mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-26 18:23:49 +00:00
676 lines
15 KiB
Lua
676 lines
15 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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v.n = 0
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v.node_start = 0
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v.node_climbdown = 0
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v.node_runaway = 0
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v.node_inhole = 0
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v.node_gf = 0
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v.node_bullies = 0
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v.node_mom = 0
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v.node_gotogf = 0
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v.node_insectcheck = 0
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v.node_anima = 0
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v.node_bosswait = 0
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v.node_girldoor = 0
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v.girldoor = 0
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v.bone_flowers = 0
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v.mom = 0
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v.gf = 0
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v.clay = 0
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v.leadDelay = 0
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v.following = 0
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v.spawnedInsects = false
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local STATE_CREATE = 1000
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v.inAbyss = false
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v.glow = 0
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v.waitForSceneDelay = 0
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v.abyssEndNode = 0
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function init(me)
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setupEntity(me)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_initSkeletal(me, "CC")
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entity_setAllDamageTargets(me, false)
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entity_scale(me, 0.6, 0.6)
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--[[
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entity_setBlendType(me, BLEND_ADD)
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entity_alpha(me, 0.5)
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entity_alpha(me, 1, 1, -1, 1, 1)
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]]--
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entity_setState(me, STATE_IDLE)
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v.node_start = getNode("START")
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v.node_climbdown = getNode("CLIMBDOWN")
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v.node_runaway = getNode("RUNAWAY")
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v.node_inhole = getNode("INHOLE")
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v.node_gf = getNode("GF")
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v.node_bullies = getNode("BULLIES")
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v.node_anima = getNode("ANIMA")
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v.node_gotogf = getNode("GOTOGF")
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v.node_insectcheck = getNode("INSECTCHECK")
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v.node_mom = getNode("MOM")
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v.node_bosswait = getNode("BOSSWAIT")
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--[[
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local node_girldoor = getNode("GIRLDOOR")
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v.girldoor = node_getNearestEntity(node_girldoor)
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entity_setState(v.girldoor, STATE_OPEN, -1, 1)
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]]--
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entity_setBeautyFlip(me, false)
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entity_fh(me)
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entity_setCullRadius(me, 256)
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v.abyssEndNode = getNode("CCTONGUE")
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end
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local function updateLocation(me)
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debugLog("updateLocation")
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local f = getFlag(FLAG_SUNKENCITY_PUZZLE)
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if isMapName("BoilerRoom") then
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--debugLog("IN BOILER ROOM")
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if f < SUNKENCITY_BOSSWAIT then
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--debugLog("setting position 0, 0")
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entity_setPosition(me, 0, 0)
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elseif f == SUNKENCITY_BOSSWAIT then
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--debugLog("setting position to bosswait")
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entity_setPosition(me, node_getPosition(v.node_bosswait))
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elseif f >= SUNKENCITY_BOSSDONE then
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entity_setPosition(me, 0, 0)
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end
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entity_animate(me, "cry", -1)
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elseif isMapName("Abyss01") then
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if f==SUNKENCITY_BOSSDONE then
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if v.glow == 0 then
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v.glow = createQuad("Naija/LightFormGlow", 13)
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quad_scale(v.glow, 12, 12)
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end
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--e = entity_getNearestEntity(me, "FinalTongue")
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--entity_setState(e, STATE_OPEN)
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local nd = getNode("CCLEADSTART")
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entity_setPosition(me, node_x(nd), node_y(nd))
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entity_animate(me, "float", -1)
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entity_flipToEntity(me, v.n)
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entity_flipToEntity(v.n, me)
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v.leadDelay = 4
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v.abyssEndNode = getNode("CCTONGUE")
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v.inAbyss = true
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v.waitForSceneDelay = 3
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else
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entity_alpha(me, 0)
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entity_setPosition(me, 0, 0)
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end
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elseif isMapName("SunkenCity01") then
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if f==SUNKENCITY_START then
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entity_animate(me, "draw", -1)
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entity_setPosition(me, node_getPosition(v.node_start))
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elseif f==SUNKENCITY_CLIMBDOWN then
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entity_setPosition(me, node_getPosition(v.node_climbdown))
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entity_fhTo(me, true)
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entity_animate(me, "readyToClimb", LOOP_INF)
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elseif f==SUNKENCITY_RUNAWAY then
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entity_setPosition(me, node_getPosition(v.node_runaway))
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entity_animate(me, "cry", -1)
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elseif f==SUNKENCITY_INHOLE then
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entity_setPosition(me, node_getPosition(v.node_inhole))
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entity_animate(me, "cry", -1)
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elseif f==SUNKENCITY_GF then
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--debugLog("setting gf to state done")
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--entity_setState(gf, STATE_DONE)
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entity_setPosition(me, node_getPosition(v.node_gf))
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entity_animate(me, "cry", -1)
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entity_fh(me)
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elseif f==SUNKENCITY_BULLIES then
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entity_setPosition(me, node_getPosition(v.node_bullies))
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entity_animate(me, "cry", -1)
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elseif f==SUNKENCITY_ANIMA then
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entity_setPosition(me, node_getPosition(v.node_anima))
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entity_animate(me, "cry", -1)
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elseif f == SUNKENCITY_BOSSWAIT then
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entity_setPosition(me, 0, 0)
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end
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if f >= SUNKENCITY_INHOLE then
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if v.mom == 0 then
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v.mom = createEntity("CC_Mother", "", node_x(v.node_mom), node_y(v.node_mom))
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entity_fh(v.mom)
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end
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end
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if f >= SUNKENCITY_GF then
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if v.mom ~= 0 then
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entity_setState(v.mom, STATE_SING)
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end
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end
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if f>=SUNKENCITY_BOSSWAIT then
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local door = node_getNearestEntity(v.node_anima, "EnergyDoor")
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if not entity_isState(door, STATE_OPENED) then
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entity_setState(door, STATE_OPENED)
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end
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if f == SUNKENCITY_BOSSDONE then
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debugLog("BOSS DONE!")
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entity_setState(me, STATE_FOLLOW, -1, 1)
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else
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entity_alpha(me, 0.1)
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entity_setPosition(me, 0, 0)
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end
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end
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else
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if f == SUNKENCITY_BOSSDONE then
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debugLog("BOSS DONE!")
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entity_setState(me, STATE_FOLLOW, -1, 1)
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else
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entity_setPosition(me, 0, 0)
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end
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end
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end
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function postInit(me)
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v.n = getNaija()
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v.gf = getEntity("CC_GF")
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updateLocation(me)
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end
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-- Both exist. Different spelling. Yay for consistency.
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-- Keeping them both, should ensure behavior as it used to be, just without warnings. -- FG
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v.incutscene = false
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v.inCutScene = false
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local function cutsceneintro(me, node)
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v.incutscene = true
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entity_idle(v.n)
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entity_flipToEntity(v.n, me)
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watch(1)
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if node ~= 0 then
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cam_toNode(node)
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watch(1)
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end
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end
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local function cutsceneextro(me)
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cam_toEntity(v.n)
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v.incutscene = false
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end
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local function cutscene1(me)
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cutsceneintro(me, v.node_start)
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cam_toEntity(me)
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overrideZoom(1, 3)
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watch(3)
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entity_fh(me)
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--watch(0.5)
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entity_followPath(me, v.node_start)
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entity_animate(me, "runLow", -1)
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--overrideZoom(0.6, 2)
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watch(1)
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cam_toEntity(getNaija())
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_CLIMBDOWN)
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updateLocation(me)
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overrideZoom(0)
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cutsceneextro(me)
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end
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local function cutscene2(me)
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cutsceneintro(me, v.node_climbdown)
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entity_followPath(me, v.node_climbdown, SPEED_SLOW)
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entity_animate(me, "climbDown", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_RUNAWAY)
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updateLocation(me)
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cutsceneextro(me)
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end
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local function cutscene3(me)
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cutsceneintro(me, v.node_runaway)
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entity_followPath(me, v.node_runaway)
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entity_animate(me, "runLow", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_INHOLE)
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voiceOnce("Naija_CreatorChildDarkness")
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updateLocation(me)
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cutsceneextro(me)
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end
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-- reunited with mom
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local function cutscene4(me)
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cutsceneintro(me, v.node_mom)
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entity_setState(v.mom, STATE_SING)
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debugLog("learn anima")
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learnSong(SONG_ANIMA)
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watch(2)
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entity_setPosition(me, node_x(v.node_gotogf), node_y(v.node_gotogf), 1, 0, 0, 1)
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while entity_isInterpolating(me) do watch(FRAME_TIME) end
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entity_followPath(me, v.node_gotogf)
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entity_animate(me, "runLow", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_GF)
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updateLocation(me)
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cutsceneextro(me)
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end
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local function cutscene5(me)
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entity_setState(v.gf, STATE_DONE)
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cutsceneintro(me, v.node_gf)
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--msg("THEY BREAK UP!!!")
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watch(1)
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local land = entity_getNearestNode(me, "CCGFLAND")
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entity_setPosition(v.gf, node_x(land), node_y(land), 1)
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watch(entity_animate(v.gf, "land"))
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local bone_flowers = entity_getBoneByName(v.gf, "Flowers")
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bone_alpha(bone_flowers, 0, 1)
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watch(1)
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entity_animate(v.gf, "idle", -1)
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watch(0.1)
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watch(entity_animate(v.gf, "reach"))
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entity_followPath(me, v.node_gf)
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entity_animate(me, "runLow", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BULLIES)
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updateLocation(me)
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cutsceneextro(me)
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end
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local function cutscene6(me)
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cutsceneintro(me, getNode("KIDSCAM"))
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watch(1)
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local e = getFirstEntity()
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while e ~= 0 do
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if entity_isName(e, "CC_Kid") then
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entity_setState(e, STATE_TRANSFORM)
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end
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e = getNextEntity()
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end
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watch(3)
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while node_getNumEntitiesIn(v.node_insectcheck, "Scavenger") < 1 do
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watch(1)
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end
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watch(2.5)
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--while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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updateLocation(me)
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cutsceneextro(me)
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end
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local function cutscene7(me)
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entity_setState(v.gf, STATE_DONE)
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cutsceneintro(me, v.node_bullies)
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watch(1)
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entity_followPath(me, v.node_bullies)
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entity_animate(me, "runLow", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_ANIMA)
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updateLocation(me)
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cutsceneextro(me)
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end
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local function cutscene8(me)
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cutsceneintro(me, v.node_anima)
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watch(1)
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local door = entity_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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watch(3)
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entity_followPath(me, v.node_anima)
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entity_animate(me, "runLow", -1)
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while entity_isFollowingPath(me) do watch(FRAME_TIME) end
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setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BOSSWAIT)
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updateLocation(me)
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cutsceneextro(me)
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end
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function update(me, dt)
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if v.incutscene then return end
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if entity_isState(me, STATE_FOLLOW) then
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local xoff = 64
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local yoff = 64
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if entity_isfh(v.n) then
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xoff = -xoff
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end
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entity_flipToEntity(me, v.n)
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entity_setPosition(me, entity_x(v.n)+xoff, entity_y(v.n)+yoff, 0.8)
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return
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end
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_START) then
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--start = getNode("start")
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if node_isEntityIn(v.node_start, v.n) then
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cutscene1(me)
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end
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end
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if entity_isEntityInRange(me, v.n, 256) then
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--if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_START) then
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--cutscene1(me)
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--else
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_CLIMBDOWN) then
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cutscene2(me)
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elseif isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_RUNAWAY) then
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cutscene3(me)
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end
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BULLIES) and not v.spawnedInsects then
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v.spawnedInsects = true
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cutscene6(me)
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end
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end
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BULLIES) and v.spawnedInsects then
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local num = node_getNumEntitiesIn(v.node_insectcheck, "Scavenger")
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if num <= 0 then
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cutscene7(me)
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end
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end
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_GF) then
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if entity_isEntityInRange(me, v.gf, 200) then
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cutscene5(me)
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end
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end
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if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_INHOLE) then
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if v.following == 0 then
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if entity_isEntityInRange(me, v.n, 100) and getForm() == FORM_SUN then
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v.following = 1
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entity_animate(me, "float", -1)
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end
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else
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if not entity_isEntityInRange(me, v.n, 128) then
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local vx, vy = entity_getVectorToEntity(me, v.n)
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vx, vy = vector_setLength(vx, vy, 200*dt)
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entity_addVel(me, vx, vy)
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entity_doCollisionAvoidance(me, dt, 2, 1)
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entity_flipToEntity(me, v.n)
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else
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entity_doFriction(me, dt, 400)
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end
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entity_updateMovement(me, dt)
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if node_isEntityIn(v.node_mom, me) then
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cutscene4(me)
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else
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if not entity_isEntityInRange(me, v.n, 450) then
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entity_clearVel(me)
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updateLocation(me)
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v.following = 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 entity_isState(me, STATE_CREATE) then
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entity_setPosition(v.clay, entity_x(me)+32, entity_y(me))
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entity_clearVel(v.clay)
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else
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local f = getFlag(FLAG_SUNKENCITY_PUZZLE)
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if f >= SUNKENCITY_BOSSWAIT and f < SUNKENCITY_CLAYDONE then
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v.clay = entity_getNearestEntity(me, "Clay")
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if v.clay ~= 0 and entity_isEntityInRange(me, v.clay, 128) then
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entity_setProperty(v.clay, EP_MOVABLE, false)
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entity_clearVel(v.clay)
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entity_setPosition(v.clay, entity_x(me)+32, entity_y(me), 1)
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entity_setState(me, STATE_CREATE)
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setFlag(FLAG_SUNKENCITY_PUZZLE, f+1)
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debugLog(string.format("flag is now %d", getFlag(FLAG_SUNKENCITY_PUZZLE)))
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end
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end
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end
|
|
|
|
if v.glow ~= 0 then
|
|
quad_setPosition(v.glow, entity_getPosition(me))
|
|
end
|
|
|
|
--[[
|
|
if v.leadDelay > 0 then
|
|
if entity_isEntityInRange(me, v.n, 512) then
|
|
v.leadDelay = v.leadDelay - dt
|
|
if v.leadDelay < 0 then
|
|
v.leadDelay = 0
|
|
|
|
entity_swimToNode(me, v.abyssEndNode)
|
|
end
|
|
end
|
|
end
|
|
]]--
|
|
|
|
if v.inAbyss then
|
|
--[[
|
|
if entity_isEntityInRange(me, v.n, 512) then
|
|
e = entity_getNearestEntity(me, "FinalTongue")
|
|
entity_setPosition(me, node_x(v.nd), node_y(v.nd))
|
|
v.inAbyss = false
|
|
end
|
|
]]--
|
|
--[[
|
|
if entity_isFollowingPath(me) and not entity_isEntityInRange(me, v.n, 1024) then
|
|
entity_stopFollowingPath(me)
|
|
entity_rotate(me, 0, 1, 0, 0, 1)
|
|
--leadDelay = 1
|
|
end
|
|
]]--
|
|
|
|
if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_BOSSDONE) then
|
|
--debugLog("bossdone")
|
|
v.n = getNaija()
|
|
entity_flipToEntity(me, v.n)
|
|
v.waitForSceneDelay = v.waitForSceneDelay - dt
|
|
if v.waitForSceneDelay < 0 and not v.inCutScene then
|
|
v.inCutScene = true
|
|
|
|
local e = entity_getNearestEntity(me, "finaltongue")
|
|
|
|
cam_toEntity(me)
|
|
entity_idle(v.n)
|
|
entity_flipToEntity(v.n, me)
|
|
watch(2)
|
|
entity_idle(v.n)
|
|
emote(EMOTE_NAIJAUGH)
|
|
|
|
entity_alpha(me, 0, 2)
|
|
fade2(1, 1, 1, 1, 1)
|
|
watch(1)
|
|
|
|
entity_setPosition(me, node_x(v.abyssEndNode), node_y(v.abyssEndNode))
|
|
entity_flipToEntity(me, e)
|
|
watch(1)
|
|
fade2(0, 1, 1, 1, 1)
|
|
watch(1)
|
|
entity_alpha(me, 1, 2)
|
|
watch(2)
|
|
|
|
entity_setState(e, STATE_OPEN)
|
|
cam_toNode(getNode("TongueCam"))
|
|
watch(4)
|
|
cam_toEntity(me)
|
|
watch(1)
|
|
|
|
fade2(1, 1, 1, 1, 1)
|
|
watch(1)
|
|
|
|
cam_toEntity(v.n)
|
|
|
|
watch(1)
|
|
|
|
fade2(0, 1, 1, 1, 1)
|
|
watch(1)
|
|
|
|
setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_FINALTONGUE)
|
|
|
|
v.inCutScene = false
|
|
end
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
if not entity_isFollowingPath(me) then
|
|
entity_flipToEntity(me, v.n)
|
|
if node_isEntityIn(v.abyssEndNode, me) then
|
|
|
|
if entity_isEntityInRange(me, v.n, 512) then
|
|
local e = entity_getNearestEntity(me, "finaltongue")
|
|
if e ~= 0 then
|
|
entity_setState(e, STATE_OPEN)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
]]--
|
|
end
|
|
end
|
|
|
|
function enterState(me)
|
|
if entity_isState(me, STATE_IDLE) then
|
|
--entity_animate(me, "float", -1)
|
|
elseif entity_isState(me, STATE_CREATE) then
|
|
entity_animate(me, "create", -1)
|
|
entity_setStateTime(me, 4)
|
|
elseif entity_isState(me, STATE_FOLLOW) then
|
|
entity_setPosition(me, entity_x(v.n), entity_y(v.n))
|
|
entity_animate(me, "float", -1)
|
|
end
|
|
end
|
|
|
|
function exitState(me)
|
|
if entity_isState(me, STATE_CREATE) then
|
|
entity_animate(me, "idle", -1)
|
|
entity_delete(v.clay, 0.5)
|
|
if isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_CLAY3) then
|
|
setFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_CLAYDONE)
|
|
entity_alpha(me, 0, 2)
|
|
entity_setPosition(me, 0, 0, 10)
|
|
end
|
|
local statue = entity_getNearestEntity(me, "ClayStatue")
|
|
if statue ~= 0 then
|
|
entity_msg(statue, "p")
|
|
end
|
|
entity_setState(me, STATE_IDLE)
|
|
end
|
|
end
|
|
|
|
function damage(me, attacker, bone, damageType, dmg)
|
|
return false
|
|
end
|
|
|
|
function animationKey(me, key)
|
|
end
|
|
|
|
function hitSurface(me)
|
|
end
|
|
|
|
function songNote(me, note)
|
|
end
|
|
|
|
function songNoteDone(me, note)
|
|
end
|
|
|
|
function song(me, song)
|
|
if song == SONG_ANIMA and isFlag(FLAG_SUNKENCITY_PUZZLE, SUNKENCITY_ANIMA) then
|
|
cutscene8(me)
|
|
end
|
|
end
|
|
|
|
function activate(me)
|
|
end
|
|
|