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Move scripts to files, to make automated overriding easier
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113
files/scripts/entities/_unused/currentswitch.lua
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113
files/scripts/entities/_unused/currentswitch.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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-- current switches
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dofile("scripts/entities/entityInclude.lua")
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v.CURRENTSWITCH_OFF = 1
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v.CURRENTSWITCH_ON = 2
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v.bone_orb = 0
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function v.commonInit(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setWidth(me, 64)
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entity_setHeight(me, 64)
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entity_setUpdateCull(me, -1)
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entity_setActivation(me, AT_CLICK, 64, 256)
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entity_initSkeletal(me, "FleshSwitch")
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entity_animate(me, "idle", LOOP_INF)
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v.bone_orb = entity_getBoneByName(me, "Orb")
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end
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function postInit(me)
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debugLog("postInit")
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if entity_isFlag(me, v.CURRENTSWITCH_ON) then
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entity_setState(me, STATE_ON)
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elseif entity_isFlag(me, v.CURRENTSWITCH_OFF) then
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entity_setState(me, STATE_OFF)
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end
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end
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local function setGroupState(me, state)
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if entity_getGroupID(me) ~= 0 then
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local iter = 0
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local ent = getEntityInGroup(entity_getGroupID(me), iter)
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while (ent ~= 0) do
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--debugLog("Looping thru group")
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if not (ent == me) then
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if not entity_isState(ent, state) then
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entity_setState(ent, state)
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end
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end
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iter = iter + 1
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ent = getEntityInGroup(entity_getGroupID(me), iter)
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end
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end
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end
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function enterState(me, state)
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if entity_isState(me, STATE_ON) then
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debugLog("setting on")
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entity_animate(me, "open")
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--entity_setNodeGroupActive(me, 0, true)
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local node = getNearestNodeByType(entity_x(me), entity_y(me), PATH_CURRENT)
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if node ~= 0 then
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debugLog("found node, setting")
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node_setActive(node, true)
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else
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debugLog("did not find node")
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end
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entity_setFlag(me, v.CURRENTSWITCH_ON)
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-- turn other switches off
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setGroupState(me, STATE_OFF)
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--bone_setColor(v.bone_orb, 0, 1, 0, 0.5)
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--entity_setColor(me, 0, 1, 0, 0)
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elseif entity_isState(me, STATE_OFF) then
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debugLog("setting off")
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entity_animate(me, "close")
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--entity_setNodeGroupActive(me, 0, false)
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local node = getNearestNodeByType(entity_x(me), entity_y(me), PATH_CURRENT)
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if node ~= 0 then
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node_setActive(node, false)
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end
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entity_setFlag(me, v.CURRENTSWITCH_OFF)
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-- turn other switches on
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setGroupState(me, STATE_ON)
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--bone_setColor(v.bone_orb, 1, 0, 0, 0.5)
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--entity_setColor(me, 1, 0, 0, 0)
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end
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end
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function activate(me)
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if entity_isFlag(me, v.CURRENTSWITCH_OFF) then
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debugLog("setting stateon")
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entity_setState(me, STATE_ON)
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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 update(me)
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end
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