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initial commit. This is icculus version 5542b94cae02a6333845854bbbd1abe0a259f1a4
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3096eaf5e2
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262
game_scripts/scripts/entities/spidercrab.lua
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262
game_scripts/scripts/entities/spidercrab.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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-- NEWT BLASTER
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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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local STATE_HIDE = 1000
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local STATE_MOVING = 1001
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v.delay = 1
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v.moveDelay = 0
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v.rangeNode = 0
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v.lastWeb = 0
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v.fireDelayTime = 0.5
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v.fireDelay = v.fireDelayTime
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v.orient = ORIENT_UP
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v.myWeb = 0
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v.curPoint = -1
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v.webPoint = 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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"", -- texture
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16, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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40, -- 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, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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-1
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)
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--entity_setDeathParticleEffect(me, "NewtExplode")
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entity_initSkeletal(me, "SpiderCrab")
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entity_setState(me, STATE_IDLE)
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entity_setCollideRadius(me, 64)
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entity_scale(me, 1.4, 1.4)
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--entity_setDropChance(me, 75)
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v.orient = math.random(4)
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v.webPoint = entity_getBoneByName(me, "WebPoint")
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bone_alpha(v.webPoint, 0)
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entity_setDamageTarget(me, DT_ENEMY_WEB, false)
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entity_setCullRadius(me, 1024)
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entity_generateCollisionMask(me)
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entity_setDeathScene(me, true)
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entity_setEatType(me, EAT_NONE)
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end
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function postInit(me)
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v.rangeNode = entity_getNearestNode(me, "BOUND")
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v.myWeb = createWeb()
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v.curPoint = web_addPoint(v.myWeb)
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end
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function songNote(me, note)
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end
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v.block = 6
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local function isBlocked(x, y)
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if v.rangeNode ~= 0 then
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return (isObstructedBlock(x, y, v.block)) or (not node_isPositionIn(v.rangeNode, x, y))
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end
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return (isObstructedBlock(x, y, v.block))
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end
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function update(me, dt)
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--[[
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if v.lastWeb ~= 0 then
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web_delete(v.lastWeb, 4)
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v.lastWeb = 0
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end
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]]--
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local speed = 600
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if entity_isState(me, STATE_IDLE) then
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local wx, wy = bone_getWorldPosition(v.webPoint)
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if v.myWeb ~= 0 and v.curPoint ~= -1 then
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web_setPoint(v.myWeb, v.curPoint, wx, wy)
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end
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if v.delay > 0 then
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entity_rotate(me, entity_getRotation(me)+180*dt)
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v.delay = v.delay - dt
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if v.delay < 0 then
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v.delay = 0
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v.moveDelay = 3 + math.random(4)
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entity_animate(me, "move", -1)
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v.orient = math.random(4)
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end
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else
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v.moveDelay = v.moveDelay - dt
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if v.moveDelay < 0 then
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v.moveDelay = 0
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v.delay = math.random(50)/100.0 + 0.5
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entity_animate(me, "idle", -1)
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if v.myWeb~=0 then
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if v.curPoint > 8 then
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web_delete(v.myWeb, 2)
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v.myWeb = createWeb()
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end
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v.curPoint = web_addPoint(v.myWeb, wx, wy)
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else
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v.myWeb = createWeb()
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end
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else
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local vx, vy = entity_getNormal(me)
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vx, vy = vector_setLength(vx, vy, 128)
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if not isBlocked(entity_x(me)+vx, entity_y(me)+vy) then
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vx, vy = vector_setLength(vx, vy, speed*dt)
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entity_setPosition(me, entity_x(me) + vx, entity_y(me) + vy)
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else
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v.moveDelay = 0
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end
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end
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--[[
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local check = 128
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if v.orient == ORIENT_LEFT then
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if not isBlocked(entity_x(me)-check, entity_y(me)) then
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entity_setPosition(me, entity_x(me)-speed*dt, entity_y(me))
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_RIGHT then
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if not isBlocked(entity_x(me)+check, entity_y(me)) then
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entity_setPosition(me, entity_x(me)+speed*dt, entity_y(me))
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_DOWN then
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if not isBlocked(entity_x(me), entity_y(me)+check) then
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entity_setPosition(me, entity_x(me), entity_y(me)+speed*dt)
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_UP then
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if not isBlocked(entity_x(me), entity_y(me)-check) then
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entity_setPosition(me, entity_x(me), entity_y(me)-speed*dt)
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else
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v.orient = v.orient + 1
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end
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else
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v.orient = 0
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end
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]]--
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end
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end
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entity_clearTargetPoints(me)
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if not entity_isState(me, STATE_DEATHSCENE) then
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entity_addTargetPoint(me, bone_getWorldPosition(v.webPoint))
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end
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entity_handleShotCollisionsSkeletal(me)
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entity_touchAvatarDamage(me, 64, 1, 500)
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end
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function hitSurface(me)
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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_setEntityType(me, ET_ENEMY)
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entity_animate(me, "idle", LOOP_INF)
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entity_setColor(me, 1, 1, 1, 0.5)
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entity_alpha(me, 1, 0.5)
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elseif entity_isState(me, STATE_DEAD) then
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shakeCamera(5, 1.5)
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playSfx("RockHit-Big")
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web_delete(v.myWeb, 3)
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v.myWeb = 0
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elseif entity_isState(me, STATE_DEATHSCENE) then
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cam_toEntity(me)
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local ox = entity_x(me)
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local oy = entity_y(me)
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--entity_rotate(me, 180, 1, 0, 0, 1)
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entity_setPosition(me, entity_x(me), entity_y(me)+1600, 1.5, 0, 0, 1)
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entity_setStateTime(me, 1.5)
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wait(1)
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if chance(100) then
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spawnIngredient("SpiderEgg", ox, oy)
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end
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cam_toEntity(getNaija())
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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_HIDE) or entity_isState(me, STATE_MOVING) 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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if damageType == DT_AVATAR_ENERGYBLAST or damageType == DT_AVATAR_SHOCK or damageType == DT_AVATAR_BITE then
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local nx, ny = entity_getNormal(me)
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local cx, cy = getLastCollidePosition()
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local dx = cx-entity_x(me)
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local dy = cy-entity_y(me)
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local dot = vector_dot(nx, ny, dx, dy)
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if dot < 0.9 then
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--[[
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if damageType == DT_AVATAR_BITE then
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if v.myWeb ~= 0 then
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v.lastWeb = v.myWeb
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v.myWeb = 0
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end
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end
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]]--
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return true
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end
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end
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return false
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end
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function dieNormal(me)
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end
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