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108 lines
5.7 KiB
108 lines
5.7 KiB
var mosaicEffect, size, type, alignment, bufferSize, result;
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mosaicEffect = 0
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if sameRoom
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{
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if instance_exists(oCharacter)
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{
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if (oCharacter.x != global.prevX || oCharacter.y != global.prevY || global.roomPrev != room || global.prevSprite != oCharacter.sprite_index || global.prevIndex != oCharacter.image_index || global.prevInvincible != oCharacter.invincible || global.mosaic)
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{
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if (global.prevX != oCharacter.x)
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global.prevX = oCharacter.x
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if (global.prevY != oCharacter.y)
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global.prevY = oCharacter.y
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if (global.prevSprite != oCharacter.sprite_index)
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global.prevSprite = oCharacter.sprite_index
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if (global.prevIndex != oCharacter.image_index)
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global.prevIndex = oCharacter.image_index
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if (global.prevInvincible != oCharacter.invincible)
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global.prevInvincible = oCharacter.invincible
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if (global.mosaic || global.reform)
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mosaicEffect = 1
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else
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mosaicEffect = 0
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buffer_delete(buffer)
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size = 1024
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type = buffer_grow
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alignment = 1
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buffer = buffer_create(size, type, alignment)
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buffer_seek(buffer, buffer_seek_start, 0)
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buffer_write(buffer, buffer_u8, 100)
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buffer_write(buffer, buffer_u8, global.clientID)
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buffer_write(buffer, buffer_s16, oCharacter.x)
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buffer_write(buffer, buffer_s16, oCharacter.y)
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buffer_write(buffer, buffer_s16, oCharacter.sprite_index)
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buffer_write(buffer, buffer_s16, oCharacter.image_index)
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buffer_write(buffer, buffer_s16, oCharacter.aspr1)
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buffer_write(buffer, buffer_s16, oCharacter.asprx)
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buffer_write(buffer, buffer_s16, oCharacter.aspry)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2x)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2y)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2a)
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buffer_write(buffer, buffer_s16, oCharacter.mirror)
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buffer_write(buffer, buffer_s16, oCharacter.armmsl)
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buffer_write(buffer, buffer_s16, room)
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buffer_write(buffer, buffer_string, name)
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buffer_write(buffer, buffer_s16, oCharacter.image_blend)
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buffer_write(buffer, buffer_s8, oCharacter.fxtimer)
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buffer_write(buffer, buffer_s16, global.roomPrev)
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buffer_write(buffer, buffer_s8, oCharacter.state)
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buffer_write(buffer, buffer_s8, global.sax)
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buffer_write(buffer, buffer_s8, oCharacter.speedboost)
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buffer_write(buffer, buffer_s8, oCharacter.sjball)
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buffer_write(buffer, buffer_s8, oCharacter.sjdir)
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buffer_write(buffer, buffer_u8, oCharacter.charge)
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buffer_write(buffer, buffer_s16, global.playerhealth)
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buffer_write(buffer, buffer_u8, global.spectator)
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buffer_write(buffer, buffer_u8, oCharacter.invincible)
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buffer_write(buffer, buffer_u8, global.mosaic)
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buffer_write(buffer, buffer_u8, global.reform)
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buffer_write(buffer, buffer_u8, oCharacter.visible)
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buffer_write(buffer, buffer_u8, oCharacter.sball)
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bufferSize = buffer_tell(buffer)
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buffer_seek(buffer, buffer_seek_start, 0)
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buffer_write(buffer, buffer_s32, bufferSize)
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buffer_write(buffer, buffer_u8, 100)
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buffer_write(buffer, buffer_u8, global.clientID)
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buffer_write(buffer, buffer_s16, oCharacter.x)
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buffer_write(buffer, buffer_s16, oCharacter.y)
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buffer_write(buffer, buffer_s16, oCharacter.sprite_index)
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buffer_write(buffer, buffer_s16, oCharacter.image_index)
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buffer_write(buffer, buffer_s16, oCharacter.aspr1)
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buffer_write(buffer, buffer_s16, oCharacter.asprx)
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buffer_write(buffer, buffer_s16, oCharacter.aspry)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2x)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2y)
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buffer_write(buffer, buffer_s16, oCharacter.aspr2a)
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buffer_write(buffer, buffer_s16, oCharacter.mirror)
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buffer_write(buffer, buffer_s16, oCharacter.armmsl)
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buffer_write(buffer, buffer_s16, room)
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buffer_write(buffer, buffer_string, name)
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buffer_write(buffer, buffer_s16, oCharacter.image_blend)
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buffer_write(buffer, buffer_s8, oCharacter.fxtimer)
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buffer_write(buffer, buffer_s16, global.roomPrev)
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buffer_write(buffer, buffer_s8, oCharacter.state)
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buffer_write(buffer, buffer_s8, global.sax)
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buffer_write(buffer, buffer_s8, oCharacter.speedboost)
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buffer_write(buffer, buffer_s8, oCharacter.sjball)
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buffer_write(buffer, buffer_s8, oCharacter.sjdir)
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buffer_write(buffer, buffer_u8, oCharacter.charge)
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buffer_write(buffer, buffer_s16, global.playerhealth)
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buffer_write(buffer, buffer_u8, global.spectator)
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buffer_write(buffer, buffer_u8, oCharacter.invincible)
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buffer_write(buffer, buffer_u8, global.mosaic)
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buffer_write(buffer, buffer_u8, global.reform)
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buffer_write(buffer, buffer_u8, oCharacter.visible)
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buffer_write(buffer, buffer_u8, oCharacter.sball)
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result = network_send_packet(socket, buffer, buffer_tell(buffer))
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if (global.roomPrev != room)
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global.roomPrev = room
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}
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}
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}
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if mosaicEffect
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alarm[10] = 1
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else
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alarm[10] = 2
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