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Move scripts to files, to make automated overriding easier
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230
files/scripts/entities/darkjellyfg.lua
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230
files/scripts/entities/darkjellyfg.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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-- DARK JELLY
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v.blupTimer = 0
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v.dirTimer = 0
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v.blupTime = 3.0
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v.sz = 1.0
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v.dir = 0
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local MOVE_STATE_UP = 0
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local MOVE_STATE_DOWN = 1
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local MOVE_STATE_AWAY = 2
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v.moveState = 0
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v.moveTimer = 0
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v.velx = 0
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v.waveDir = 1
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v.waveTimer = 0
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v.soundDelay = 0
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v.glows = nil
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v.n = 0
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v.seen = false
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local function doIdleScale(me)
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entity_scale(me, 1*v.sz, 1.05*v.sz)
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entity_scale(me, 1.1*v.sz, 0.95*v.sz, v.blupTime, -1, 1, 1)
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end
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function init(me)
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v.glows = {}
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setupBasicEntity(
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me,
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"", -- texture
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60, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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0, -- 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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0
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)
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entity_initSkeletal(me, "DarkJelly", "DarkJellyFG")
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entity_setEntityType(me, ET_NEUTRAL)
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entity_setEntityLayer(me, 0)
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--entity_initHair(me, 64, 16, 128, "DarkJelly/Tentacles")
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doIdleScale(me)
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entity_exertHairForce(me, 0, 400, 1)
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entity_setState(me, STATE_IDLE)
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--entity_setCullRadius(me, -3)
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entity_setCull(me, false)
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bone_setSegs(entity_getBoneByName(me, "Tentacles"), 4, 32, 0.6, 0.6, -0.028, 0, 0.75, 0)
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--[[
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for i=1,4 do
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v.glows[i] = entity_getBoneByName(me, string.format("Glow%d", i))
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bone_alpha(v.glows[i], 0.5)
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bone_alpha(v.glows[i], 1, 1, -1, 1, 1)
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bone_update(v.glows[i], i*0.25)
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end
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]]--
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entity_setCollideRadius(me, 160)
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entity_setInternalOffset(me, 0, 64)
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entity_generateCollisionMask(me)
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end
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function postInit(me)
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v.n = getNaija()
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entity_update(me, math.random(100)/100.0)
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end
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function update(me, dt)
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--dt = dt * 1.5
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local sx,sy = entity_getScale(me)
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v.moveTimer = v.moveTimer - dt
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if v.moveTimer < 0 then
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if v.moveState == MOVE_STATE_DOWN then
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v.moveState = MOVE_STATE_UP
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entity_setMaxSpeedLerp(me, 1.5, 0.2)
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--entity_scale(me, 0.75, 1, 1, 1, 1)
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v.moveTimer = 3 + math.random(200)/100.0
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--entity_sound(me, "JellyBlup")
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elseif v.moveState == MOVE_STATE_UP then
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v.velx = math.random(400)+100
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if math.random(2) == 1 then
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v.velx = -v.velx
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end
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v.moveState = MOVE_STATE_DOWN
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entity_setMaxSpeedLerp(me, 1, 1)
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v.moveTimer = 5 + math.random(200)/100.0 + math.random(3)
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else
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v.moveState = MOVE_STATE_DOWN
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end
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end
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v.waveTimer = v.waveTimer + dt
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if v.waveTimer > 2 then
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v.waveTimer = 0
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if v.waveDir == 1 then
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v.waveDir = -1
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else
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v.waveDir = 1
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end
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end
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if v.moveState == MOVE_STATE_UP then
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entity_addVel(me, v.velx*dt, -600*dt)
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entity_rotateToVel(me, 8)
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elseif v.moveState == MOVE_STATE_DOWN then
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entity_addVel(me, 0, 50*dt)
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entity_rotateTo(me, 0, 8)
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entity_exertHairForce(me, 0, 200, dt*0.6, -1)
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entity_doCollisionAvoidance(me, dt, 15, 1)
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--entity_doCollisionAvoidance(me, dt, 10, 0.5)
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elseif v.moveState == MOVE_STATE_AWAY then
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entity_rotateTo(me, 0, 8)
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end
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entity_doCollisionAvoidance(me, dt, 12, 2)
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--[[
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entity_doEntityAvoidance(me, dt, 32, 1.0)
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entity_doCollisionAvoidance(me, 1.0, 8, 1.0)
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entity_updateCurrents(me, dt)
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]]--
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entity_updateMovement(me, dt)
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entity_handleShotCollisions(me)
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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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local x, y = entity_getVectorToEntity(me, v.n, 1000)
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entity_addVel(v.n, x, y)
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end
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end
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if not v.seen and entity_isEntityInRange(me, v.n, 512) then
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emote(EMOTE_NAIJAWOW)
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v.seen = true
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end
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--[[
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local bx, by = bone_getWorldPosition(entity_getBoneByIdx(me, 0))
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entity_setHairHeadPosition(me, bx, by)
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entity_updateHair(me, dt*5)
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]]--
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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_setMaxSpeed(me, 40)
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entity_animate(me, "idle", LOOP_INF)
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end
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end
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function damage(me, attacker, bone, damageType, dmg, hx, hy)
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if entity_getBoneLockEntity(v.n) == me then
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if chance(25) then
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if chance(50) then
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emote(EMOTE_NAIJALAUGH)
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else
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emote(EMOTE_NAIJAGIGGLE)
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end
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end
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end
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entity_setHealth(me, 60)
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entity_setMaxSpeedLerp(me, 10)
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entity_setMaxSpeedLerp(me, 1, 10)
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v.moveState = MOVE_STATE_AWAY
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local vx = entity_x(me) - hx
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local vy = entity_y(me) - hy
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vx, vy = vector_setLength(vx, vy, 400)
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entity_addVel(me, vx, vy)
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entity_rotateToVel(me, 2)
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return true
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end
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function exitState(me)
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end
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