if (xpos == targetx) event_user(0) else { tile_layer_shift(-91, 1, 0) xpos += 1 oCharacter.x += 1 with (oDrillBack) { active = 1 x += 1 } with (oDrillFront) { active = 1 x += 1 } if (oDrillWall.x <= (xpos + 160)) { with (oDrillWall) event_user(0) } if (steps < 30) alarm[0] = 2 else alarm[0] = 1 } if (advancing == 0) { advancing = 1 sfx_loop(sndDrillLoop) }