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

160 lines
4.8 KiB
XML

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sSaveStation</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-90</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</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>saveenabled = 1;
image_speed = 0;
if (oControl.mod_insanitymode == 1) sprite_index = sSaveBroken;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="2" 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>if (image_alpha &gt;= 1)
{
image_alpha += 0.01;
alarm[0]=1;
}
</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>//
if (collision_line(x, y - 2, x + 32, y - 2, oCharacter, false, true)) {
enabled = 1;
} else enabled = 0;
//
if (collision_line(x + 8, y - 2, x + 24, y - 2, oCharacter, false, true)) {
cansave = 1;
} else cansave = 0;
//
if (enabled == 1 &amp;&amp; image_index &lt; sprite_get_number(sprite_index) - 1) image_index += 1;
if (enabled == 0 &amp;&amp; image_index &gt; 0.2) image_index -= 0.2;
//
if (saveenabled == 1 &amp;&amp; cansave == 1 &amp;&amp; (oCharacter.state == 10 || oCharacter.state == 12) &amp;&amp; (oCharacter.statetime &gt;= 10 || oControl.kUp)) {
if (oControl.mod_insanitymode == 1) { exit; }
global.savexpos = x + 16;
saveenabled = 0;
with (oCharacter) {
state = SAVING;
savedisplay = 0;
statetime = 0;
canrun = 0;
if (facing == RIGHT) sprite_index = sFrontR;
if (facing == LEFT) sprite_index = sFrontL;
}
global.start_room = room;
global.save_x = x + 16;
global.save_y = y;
}
//
if (oCharacter.state == 33 &amp;&amp; (distance_to_point(oCharacter.x, oCharacter.y &lt; 64))) saveenabled = 0; // added distance check for rare randomgame+ bug with suit transitions
</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>if (collision_line(x, y - 2, x + 32, y - 2, oCharacter, false, true))
{
//image_alpha = 0;
image_index = sprite_get_number(sprite_index) - 1;
with (oControl) event_user(3);
//alarm[0]=1;
}
</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>