sSolid 0 -1 0 0 <undefined> <undefined> 1 603 7 0 0 -1 2 self 0 0 1 // i'm so sorry for your frames switch (solid_style){ default: draw_self(); break; case 1: draw_sprite(sSlope1,0,x,y); break; case 2: draw_sprite(sSlope2,0,x,y); break; case 3: draw_sprite(sBlockStep,0,x,y); break; case 4: draw_sprite(sBlockShoot,0,x,y); break; case 5: draw_sprite(sBlockBomb,0,x,y); break; case 6: draw_sprite(sBlockMissile,0,x,y); break; case 7: draw_sprite(sBlockSMissile,0,x,y); break; case 8: draw_sprite(sBlockPBomb,0,x,y); break; case 9: draw_sprite(sBlockScrew,0,x,y); break; case 10: draw_sprite(sBlockSpeed,0,x,y); break; case 11: draw_sprite(sEditorStart,0,x+8,y+16); break; case 12: draw_sprite(sEDTrigger,0,x,y); break; case 13: draw_sprite(sEDSpike,0,x,y); break; // items case 14: draw_sprite(sItemSpiderBall,0,x+0,y+16); break; case 15: draw_sprite(sItemJumpBall,0,x+0,y+16); break; case 16: draw_sprite(sItemHijump,0,x+0,y+16); break; case 17: draw_sprite(sItemSpaceJump,0,x+0,y+16); break; case 18: draw_sprite(sItemBomb,0,x+0,y+16); break; case 19: draw_sprite(sItemMissile,0,x+0,y+16); break; case 20: draw_sprite(sItemSuperMissile,0,x+0,y+16); break; case 21: draw_sprite(sItemPowerBomb,0,x+0,y+16); break; case 22: draw_sprite(sItemScrewAttack,0,x+0,y+16); break; case 23: draw_sprite(sItemSpeedBooster,0,x+0,y+16); break; } 0 0 0 0.5 0.100000001490116 0 0.100000001490116 0.100000001490116 0.200000002980232 -1 0