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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
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game_scripts/scripts/include/rocktemplate.lua
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game_scripts/scripts/include/rocktemplate.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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v.myWeight = 0
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function v.commonInit(me, gfx, r)
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-- note: if you want to add different weight to each rock, then
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-- send it through here
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if r == 0 then
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r = 80
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end
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setupEntity(me, gfx, -1)
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entity_setProperty(me, EP_MOVABLE, true)
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entity_setProperty(me, EP_BLOCKER, true)
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v.myWeight = 400
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entity_setCollideRadius(me, r)
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entity_setBounce(me, 0.2)
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entity_setCanLeaveWater(me, true)
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entity_setAllDamageTargets(me, false)
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esetv(me, EV_TYPEID, EVT_ROCK)
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end
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function postInit(me)
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v.n = getNaija()
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end
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function v.commonUpdate(me, dt)
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--entity_updateCurrents(me)
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entity_updateMovement(me, dt)
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if entity_checkSplash(me) then
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end
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if not entity_isUnderWater(me) then
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if not entity_isBeingPulled(me) then
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entity_setWeight(me, v.myWeight*2)
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entity_setMaxSpeedLerp(me, 5, 0.1)
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end
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else
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entity_setMaxSpeedLerp(me, 1, 0.1)
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entity_setWeight(me, v.myWeight)
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end
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if not entity_isBeingPulled(me) then
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if entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0) then
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if avatar_isBursting() and entity_setBoneLock(v.n, me) then
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-- yay!
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else
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--[[
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x, y = entity_getVectorToEntity(me, v.n, 1000)
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entity_addVel(n, x, y)
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]]--
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end
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end
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else
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if entity_getBoneLockEntity(v.n) == me then
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avatar_fallOffWall()
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end
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end
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entity_handleShotCollisions(me)
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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 enterState(me)
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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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function activate(me)
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end
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