Files
AM2R-Community-Updates/objects/oSubScreenBeam.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>sSubScrBeam</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-10</depth>
<persistent>0</persistent>
<parentName>oSubScreenSuit</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>event_inherited();
beam = get_text("ItemsMenu", "Beams");
cbeam = get_text("ItemsMenu", "ChargeBeam");
ibeam = get_text("ItemsMenu", "IceBeam");
wbeam = get_text("ItemsMenu", "WaveBeam");
sbeam = get_text("ItemsMenu", "SpazerBeam");
pbeam = get_text("ItemsMenu", "PlasmaBeam");
</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_sprite(sprite_index, -1, x, y);
draw_set_color(c_white);
draw_set_font(fontMenuTiny);
draw_set_alpha(1);
scr_itemsmenu_swap()
if (drawlines) {
if (global.curropt == 3) {
draw_sprite_ext(sSubScrHilight, -1, x - 28, y - 46, 1, 1, 0, -1, halpha);
draw_line(x + 34, y - 44, x + 50, y - 44);
draw_line(x + 50, y - 44, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81);
draw_sprite_ext(sSubScrItem, -1, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81, 1, 1, 0, -1, 1);
}
if (global.curropt == 4) {
draw_sprite_ext(sSubScrHilight, -1, x - 28, y - 37, 1, 1, 0, -1, halpha);
draw_line(x + 34, y - 35, x + 50, y - 35);
draw_line(x + 50, y - 35, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81);
draw_sprite_ext(sSubScrItem, -1, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81, 1, 1, 0, -1, 1);
}
if (global.curropt == 5) {
draw_sprite_ext(sSubScrHilight, -1, x - 28, y - 28, 1, 1, 0, -1, halpha);
draw_line(x + 34, y - 26, x + 50, y - 26);
draw_line(x + 50, y - 26, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81);
draw_sprite_ext(sSubScrItem, -1, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81, 1, 1, 0, -1, 1);
}
if (global.curropt == 6) {
draw_sprite_ext(sSubScrHilight, -1, x - 28, y - 19, 1, 1, 0, -1, halpha);
draw_line(x + 34, y - 17, x + 50, y - 17);
draw_line(x + 50, y - 17, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81);
draw_sprite_ext(sSubScrItem, -1, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81, 1, 1, 0, -1, 1);
}
if (global.curropt == 7) {
draw_sprite_ext(sSubScrHilight, -1, x - 28, y - 10, 1, 1, 0, -1, halpha);
draw_line(x + 34, y - 8, x + 50, y - 8);
draw_line(x + 50, y - 8, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81);
draw_sprite_ext(sSubScrItem, -1, oSubScrPlayer.x - 33, oSubScrPlayer.y + 81, 1, 1, 0, -1, 1);
}
} // if (drawlines)
draw_set_alpha(1);
draw_set_font(fontSubScr);
draw_set_halign(fa_left);
draw_set_color(c_black);
//draw_text(x + 1 - 30, y + 4 - 1, "SUIT");
draw_text(x + 1 - 30, y + 4 - 63 + oControl.subScrHeaderOffset, beam);
//draw_text(x + 1 - 30, y + 4 - 1, "MISC");
//draw_text(x + 1 - 30, y + 4 - 45, "BOOTS");
draw_set_color(c_white);
//draw_text(x - 30, y + 3 - 1, "SUIT");
draw_text(x - 30, y + 3 - 63 + oControl.subScrHeaderOffset, beam);
//draw_text(x - 30, y + 3 - 1, "MISC");
//draw_text(x - 30, y + 3 - 45, "BOOTS");
</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>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>