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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
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131
game_scripts/scripts/entities/pullplantcommon.lua
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131
game_scripts/scripts/entities/pullplantcommon.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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local STATE_PULL = 1001
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v.entToSpawn = ""
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v.ingToSpawn = ""
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v.amount = 0
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v.pullTimer = 0
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v.pullMax = 0.2
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v.leaf1 = 0
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v.leaf2 = 0
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function v.commonInit(me, ent, ing, amt)
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setupEntity(me)
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if amt == 0 then
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v.amount = 1
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else
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v.amount = amt
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end
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "PullPlant")
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setState(me, STATE_IDLE)
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v.entToSpawn = ent
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v.ingToSpawn = ing
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entity_setEntityLayer(me, -2)
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v.leaf1 = entity_getBoneByIdx(me, 0)
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v.leaf2 = entity_getBoneByIdx(me, 1)
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local sz1 = 1 + math.random(1000)/4000.0
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local sz2 = 1 + math.random(1000)/4000.0
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bone_scale(v.leaf1, sz1, sz1)
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bone_scale(v.leaf2, sz2, sz2)
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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 entity_isState(me, STATE_IDLE) and entity_isBeingPulled(me) then
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v.pullTimer = v.pullTimer + dt
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if v.pullTimer > v.pullMax then
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entity_setState(me, STATE_PULL)
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end
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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_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_PULL) then
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entity_setStateTime(me, entity_animate(me, "pull")-0.2)
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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_PULL) then
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entity_alpha(me, 0, 0.2)
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entity_delete(me, 0.2)
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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 false
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_PULL) then
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if key == 2 then
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if v.ingToSpawn ~= "" then
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spawnIngredient(v.ingToSpawn, entity_x(me), entity_y(me))
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playSfx("secret")
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end
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elseif key == 3 then
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if v.entToSpawn ~= "" then
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createEntity(v.entToSpawn, "", entity_x(me), entity_y(me))
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playSfx("secret")
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end
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end
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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 songNote(me, note)
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end
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function songNoteDone(me, note)
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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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