v1.4.4
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9c94d113d3
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require "/scripts/poly.lua"
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require "/scripts/vec2.lua"
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function setupAbility(altAbilityConfig)
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local vacuum = WeaponAbility:new()
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function vacuum:init()
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self.cooldownTimer = 0
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self:reset()
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end
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function vacuum:update(dt, fireMode, shiftHeld)
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WeaponAbility.update(self, dt, fireMode, shiftHeld)
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self.cooldownTimer = math.max(0, self.cooldownTimer - self.dt)
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if self.fireMode == "alt"
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and not self.active
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and self.cooldownTimer == 0
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and not status.resourceLocked("energy") then
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self:setState(self.fire)
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end
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end
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function vacuum:fire()
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self.weapon:setStance(self.stances.fire)
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-- self.weapon.aimAngle = 0
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-- self.weapon:updateAim()
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animator.setAnimationState("vacuum", "active")
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animator.playSound("vacuumStart")
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animator.playSound("vacuumLoop", -1)
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local vacuumPoint = {
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type = "RadialForceRegion",
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center = animator.partPoint("vacuumCone", "vacuumPoint"),
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targetRadialVelocity = self.pointSpeed,
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outerRadius = 1.5,
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innerRadius = 0.5,
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controlForce = self.pointForce
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}
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self.active = true
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while self.fireMode == "alt" and status.overConsumeResource("energy", self.energyUsage * self.dt) do
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mcontroller.controlModifiers({runningSuppressed = true})
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local forceVector = vec2.rotate(self.coneSpeed, self.weapon.aimAngle)
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forceVector[1] = forceVector[1] * self.weapon.aimDirection
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local vacuumConeTop = {
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type = "DirectionalForceRegion",
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polyRegion = animator.partPoly("vacuumCone", "vacuumPolyTop"),
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xTargetVelocity = forceVector[1],
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yTargetVelocity = -forceVector[2],
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controlForce = self.coneForce
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}
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local vacuumConeBottom = {
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type = "DirectionalForceRegion",
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polyRegion = animator.partPoly("vacuumCone", "vacuumPolyBottom"),
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xTargetVelocity = forceVector[1],
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yTargetVelocity = forceVector[2],
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controlForce = self.coneForce
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}
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activeItem.setItemForceRegions({vacuumConeTop, vacuumConeBottom, vacuumPoint})
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coroutine.yield()
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end
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activeItem.setItemForceRegions({})
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animator.setAnimationState("vacuum", "idle")
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animator.stopAllSounds("vacuumLoop")
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self.cooldownTimer = self.cooldownTime
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self.active = false
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end
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function vacuum:reset()
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animator.setAnimationState("vacuum", "idle")
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animator.stopAllSounds("vacuumLoop")
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activeItem.setItemForceRegions({})
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self.active = false
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end
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function vacuum:uninit()
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self:reset()
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end
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return vacuum
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end
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