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