
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entity_setState(me, STATE_DROWN, 6)
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end
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if entity_isState(me, STATE_IDLE) then
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--[[
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local node = entity_getNearestNode(me, "TREE")
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if node ~=0 and node_isEntityIn(node, me) then
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v.treeNode = node
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entity_setState(me, STATE_CLIMBUP)
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end
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]]--
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--[[
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 2.2 then
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entity_flipHorizontal(me)
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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]]--
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if v.minNode and v.maxNode then
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if entity_x(me) < node_x(v.minNode) and not entity_isfh(me) then
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entity_flipHorizontal(me)
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entity_switchSurfaceDirection(me, 0)
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--entity_adjustPositionBySurfaceNormal(me, 2)
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--entity_clampToSurface(me)
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elseif entity_x(me) > node_x(v.maxNode) and entity_isfh(me) then
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entity_flipHorizontal(me)
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entity_switchSurfaceDirection(me, 1)
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--entity_clampToSurface(me)
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end
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--[[
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if entity_isNearObstruction(me) then
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entity_adjustPositionBySurfaceNormal(me, 5)
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end
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]]--
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end
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entity_moveAlongSurface(me, dt, v.walkSpd, 6, 20)
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entity_rotateToSurfaceNormal(me, 0.1)
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v.soundDelay = v.soundDelay - dt
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if v.soundDelay < 0 then
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v.soundDelay = math.random(3)+4
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entity_sound(me, "Monkey-Idle", math.random(200)+900)
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end
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end
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if entity_isState(me, STATE_FALLING) or entity_isState(me, STATE_DROWN) or entity_isState(me, STATE_DROWNED) then
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entity_updateMovement(me, dt)
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end
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if entity_isState(me, STATE_CLIMBUP) and not entity_isFollowingPath(me) then
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entity_setState(me, STATE_CLIMBDOWN)
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end
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entity_checkSplash(me)
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entity_handleShotCollisions(me)
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if v.hitSoundDelay > 0 then
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v.hitSoundDelay = v.hitSoundDelay - dt
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if v.hitSoundDelay < 0 then
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v.hitSoundDelay = 0
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end
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end
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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_DROWN) or entity_isState(me, STATE_DROWNED) then
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return true
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end
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if entity_isState(me, STATE_WALL) then
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entity_setState(me, STATE_FALLING)
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end
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if damageType == DT_AVATAR_VINE then
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if entity_isState(me, STATE_WALL) then
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-- monkey knocked out of tree with vine
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flingMonkey(me)
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--entity_sound(me, "Monkey-Scream", math.random(200)+900)
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playSfx("Monkey-Scream")
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return false
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end
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end
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if v.hitSoundDelay == 0 then
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playSfx("Monkey-Hit")
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v.hitSoundDelay = 0.3 + math.random(2)*0.1
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end
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return true
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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", LOOP_INF)
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entity_animate(me, "crawl", LOOP_INF)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_animate(me, "attack")
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elseif entity_isState(me, STATE_WALLATTACK) then
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entity_animate(me, "wallAttack")
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elseif entity_isState(me, STATE_WALL) then
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debugLog("STATEWALL!")
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entity_animate(me, "wall", LOOP_INF)
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elseif entity_isState(me, STATE_FALLING) then
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entity_setWeight(me, 1200)
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elseif entity_isState(me, STATE_DROWN) then
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entity_setDeathSound(me, "")
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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--entity_setDamageTarget(me, DT_AVATAR_PET, false)
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entity_animate(me, "drown", LOOP_INF)
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entity_setWeight(me, 400)
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entity_setMaxSpeedLerp(me, 0.2, 0.1)
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entity_setDeathSound(me, "")
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elseif entity_isState(me, STATE_DROWNED) then
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entity_animate(me, "drowned", LOOP_INF)
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entity_rotate(me, 0, 0.1)
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entity_setWeight(me, -200)
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entity_setMaxSpeedLerp(me, 0.1, 1)
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entity_setCanLeaveWater(me, false)
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setDeathSound(me, "")
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elseif entity_isState(me, STATE_CLIMBDOWN) then
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entity_animate(me, "wall", LOOP_INF)
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entity_followPath(me, v.treeNode, SPEED_VERYSLOW, 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_FALLING) then
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entity_setWeight(me, 0)
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elseif entity_isState(me, STATE_DROWN) then
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entity_setState(me, STATE_DROWNED)
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end
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end
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function hitSurface(me)
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if entity_isState(me, STATE_FALLING) then
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entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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end
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end
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