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Move scripts to files, to make automated overriding easier
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140
files/scripts/entities/splitter2.lua
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140
files/scripts/entities/splitter2.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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-- ================================================================================================
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-- M O N E Y E
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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v.orient = ORIENT_LEFT
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v.orientTimer = 0
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v.swimTime = 0.75
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v.swimTimer = v.swimTime - v.swimTime/4
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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function init(me)
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setupBasicEntity(me,
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"", -- texture
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4, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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28, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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1, -- 0/1 hit other entities off/on (uses collideRadius)
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2000 -- updateCull -1: disabled, default: 4000
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)
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-- entity_initPart(partName, partTexture, partPosition, partFlipH, partFlipV,
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-- partOffsetInterpolateTo, partOffsetInterpolateTime
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entity_initSkeletal(me, "Splitter2")
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entity_animate(me, "idle", -1)
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entity_scale(me, 0.8, 0.8)
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v.flipper = entity_getBoneByName(me, "Flipper1")
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bone_setSegs(v.flipper, 16, 2, 0.2, 0.4, 0, -0.05, 8, 0)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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--entity_setMaxSpeed(me, 1000)
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end
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function update(me, dt)
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dt = dt * 1.5
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local amt = 400
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entity_touchAvatarDamage(me, 16, 1, 1200)
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entity_handleShotCollisions(me)
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if not entity_hasTarget(me) then
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entity_findTarget(me, 500)
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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v.swimTimer = v.swimTimer - v.swimTime
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if v.orient == ORIENT_LEFT then
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entity_addVel(me, -amt, 0)
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v.orient = ORIENT_UP
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elseif v.orient == ORIENT_UP then
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entity_addVel(me, 0, -amt)
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v.orient = ORIENT_RIGHT
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elseif v.orient == ORIENT_RIGHT then
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entity_addVel(me, amt, 0)
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v.orient = ORIENT_DOWN
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elseif v.orient == ORIENT_DOWN then
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entity_addVel(me, 0, amt)
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v.orient = ORIENT_LEFT
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end
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--entity_rotateToVel(me, 0.2)
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v.orientTimer = v.orientTimer + dt
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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end
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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else
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v.swimTimer = v.swimTimer + dt
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if v.swimTimer > v.swimTime then
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entity_moveTowardsTarget(me, 1, amt)
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if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, 1, 6, 0.5)
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end
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entity_doEntityAvoidance(me, 1, 256, 0.2)
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--entity_rotateToVel(me, 0.2)
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v.swimTimer = v.swimTimer - v.swimTime
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else
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entity_moveTowardsTarget(me, dt, 100)
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entity_doEntityAvoidance(me, dt, 64, 0.1)
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--if not entity_isNearObstruction(getNaija(), 8) then
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entity_doCollisionAvoidance(me, dt, 6, 0.5)
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--end
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end
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entity_findTarget(me, 800)
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end
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entity_doFriction(me, dt, 500)
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entity_updateMovement(me, dt)
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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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entity_setMaxSpeed(me, 400)
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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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v.orient = v.orient + 1
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end
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