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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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126
game_scripts/scripts/entities/nudibranchtemplate.lua
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126
game_scripts/scripts/entities/nudibranchtemplate.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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v.noteDown = -1
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v.note1 = -1
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v.note2 = -1
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v.note3 = -1
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function v.commonInit(me, gfxNum, n1, n2, n3)
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setupEntity(me)
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entity_setTexture(me, string.format("NudiBranch/NudiBranch%d", gfxNum))
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entity_setEntityType(me, ET_ENEMY)
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entity_setAllDamageTargets(me, false)
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entity_setCollideRadius(me, 48)
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v.note1 = n1
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v.note2 = n2
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v.note3 = n3
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entity_setState(me, STATE_IDLE)
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entity_setMaxSpeed(me, 700)
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entity_offset(me, 0, 10, 1, -1, 1, 1)
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entity_update(me, math.random(100)/100.0)
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entity_setUpdateCull(me, 2000)
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entity_setDamageTarget(me, DT_AVATAR_VINE, true)
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end
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function postInit(me)
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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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function update(me, dt)
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if v.noteDown ~= -1 and entity_isEntityInRange(me, v.n, 800) then
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local rotspd = 0.8
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if v.noteDown == v.note2 then
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entity_moveTowardsTarget(me, dt, 1000)
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if entity_doEntityAvoidance(me, dt, 128, 1.0) then
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entity_setMaxSpeedLerp(me, 0.2)
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else
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entity_setMaxSpeedLerp(me, 2.0, 0.2)
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end
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entity_rotateToVel(me, rotspd)
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elseif v.noteDown == v.note1 or v.noteDown == v.note3 then
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entity_moveTowardsTarget(me, dt, 500)
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if entity_doEntityAvoidance(me, dt, 128, 1.0) then
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entity_setMaxSpeedLerp(me, 0.2)
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else
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entity_setMaxSpeedLerp(me, 1, 0.2)
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end
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entity_rotateToVel(me, rotspd)
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end
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else
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v.noteDown = -1
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entity_rotate(me, 0, 0.5, 0, 0, 1)
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end
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entity_doFriction(me, dt, 300)
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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if isForm(FORM_NATURE) then
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0.5, 500, 0)
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else
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1.0, 500, 0)
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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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end
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end
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function exitState(me)
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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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v.noteDown = note
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end
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function songNoteDone(me, note)
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v.noteDown = -1
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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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