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https://github.com/izzy2lost/AM2R-Community-Updates.git
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150 lines
5.1 KiB
XML
150 lines
5.1 KiB
XML
<!--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>sSubScrPlayer</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>-1</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>targety = y;
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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 (targety != y) y += (targety - y) / 10;
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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="8" 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>draw_set_alpha(1);
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if(oControl.mod_fusion == 0)
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{
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if (global.currentsuit == 0) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 0, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 1, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 1) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 2, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 3, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 2) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 4, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 5, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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}
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else if(oControl.mod_fusion == 1)
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{
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if (global.currentsuit == 0) {
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draw_sprite_ext(sSubScrPlayer, 6, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 1 && oControl.msr_fusionsuit == 0) {
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draw_sprite_ext(sSubScrPlayer, 7, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 2 && oControl.msr_fusionsuit == 0) {
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draw_sprite_ext(sSubScrPlayer, 8, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 1 && oControl.msr_fusionsuit == 1) {
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draw_sprite_ext(sSubScrPlayer, 9, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 2 && oControl.msr_fusionsuit == 1) {
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draw_sprite_ext(sSubScrPlayer, 10, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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}
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/*
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//original
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draw_set_alpha(1);
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if (global.currentsuit == 0) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 0, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 1, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 1) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 2, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 3, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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}
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if (global.currentsuit == 2) {
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if (global.hijump == 0) {
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draw_sprite_ext(sSubScrPlayer, 4, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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} else draw_sprite_ext(sSubScrPlayer, 5, x, y, 1, 1, 0, -1, oSubscreenMenu.ealpha);
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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>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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