mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-16 14:50:01 +00:00
ff195c6b16
This patch enables movement after going into spirit form while hugged, and fixes getting off a seahorse if returning near an actual spirit crystal.
587 lines
14 KiB
Lua
587 lines
14 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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--SeaHorse
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-- specific
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local STATE_JUMP = 1000
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local STATE_TRANSITION = 1001
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local STATE_RETURNTOWALL = 1002
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local STATE_SURFACE = 1003
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v.moveTimer = 0
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v.moveDir = 0
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v.avoidCollisionsTimer = 0
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v.riding = false
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v.noteDown = -1
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v.dirx = 0
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v.diry = 0
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v.wasUnderWater = true
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v.racePath = 0
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v.curNode = 0
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v.startx = 0
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v.starty = 0
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v.wasInCurrent = false
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v.n = 0
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v.naijaRideAnim = -1
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local RIDEANIM_NORMAL = 0
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local RIDEANIM_SLOW = 1
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local RIDEANIM_OUTOFWATER = 2
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v.waiting = false
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v.incut = false
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v.seahorseCostume = false
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function v.commonInit(me, tex, sz)
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if sz == 0 then
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sz = 50
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end
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setupBasicEntity(
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me,
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tex, -- texture
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12, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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sz, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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256, -- sprite height
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1, -- particle "explosion" type, 0 = none
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0, -- 0/1 hit other entities off/on (uses collideRadius)
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4000, -- updateCull -1: disabled, default: 4000
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0
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)
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loadSound("SeahorseWhinny")
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entity_setName(me, "Seahorse")
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entity_setMaxSpeed(me, 200)
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--entity_clampToSurface(me)
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entity_setState(me, STATE_IDLE)
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entity_setDropChance(me, 10)
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entity_setDeathParticleEffect(me, "TinyRedExplode")
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entity_offset(me, 0, -40, 1, -1, 1, 1)
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entity_setSegs(me, 2, 30, 0.5, 0.3, -0.018, 0, 6, 1)
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entity_setDamageTarget(me, DT_AVATAR_LIZAP, false)
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entity_setCanLeaveWater(me, true)
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entity_setDamageTarget(me, DT_AVATAR_ENERGYBLAST, false)
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entity_setDamageTarget(me, DT_AVATAR_PET, false)
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end
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function postInit(me)
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v.n = getNaija()
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v.startx = entity_x(me)
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v.starty = entity_y(me)
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entity_update(me, math.random(100)/100.0)
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end
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local function setRideSpeed(me)
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if not entity_isUnderWater(me) then
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entity_setMaxSpeedLerp(me, 8)
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elseif entity_isState(me, STATE_RACE) then
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entity_setMaxSpeedLerp(me, 3.4, 1)
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else
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if getCostume() == "seahorse" then
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v.seahorseCostume = true
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entity_setMaxSpeedLerp(me, 5.5, 1)
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else
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v.seahorseCostume = false
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entity_setMaxSpeedLerp(me, 3.5, 1)
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end
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end
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end
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local function updateRideAnim(me, num)
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if v.naijaRideAnim ~= num then
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if num == RIDEANIM_NORMAL then
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entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE)
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elseif num == RIDEANIM_SLOW then
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entity_animate(v.n, "rideSeaHorse2", LOOP_INF, LAYER_OVERRIDE)
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elseif num == RIDEANIM_OUTOFWATER then
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entity_animate(v.n, "rideSeaHorse3", LOOP_INF, LAYER_OVERRIDE)
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end
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v.naijaRideAnim = num
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end
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end
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local function getRidePosition(me)
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local x, y = entity_getPosition(me)
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local ox, oy = entity_getOffset(me)
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x = x + ox
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y = y + oy
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local offx = 32
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if entity_isFlippedHorizontal(me) then
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-- facing right
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offx = -offx
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end
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x = x+offx
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y = y-10
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return x, y
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end
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local function startRide(me)
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v.incut = true
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debugLog("start ride")
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setRideSpeed(me)
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entity_setInvincible(me, true)
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entity_setInvincible(v.n, true)
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entity_clearVel(me)
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entity_clearVel(v.n)
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v.waiting = true
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entity_idle(v.n)
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entity_animate(v.n, "pushForward")
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entity_flipToEntity(v.n, me)
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watch(0.2)
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entity_clearVel(v.n)
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local x, y = getRidePosition(me)
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entity_setPosition(v.n, x, y, 1, 0, 0, 0)
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watch(1)
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v.riding = true
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--entity_animate(v.n, "rideSeaHorse", LOOP_INF, LAYER_OVERRIDE)
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v.naijaRideAnim = -1
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updateRideAnim(me, RIDEANIM_NORMAL)
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-- zoomsurface
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--setCanWarp(false)
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entity_setRiding(getNaija(), me)
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local x, y = getRidePosition(me)
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entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me))
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entity_setInvincible(me, false)
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entity_setInvincible(v.n, false)
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v.waiting = false
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entity_sound(me, "SeahorseWhinny")
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setCameraLerpDelay(0.05)
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cam_toEntity(me)
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v.incut = false
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end
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local function stopRide(me)
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debugLog("stop ride")
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if v.riding then
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entity_sound(me, "SeahorseWhinny")
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--if entity_isUnderWater(me) then
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overrideZoom(0)
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v.riding = false
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entity_stopAllAnimations(v.n)
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entity_idle(v.n)
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--setCanWarp(true)
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entity_setRiding(v.n, 0)
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entity_addVel(v.n, entity_velx(me), entity_vely(me))
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if not entity_isUnderWater(v.n) then
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entity_animate(v.n, "burst")
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else
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entity_setMaxSpeedLerp(me, 1, 1)
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end
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--end
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setCameraLerpDelay(0)
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cam_toEntity(getNaija())
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end
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end
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function activate(me)
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if v.incut then return end
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--debugLog("activate")
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if avatar_isOnWall() then return end
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if v.riding then
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stopRide(me)
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else
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startRide(me)
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end
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end
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function update(me, dt)
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if isForm(FORM_NORMAL) then
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entity_setActivation(me, AT_CLICK, 64, 512)
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else
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entity_setActivation(me, AT_NONE)
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if v.riding then
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stopRide(me)
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end
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end
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--if not entity_isNearObstruction(me, 3) then
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local inCurrent = false
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if v.riding then
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inCurrent = entity_updateCurrents(me, dt)
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if (inCurrent and not v.wasInCurrent) then
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-- start boost anim
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elseif (not inCurrent and v.wasInCurrent) then
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-- end boost anim
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end
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end
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if not v.seahorseCostume then
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if inCurrent then
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entity_setMaxSpeed(me, 150)
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else
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entity_setMaxSpeed(me, 200)
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end
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else
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entity_setMaxSpeed(me, 200)
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end
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v.wasInCurrent = inCurrent
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if v.riding then
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if entity_getRiding(getNaija())==0 then
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stopRide(me)
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else
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overrideZoom(0.55, 0.5)
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end
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esetv(me, EV_LOOKAT, 0)
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else
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esetv(me, EV_LOOKAT, 1)
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end
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if v.riding == true or entity_isState(me, STATE_RACE) then
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local e = getFirstEntity()
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while e~=0 do
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if e~=me and entity_isName(e, "Seahorse") then
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if entity_isEntityInRange(me, e, 64) then
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local dx, dy = entity_getVectorToEntity(me, e)
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dx, dy = vector_setLength(dx, dy, 1000)
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entity_addVel(e, dx, dy)
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end
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end
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e = getNextEntity()
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end
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end
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if entity_checkSplash(me) then
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if not entity_isUnderWater(me) then
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--//entity_setMaxSpeed(me, outOfWaterSpeed)
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--entity_setMaxSpeedLerp(me, 2, 0.1)
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setRideSpeed(me)
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--end
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--entity_addVel(me, 0, -2000)
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local vx = entity_velx(me)
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local vy = entity_vely(me)
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vx, vy = vx*4, vy*4
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vx, vy = vector_cap(vx, vy, 1100)
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entity_clearVel(me)
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entity_addVel(me, vx, vy)
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entity_setWeight(me, 800)
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--entity_sound(me, "splash-outof")
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else
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setRideSpeed(me)
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--entity_setMaxSpeedLerp(me, 1, 0.8)
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if not v.riding then
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entity_setMaxSpeedLerp(me, 1, 1)
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else
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setRideSpeed(me)
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end
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entity_setWeight(me, 0)
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--entity_sound(me, "splash-into")
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end
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end
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--[[
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if entity_isUnderWater(me) ~= v.wasUnderWater then
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v.wasUnderWater = entity_isUnderWater(me)
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spawnParticleEffect("Splash", entity_x(me), entity_y(me))
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if not entity_isUnderWater(me) then
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--//entity_setMaxSpeed(me, outOfWaterSpeed)
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--entity_setMaxSpeedLerp(me, 2, 0.1)
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entity_addVel(me, 0, -1000)
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entity_setWeight(me, 800)
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entity_sound(me, "splash-outof")
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else
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--entity_setMaxSpeedLerp(me, 1, 0.8)
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entity_setWeight(me, 0)
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entity_sound(me, "splash-into")
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end
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end
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]]--
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if entity_isState(me, STATE_IDLE) then
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if not v.riding then
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v.avoidCollisionsTimer = v.avoidCollisionsTimer + dt
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if v.avoidCollisionsTimer > 5 then
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v.avoidCollisionsTimer = 0
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end
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v.moveTimer = v.moveTimer + dt
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if v.moveTimer < 1.5 then
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-- move
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local amount = 2000*dt
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if v.moveDir == 0 then
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entity_addVel(me, -amount, 0)
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if entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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elseif v.moveDir == 1 then
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entity_addVel(me, 0, amount)
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elseif v.moveDir == 2 then
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entity_addVel(me, amount, 0)
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if not entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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elseif v.moveDir == 3 then
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entity_addVel(me, 0, amount)
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end
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elseif v.moveTimer > 3 then
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-- stop
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--entity_clearVel(me)
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v.moveTimer = 0
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v.moveDir = v.moveDir +1
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if v.moveDir >= 4 then
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v.moveDir = 0
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end
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elseif v.moveTimer > 2.5 then
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local factor = 5*dt
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entity_addVel(me, -entity_velx(me)*factor, -entity_vely(me)*factor)
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end
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if v.avoidCollisionsTimer < 4 then
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entity_doCollisionAvoidance(me, dt, 4, 1.0)
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end
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else
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if v.noteDown ~= -1 and entity_isUnderWater(me) then
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local amt
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if getCostume() == "seahorse" then
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amt = 8000*dt
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else
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amt = 2000*dt
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end
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entity_addVel(me, v.dirx*amt, v.diry*amt)
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end
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if entity_getHealth(getNaija()) < 1 then
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stopRide(me)
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end
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--entity_doCollisionAvoidance(me, dt, 8, 0.1)
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if v.dirx < 0 and entity_velx(me) < -100 then
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if entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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elseif v.dirx > 0 and entity_velx(me) > 100 then
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if not entity_isFlippedHorizontal(me) then
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entity_flipHorizontal(me)
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end
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end
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--entity_flipToVel(me)
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end
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entity_setTarget(me, getNaija())
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if v.riding then
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if entity_isUnderWater(me) then
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entity_doCollisionAvoidance(me, dt, 4, 0.6)
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--entity_doCollisionAvoidance(me, dt, 3, 0.5)
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--entity_doEntityAvoidance(me, dt, 32, 1.0)
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else
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entity_doCollisionAvoidance(me, dt, 4, 1)
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end
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else
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entity_doEntityAvoidance(me, dt, 128, 0.1)
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end
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entity_doCollisionAvoidance(me, dt, 2, 1.0)
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entity_updateMovement(me, dt)
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--entity_rotateToVel(me, 0.1)
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elseif entity_isState(me, STATE_RACE) then
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local x, y = node_getPathPosition(v.racePath, v.curNode)
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if x == 0 and y == 0 then
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--entity_setState(me, STATE_RESTART)
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v.curNode = 0
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else
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if entity_isPositionInRange(me, x, y, 64) then
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v.curNode = v.curNode + 1
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end
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local x1, y1 = entity_getPosition(me)
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local vx = x - x1
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local vy = y - y1
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vector_setLength(vx, vy, 500*dt)
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entity_addVel(me, vx, vy)
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entity_flipToVel(me)
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entity_doEntityAvoidance(me, dt, 32, 1.0)
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entity_doCollisionAvoidance(me, dt, 8, 0.2)
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entity_updateMovement(me, dt)
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end
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end
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if v.waiting then
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entity_clearVel(me)
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end
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if v.riding then
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entity_updateLocalWarpAreas(me, true)
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entity_clearVel(v.n)
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local x, y = getRidePosition(me)
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entity_setRidingData(me, x, y, entity_getRotation(me), entity_isfh(me))
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--entity_setRidingRotation(me, entity_getRotation(me))
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--entity_rotate(v.n, entity_getRotation(me))
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--[[
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if entity_isFlippedHorizontal(me) and not entity_isFlippedHorizontal(v.n) then
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entity_flipHorizontal(v.n)
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elseif not entity_isFlippedHorizontal(me) and entity_isFlippedHorizontal(v.n) then
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entity_flipHorizontal(v.n)
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end
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]]--
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--avatar_updatePosition()
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if not entity_isUnderWater(me) then
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updateRideAnim(me, RIDEANIM_OUTOFWATER)
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elseif entity_isVelIn(me, 200) then
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updateRideAnim(me, RIDEANIM_SLOW)
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else
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updateRideAnim(me, RIDEANIM_NORMAL)
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end
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if v.noteDown == -1 then
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if entity_isUnderWater(me) then
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entity_doFriction(me, dt, 450)
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end
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end
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--updateRideAnim(me, RIDEANIM_NORMAL)
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--[[
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entity_clearVel(v.n)
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entity_addVel(v.n, entity_velx(me), entity_vely(me))
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]]--
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end
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entity_handleShotCollisions(me)
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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_IDLE) then
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if not v.riding then
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entity_setMaxSpeedLerp(me, 1, 1)
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end
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v.avoidCollisionsTimer = 0
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elseif entity_isState(me, STATE_DEAD) then
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stopRide(me)
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elseif entity_isState(me, STATE_RACE) then
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v.curNode = 0
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setRideSpeed(me)
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v.racePath = entity_getNearestNode(me, "RACE")
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elseif entity_isState(me, STATE_RESTART) then
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entity_clearVel(me)
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entity_setPosition(me, v.startx, v.starty)
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entity_setStateTime(me, 0.1)
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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 songNote(me, note)
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if v.riding then
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--debugLog("noteUp!")
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v.noteDown = note
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local amt = 0.6
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|
if note == 0 then
|
|
v.dirx, v.diry = 0, 1
|
|
elseif note == 1 then
|
|
v.dirx, v.diry = 1, 1
|
|
elseif note == 2 then
|
|
v.dirx, v.diry = 1, 0
|
|
elseif note == 3 then
|
|
v.dirx, v.diry = 1,-1
|
|
elseif note == 4 then
|
|
v.dirx, v.diry = 0,-1
|
|
elseif note == 5 then
|
|
v.dirx, v.diry = -1,-1
|
|
elseif note == 6 then
|
|
v.dirx, v.diry = -1, 0
|
|
elseif note == 7 then
|
|
v.dirx, v.diry = -1, 1
|
|
else
|
|
debugLog("Sour note! (impossible)")
|
|
v.dirx, v.diry = 0, 0
|
|
return
|
|
end
|
|
v.dirx, v.diry = vector_setLength(v.dirx, v.diry, amt)
|
|
end
|
|
end
|
|
|
|
function songNoteDone(me, note)
|
|
--debugLog("songNoteDone function")
|
|
if note == v.noteDown then
|
|
--debugLog("noteDone!")
|
|
v.dirx = 0
|
|
v.diry = 0
|
|
v.noteDown = -1
|
|
end
|
|
end
|
|
|
|
function exitState(me)
|
|
if entity_isState(me, STATE_SURFACE) then
|
|
entity_rotate(me, 0, 1)
|
|
entity_setState(me, STATE_IDLE)
|
|
elseif entity_isState(me, STATE_RESTART) then
|
|
entity_setState(me, STATE_WAIT)
|
|
end
|
|
end
|
|
|
|
function shiftWorlds(me, old, new)
|
|
if v.riding then
|
|
if new == WT_SPIRIT then
|
|
entity_setRiding(v.n, 0)
|
|
cam_toEntity(v.n)
|
|
elseif new == WT_NORMAL then
|
|
if entity_isEntityInRange(me, v.n, 64) then
|
|
entity_setRiding(v.n, me)
|
|
cam_toEntity(me)
|
|
else
|
|
overrideZoom(0)
|
|
v.riding = false
|
|
entity_stopAllAnimations(v.n)
|
|
entity_idle(v.n)
|
|
entity_setRiding(v.n, 0)
|
|
entity_setMaxSpeedLerp(me, 1, 1)
|
|
end
|
|
end
|
|
end
|
|
end
|