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Move scripts to files, to make automated overriding easier
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247
files/scripts/entities/energygodspirit.lua
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247
files/scripts/entities/energygodspirit.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.curNote = -1
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v.noteTimer = 0
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v.delayTime = 2
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v.delay = v.delayTime
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v.attackDelay = 0
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v.noteQuad = 0
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v.holdingNote = false
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v.maxHits = 6
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v.hits = v.maxHits
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local STATE_HURT = 1000
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local STATE_SING = 1001
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_setTexture(me, "particles/lines")
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entity_setAllDamageTargets(me, false)
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entity_rotate(me, 360, 1, -1)
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entity_scale(me, 1.5, 1.5, 2, -1, 1, 1)
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entity_setCollideRadius(me, 32)
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entity_setState(me, STATE_IDLE)
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entity_setBlendType(me, BLEND_ADD)
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for i=0,7 do
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loadSound(getNoteName(i, "low-"))
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end
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entity_addVel(me, randVector(500))
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entity_setMaxSpeed(me, 300)
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entity_alpha(me, 0)
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loadSound("energyboss-die")
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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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playSfx("spirit-enter")
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entity_alpha(me, 1, 1.5)
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playMusic("ancienttest")
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end
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function update(me, dt)
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entity_updateMovement(me, dt)
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entity_doCollisionAvoidance(me, dt, 10, 0.2)
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if entity_isState(me, STATE_IDLE) then
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v.delay = v.delay - dt
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if v.delay < 0 then
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v.delay = v.delayTime
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entity_setState(me, STATE_SING)
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end
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end
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if entity_isState(me, STATE_SING) then
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if v.holdingNote then
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v.noteTimer = v.noteTimer + dt
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if v.noteTimer > 1 then
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-- hit it!
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v.holdingNote = false
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entity_setState(me, STATE_HURT)
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end
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end
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if v.noteQuad ~= 0 then
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quad_setPosition(v.noteQuad, entity_x(me), entity_y(me))
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end
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end
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if entity_isState(me, STATE_ATTACK) then
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entity_doEntityAvoidance(me, dt, 128, 0.2)
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v.attackDelay = v.attackDelay + (dt * (1.0-(v.hits/v.maxHits))*3)
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if v.attackDelay > 1 then
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local s = createShot("energygodspirit", me, v.n, entity_x(me), entity_y(me))
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v.attackDelay = 0
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end
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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, "idle", -1)
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elseif entity_isState(me, STATE_HURT) then
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entity_setMaxSpeedLerp(me, 4)
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entity_setMaxSpeedLerp(me, 1, 5)
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entity_addVel(me, randVector(500))
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playSfx("secret")
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playSfx("energyorbcharge")
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entity_setStateTime(me, 3)
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if v.hits == 1 then
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entity_setStateTime(me, 0.5)
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end
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v.curNote = -1
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spawnParticleEffect("energygodspirithit", entity_x(me), entity_y(me))
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entity_heal(v.n, 0.5)
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setSceneColor(0.5, 0.5, 1, 0.5)
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entity_setMaxSpeed(me, entity_getMaxSpeed(me)+50)
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elseif entity_isState(me, STATE_SING) then
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entity_setStateTime(me, 5)
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v.curNote = getRandNote()
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local r, g, b = getNoteColor(v.curNote)
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entity_color(me, r*0.9 + 0.1, g*0.9 + 0.1, b*0.9 + 0.1, 1)
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playSfx(getNoteName(v.curNote, "low-"))
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local t = 6
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v.noteQuad = createQuad(string.format("Song/NoteSymbol%d", v.curNote), 6)
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quad_alphaMod(v.noteQuad, 0.2)
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quad_scale(v.noteQuad, 1, 1)
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quad_scale(v.noteQuad, 3, 3, t, 0, 0, 1)
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quad_setPosition(v.noteQuad, entity_x(me), entity_y(me))
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quad_setBlendType(v.noteQuad, BLEND_ADD)
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quad_delete(v.noteQuad, t)
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setSceneColor(r*0.5 + 0.5, g*0.5 + 0.5, b*0.5 + 0.5, 1)
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shakeCamera(4, 3)
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elseif entity_isState(me, STATE_ATTACK) then
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entity_setMaxSpeedLerp(me, 4)
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entity_addVel(me, randVector(800))
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--entity_moveTowardsTarget(me, 800, 1)
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entity_setMaxSpeedLerp(me, 1, 5)
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entity_setStateTime(me, 4)
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setSceneColor(1, 0.5, 0.5, 1)
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v.attackDelay = 0
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elseif entity_isState(me, STATE_DEATHSCENE) then
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_SING) then
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entity_color(me, 1, 1, 1, 1)
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--voice("laugh1")
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entity_setState(me, STATE_ATTACK)
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if v.noteQuad ~= 0 then
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quad_delete(v.noteQuad, 1)
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v.noteQuad = 0
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end
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elseif entity_isState(me, STATE_ATTACK) then
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entity_setState(me, STATE_IDLE)
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elseif entity_isState(me, STATE_HURT) then
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v.hits = v.hits - 1
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if v.hits <= 0 then
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setFlag(FLAG_ENERGYGODENCOUNTER, 2)
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entity_damage(me, v.n, 10000)
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setSceneColor(1, 1, 1, 5)
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fadeOutMusic(6)
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shakeCamera(10, 4)
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cam_toEntity(me)
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shakeCamera(10, 4)
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watch(4)
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spawnParticleEffect("energygodspirithit", entity_x(me), entity_y(me))
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playSfx("energyboss-die")
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shakeCamera(15, 2)
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watch(2)
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playSfx("spirit-enter")
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shakeCamera(20, 2)
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watch(2)
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cam_toEntity(getNaija())
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local node = entity_getNearestNode(me, "energygodencounter")
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if node ~= 0 then
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node_activate(node)
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end
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else
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entity_setState(me, STATE_ATTACK)
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end
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end
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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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if v.curNote == note then
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v.holdingNote = true
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v.noteTimer = 0
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end
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end
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function songNoteDone(me, note)
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v.holdingNote = false
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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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