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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
142
game_scripts/scripts/entities/raspberry.lua
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142
game_scripts/scripts/entities/raspberry.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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-- R A S P B E R R Y
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-- ================================================================================================
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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.fireDelay = 2
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v.moveTimer = 0
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-- ================================================================================================
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-- FUNCTIONS
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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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"wallshooter", -- texture
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4, -- health
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2, -- manaballamount
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2, -- exp
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1, -- money
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34, -- collideRadius (for hitting entities + spells)
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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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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_setEatType(me, EAT_FILE, "Raspberry")
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entity_scale(me, 0.75, 0.75)
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entity_setDropChance(me, 25)
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entity_clampToSurface(me)
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entity_setDeathParticleEffect(me, "PurpleExplode")
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entity_setSegs(me, 2, 16, 0.6, 0.6, -0.028, 0, 6, 1)
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esetv(me, EV_WALLOUT, 12)
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esetvf(me, EV_CLAMPTRANSF, 0.2)
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end
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function update(me, dt)
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if eisv(me, EV_CLAMPING, 0) then
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-- dt, pixelsPerSecond, climbHeight, outfromwall
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-- out: 24
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entity_moveAlongSurface(me, dt, 40, 6)
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entity_rotateToSurfaceNormal(me, 0.1)
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-- entity_rotateToSurfaceNormal(0.1)
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer > 10 then
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entity_switchSurfaceDirection(me)
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v.moveTimer = 0
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end
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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 v.fireDelay > 0 then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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-- dmg, mxspd, homing, numsegs, out
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entity_doGlint(me, "Particles/PurpleFlare")
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--entity_fireAtTarget(me, "Purple", 1, 400, 200, 3, 64)
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local nx, ny = entity_getNormal(me)
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nx, ny = vector_setLength(nx, ny, 48)
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local s = createShot("Raspberry", me, entity_getTarget(me), entity_x(me)+nx, entity_y(me)+ny)
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--shot_setAimVector(s, )
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--[[
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shot_setAimVector(s, entity_getNormal(me))
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shot_setOut(s, 64)
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shot_setAimVector(s,
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]]--
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v.fireDelay = 5
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end
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end
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end
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end
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entity_handleShotCollisions(me)
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me)+10, 0.5, 500) then
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avatar_fallOffWall()
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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 dieNormal(me)
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end
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--[[
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function diedFrom(attacker, damageType)
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if damageType ~= DT_AVATAR_BITE then
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spawnIngredient("RubberyMeat", entity_getPosition(me))
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end
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end
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]]--
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function enterState(me)
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if entity_getState(me)==STATE_IDLE then
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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 damageType == DT_AVATAR_BITE or attacker == me then
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entity_changeHealth(me, -99)
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end
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return true
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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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