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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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commit
3096eaf5e2
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403
game_scripts/scripts/entities/seaturtlecommon.lua
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403
game_scripts/scripts/entities/seaturtlecommon.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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-- S E A T U R T L E C O M M O N
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-- ================================================================================================
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-- ================================================================================================
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-- S T A T E S
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-- ================================================================================================
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local STATE_GLIDING = 1001
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local STATE_TO_THRUST = 1002
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local STATE_THRUSTING = 1003
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local STATE_TO_GLIDE = 1004
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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.sz = 1
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v.maxSpeed = 890
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v.angle = 90
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v.turtle_type = 0
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v.song = nil
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v.songNoteTimer = 0
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v.songNoteDelay = 1.2
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v.songNote = 1
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v.singDelay = 0
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v.singing = false
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v.curRecNote = 1
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v.recDelay = 0
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v.follower = false
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v.following = false
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v.saveFlag = 0
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v.saveNode = 0
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-- ================================================================================================
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-- F U N C T I O N S
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-- ================================================================================================
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function v.commonInit(me, turType)
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v.song = { 0, 0, 0 }
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v.swimTime = 0.34 + (math.random(42)*0.01)
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setupBasicEntity(
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me,
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"SeaTurtle/Head", -- texture
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8, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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64, -- collideRadius (only used if hit entities is on)
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STATE_GLIDING, -- 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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1800 -- updateCull -1: disabled, default: 4000
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)
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v.turtle_type = turType
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entity_setDeathParticleEffect(me, "Explode")
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entity_setDropChance(me, 21)
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if v.turtle_type == 2 then
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entity_initSkeletal(me, "babyturtle")
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elseif v.turtle_type == 4 then
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entity_initSkeletal(me, "babyturtle", "babyturtle-special1")
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v.follower = true
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v.song[1] = 0
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v.song[2] = 3
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v.song[3] = 4
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v.saveFlag = FLAG_MAMATURTLE_RESCUE1
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elseif v.turtle_type == 5 then
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entity_initSkeletal(me, "babyturtle", "babyturtle-special2")
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v.follower = true
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v.song[1] = 2
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v.song[2] = 3
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v.song[3] = 4
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v.saveFlag = FLAG_MAMATURTLE_RESCUE2
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elseif v.turtle_type == 6 then
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entity_initSkeletal(me, "babyturtle", "babyturtle-special3")
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v.follower = true
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v.song[1] = 7
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v.song[2] = 6
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v.song[3] = 2
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v.saveFlag = FLAG_MAMATURTLE_RESCUE3
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else
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entity_initSkeletal(me, "SeaTurtle")
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end
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if v.saveFlag ~= 0 then
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v.saveNode = getNode("TURTLESAVED")
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end
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v.shell = entity_getBoneByName(me, "Shell")
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-- MAKE BACK PARTS DARKER
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--[[backFrontFlipper = entity_getBoneByName(me, "FrontFlipperBack")
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backBackFlipper = entity_getBoneByName(me, "BackFlipperBack")
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bone_setColor(backFrontFlipper, 0.69, 0.69, 0.69)
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bone_setColor(backBackFlipper, 0.69, 0.69, 0.69)]]--
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entity_setCullRadius(me, 800)
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-- BIG
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if v.turtle_type <= 0 then
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v.sz = 1.56 + (math.random(234)*0.001)
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v.turtle_type = 0
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entity_generateCollisionMask(me)
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entity_setCullRadius(me, 1024)
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-- SMALL
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elseif v.turtle_type == 1 then
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v.sz = 0.76 + (math.random(234)*0.001)
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-- BABY
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elseif v.turtle_type == 2 then
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v.sz = 0.43 + (math.random(210)*0.001)
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-- BACKGROUND (CRAP)
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elseif v.turtle_type == 3 then
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--v.turtle_type = 3
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v.sz = 0.23 + (math.random(210)*0.001)
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entity_color(me, 0.1, 0.1, 0.1)
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entity_alpha(me, 0.98)
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entity_setEntityLayer(me, -2)
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elseif v.turtle_type == 4 or v.turtle_type == 5 or v.turtle_type == 6 then
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-- special baby 1
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v.sz = 0.43 + ((math.random(50)+140)*0.001)
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end
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entity_scale(me, v.sz, v.sz)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setState(me, STATE_GLIDING)
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entity_rotateTo(me, 360, 0.1)
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entity_setMaxSpeed(me, v.maxSpeed)
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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_setEatType(me, EAT_NONE)
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end
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function animationKey(me, key)
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end
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function postInit(me)
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-- FLIP HORIZONTALLY IF THERE'S A FLIP NODE
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local node = entity_getNearestNode(me, "FLIP")
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if node ~=0 then
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if node_isEntityIn(node, me) then
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entity_fh(me)
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end
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end
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end
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local function sing(me)
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v.singing = true
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v.songNote = 1
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end
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function update(me, dt)
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-- SWIM ANGLE
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if not v.follower then
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if entity_getState(me) == STATE_GLIDING then
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v.swimTime = v.swimTime - dt
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if v.swimTime < 0 then
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v.swimTime = 1.23 + (math.random(234)*0.01)
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-- Point based on Flip
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if not entity_isfh(me) then
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v.angle = 58 + math.random(64)
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entity_rotateTo(me, v.angle + 270, 2)
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else
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v.angle = 238 + math.random(64)
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entity_rotateTo(me, v.angle + 90, 2)
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end
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entity_setState(me, STATE_TO_THRUST)
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end
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end
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-- SUBTLE GLIDE
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if entity_getState(me) == STATE_TO_THRUST then
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if not entity_isfh(me) then
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entity_moveTowardsAngle(me, entity_getRotation(me) - 270, 1, 2.48)
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else
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entity_moveTowardsAngle(me, entity_getRotation(me) - 90, 1, 2.48)
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end
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end
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end
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if v.following then
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if isFlag(v.saveFlag, 0) then
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entity_setTarget(me, getNaija())
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entity_setMaxSpeed(me, 500)
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if not entity_isEntityInRange(me, getNaija(), 128) then
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entity_moveTowardsTarget(me, dt, 700)
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end
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entity_rotateTo(me, 0, 0.1)
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if node_isEntityIn(v.saveNode, me) then
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local mamaTurtle = getEntity("mamaturtle")
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setFlag(v.saveFlag, 1)
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entity_setState(mamaTurtle, STATE_OPEN, -1, 1)
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end
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end
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end
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-- FLIP L/R
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local flipThresh = 50
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if entity_velx(me) < -flipThresh and not entity_isfh(me) then
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entity_fh(me)
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v.angle = v.angle + 180
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elseif entity_velx(me) > flipThresh and entity_isfh(me) then
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entity_fh(me)
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v.angle = v.angle - 180
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end
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-- AVOIDANCE
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if v.following then
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entity_setCollideRadius(me, 16)
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entity_doEntityAvoidance(me, dt, 43, 0.12)
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entity_doCollisionAvoidance(me, dt, 4, 0.5)
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else
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entity_doEntityAvoidance(me, dt, 43, 0.12)
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entity_doCollisionAvoidance(me, dt, 5, 0.36)
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end
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-- MOVEMENT
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entity_doFriction(me, dt, 48)
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entity_updateMovement(me, dt)
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-- COLLISIONS
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if v.turtle_type >= 3 then
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elseif v.turtle_type == 0 then
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-- NAIJA ATTACHING TO SHELL
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local rideBone = entity_collideSkeletalVsCircle(me, getNaija())
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if rideBone == v.shell and avatar_isBursting() and entity_setBoneLock(getNaija(), me, rideBone) then
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elseif rideBone ~=0 then
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local nX, nY = entity_getPosition(getNaija())
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local bX, bY = bone_getWorldPosition(rideBone)
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nX = nX - bX
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nY = nY - bY
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nX, nY = vector_setLength(nX, nY, 600)
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entity_addVel(getNaija(), nX, nY)
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end
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entity_handleShotCollisionsSkeletal(me)
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elseif v.turtle_type == 1 then
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entity_touchAvatarDamage(me, 67 * v.sz, 0, 420)
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entity_handleShotCollisions(me)
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end
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if v.follower then
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if not v.following and entity_isEntityInRange(me, getNaija(), 512) then
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musicVolume(0.5, 0.2)
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else
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musicVolume(1.0, 0.2)
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end
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if v.recDelay > 0 then
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v.recDelay = v.recDelay - dt
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if v.recDelay < 0 then
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v.recDelay = 0
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v.curRecNote = 1
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end
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end
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if not v.following then
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if entity_isEntityInRange(me, getNaija(), 800) then
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if v.singing then
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v.songNoteTimer = v.songNoteTimer + dt
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if v.songNoteTimer > v.songNoteDelay then
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--playSfx(getNoteName(v.song[v.songNote]),
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entity_sound(me, getNoteName(v.song[v.songNote], "low-"), 1, 2)
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v.songNote = v.songNote + 1
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if v.songNote > 3 then
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v.singing = false
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end
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v.songNoteTimer = 0
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v.singDelay = 3
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end
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else
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v.singDelay = v.singDelay - dt
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if v.singDelay < 0 then
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v.singDelay = 0
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sing(me)
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end
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end
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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 enterState(me)
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if entity_getState(me) == STATE_GLIDING then
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entity_animate(me, "glide", LOOP_INF)
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elseif entity_getState(me) == STATE_TO_THRUST then
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entity_setStateTime(me, entity_animate(me, "tothrust"), -1)
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elseif entity_getState(me) == STATE_THRUSTING then
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entity_setStateTime(me, entity_animate(me, "thrust"), -1)
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elseif entity_getState(me) == STATE_TO_GLIDE then
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entity_setStateTime(me, entity_animate(me, "toglide"), -1)
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end
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end
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function exitState(me)
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if entity_getState(me) == STATE_GLIDING then
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elseif entity_getState(me) == STATE_TO_THRUST then
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entity_setState(me, STATE_THRUSTING)
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elseif entity_getState(me) == STATE_THRUSTING then
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-- THRUST
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entity_moveTowardsAngle(me, v.angle, 1, 124 + math.random(124))
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entity_setState(me, STATE_TO_GLIDE)
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local shellX, shellY = bone_getWorldPosition(v.shell)
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spawnParticleEffect("SeaTurtleBubbles", shellX, shellY)
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elseif entity_getState(me) == STATE_TO_GLIDE then
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entity_setState(me, STATE_GLIDING)
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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 then
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playNoEffect()
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return false
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end
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return true
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end
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local function startFollowing(me)
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v.following = true
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end
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function songNoteDone(me, note, t)
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if v.follower and not v.following then
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if t >= 0.2 and note == v.song[v.curRecNote] then
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v.recDelay = 2
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v.curRecNote = v.curRecNote + 1
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if v.curRecNote > 3 then
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startFollowing(me)
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end
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else
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v.recDelay = 0.1
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v.curRecNote = 1
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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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|
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