mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
586 lines
16 KiB
Lua
586 lines
16 KiB
Lua
-- 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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-- Energy Boss
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-- ================================================================================================
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local STATE_MOVING = 1001
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local STATE_MOVEBACK = 1002
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local STATE_SHOCKED = 1003
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local STATE_FIRE = 1004
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local STATE_HITBARRIER = 1005
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local STATE_MOVEBACKFROMBARRIER = 1006
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local STATE_COLLAPSE = 1007
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local STATE_COLLAPSED = 1100
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local ATTACK_UP = 1
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local ATTACK_DOWN = 2
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local ATTACK_BITE = 3
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v.attacks = 0
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v.attack = 0
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v.awoken = false
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v.attackDelay = 0
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v.naija = 0
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v.maxMove = 0
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v.maxMove2 = 0
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v.minMove = 0
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v.pushBackHits = 0
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v.maxPushBackHits = 6
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v.moveDelay = 0
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v.fireDelay = 0
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v.fireBit = 0
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v.shotsFired = 0
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v.barrier = 0
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v.maxHits = 3
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v.hits = v.maxHits
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v.endTextDelay = 0
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v.playedMusic = false
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v.dead = false
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v.orb = 0
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v.bone_jaw = 0
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v.bone_claw = 0
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v.bone_head = 0
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v.bone_body = 0
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function damage(me, attacker, bone, damageType, dmg)
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bone_damageFlash(bone, 1)
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if entity_x(me) > node_x(v.minMove)+50 and not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) and not entity_isState(me, STATE_COLLAPSE) then
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v.pushBackHits = v.pushBackHits + dmg
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if v.pushBackHits >= v.maxPushBackHits then
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v.pushBackHits = 0
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entity_setState(me, STATE_MOVEBACK)
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end
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end
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return false
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end
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function init(me)
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setupBasicEntity(
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me,
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"", -- texture
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30, -- health
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1, -- manaballamount
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1, -- exp
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1, -- money
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0, -- collideRadius (only used if hit entities is on)
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STATE_IDLE, -- initState
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90, -- sprite width
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90, -- sprite height
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1, -- particle "explosion" type, maps to particleEffects.txt -1 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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6000, -- updateCull -1: disabled, default: 4000
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0
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)
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entity_initSkeletal(me, "EnergyBoss")
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entity_setState(me, STATE_IDLE)
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entity_setCull(me, false)
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entity_setName(me, "EnergyBoss")
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--entity_flipHorizontal(me)
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entity_scale(me, 1.5, 1.5)
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entity_setWeight(me, 800)
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entity_setMaxSpeed(me, 2000)
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entity_generateCollisionMask(me)
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v.bone_jaw = entity_getBoneByName(me, "Jaw")
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v.bone_claw = entity_getBoneByName(me, "Claw")
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v.bone_head = entity_getBoneByName(me, "Head")
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v.bone_body = entity_getBoneByName(me, "Body")
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v.maxMove = getNode("ENERGYBOSSMAXMOVE")
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v.maxMove2 = getNode("ENERGYBOSSMAXMOVE2")
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v.minMove = getNode("ENERGYBOSSMINMOVE")
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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v.naija = getNaija()
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loadSound("EnergyBoss-Attack")
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loadSound("EnergyBoss-Die")
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loadSound("EnergyBoss-Hurt")
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loadSound("BossDieSmall")
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end
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function postInit(me)
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if not entity_isState(me, STATE_COLLAPSE) then
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if getFlag(FLAG_ENERGYBOSSDEAD)>0 and not entity_isState(me, STATE_COLLAPSED) then
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entity_setPosition(me, node_x(v.maxMove2), entity_y(me))
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entity_setState(me, STATE_COLLAPSED)
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v.dead = true
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return
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end
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end
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v.orb = getEntityByID(4)
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v.holder = getEntityByID(3)
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v.barrier = getEntityByID(5)
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end
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function update(me, dt)
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--[[
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if entity_isState(me, STATE_COLLAPSED) then
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if getFlag(FLAG_ENERGYBOSSDEAD)>0 then
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fadeOutMusic(0.5)
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end
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end
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]]--
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if entity_isState(me, STATE_COLLAPSE) then
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if v.endTextDelay > 0 then
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v.endTextDelay = v.endTextDelay - dt
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if v.endTextDelay < 0 then
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v.endTextDelay = 0
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cam_toEntity(v.naija)
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changeForm(FORM_NORMAL)
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setInvincible(true)
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entity_idle(v.naija)
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entity_animate(v.naija, "agony", -1)
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entity_flipToEntity(v.naija, me)
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--voiceOnce("Naija_EnergyBossOver")
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voice("Naija_Vision_EnergyBoss1")
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--entity_idle(v.naija)
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entity_idle(v.naija)
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entity_animate(v.naija, "agony", -1)
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fade2(0.5, 8, 1, 1, 1)
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watchForVoice()
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fade2(1, 1, 1, 1, 1)
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watch(1)
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local collectibleNode = getNode("COLLECTIBLE")
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local ent = createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
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entity_alpha(ent, 0)
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entity_alpha(ent, 1, 2)
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watch(0.5)
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setInvincible(false)
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if entity_getHealth(v.naija) < 1 then
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entity_heal(v.naija, 1)
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end
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loadMap("EnergyTempleVision")
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--entity_idle(v.naija)
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--watch(6.5)
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--[[
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showImage("Visions/EnergyBoss/00")
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voice("Naija_Vision_EnergyBoss2")
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watchForVoice()
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entity_idle(v.naija)
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hideImage()
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watch(1)
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voice("Naija_Vision_EnergyBoss3")
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]]--
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end
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end
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return
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end
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if entity_isState(me, STATE_COLLAPSED) then
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return
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end
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if not v.awoken and not v.playedMusic and getFlag(FLAG_ENERGYBOSSDEAD)==0 then
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if not isFlag(FLAG_OMPO, 4) then
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if entity_isEntityInRange(me, v.naija, 1220) then
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emote(EMOTE_NAIJAUGH)
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v.playedMusic = true
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playMusic("BigBoss")
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--setNaijaHeadTexture("shock", 4)
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entity_setState(me, STATE_INTRO)
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end
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end
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end
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if not v.awoken then return end
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if entity_isState(me, STATE_COLLAPSED) then
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return
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end
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--[[
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if v.barrier == 0 then
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v.barrier = getEntityByID(5)
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end
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]]--
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local bone = entity_collideSkeletalVsCircle(me, getNaija())
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if bone ~= 0 or entity_x(v.naija) < entity_x(me) then
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entity_damage(getNaija(), me, 1)
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if entity_y(v.naija) > entity_y(me)+50 then
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entity_push(getNaija(), 1200, -600, 0.5)
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elseif entity_y(v.naija) < entity_y(me) then
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entity_push(getNaija(), 1200, 600, 0.5)
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else
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entity_push(getNaija(), 1200, 0, 0.5)
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end
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end
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if entity_isState(me, STATE_ATTACK) or entity_isState(me, STATE_INTRO) then
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if not entity_isAnimating(me) then
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if entity_isState(me, STATE_ATTACK) then
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v.attacks = v.attacks + 1
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if v.attacks >= 1 then
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v.attacks = 0
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entity_setState(me, STATE_MOVING)
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else
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entity_setState(me, STATE_IDLE)
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end
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else
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entity_setState(me, STATE_IDLE)
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end
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end
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end
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--[[
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if entity_isState(me, STATE_HITBARRIER) and not entity_isAnimating(me) then
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entity_setState(me, STATE_MOVEBACKFROMBARRIER)
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end
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]]--
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if not entity_isState(me, STATE_MOVEBACK) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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if entity_x(v.orb) < entity_x(v.barrier) then
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if v.moveDelay > 0 then
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v.moveDelay = v.moveDelay - dt
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if v.moveDelay < 0 then
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v.moveDelay = 0
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end
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end
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end
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end
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if v.barrier ~= 0 then
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--debugLog("ENERGYBOSS: has Barrier")
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if entity_isState(v.barrier, STATE_PULSE) then
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--debugLog("ENERGYBOSS: barrier pulse")
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if not entity_isState(me, STATE_HITBARRIER) and not entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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local lineBone = entity_collideSkeletalVsLine(me, entity_x(v.barrier), entity_y(v.barrier)+500, entity_x(v.barrier), entity_y(v.barrier)-500, 8)
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if lineBone ~= 0 then
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--debugLog("ENERGYBOSS: hit barrier!")
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local bx,by = bone_getPosition(lineBone)
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spawnParticleEffect("HitEnergyBarrierBig", entity_x(v.barrier), by)
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bone_damageFlash(v.bone_head)
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bone_damageFlash(v.bone_body)
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v.hits = v.hits - 1
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if v.hits <= 0 then
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entity_setState(me, STATE_COLLAPSE)
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else
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entity_setState(me, STATE_HITBARRIER, 1)
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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("ENERGYBOSS: barrier off")
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end
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else
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--debugLog("ENERGYBOSS: Did not find barrier")
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end
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if entity_isState(me, STATE_FIRE) then
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v.fireBit = v.fireBit - dt
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if v.fireBit < 0 then
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entity_setTarget(me, v.naija)
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local offx, offy = 0
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while v.shotsFired < 3 do
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local velx, vely = 0, 0
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if v.shotsFired == 3 then
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velx = 100
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vely = 50
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elseif v.shotsFired == 0 then
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velx = 100
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vely = 25
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elseif v.shotsFired == 1 then
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velx = 100
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vely = 0
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elseif v.shotsFired == 2 then
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velx = 100
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vely = -25
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end
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--entity_fireAtTarget(me, "Purple", 1, 500, 100, 0, 0, offx, offy, velx, vely)
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local s = createShot("EnergyBoss", me, entity_getTarget(me), entity_getPosition(me))
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shot_setAimVector(s, velx, vely)
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v.shotsFired = v.shotsFired + 1
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end
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entity_setState(me, STATE_IDLE)
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end
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end
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if entity_isState(me, STATE_IDLE) then
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if v.moveDelay <= 0 and entity_x(me) < node_x(v.maxMove)
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and entity_x(v.naija) < entity_x(me)+1200 then
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entity_setState(me, STATE_MOVING)
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else
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if v.awoken then
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay <= 0 then
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v.fireDelay = 0
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entity_setState(me, STATE_FIRE)
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end
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end
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if entity_isState(me, STATE_IDLE) then
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v.attackDelay = v.attackDelay - dt
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if v.attackDelay <= 0 and entity_x(v.naija) < entity_x(me)+800 then
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v.attackDelay = 1
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entity_setState(me, STATE_ATTACK)
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end
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end
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end
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end
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if entity_isState(me, STATE_MOVING) and entity_x(me) >= node_x(v.maxMove) then
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if entity_isInterpolating(me) then
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entity_animate(me, "idle")
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end
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entity_stopInterpolating(me)
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entity_setPosition(me, node_x(v.maxMove), entity_y(me))
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end
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if (entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER)) and entity_x(me) <= node_x(v.minMove) then
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entity_stopInterpolating(me)
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entity_setPosition(me, node_x(v.minMove), entity_y(me))
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end
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if entity_isState(me, STATE_MOVING) or entity_isState(me, STATE_MOVEBACK) or entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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if not entity_isInterpolating(me) then
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entity_setState(me, STATE_IDLE)
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end
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end
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entity_handleShotCollisionsSkeletal(me)
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entity_clearTargetPoints(me)
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entity_addTargetPoint(me, bone_getWorldPosition(v.bone_head))
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if entity_isState(me, STATE_ATTACK) then
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entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_claw))
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entity_setNaijaReaction(me, "shock")
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else
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entity_setLookAtPoint(me, bone_getWorldPosition(v.bone_jaw))
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entity_setNaijaReaction(me, "")
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end
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--entity_setEnergyShotTargetPosition(me, bone_getWorldPosition(v.bone_head))
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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_stopInterpolating(me)
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entity_animate(me, "idle", LOOP_INF)
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elseif entity_isState(me, STATE_ATTACK) then
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playSfx("EnergyBoss-Attack", (900+math.random(200)) / 1000)
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local x, y = bone_getPosition(v.bone_jaw)
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if entity_isPositionInRange(v.naija, x, y, 600)
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and entity_y(v.naija) < y+64
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and entity_y(v.naija) > y-64
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then
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entity_animate(me, "bite")
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v.attack = ATTACK_BITE
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else
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if entity_y(v.naija) < entity_y(me)-200 then
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entity_animate(me, "attackUp")
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v.attack = ATTACK_UP
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else
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entity_animate(me, "lungeBite")
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v.attack = ATTACK_DOWN
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end
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end
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elseif entity_isState(me, STATE_FIRE) then
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v.shotsFired = 0
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entity_animate(me, "firing")
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v.fireDelay = 4
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elseif entity_isState(me, STATE_MOVING) then
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if v.hits <= 1 then
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v.maxMove = v.maxMove2
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end
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entity_animate(me, "moveForward", LOOP_INF)
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if entity_x(v.orb) > entity_x(v.barrier) then
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entity_setPosition(me, entity_x(me)+(800/2), entity_y(me), 3.5/2)
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else
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entity_setPosition(me, entity_x(me)+800, entity_y(me), 3.5)
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end
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elseif entity_isState(me, STATE_MOVEBACK) then
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entity_animate(me, "moveBackward", LOOP_INF)
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if entity_x(v.orb) > entity_x(v.barrier) then
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v.moveDelay = 999
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else
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v.moveDelay = v.moveDelay + 10
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end
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v.attackDelay = 0
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v.fireDelay = 0
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playSfx("EnergyBoss-Hurt", (900+math.random(200)) / 1000)
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entity_animate(me, "hurt")
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entity_setPosition(me, entity_x(me)-500, entity_y(me), 1.6)
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elseif entity_isState(me, STATE_HITBARRIER) then
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entity_stopInterpolating(me)
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playSfx("EnergyBoss-Die", (1100+math.random(200)) / 1000)
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entity_animate(me, "hitBarrier")
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entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
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elseif entity_isState(me, STATE_MOVEBACKFROMBARRIER) then
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--entity_animate(me, "idle", LOOP_INF)
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--entity_setPosition(me, entity_x(me)-(1500*0.80), entity_y(me), 2)
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local nodeName = string.format("bossbackloc%d", v.hits)
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debugLog(string.format("nodeName: %s", nodeName))
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local backNode = getNode(nodeName)
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entity_setPosition(me, node_x(backNode), entity_y(me), -800)
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elseif entity_isState(me, STATE_COLLAPSE) then
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clearShots()
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playSfx("EnergyBoss-Die")
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setFlag(FLAG_ENERGYBOSSDEAD, 1)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
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v.endTextDelay = 6.5
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entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
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fadeOutMusic(2)
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entity_animate(me, "die")
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cam_toEntity(me)
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disableInput()
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--[[
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cam_toEntity(me)
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watch(4)
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voiceOnce("Naija_EnergyBossOver")
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cam_toEntity(getNaija())
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]]--
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elseif entity_isState(me, STATE_COLLAPSED) then
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v.orb = getEntityByID(4)
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v.holder = getEntityByID(3)
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|
if v.orb and v.holder then
|
|
entity_setPosition(v.orb, entity_x(v.holder), entity_y(v.holder))
|
|
end
|
|
local collectibleNode = getNode("COLLECTIBLE")
|
|
createEntity("CollectibleEnergyBoss", "", node_x(collectibleNode), node_y(collectibleNode))
|
|
--debugLog("animating dead")
|
|
entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
|
|
entity_setDamageTarget(me, DT_AVATAR_SHOCK, false)
|
|
entity_animate(me, "dead")
|
|
|
|
--if entity_isFlag(me, 0) then
|
|
|
|
-- you can't beat the game without dual form
|
|
-- and we don't want to stop the music when we're panning near the boss at the end of the game
|
|
-- therefore: DO THIS:
|
|
if not hasSong(SONG_DUALFORM) then
|
|
fadeOutMusic(0.1)
|
|
end
|
|
--entity_setFlag(me, 1)
|
|
--end
|
|
elseif entity_isState(me, STATE_INTRO) then
|
|
v.awoken = true
|
|
playSfx("EnergyBoss-Die", 0.8)
|
|
shakeCamera(10, 3)
|
|
entity_stopInterpolating(me)
|
|
entity_animate(me, "roar")
|
|
overrideZoom(0.5, 1)
|
|
|
|
elseif entity_isState(me, STATE_APPEAR) then
|
|
entity_animate(me, "eatOmpo")
|
|
end
|
|
end
|
|
|
|
function animationKey(me, key)
|
|
if entity_isState(me, STATE_APPEAR) then
|
|
if key == 5 then
|
|
local x, y = bone_getWorldPosition(v.bone_claw)
|
|
spawnParticleEffect("Dirt", x,y)
|
|
playSfx("RockHit-Big")
|
|
elseif key == 7 then
|
|
playSfx("Bite")
|
|
elseif key == 9 then
|
|
playSfx("Bite")
|
|
elseif key == 15 then
|
|
local x, y = bone_getWorldPosition(v.bone_claw)
|
|
spawnParticleEffect("Dirt", x,y)
|
|
--playSfx("RockHit-Big")
|
|
elseif key == 16 then
|
|
playSfx("Gulp")
|
|
elseif key == 17 then
|
|
local x, y = bone_getWorldPosition(v.bone_claw)
|
|
spawnParticleEffect("Dirt", x,y)
|
|
playSfx("RockHit-Big")
|
|
end
|
|
|
|
return
|
|
end
|
|
if entity_isState(me, STATE_COLLAPSE) then
|
|
if key == 9 then
|
|
playSfx("BossDieSmall")
|
|
fade2(0.5, 0, 1, 1, 1)
|
|
fade2(0, 1, 1, 1, 1)
|
|
end
|
|
if key == 11 then
|
|
playSfx("BossDieSmall")
|
|
fade2(0.2, 0, 1, 1, 1)
|
|
fade2(0, 1, 1, 1, 1)
|
|
entity_spawnParticlesFromCollisionMask(me, "energyboss-hit", 4)
|
|
end
|
|
else
|
|
if v.attack == ATTACK_DOWN then
|
|
if entity_isState(me, STATE_ATTACK) and key == 4 then
|
|
local x, y = bone_getWorldPosition(v.bone_claw)
|
|
spawnParticleEffect("Dirt", x,y)
|
|
playSfx("RockHit-Big")
|
|
shakeCamera(15, 0.5)
|
|
end
|
|
elseif v.attack == ATTACK_UP then
|
|
if entity_isState(me, STATE_ATTACK) and key == 4 then
|
|
local x, y = bone_getWorldPosition(v.bone_claw)
|
|
spawnParticleEffect("Dirt", x,y)
|
|
playSfx("RockHit-Big")
|
|
shakeCamera(15, 0.5)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function exitState(me)
|
|
if entity_isState(me, STATE_HITBARRIER) then
|
|
entity_setState(me, STATE_MOVEBACKFROMBARRIER)
|
|
elseif entity_isState(me, STATE_MOVING) then
|
|
v.moveDelay = 4
|
|
end
|
|
end
|
|
|
|
function activate(me)
|
|
end
|
|
|
|
function hitSurface(me)
|
|
end
|
|
|