Files
AM2R-Community-Updates/objects/oSubScrPlayer.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>sSubScrPlayer</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-1</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>targety = y;
</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 (targety != y) y += (targety - y) / 10;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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>draw_set_alpha(1);
if(oControl.mod_fusion == 0)
{
if (global.currentsuit == 0) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 0, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 1, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 1) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 2, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 3, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 2) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 4, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 5, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
}
else if(oControl.mod_fusion == 1)
{
if (global.currentsuit == 0) {
draw_sprite_ext(sSubScrPlayer, 6, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 1 &amp;&amp; oControl.msr_fusionsuit == 0) {
draw_sprite_ext(sSubScrPlayer, 7, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 2 &amp;&amp; oControl.msr_fusionsuit == 0) {
draw_sprite_ext(sSubScrPlayer, 8, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 1 &amp;&amp; oControl.msr_fusionsuit == 1) {
draw_sprite_ext(sSubScrPlayer, 9, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 2 &amp;&amp; oControl.msr_fusionsuit == 1) {
draw_sprite_ext(sSubScrPlayer, 10, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
}
/*
//original
draw_set_alpha(1);
if (global.currentsuit == 0) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 0, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 1, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 1) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 2, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 3, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
if (global.currentsuit == 2) {
if (global.hijump == 0) {
draw_sprite_ext(sSubScrPlayer, 4, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
} else draw_sprite_ext(sSubScrPlayer, 5, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
}
</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>