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Move scripts to files, to make automated overriding easier
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256
files/scripts/entities/greenseadragon.lua
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256
files/scripts/entities/greenseadragon.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.dir = 0
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v.dirTimer = 0
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v.attackDelay = 2
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v.fireDelay = 0
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v.n = 0
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v.dodgePhase = 0
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v.bone_body = 0
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v.rideTimer = 0
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v.maxRideTime = 20
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v.throwOffTimer = 0
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v.maxThrowOffTime = 15
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local STATE_THROWOFF = 1000
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v.roarDelay = 0
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v.aggro = 0
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v.firstSeen = true
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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64, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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32, -- collideRadius
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STATE_IDLE, -- initState
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0, -- sprite width
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0, -- sprite height
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0, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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3000
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)
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entity_initSkeletal(me, "GreenSeaDragon")
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entity_generateCollisionMask(me)
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entity_animate(me, "idle", LOOP_INF)
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entity_setMaxSpeed(me, 800)
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v.fireLoc = entity_getBoneByName(me, "FireLoc")
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bone_alpha(v.fireLoc)
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entity_setDeathParticleEffect(me, "GreenSeaDragonExplode")
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bone_setSegs(entity_getBoneByName(me, "Weeds1"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1)
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bone_setSegs(entity_getBoneByName(me, "Weeds2"), 2, 16, 0.5, 0.3, -0.018, 0, 12, 1)
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v.bone_body = entity_getBoneByName(me, "Body")
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entity_setCullRadius(me, 1024)
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loadSound("greenseadragon-die")
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loadSound("greenseadragon-roar")
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loadSound("greenseadragon-fire")
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entity_setDeathSound(me, "greenseadragon-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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end
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function dieNormal(me)
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if chance(5) then
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spawnIngredient("SpicyRoll", entity_getPosition(me))
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else
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if chance(10) then
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spawnIngredient("SpecialBulb", entity_getPosition(me))
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else
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if chance(10) then
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spawnIngredient("Poultice", entity_getPosition(me))
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else
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for i=1,3,1 do
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spawnIngredient("PlantLeaf", entity_getPosition(me))
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end
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end
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end
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end
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end
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function update(me, dt)
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--entity_handleShotCollisions(me)
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--entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
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if not isForm(FORM_FISH) then
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v.aggro = 1
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elseif isForm(FORM_FISH) and not entity_isEntityInRange(me, v.n, 1024) then
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v.aggro = 0
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end
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if v.firstSeen and entity_isTargetInRange(me, 800) then
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v.roarDelay = v.roarDelay - dt
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if v.roarDelay < 0 then
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playSfx("greenseadragon-roar")
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shakeCamera(6, 3)
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v.roarDelay = 5 + math.random(3)
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avatar_fallOffWall()
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end
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--v.firstSeen = false
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end
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--[[
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if dir == 0 then
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entity_addVel(me, -100*dt, 0)
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else
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entity_addVel(me, 100*dt, 0)
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end
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v.dirTimer = v.dirTimer - dt
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if v.dirTimer < 0 then
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v.dirTimer = 1
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if dir == 0 then
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dir = 1
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else
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dir = 0
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end
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end
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]]--
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v.dodgePhase = v.dodgePhase + dt
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if v.dodgePhase > 6 then
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v.dodgePhase = 0
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end
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if entity_isTargetInRange(me, 256)
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and v.aggro == 1 then
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entity_moveTowardsTarget(me, dt, -1000)
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elseif entity_isTargetInRange(me, 1024)
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and v.aggro == 1 then
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entity_moveTowardsTarget(me, dt, 500)
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end
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if v.dodgePhase > 3 then
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--entity_doSpellAvoidance(me, dt, 128, 0.5)
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end
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entity_doCollisionAvoidance(me, dt, 4, 1.0)
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if (math.abs(entity_x(v.n) - entity_x(me)) > 140) then
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entity_flipToEntity(me, v.n)
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end
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if entity_isState(me, STATE_IDLE)
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and v.aggro == 1 then
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v.attackDelay = v.attackDelay - dt
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if v.attackDelay < 0 then
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entity_setState(me, STATE_ATTACK)
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end
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elseif entity_isState(me, STATE_ATTACK) then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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v.fireDelay = 0.2
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local vx, vy = bone_getNormal(v.fireLoc)
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local x, y = bone_getWorldPosition(v.fireLoc)
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local s = createShot("GreenSeaDragon", me, entity_getTarget(me), x, y)
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shot_setAimVector(s, vx, vy)
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--local s = entity_fireAtTarget(me, "", 1, 100, 0, 3, 32, 0, 0, vx, vy, x, y)
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--shot_setNice(s, "Shots/HotEnergy", "HeatTrailSmall", "HeatHit")
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end
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elseif entity_isState(me, STATE_THROWOFF) then
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local range = 5 + v.throwOffTimer * 10
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if range > 30 then
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range = 30
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end
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entity_offset(me, math.random(range/2)-range, math.random(range/2)-range)
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v.throwOffTimer = v.throwOffTimer + dt * math.random(3)
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if v.throwOffTimer > v.maxThrowOffTime then
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avatar_fallOffWall()
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entity_moveTowards(v.n, entity_x(me), entity_y(me), 1, -2000)
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entity_moveTowards(me, entity_x(v.n), entity_y(v.n), 1, -1200)
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end
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end
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entity_updateMovement(me, dt)
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local ent = entity_getBoneLockEntity(v.n)
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if ent == me then
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v.rideTimer = v.rideTimer + dt
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if v.rideTimer > v.maxRideTime and not entity_isState(me, STATE_THROWOFF) then
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entity_setState(me, STATE_THROWOFF)
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end
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else
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if entity_isState(me, STATE_THROWOFF) then
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entity_setState(me, STATE_IDLE)
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end
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v.rideTimer = 0
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end
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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if avatar_isBursting() and bone == v.bone_body and entity_setBoneLock(v.n, me, bone) then
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else
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entity_touchAvatarDamage(me, entity_getCollideRadius(me), 0, 1000)
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end
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entity_handleShotCollisionsSkeletal(me)
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end
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function hitSurface(me)
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end
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function enterState(me, state)
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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_ATTACK) then
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entity_setStateTime(me, entity_animate(me, "attack"))
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v.attackDelay = 0.5 + math.random(150)/100.0
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v.fireDelay = 0.3
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elseif entity_isState(me, STATE_THROWOFF) then
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v.throwOffTimer = v.throwOffTimer - 5
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if v.throwOffTimer < 0 then
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v.throwOffTimer = 0
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end
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elseif entity_isState(me, STATE_DEAD) then
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shakeCamera(10, 3)
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end
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end
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function exitState(me, state)
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if entity_isState(me, STATE_ATTACK) then
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entity_setState(me, STATE_IDLE)
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end
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end
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function damage(me)
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v.rideTimer = v.rideTimer + 1.5
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v.aggro = 1
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return true
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end
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