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Move scripts to files, to make automated overriding easier
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320
files/scripts/entities/ubervinecommon.lua
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320
files/scripts/entities/ubervinecommon.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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-- SPORE SEED
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v.growEmitter = 0
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v.done = false
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v.lifeTime = 0
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v.n = 0
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v.limited = false
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function v.commonInit(me, lim)
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setupEntity(me)
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entity_initSkeletal(me, "UberVine")
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entity_setEntityLayer(me, -1)
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entity_setCollideRadius(me, 0)
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entity_setState(me, STATE_IDLE)
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--entity_setInternalOffset(me, 0, -256)
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entity_setInternalOffset(me, 0, -200)
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entity_setDamageTarget(me, DT_AVATAR_VINE, false)
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v.lifeTime = 15
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entity_alpha(me, 0)
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entity_alpha(me, 1, 0.3)
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entity_scale(me, 1, 0)
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entity_scale(me, 1, 1, 0.2)
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--[[
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entity_scale(me, 1, 0.9)
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entity_scale(me, 1, 1, 0.5, 0, 0, 1)
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]]--
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entity_clampToSurface(me)
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entity_animate(me, "idle", 0, 0, 0)
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entity_setCullRadius(me, 1024)
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entity_generateCollisionMask(me)
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entity_setHealth(me, 8)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_BITE, false)
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entity_setDamageTarget(me, DT_AVATAR_PETBITE, false)
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entity_sound(me, "UberVineGrow")
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v.limited = lim
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end
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function postInit(me)
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v.n = getNaija()
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entity_clampToSurface(me)
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entity_rotateToSurfaceNormal(me)
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if v.limited then
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entity_ensureLimit(me, 3, STATE_DONE)
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end
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end
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function songNote(me, note)
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end
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function shotHitEntity(me, ent, shot)
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--debugLog("shot hit entity!")
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local sx, sy = entity_getScale(me)
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local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
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local len = 400*sy*sy2
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local x1, y1 = entity_getPosition(me)
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local fx, fy = entity_getNormal(me)
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local x2 = x1 + fx*len
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local y2 = y1 + fy*len
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local doFall = false
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if entity_getEntityType(ent) ~= ET_NEUTRAL and ent ~= me and entity_isDamageTarget(ent, DT_AVATAR_VINE) and eisv(ent, EV_VINEPUSH, 1) then
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local doIt = true
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local dmg = 1
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if entity_getEntityType(ent) == ET_AVATAR then
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if isForm(FORM_NATURE) then
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dmg = 0
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if avatar_isLockable() then
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return
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end
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end
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doFall = true
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end
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if doIt then
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--[[
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if entity_collideCircleVsLine(ent, x1,y1,x2,y2,32) then
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if doFall then
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avatar_fallOffWall()
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end
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local cx, cy = getLastCollidePosition()
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local dx = entity_x(ent) - cx
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local dy = entity_y(ent) - cy
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if dx ~= 0 or dy ~= 0 then
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dx, dy = vector_setLength(dx, dy, 500)
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--entity_push(ent, dx, dy, 0.1)
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entity_addVel(ent, dx, dy)
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end
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end
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]]--
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local dx = 0
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local dy = 0
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if entity_isAnimating(me) then
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dx = entity_x(ent) - entity_x(me)
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dy = entity_y(ent) - entity_y(me)
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if doFall then
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avatar_fallOffWall()
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end
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else
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local cx, cy = shot_getPosition(shot)
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dx = entity_x(ent) - cx
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dy = entity_y(ent) - cy
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end
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if dx ~= 0 or dy ~= 0 then
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--debugLog("push!")
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dx, dy = vector_setLength(dx, dy, 2000)
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entity_addVel(ent, dx, dy)
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--entity_warpLastPosition(ent)
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--entity_push(ent, dx, dy, 5000, 1)
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end
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end
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end
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end
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v.spawnDelay = 0
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local function spawnShots(me)
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if v.spawnDelay == 0 then
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local sx, sy = entity_getScale(me)
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local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
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local len = 400*sy*sy2
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local x1, y1 = entity_getPosition(me)
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local fx, fy = entity_getNormal(me)
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local x2 = x1 + fx*len
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local y2 = y1 + fy*len
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local bit = len/4
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local totlen = 0
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while totlen < len do
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local px = x1 + fx*totlen
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local py = y1 + fy*totlen
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local s = createShot("Vine", me, 0, px, py)
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totlen = totlen + bit
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end
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v.spawnDelay = 0.5
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end
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end
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function update(me, dt)
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if not entity_isAnimating(me) and v.limited and isFlag(FLAG_NAIJA_FIRSTVINE, 0) and entity_isEntityInRange(me, v.n, 600) then
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emote(EMOTE_NAIJALAUGH)
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setFlag(FLAG_NAIJA_FIRSTVINE, 1)
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end
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if v.spawnDelay > 0 then
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v.spawnDelay = v.spawnDelay - dt
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if v.spawnDelay < 0 then
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v.spawnDelay = 0
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end
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end
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if v.done and not entity_isAnimating(me) then
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entity_scale(me, 1, 0, 0.2)
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entity_delete(me, 0.2)
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end
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if not v.done then
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entity_handleShotCollisionsSkeletal(me)
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v.lifeTime = v.lifeTime - dt
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if v.lifeTime < 0 then
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--entity_delete(me, 0.2)
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entity_animate(me, "shrink")
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v.done = true
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entity_sound(me, "UberVineShrink")
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end
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spawnShots(me)
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--if isForm(FORM_NATURE) then
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local bone = entity_collideSkeletalVsCircle(me, v.n)
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--[[
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if bone ~= 0 then
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debugLog(string.format("collided with bone named [%s] idx[%d]", bone_getName(bone), bone_getIndex(bone)))
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end
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]]--
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if isForm(FORM_NATURE) and avatar_isLockable() and bone ~= 0 and bone_getIndex(bone) == 0 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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if bone ~= 0 then
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if entity_isAnimating(me) then
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entity_moveTowards(v.n, entity_x(me), entity_y(me), 1, -1000)
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avatar_fallOffWall()
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else
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local bx, by = bone_getWorldPosition(bone)
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entity_moveTowards(v.n, bx, by, 1, -1000)
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if not isForm(FORM_NATURE) then
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entity_damage(v.n, me, 0.25, DT_AVATAR_VINE)
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end
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end
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--entity_doCollisionAvoidance(v.n, 1, 5, 1)
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--[[
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local cx, cy = getLastCollidePosition()
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local dx = entity_x(v.n) - cx
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local dy = entity_y(v.n) - cy
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if dx ~= 0 or dy ~= 0 then
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dx, dy = vector_setLength(dx, dy, 500)
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--entity_push(ent, dx, dy, 0.1)
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entity_addVel(v.n, dx, dy)
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end
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]]--
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end
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end
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--[[
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if true then
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local sx, sy = entity_getScale(me)
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local sx2, sy2 = bone_getScale(entity_getBoneByIdx(me, 0))
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local len = 400*sy*sy2
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local x1, y1 = entity_getPosition(me)
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local fx, fy = entity_getNormal(me)
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local x2 = x1 + fx*len
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local y2 = y1 + fy*len
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local doFall = false
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local ent = getFirstEntity()
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while ent~=0 do
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if entity_getEntityType(ent) ~= ET_NEUTRAL and ent ~= me and entity_isDamageTarget(ent, DT_AVATAR_VINE) then
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local doIt = true
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local dmg = 1
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if entity_getEntityType(ent) == ET_AVATAR then
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if isForm(FORM_NATURE) then
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dmg = 0
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if avatar_isBursting() then
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doIt = false
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end
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end
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doFall = true
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end
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if doIt then
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if entity_collideCircleVsLine(ent, x1,y1,x2,y2,32) then
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if doFall then
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avatar_fallOffWall()
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end
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if dmg ~= 0 then
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entity_damage(ent, me, dmg, DT_AVATAR_VINE)
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end
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local cx, cy = getLastCollidePosition()
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local dx = entity_x(ent) - cx
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local dy = entity_y(ent) - cy
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if dx ~= 0 or dy ~= 0 then
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dx, dy = vector_setLength(dx, dy, 500)
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--entity_push(ent, dx, dy, 0.1)
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entity_addVel(ent, dx, dy)
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end
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end
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end
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end
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ent = getNextEntity()
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end
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end
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]]--
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--[[
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if not entity_isNearObstruction(me, 3) then
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v.done = true
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end
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]]--
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end
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end
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function hitSurface(me)
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end
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function enterState(me)
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if entity_isState(me, STATE_DONE) then
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debugLog("VINE DONE")
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v.done = true
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entity_scale(me, 1, 0, 0.2)
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entity_delete(me, 0.2)
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entity_sound(me, "UberVineShrink")
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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 exitState(me)
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end
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