/// shoot_missile_receive(direction, currentweapon, x, y, sax, clientID, velX, velY, icemissiles) msl = instance_create(argument2, argument3, oMissile); msl.sax = argument4; msl.myid = argument5; msl.velX = argument6; msl.velY = argument7; msl.icemissiles = argument8; if(argument1 == 2) msl.smissile = 1; msl.direction = argument0; msl.speed = 6.4; msl.image_angle = argument0; sfx_play(sndFireMissile); /* if (argument0 == 180) { msl.x += 4; if (state != GRIP) msl.y -= 1; } if (argument0 == 0) msl.x -= 4; if (argument0 == 90) { msl.y += 4; if (facing == LEFT) msl.x += 1; } */ msl.smissile = argument1 == 2; if (argument1 == 1) { msl.sprite_index = sMissile; msl.alarm[0] = 1; msl.damage = 20; } if (argument1 == 2) { msl.sprite_index = sSMissile; msl.alarm[0] = 1; msl.damage = 100; PlaySoundMono(sndFlyby); } if (argument8 && argument1 == 1){ msl.sprite_index = sIceMissile; } with (msl) { trail = instance_create(argument2, argument3, oMissileTrail); trail.direction = direction; trail.smissile = smissile; trail.fadein_speed = 0.04; if (argument1 == 2) { trail.sprite_index = sSMissileTrail1; trail.fadein_speed = 0.1; } /* if(global.icemissiles && argument1 == 1){ trail.sprite_index = sIceMissileTrail; } */ } // if (argument1 == 1 && global.missiles > 0 || argument1 == 2 && global.smissiles > 0) if (argument1 == 2 && global.smissiles == 0) argument1 = 1; if (argument1 == 1 && global.missiles == 0) argument1 = 0;