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Move scripts to files, to make automated overriding easier
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75
files/scripts/entities/orbholder.lua
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75
files/scripts/entities/orbholder.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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-- orb holder
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v.energyOrb = 0
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v.openedDoors = false
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v.savedOrb = false
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function init(me)
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setupEntity(me, "OrbHolder", -2)
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entity_setActivationType(me, AT_NONE)
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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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if entity_getState(me)==STATE_IDLE then
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if v.energyOrb == 0 then
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local orb = entity_getNearestEntity(me, "EnergyOrb")
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if orb ~=0 then
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if entity_isEntityInRange(me, orb, 64) then
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entity_setWeight(orb, 0)
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entity_clearVel(orb)
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v.energyOrb = orb
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entity_setProperty(orb, EP_MOVABLE, false)
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end
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end
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else
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entity_clearVel(v.energyOrb)
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entity_setPosition(v.energyOrb, entity_x(me), entity_y(me))
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if not v.openedDoors and entity_isState(v.energyOrb, STATE_CHARGED) then
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v.openedDoors = true
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local node = entity_getNearestNode(me)
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node_activate(node)
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end
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if not v.savedOrb and entity_isState(v.energyOrb, STATE_IDLE) then
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local node = entity_getNearestNode(me)
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node_activate(node)
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v.savedOrb = true
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end
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if v.openedDoors and entity_isState(v.energyOrb, STATE_IDLE) then
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v.openedDoors = false
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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 enterState(me)
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if entity_getState(me)==STATE_IDLE then
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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 hitSurface(me)
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end
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