mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-27 02:33:50 +00:00
224 lines
6.4 KiB
Lua
224 lines
6.4 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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-- NEWT BLASTER
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-- ================================================================================================
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-- ================================================================================================
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-- L O C A L V A R I A B L E S
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-- ================================================================================================
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local STATE_HIDE = 1000
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local STATE_MOVING = 1001
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v.tailEnd = 0
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v.hits = 0
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v.fireDelayTime = 0.5
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v.fireDelay = v.fireDelayTime
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v.orient = ORIENT_UP
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-- ================================================================================================
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-- FUNCTIONS
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-- ================================================================================================
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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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12, -- health
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2, -- manaballamount
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2, -- exp
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10, -- money
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40, -- collideRadius (for hitting entities + spells)
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STATE_IDLE, -- initState
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128, -- sprite width
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128, -- 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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-1
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)
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entity_setDeathParticleEffect(me, "NewtExplode")
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entity_initSkeletal(me, "NewtBlaster")
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entity_setState(me, STATE_IDLE)
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entity_setDropChance(me, 100, 2)
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entity_setDeathScene(me, true)
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v.tailEnd = entity_getBoneByName(me, "TailEnd")
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loadSound("newtblaster-die")
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entity_setDeathSound(me, "newtblaster-die")
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end
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function songNote(me, note)
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--[[
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if getForm()~=FORM_NORMAL then
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return
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end
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transTime = 0.5
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if note == 0 then
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entity_setColor(me, 1, 0, 0, transTime)
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elseif note == 1 then
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entity_setColor(me, 1, 1, 0, transTime)
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elseif note == 2 then
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entity_setColor(me, 0, 1, 0, transTime)
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elseif note == 3 then
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entity_setColor(me, 0, 1, 1, transTime)
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elseif note == 4 then
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entity_setColor(me, 0, 0, 1, transTime)
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elseif note == 5 then
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entity_setColor(me, 1, 1, 1, transTime)
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elseif note == 6 then
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entity_setColor(me, 0, 0, 0, transTime)
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elseif note == 7 then
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entity_setColor(me, 1, 0, 1, transTime)
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elseif note == 8 then
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entity_setColor(me, 0.5, 0.5, 0.5, transTime)
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end
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]]--
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end
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function update(me, dt)
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entity_handleShotCollisions(me)
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if not entity_hasTarget(me) then
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entity_findTarget(me, 1024)
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else
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if entity_isState(me, STATE_IDLE) then
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entity_touchAvatarDamage(me, 48, 1, 1000)
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-- fire if in range
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v.fireDelay = v.fireDelay - dt
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if v.fireDelay < 0 then
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--local vx, vy = bone_getNormal(v.tailEnd)
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local x, y = bone_getPosition(v.tailEnd)
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--bone_getOrientation()
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--entity_playSfx(me, "BasicShot")
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--entity_fireAtTarget(me, "NewtFire", 1, 150, 10, 3, 32, 0, 0, 0, 0, x, y)
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local s = createShot("NewtFire", me, entity_getTarget(me), x, y)
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local tx, ty = entity_getPosition(entity_getTarget(me))
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shot_setAimVector(s, tx-x, ty-y)
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v.fireDelay = v.fireDelayTime
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end
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end
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end
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local speed = 400
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if entity_isState(me, STATE_HIDE) then
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local check = 256
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local block = 6
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if v.orient == ORIENT_LEFT then
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if not isObstructedBlock(entity_x(me)-check, entity_y(me), block) then
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entity_setPosition(me, entity_x(me)-speed*dt, entity_y(me))
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_RIGHT then
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if not isObstructedBlock(entity_x(me)+check, entity_y(me), block) then
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entity_setPosition(me, entity_x(me)+speed*dt, entity_y(me))
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_DOWN then
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if not isObstructedBlock(entity_x(me), entity_y(me)+check, block) then
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entity_setPosition(me, entity_x(me), entity_y(me)+speed*dt)
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else
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v.orient = v.orient + 1
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end
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elseif v.orient == ORIENT_UP then
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if not isObstructedBlock(entity_x(me), entity_y(me)-check, block) then
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entity_setPosition(me, entity_x(me), entity_y(me)-speed*dt)
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else
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v.orient = v.orient + 1
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end
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else
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v.orient = 0
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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 chance(10) then
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entity_setState(me, STATE_MOVING, 4)
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end
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end
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]]--
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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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entity_setEntityType(me, ET_ENEMY)
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entity_animate(me, "idle", LOOP_INF)
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entity_setColor(me, 1, 1, 1, 0.5)
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entity_alpha(me, 1, 0.5)
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elseif entity_isState(me, STATE_HIDE) then
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v.orient = math.random(4)
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entity_setEntityType(me, ET_NEUTRAL)
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entity_alpha(me, 0.1, 1)
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entity_setColor(me, 0.5, 0.5, 1, 0.5)
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entity_animate(me, "crawl", LOOP_INF)
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elseif entity_isState(me, STATE_MOVING) then
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entity_animate(me, "crawl", LOOP_INF)
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elseif entity_isState(me, STATE_DEATHSCENE) then
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local ox = entity_x(me)
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local oy = entity_y(me)
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entity_setStateTime(me, 99)
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--entity_idle(v.n)
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--cam_toEntity(me)
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entity_animate(me, "fall", -1)
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--entity_setPosition(me, entity_x(me), entity_y(me)+1000, 2)
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wait(1)
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--cam_toEntity(getNaija())
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entity_setStateTime(me, 0.1)
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--spawnIngredient("SpicyMeat", ox, oy)
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spawnIngredient("SpicyMeat", ox, oy)
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end
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end
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function exitState(me)
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if entity_isState(me, STATE_HIDE) or entity_isState(me, STATE_MOVING) then
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entity_setState(me, STATE_IDLE)
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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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if entity_getAlpha(me) == 1 then
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v.hits = v.hits + dmg
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if v.hits > 5 then
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v.hits = 0
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if entity_isState(me, STATE_IDLE) then
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entity_setState(me, STATE_HIDE, 3.5 + math.random(200)/200.0)
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end
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end
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return true
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end
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return false
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end
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