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Move scripts to files, to make automated overriding easier
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186
files/scripts/entities/naijaswarmercommon.lua
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186
files/scripts/entities/naijaswarmercommon.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.minCap = 400
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v.maxCap = 700
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v.cap = v.minCap
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v.body = 0
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v.glow = 0
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v.singingDelay = 0
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v.curNote = 0
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v.singing = false
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function v.commonInit(me, tex)
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v.add = math.random(50)
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setupEntity(me)
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entity_setEntityType(me, ET_ENEMY)
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entity_initSkeletal(me, "minnow")
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--entity_setTexture(me, "title/minnow")
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entity_setAllDamageTargets(me, false)
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v.body = entity_getBoneByName(me, "Body")
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v.glow = entity_getBoneByName(me, "Glow")
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if tex ~= "" then
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bone_setTexture(v.body, tex)
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end
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if chance(50) then
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entity_setEntityLayer(me, 0)
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else
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entity_setEntityLayer(me, 1)
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end
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--entity_setEntityLayer(me, -1)
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--entity_alpha(me, 0.5)
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bone_alpha(v.body, 0.5)
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entity_setState(me, STATE_IDLE)
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esetv(me, EV_LOOKAT, 0)
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bone_setBlendType(v.glow, BLEND_ADD)
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bone_alpha(v.glow, 0)
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bone_scale(v.glow, 2, 2)
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bone_scale(v.glow, 4, 4, 1, -1, 1)
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entity_addRandomVel(me, 600)
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esetv(me, EV_LOOKAT, 0)
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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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v.cap = v.cap - dt*400
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if v.cap < v.minCap then
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v.cap = v.minCap
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end
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local add = v.add
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if v.singing and avatar_isBursting() then
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v.cap = v.maxCap
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add = 600
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end
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--entity_doCollisionAvoidance(me, dt, 4, 0.5)
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entity_doCollisionAvoidance(me, dt, 5, 0.5)
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--local x, y = getMouseWorldPos()
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if v.singing then
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local x, y = entity_getPosition(v.n)
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entity_moveTowards(me, x, y, dt, 300+add)
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entity_doEntityAvoidance(me, dt, 32, 0.5)
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if v.singingDelay > 0 then
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v.singingDelay = v.singingDelay - dt
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if v.singingDelay < 0 then
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v.singing = false
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end
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end
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else
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local ent = entity_getNearestEntity(me, entity_getName(me), 256)
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if ent ~= 0 then
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local x, y = entity_getPosition(ent)
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entity_moveTowards(me, x, y, dt, 800+add)
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end
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entity_doEntityAvoidance(me, dt, 40, 0.5)
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--entity_doEntityAvoidance(me, dt, 32,
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end
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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vx, vy = vector_cap(vx, vy, v.cap)
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entity_clearVel(me)
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entity_addVel(me, vx, vy)
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entity_setPosition(me, entity_x(me) + entity_velx(me)*dt, entity_y(me)+entity_vely(me)*dt)
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--entity_updateMovement(me, dt)
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entity_rotateToVel(me)
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local len = vector_getLength(vx, vy)
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addInfluence(entity_x(me), entity_y(me), 16, len)
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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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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 false
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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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v.curNote = note
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v.singing = true
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v.singingDelay = 0
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local r, g, b = getNoteColor(note)
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bone_alpha(v.glow, 0.5, 1)
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bone_setColor(v.glow, r, g, b, 1)
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end
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function songNoteDone(me, note)
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if note == v.curNote then
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v.singingDelay = 3
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bone_alpha(v.glow, 0, 4)
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bone_setColor(v.glow, 1, 1, 1, 4)
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end
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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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