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Move scripts to files, to make automated overriding easier
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files/scripts/maps/node_energytemple_firstslot.lua
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80
files/scripts/maps/node_energytemple_firstslot.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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function init(me)
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node_setCursorActivation(me, false)
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local door = node_getNearestEntity(me, "EnergyDoor")
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if door ~= 0 then
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debugLog("found door")
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if isFlag(FLAG_ENERGYGODENCOUNTER, 0) then
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entity_setState(door, STATE_OPENED)
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else
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if getFlag(FLAG_ENERGYSLOT_FIRST) > 0 then
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local orbHolder = node_getNearestEntity(me)
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local id = getFlag(FLAG_ENERGYSLOT_FIRST)
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local energyOrb = getEntityByID(id)
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if energyOrb ~=0 and orbHolder ~=0 then
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entity_setPosition(energyOrb, entity_x(orbHolder), entity_y(orbHolder))
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entity_setState(energyOrb, STATE_CHARGED)
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end
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local door = node_getNearestEntity(me, "EnergyDoor")
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if door ~= 0 then
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entity_setState(door, STATE_OPENED)
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end
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end
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end
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else
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debugLog("Could not find door")
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end
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--[[
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if getFlag(FLAG_ENERGYSLOT_MAINAREA) > 0 then
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local orbHolder = node_getNearestEntity(me)
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local id = getFlag(FLAG_ENERGYSLOT_MAINAREA)
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local energyOrb = getEntityByID(id)
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if energyOrb ~=0 and orbHolder ~=0 then
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entity_setPosition(energyOrb, entity_x(orbHolder), entity_y(orbHolder))
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entity_setState(energyOrb, STATE_CHARGED)
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end
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local door = node_getNearestEntity(me, "EnergyDoor")
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if door ~= 0 then
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entity_setState(door, STATE_OPENED)
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end
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end
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]]--
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end
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function activate(me)
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if getFlag(FLAG_ENERGYSLOT_FIRST)==0 then
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local energyOrb = node_getNearestEntity(me, "EnergyOrb")
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if energyOrb ~= 0 and entity_isState(energyOrb, STATE_CHARGED) then
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setFlag(FLAG_ENERGYSLOT_FIRST, entity_getID(energyOrb))
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local door = node_getNearestEntity(me, "EnergyDoor")
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if door ~= 0 then
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entity_setState(door, STATE_OPEN)
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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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end
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