/// damage_player(damage, knockback_x, knockback_y, ignore_armor, ignore_invincibility) var damage_taken; if (global.currentsuit == 0 || argument3 == 1) damage_taken = argument0 * oControl.mod_diffmult; //((global.difficulty == 2) + 1) * oControl.mod_fusion; if (argument3 == 0) { if (global.currentsuit == 1) damage_taken = ceil(argument0 * 0.5) * oControl.mod_diffmult; //((global.difficulty == 2) + 1) * oControl.mod_fusion; //if (global.currentsuit == 2) damage_taken = ceil(argument0 * 0.25) * oControl.mod_diffmult; //((global.difficulty == 2) + 1) * oControl.mod_fusion; if (global.currentsuit == 2) { if(global.item[5] == 0) damage_taken = ceil(argument0 * 0.5) * oControl.mod_diffmult else damage_taken = ceil(argument0 * 0.25) * oControl.mod_diffmult; } //added } if (global.playerhealth > 0) with (oCharacter) { if (state != HURT && invincible == 0 || argument4 == 1 && statetime > 2) { if (canbehit) { if (state == BALL || state == AIRBALL || state == SPIDERBALL || sjball == 1) { sjball = 1; fixedx = 12; sball = 0; } else sjball = 0; state = HURT; statetime = 0; canturn = 0; image_index = 0; if (other.x >= x) xVel = -argument1; if (other.x < x) xVel = argument1; yVel = argument2; sfx_play(sndHurt); ctrl_vibrate(0.5, 0.5, 10); invincible = 60; if (inwater) { repeat (3 + floor(random(3))) { bubble = instance_create(x, y - 6 - random(20), oLBubble); if (instance_exists(bubble)) { bubble.hspeed = 1 - random(2); bubble.vspeed = -0.1 - random(1); } } } global.playerhealth -= damage_taken; } // if (canbehit) } // if (state != HURT && invincible == 0 || argument4 == 1 && statetime > 2) if (global.playerhealth <= 0 && state != DEFEATED) { alarm[0] = 6; state = DEFEATED; } } // if (global.playerhealth > 0)