Files
AM2R-Community-Updates/objects/oTankProjectile.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>sTankProj</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</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>canbeX = 0;
image_speed = 0.5;
hpush = 5;
vpush = -3;
//damage = 24;
damage = global.mod_tankDprojectile;
split = 1;
type = "PLASMA";
phase = 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>if (phase &gt; 0) phase --;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="oSolid">
<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 (type != "WAVE" &amp;&amp; phase == 0) {
event_user(0);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="4" ename="oCharacter">
<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 (phase == 0) {
damage_player(damage, hpush, vpush, 0, 0);
event_user(0);
}
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="10">
<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 (type == "ICE" &amp;&amp; split == 1) {
/*var proj1 = instance_create(x, y, oTankProjectile);
proj1.direction = 315;
proj1.image_angle = 315;
proj1.type = "ICE";
proj1.split = 0;
proj1.speed = 4;
proj1.phase = 30;
//proj1.sprite_index = sTankProj3;
var proj2 = instance_create(x, y, oTankProjectile);
proj2.direction = 225;
proj2.image_angle = 225;
proj2.type = "ICE";
proj2.split = 0;
proj2.speed = 4;
proj2.phase = 30;
//proj2.sprite_index = sTankProj3;*/
for (var i = 1; i &lt; 5; i++) {
var proj = instance_create(x, y, oTankProjectile);
proj.direction = (i*90) - 45;
proj.image_angle = (i*90) - 45;
proj.type = "ICE";
proj.split = 0;
proj.speed = 4;
proj.phase = 5;
proj.sprite_index = sTankProj2;
}
}
expl = instance_create(x, y, oFXAnimSpark);
expl.image_speed = 0.5;
expl.additive = 0;
switch (type) {
case "PLASMA": expl.sprite_index = sPBeamExpl; break;
case "ICE": expl.sprite_index = sIBeamExpl; break;
case "WAVE": expl.sprite_index = sWBeamExpl; break;
}
PlaySoundMono(sndProjHit2);
instance_destroy();
</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>