var combo, speedDamage; if global.spectator exit otherOBJ = other.object_index global.multiDamageCollision = 1 combo = 0 speedDamage = 45 if (global.playerFreeze > 0) speedDamage = (speedDamage / 2) damage_player(speedDamage, ((20 * other.mirror) * -1), -3, 0, combo)