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Move scripts to files, to make automated overriding easier
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204
files/scripts/entities/energybarrier.lua
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204
files/scripts/entities/energybarrier.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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-- energy barrier
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v.init_x = 0
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v.init_y = 0
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v.dist = 700
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v.lastRot = -1
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v.topy=0
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v.btmy=0
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v.leftx=0
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v.rightx=0
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v.halfWidth = 32
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v.flicker = false
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local FLICKER_TIME1 = 1.2
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local FLICKER_TIME2 = 1.0
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v.flickerTimer = FLICKER_TIME1
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v.orient = ORIENT_NONE
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function v.commonInit(me)
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setupEntity(me, "EnergyBarrier", 1)
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entity_setActivationType(me, AT_NONE)
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entity_setUpdateCull(me, 1024)
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entity_alpha(me, 0)
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entity_setAllDamageTargets(me, false)
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end
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function update(me, dt)
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local adjust = 25
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if entity_getRotation(me) ~= v.lastRot then
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v.lastRot = entity_getRotation(me)
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if entity_getRotation(me) < 90 then
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v.topy = findWall(entity_x(me), entity_y(me), 0, -1)
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v.btmy = findWall(entity_x(me), entity_y(me), 0, 1)
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v.leftx = entity_x(me)-v.halfWidth
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v.rightx = entity_x(me)+v.halfWidth
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v.orient = ORIENT_VERTICAL
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v.topy = v.topy + adjust
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v.btmy = v.btmy - adjust
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entity_setWidth(me, v.rightx-v.leftx)
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entity_setHeight(me, v.btmy-v.topy)
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elseif entity_getRotation(me) < 180 then
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v.leftx = findWall(entity_x(me), entity_y(me), -1, 0)
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v.rightx = findWall(entity_x(me), entity_y(me), 1, 0)
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v.topy = entity_y(me)-v.halfWidth
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v.btmy = entity_y(me)+v.halfWidth
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v.orient = ORIENT_HORIZONTAL
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v.leftx = v.leftx + adjust
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v.rightx = v.rightx - adjust
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entity_setHeight(me, v.rightx-v.leftx)
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entity_setWidth(me, v.btmy-v.topy)
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end
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end
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if entity_isState(me, STATE_PULSE) then
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v.pulseTimer = v.pulseTimer - dt
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if v.pulseTimer < 0 then
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entity_setState(me, STATE_OFF)
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end
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end
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if entity_isState(me, STATE_FLICKER) then
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v.flickerTimer = v.flickerTimer - dt
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if v.flickerTimer < 0 then
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if v.flicker == false then
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v.flickerTimer = FLICKER_TIME1
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elseif v.flicker == true then
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v.flickerTimer = FLICKER_TIME2
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end
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if v.flicker then
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entity_alpha(me, 0, 0.1)
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v.flicker = false
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--setSceneColor(1, 1, 1, 0.5)
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else
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entity_playSfx(me, "FizzleBarrier")
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if entity_getRotation(me) == 0 then
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spawnParticleEffect("EnergyBarrierFlicker", entity_x(me), entity_y(me))
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else
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spawnParticleEffect("EnergyBarrierFlicker2", entity_x(me), entity_y(me))
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end
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entity_alpha(me, 1, 0.1)
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v.flicker = true
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--setSceneColor(1, 0.5, 0.5, 0.5)
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end
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end
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end
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if entity_isState(me, STATE_IDLE)
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or (entity_isState(me, STATE_FLICKER) and v.flicker==true)
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or entity_isState(me, STATE_PULSE)
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then
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--debugLog("state is idle")
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local e = getFirstEntity()
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while e ~= 0 do
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--debugLog("Found an entity")
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if (entity_getEntityType(e)==ET_ENEMY or entity_getEntityType(e)==ET_AVATAR)
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and not entity_isProperty(e, EP_MOVABLE) and not entity_isDead(e) and entity_getCollideRadius(e) > 0 and not eisv(e, EV_TYPEID, EVT_PET) then
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--debugLog("Found an enemy / the player")
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if entity_x(e) >= v.leftx and entity_x(e) <= v.rightx
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and entity_y(e) >= v.topy and entity_y(e) <= v.btmy then
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if v.orient == ORIENT_VERTICAL then
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if entity_x(e) > entity_x(me) then
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entity_push(e, 1000, entity_vely(e), 0.5, 1000)
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else
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entity_push(e, -1000, entity_vely(e), 0.5, 1000)
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end
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elseif v.orient == ORIENT_HORIZONTAL then
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if entity_y(e) > entity_y(me) then
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entity_push(e, entity_velx(e), 1000, 0.5, 1000)
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else
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entity_push(e, entity_velx(e), -1000, 0.5, 1000)
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end
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end
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spawnParticleEffect("HitEnergyBarrier", entity_x(e), entity_y(e))
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if entity_getEntityType(e) == ET_AVATAR then
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debugLog("hit avatar")
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entity_damage(e, me, 1)
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else
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entity_damage(e, me, 2)
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end
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end
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end
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e = getNextEntity()
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end
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end
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--[[
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if not entity_isState(me, STATE_OPENED) and not entity_isState(me, STATE_OPEN) then
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init_x = entity_x(me)
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init_y = entity_y(me)
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end
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if entity_getState(me)==STATE_OPEN then
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--reconstructGrid()
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if not entity_isInterpolating(me) then
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entity_setState(me, STATE_OPENED)
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end
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end
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]]--
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end
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function enterState(me)
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if entity_isState(me, STATE_DISABLED) then
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entity_alpha(me, 0)
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elseif entity_isState(me, STATE_PULSE) then
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entity_alpha(me, 1, 0.1)
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spawnParticleEffect("EnergyBarrierFlicker", entity_x(me), entity_y(me))
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v.pulseTimer = 1
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elseif entity_isState(me, STATE_OFF) then
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entity_alpha(me, 0, 0.1)
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end
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--[[
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if entity_isState(me, STATE_OPEN) then
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if entity_getRotation(me)==0 then
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entity_interpolateTo(me, init_x, init_y-dist, 2)
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elseif entity_getRotation(me) == 90 then
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entity_interpolateTo(me, init_x+dist, init_y, 2)
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elseif entity_getRotation(me) == 270 then
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entity_interpolateTo(me, init_x-dist, init_y, 2)
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end
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elseif entity_isState(me, STATE_OPENED) then
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if entity_getRotation(me)==0 then
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entity_setPosition(me, init_x, init_y-dist)
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elseif entity_getRotation(me) == 90 then
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entity_setPosition(me, init_x+dist, init_y)
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elseif entity_getRotation(me) == 270 then
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entity_setPosition(me, init_x-dist, init_y)
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end
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reconstructGrid()
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end
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]]--
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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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