/// damage_player_push(damage, facing, inv_frames, ignore_armor, knockback_x) 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.godmode) damage_taken = 0; if (global.playerhealth > 0) with (other) { if (state != 41 && walljumping == 0) { if (canbehit) { if (state == BALL || state == AIRBALL || state == SPIDERBALL || (state == SUPERJUMP || state == SJSTART || state == SJEND) && sjball == 1) { sjball = 1; fixedx = 8; sball = 0; state = HURT; canturn = 0; if (other.x >= x) xVel = -argument4; if (other.x < x) xVel = argument4; yVel = -3; } else { sjball = 0; state = 41; if (argument1 == 1) { facing = LEFT; xVel = argument4; } if (argument1 == -1) { facing = RIGHT; xVel = -argument4; } } image_index = 0; statetime = 0; sfx_play(sndHurt); invincible = argument2; ctrl_vibrate(1, 1, 15); 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 != 41 && walljumping == 0) if (global.playerhealth <= 0 && state != DEFEATED) { alarm[0] = 6; state = DEFEATED; } } // if (global.playerhealth > 0)