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Move scripts to files, to make automated overriding easier
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149
files/scripts/entities/breakablecommon.lua
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149
files/scripts/entities/breakablecommon.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.file = ""
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v.entToSpawn = ""
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v.ingToSpawn = ""
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v.amount = 0
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v.breakSound = ""
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v.spawnTimes = 1
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v.sfxVol = 1
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function v.commonInit(me, fle, cr, h, num, snd, ignoreSets, stimes, svol)
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if svol and svol ~= 0 then
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v.sfxVol = svol
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end
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setupEntity(me)
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v.breakSound = snd
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entity_setTexture(me, fle)
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entity_setEntityType(me, ET_ENEMY)
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entity_setCollideRadius(me, cr)
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entity_setHealth(me, h)
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entity_setDeathScene(me, true)
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entity_setDeathSound(me, "")
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v.file = fle
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v.numSpawn = num
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entity_setEatType(me, EAT_NONE)
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entity_setState(me, STATE_IDLE)
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entity_setUpdateCull(me, 3000)
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if not ignoreSets then
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local n1 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETING)
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if n1 ~= 0 and node_isEntityIn(n1, me) then
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v.ingToSpawn = node_getContent(n1)
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v.amount = node_getAmount(n1) if v.amount == 0 then v.amount = 1 end
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else
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local n2 = getNearestNodeByType(entity_x(me), entity_y(me), PATH_SETENT)
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if n2 ~= 0 and node_isEntityIn(n2, me) then
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v.entToSpawn = node_getContent(n2)
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v.amount = node_getAmount(n2) if v.amount == 0 then v.amount = 1 end
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end
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end
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end
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esetv(me, EV_TYPEID, EVT_CONTAINER)
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v.spawnTimes = stimes
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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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end
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function update(me, dt)
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entity_handleShotCollisions(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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elseif entity_isState(me, STATE_DEAD) then
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if v.ingToSpawn ~= "" or v.entToSpawn ~= "" then
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playSfx("secret", 0, 0.7)
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end
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elseif entity_isState(me, STATE_DEATHSCENE) then
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spawnParticleEffect("SmallBubbleExplosion", entity_getPosition(me))
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for i=1,v.spawnTimes do
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for i=1,v.numSpawn do
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debugLog("Spawning")
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local e = createEntity("BrokenPiece", "", entity_x(me), entity_y(me))
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local str = string.format("%s-000%d", v.file, i)
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--debugLog(str)
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entity_setTexture(e, str)
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end
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end
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entity_setStateTime(me, 0.1)
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if v.ingToSpawn ~= "" then
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for i=1,v.amount do
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spawnIngredient(v.ingToSpawn, entity_x(me), entity_y(me))
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end
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elseif v.entToSpawn ~= "" then
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for i=1,v.amount do
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createEntity(v.entToSpawn, "", entity_x(me), entity_y(me))
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end
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end
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entity_alpha(me, 0, 0.1)
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entity_setStateTime(me, 0.1)
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playSfx(v.breakSound, 0, v.sfxVol)
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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 true
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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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