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123 lines
3.7 KiB
Plaintext
123 lines
3.7 KiB
Plaintext
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>sEDCam</spriteName>
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<solid>0</solid>
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<visible>0</visible>
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<depth>0</depth>
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<persistent>0</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>target_obj = -4;
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dist_x = 280; //+ (oControl.widescreen_space/2);
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dist_y = 180;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="2">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>/// Camera restrictions
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if (oControl.widescreen_space + 320 <= room_width) { // widescreen rooms prevent black bars
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var limit = floor(oControl.widescreen_space/2)+160;
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x = clamp(x, limit, room_width-limit);
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}
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else { // single-wide rooms
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x = floor(room_width/2);
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (instance_exists(target_obj)) {
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x = target_obj.x + (oCharacter.x - target_obj.x) / 2;
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y = target_obj.y + (oCharacter.y - target_obj.y) / 2;
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if (abs(oCharacter.x - target_obj.x) < dist_x && abs(oCharacter.y - target_obj.y) < dist_y) {
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oCamera.smootin = 30;
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if (oCamera.focus == 0) {
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oCamera.focus = 1;
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oCamera.focustime = 0;
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}
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oCamera.focustime += 1;
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oCamera.lockx = 1;
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oCamera.locky = 1;
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oCamera.targetx = x;
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oCamera.targety = y;
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oCamera.snapx = 0;
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oCamera.snapy = 0;
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oCamera.smoothout = 40;
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oCamera.alarm[0] = 2;
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}
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}
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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