Files
AM2R-Community-Updates/objects/oAutrack.object.gmx
2020-12-22 20:54:55 -06:00

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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sAutrack</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>oEnemy</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
canbeX = 0;
myhealth = 25;
freezehp = 13;
damage = 8;
hitsound = sndRobotHit2;
deathsound = sndRobotExpl;
platyoffset = -6;
frozenspr = sAutrackFrozen;
canfreeze = 1;
hitmissileexpl = 0;
target = 0;
canattack = 1;
state = 0;
image_speed = 0;
hitemp = 1;
empspr = sAutrackDisabled;
freezefall = 0;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="0">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>action_inherited();
enemy_active_check(20);
enemy_target_check(90, 1);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) {
if (state == 0) {
sprite_index = sAutrack;
image_index = 0;
image_speed = 0;
if (target) {
state = 1;
statetime = 0;
}
}
if (state == 1) {
if (image_index &lt; 6) image_index += 0.5;
if (statetime &gt; 20) {
state = 2;
statetime = 0;
sprite_index = sAutrackAttack;
image_index = 0;
}
}
if (state == 2) {
if (image_index &lt; 3) image_index += 0.5;
if (statetime == 12) event_user(1);
if (statetime &gt;= 16) {
state = 3;
statetime = 0;
sprite_index = sAutrack;
image_index = 5;
}
}
if (state == 3) {
if (image_index &gt; 0) {
image_index -= 0.5;
} else state = 0;
}
} // if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0)
if (stun &amp;&amp; (state == 2) &amp;&amp; (statetime == 12)) { // 1.5.1 fix for OMEGA LASER
statetime = 13;
}
if (state == 100) {
enemy_death();
repeat (10) instance_create(x, y - 10, oDebris);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="11">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>poffset = 12 * facing;
projectile = instance_create(x + poffset, y - 30, oAutrackProj);
projectile.hspeed = (3.5 + global.difficulty) * facing;
projectile.image_angle = projectile.direction;
PlaySoundMono(sndAutrackFire);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="4">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>image_xscale = facing;
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>