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Move scripts to files, to make automated overriding easier
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154
files/scripts/entities/_unused/cc_lostincave.lua
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154
files/scripts/entities/_unused/cc_lostincave.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.ix,v.iy = 0,0
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v.escapeNode = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "CC")
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entity_setAllDamageTargets(me, false)
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entity_scale(me, 0.6, 0.6)
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entity_setBlendType(me, BLEND_ADD)
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entity_alpha(me, 0.5)
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entity_alpha(me, 1, 1, -1, 1, 1)
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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.ix,v.iy = entity_getPosition(me)
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v.escapeNode = getNode("CAVEEXIT")
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if isFlag(FLAG_SUNKENCITY_BOSS, 1) then
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entity_delete(me)
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elseif getFlag(FLAG_SUNKENCITY_PUZZLE) > 0 then
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local node = getNode("MOTHER")
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entity_setPosition(me, node_x(node), node_y(node))
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local node2 = getNode("MOTHERSPAWN")
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local mother = createEntity("CC_Mother", "", node_x(node2), node_y(node2))
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entity_setState(me, STATE_DONE)
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entity_animate(me, "float", -1)
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else
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entity_setState(me, STATE_IDLE)
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end
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entity_rotate(me, 0)
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end
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v.done = false
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v.inScene = false
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local function cutScene(me)
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if v.inScene then return end
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v.done = true
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v.inScene = true
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-- mother arrives, sings song in loop
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entity_idle(v.n)
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cam_toEntity(me)
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--node_getPosition(getNode("MOTHER"))
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local node = getNode("MOTHER")
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entity_setPosition(me, node_x(node), node_y(node), 3, 0, 0, 1)
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watch(3)
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watch(1)
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-- mother fades in
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local node2 = getNode("MOTHERSPAWN")
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local mother = createEntity("CC_Mother", "", node_x(node2), node_y(node2))
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entity_alpha(mother, 0)
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entity_alpha(mother, 1, 2)
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watch(1)
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entity_setState(me, STATE_DONE)
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watch(1)
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setFlag(FLAG_SUNKENCITY_PUZZLE, 1)
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cam_toEntity(v.n)
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v.inScene = false
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end
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function update(me, dt)
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if entity_isState(me, STATE_IDLE) then
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if entity_isEntityInRange(me, v.n, 256) and getForm() == FORM_LIGHT then
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entity_setState(me, STATE_FOLLOW)
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end
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elseif entity_isState(me, STATE_FOLLOW) then
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if not v.done then
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if node_isEntityIn(v.escapeNode, me) then
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cutScene(me)
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else
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if getForm() ~= FORM_LIGHT or not entity_isEntityInRange(me, v.n, 512) then
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entity_setPosition(me, v.ix, v.iy, 3, 0, 0, 1)
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entity_setState(me, STATE_IDLE)
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else
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if entity_isEntityInRange(me, v.n, 128) then
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entity_moveTowardsTarget(me, dt, -500)
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else
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entity_moveTowardsTarget(me, dt, 500)
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end
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entity_doCollisionAvoidance(me, dt, 2, 1)
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entity_updateMovement(me, dt)
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entity_flipToEntity(me, v.n)
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end
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end
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end
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elseif entity_isState(me, STATE_DONE) then
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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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entity_animate(me, "cry", -1)
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entity_setPosition(me, entity_getPosition(me))
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elseif entity_isState(me, STATE_FOLLOW) then
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entity_animate(me, "float", -1)
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elseif entity_isState(me, STATE_DONE) then
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end
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end
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function exitState(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 animationKey(me, key)
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end
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function hitSurface(me)
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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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