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80 lines
2.7 KiB
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!-->
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<object>
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<spriteName><undefined></spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>0</depth>
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<persistent>-1</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="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>/*
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if(!instance_exists(oClient)){
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instance_destroy();
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} else {
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if(ds_list_size(oClient.roomListData) > 0){
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for(var i=0; i<ds_list_size(oClient.roomListData); i++){
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var arrDraw = oClient.roomListData[| i];
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var arrID = arrDraw[0];
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var arrX = arrDraw[1];
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var arrY = arrDraw[2];
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var arrSprite = arrDraw[3];
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var arrImage = arrDraw[4];
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var arrA1 = arrDraw[5];
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var arrA1X = arrDraw[6];
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var arrA1Y = arrDraw[7];
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var arrA2 = arrDraw[8];
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var arrA2X = arrDraw[9];
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var arrA2Y = arrDraw[10];
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var arrA2A = arrDraw[11];
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var arrMirror = arrDraw[12];
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var arrArmmsl = arrDraw[13];
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var arrRoom = arrDraw[14];
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var arrName = arrDraw[15];
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var arrBlend = arrDraw[16];
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var arrFXTimer = arrDraw[17];
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var arrRoomPrev = arrDraw[18];
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var arrState = arrDraw[19];
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var arrSAX = arrDraw[20];
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var arrSpeedboost = arrDraw[21];
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}
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}
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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>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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