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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
2519 changed files with 816064 additions and 0 deletions
169
game_scripts/scripts/entities/skeeter.lua
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169
game_scripts/scripts/entities/skeeter.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_INACTIVE = 1000
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local STATE_BURSTRIGHT = 1001
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local STATE_BURSTLEFT = 1002
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local STATE_BURSTLEFTPREP = 1003
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local STATE_BURSTRIGHTPREP = 1004
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v.level = 0
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v.burstDelay = 2
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v.lastDir = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "Skeeter")
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--entity_setEntityLayer(me, 1)
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--entity_setAllDamageTargets(me, true)
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entity_setCollideRadius(me, 32)
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entity_setState(me, STATE_IDLE)
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entity_setCanLeaveWater(me, true)
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entity_setDeathParticleEffect(me, "TinyGreenExplode")
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entity_setInternalOffset(me, 0, -16)
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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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v.level = entity_y(me)
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end
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function update(me, dt)
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if entity_isState(me, STATE_INACTIVE) then
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if math.abs(getWaterLevel()-v.level) < 50 then
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entity_setState(me, STATE_IDLE)
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end
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else
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 1, 800)
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entity_setPosition(me, entity_x(me), v.level)
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if entity_isState(me, STATE_BURSTRIGHT) then
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entity_addVel(me, 1000*dt, 0)
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elseif entity_isState(me, STATE_BURSTLEFT) then
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entity_addVel(me, -1000*dt, 0)
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elseif entity_isState(me, STATE_IDLE) then
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entity_doSpellAvoidance(me, dt, 64, 0.5)
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entity_doFriction(me, dt, 300)
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entity_doEntityAvoidance(me, dt, 32, 0.5)
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v.burstDelay = v.burstDelay - dt
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if v.burstDelay < 0 then
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v.burstDelay = 0.5 + math.random(200)/200.0
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if v.lastDir == 0 then
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entity_setState(me, STATE_BURSTLEFTPREP)
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v.lastDir = 1
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else
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entity_setState(me, STATE_BURSTRIGHTPREP)
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v.lastDir = 0
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end
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end
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end
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if math.abs(getWaterLevel()-v.level) > 50 then
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entity_setState(me, STATE_INACTIVE)
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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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if entity_isfh(me) then
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entity_fh(me)
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end
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entity_animate(me, "idle", -1)
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elseif entity_isState(me, STATE_BURSTLEFTPREP) then
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entity_clearVel(me)
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entity_setStateTime(me, entity_animate(me, "burstLeftPrep"))
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elseif entity_isState(me, STATE_BURSTRIGHTPREP) then
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entity_clearVel(me)
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entity_fh(me)
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entity_setStateTime(me, entity_animate(me, "burstLeftPrep"))
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elseif entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then
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entity_setStateTime(me, 4 + math.random(3))
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entity_setMaxSpeedLerp(me, 4, 1.0)
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entity_animate(me, "burstLeft", -1)
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elseif entity_isState(me, STATE_INACTIVE) then
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entity_alpha(me, 0, 0.2)
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elseif entity_isState(me, STATE_DEAD) then
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entity_sound(me, "MetalExplode", math.random(100)+1100)
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spawnParticleEffect("SkeeterDie", entity_getPosition(me))
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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_INACTIVE) then
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entity_alpha(me, 1, 0.2)
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elseif entity_isState(me, STATE_BURSTLEFTPREP) then
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entity_setState(me, STATE_BURSTLEFT)
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elseif entity_isState(me, STATE_BURSTRIGHTPREP) then
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entity_setState(me, STATE_BURSTRIGHT)
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elseif entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then
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entity_setState(me, STATE_IDLE)
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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 true
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end
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function animationKey(me, key)
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if entity_isState(me, STATE_BURSTLEFT) or entity_isState(me, STATE_BURSTRIGHT) then
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if key == 1 or key == 2 then
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entity_sound(me, "Splish", math.random(500)+1000)
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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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if entity_isState(me, STATE_BURSTRIGHT) or entity_isState(me, STATE_BURSTLEFT) then
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entity_setState(me, STATE_IDLE)
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end
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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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