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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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294
game_scripts/scripts/entities/plasmawormbg.lua
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294
game_scripts/scripts/entities/plasmawormbg.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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-- P L A S M A W O R M B G
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-- ================================================================================================
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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v.dir = 0
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v.switchDirDelay = 0
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v.wiggleTime = 0
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v.wiggleDir = 1
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v.interestTimer = 0
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v.colorRevertTimer = 0
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v.collisionSegs = 64
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v.avoidLerp = 0
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v.avoidDir = 1
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v.interest = false
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v.glow = nil
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v.segs = 64
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v.glowSegInt = 4
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v.glowSegs = v.segs/v.glowSegInt
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local function setNormalGlow()
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for i=1,v.glowSegs do
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quad_color(v.glow[i], 0.6, 0.6, 0.9)
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quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1)
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end
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end
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-- initializes the entity
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function init(me)
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v.glow = {}
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-- oldhealth : 40
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setupBasicEntity(
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me,
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"plasmaworm/tentacles-bg", -- texture
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9, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- 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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3000, -- updateCull -1: disabled, default: 4000
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1
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)
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entity_setEntityLayer(me, -3)
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entity_setDropChance(me, 50)
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v.lungeDelay = 1.0 -- prevent the nautilus from attacking right away
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entity_initHair(me, v.segs, 16, 64, "plasmaworm/body-bg")
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--[[
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entity_initSegments(
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25, -- num segments
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2, -- minDist
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12, -- maxDist
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"wurm-body", -- body tex
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"wurm-tail", -- tail tex
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128, -- width
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128, -- height
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0.01, -- taper
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0 -- reverse segment direction
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)
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]]--
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if chance(50) then
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v.dir = 0
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else
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v.dir = 1
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end
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if chance(50) then
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v.interest = true
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end
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v.switchDirDelay = math.random(800)/100.0
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v.naija = getNaija()
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entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDamageTarget(me, DT_ENEMY_TRAP, false)
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--entity_fv(me)
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entity_setSegs(me, 8, 2, 0.1, 0.9, 0, -0.03, 8, 0)
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for i=1,v.glowSegs do
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v.glow[i] = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow[i], 3, 3)
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quad_scale(v.glow[i], 4, 4, 0.5, -1, 1, 1)
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quad_alpha(v.glow[i], 0.4)
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end
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setNormalGlow()
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entity_scale(me, 0.6, 0.6)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setEntityType(me, ET_NEUTRAL)
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end
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v.spin = 0
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-- the entity's main update function
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function update(me, dt)
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entity_rotateToVel(me)
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if v.colorRevertTimer > 0 then
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v.colorRevertTimer = v.colorRevertTimer - dt
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if v.colorRevertTimer < 0 then
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entity_setColor(me, 1, 1, 1, 3)
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setNormalGlow()
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end
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end
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v.spin = v.spin - dt
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if v.spin > 5 then
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-- do something cool!
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msg("SPUN!")
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v.spin = 0
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end
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-- in idle state only
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if entity_getState(me)==STATE_IDLE then
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-- count down the v.lungeDelay timer to 0
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if v.lungeDelay > 0 then v.lungeDelay = v.lungeDelay - dt if v.lungeDelay < 0 then v.lungeDelay = 0 end end
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-- if we don't have a target, find one
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1000)
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else
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v.wiggleTime = v.wiggleTime + (dt*200)*v.wiggleDir
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if v.wiggleTime > 1000 then
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v.wiggleDir = -1
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elseif v.wiggleTime < 0 then
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v.wiggleDir = 1
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end
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v.interestTimer = v.interestTimer - dt
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if v.interestTimer < 0 then
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if v.interest then
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v.interest = false
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else
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v.interest = true
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entity_addVel(me, math.random(1000)-500, math.random(1000)-500)
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end
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v.interestTimer = math.random(400.0)/100.0 + 2.0
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end
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if v.interest then
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if entity_isNearObstruction(getNaija(), 8) then
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v.interest = false
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else
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if entity_isTargetInRange(me, 1600) then
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if entity_isTargetInRange(me, 100) then
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entity_moveTowardsTarget(me, dt, -500) -- if we're too close, move away
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elseif not entity_isTargetInRange(me, 300) then
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entity_moveTowardsTarget(me, dt, 1000) -- move in if we're too far away
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end
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entity_moveAroundTarget(me, dt, 1000+v.wiggleTime, v.dir)
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end
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end
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else
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--if entity_isTargetInRange(me, 1600) then
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--entity_moveTowardsTarget(me, dt, -100) -- if we're too close, move away
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--end
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end
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--[[
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v.switchDirDelay = v.switchDirDelay - dt
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if v.switchDirDelay < 0 then
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v.switchDirDelay = math.random(800)/100.0
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if v.dir == 0 then
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v.dir = 1
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else
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v.dir = 0
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end
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end
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]]--
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--[[
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-- 40% of the time when we're in range and not delaying, launch an attack
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if entity_isTargetInRange(me, 300) then
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if math.random(100) < 40 and v.lungeDelay == 0 then
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entity_setState(me, STATE_ATTACKPREP, 0.5)
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end
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end
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]]--
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v.avoidLerp = v.avoidLerp + dt*v.avoidDir
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if v.avoidLerp >= 1 or v.avoidLerp <= 0 then
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v.avoidLerp = 0
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if v.avoidDir == -1 then
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v.avoidDir = 1
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else
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v.avoidDir = -1
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end
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end
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-- avoid other things nearby
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entity_doEntityAvoidance(me, dt, 32, 0.1)
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-- entity_doSpellAvoidance(dt, 200, 1.5);
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entity_doCollisionAvoidance(me, dt, 10, 0.1)
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entity_doCollisionAvoidance(me, dt, 6, 1.0)
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end
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end
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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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for i=0,v.glowSegs-1 do
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local x, y = entity_getHairPosition(me, i*v.glowSegInt)
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--debugLog(string.format("hair(%d, %d)", x, y))
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quad_setPosition(v.glow[i+1], x, y)
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end
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--entity_handleShotCollisionsHair(me, v.collisionSegs)
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--entity_handleShotCollisions(me)
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--if entity_collideHairVsCircle(me, v.naija, v.collisionSegs, 0.5) then
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--entity_touchAvatarDamage(me, 0, 0, 500)
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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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entity_setMaxSpeed(me, 400)
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elseif entity_isState(me, STATE_DEAD) then
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for i=1,v.glowSegs do
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quad_delete(v.glow[i], 0.5)
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end
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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 hitSurface(me)
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end
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function damage(me, attacker, bone, damageType, dmg)
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entity_setMaxSpeed(me, 600)
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return true
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end
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v.lastNote = 0
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function songNote(me, note)
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if getForm()~=FORM_NORMAL then
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return
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end
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if note ~= v.lastNote then
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v.spin = v.spin + 0.1
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end
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v.lastNote = note
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v.interest = true
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local r,g,b = getNoteColor(note)
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entity_setColor(me, r,g,b,1)
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v.colorRevertTimer = 10
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r = r * 0.5 + 0.5
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g = g * 0.5 + 0.5
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b = b * 0.5 + 0.5
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for i=1,v.glowSegs do
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quad_color(v.glow[i], r, g, b)
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quad_color(v.glow[i], 1, 1, 1, 2, -1, 1, 1)
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end
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--entity_setColor(me, 1,1,1,10)
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end
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