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AM2R-Item-Roulette/objects/oSpeedControl.object.gmx

80 lines
2.7 KiB

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>&lt;undefined&gt;</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>-1</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<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(!instance_exists(oClient)){
instance_destroy();
} else {
if(ds_list_size(oClient.roomListData) &gt; 0){
for(var i=0; i&lt;ds_list_size(oClient.roomListData); i++){
var arrDraw = oClient.roomListData[| i];
var arrID = arrDraw[0];
var arrX = arrDraw[1];
var arrY = arrDraw[2];
var arrSprite = arrDraw[3];
var arrImage = arrDraw[4];
var arrA1 = arrDraw[5];
var arrA1X = arrDraw[6];
var arrA1Y = arrDraw[7];
var arrA2 = arrDraw[8];
var arrA2X = arrDraw[9];
var arrA2Y = arrDraw[10];
var arrA2A = arrDraw[11];
var arrMirror = arrDraw[12];
var arrArmmsl = arrDraw[13];
var arrRoom = arrDraw[14];
var arrName = arrDraw[15];
var arrBlend = arrDraw[16];
var arrFXTimer = arrDraw[17];
var arrRoomPrev = arrDraw[18];
var arrState = arrDraw[19];
var arrSAX = arrDraw[20];
var arrSpeedboost = arrDraw[21];
}
}
}
</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>