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163 lines
4.8 KiB
163 lines
4.8 KiB
<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
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<object>
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<spriteName>ssEDFX</spriteName>
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<solid>0</solid>
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<visible>0</visible>
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<depth>-200</depth>
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<persistent>-1</persistent>
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<parentName><undefined></parentName>
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<maskName><undefined></maskName>
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<events>
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<event eventtype="0" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>global.quake = 0;
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intensity = 0;
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statetime = 0;
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sid = 0;
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="3" enumb="0">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (global.ingame) {
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statetime += 1;
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if (statetime == 95) {
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sid = sfx_loop(sndQuakeLoop);
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audio_sound_gain(sid, 0.05, 0);
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audio_sound_gain(sid, global.opsoundvolume / 100, 1500);
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}
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if (statetime == 100) {
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global.quake = 1;
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intensity = 3;
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}
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if (statetime == 130) intensity = 5;
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if (statetime == 160) intensity = 7;
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if (statetime == 190) intensity = 9;
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if (statetime == 340) sfx_play(sndQueenIntro); //240
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if (statetime == 250) {
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intensity = 11;
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audio_sound_gain(sid, 0, 1500);
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}
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if (statetime == 500) intensity = 9;
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if (statetime == 540) intensity = 6;
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if (statetime == 580) intensity = 4;
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if (statetime == 595) intensity = 3;
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if (statetime == 615) intensity = 2;
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if (statetime == 630) intensity = 1;
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if (statetime == 645) { intensity = 0; event_user(0); }
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if (global.quake) {
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if (global.classicmode == 0) {
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view_xport[0] = round(random(intensity));
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view_yport[0] = round(random(intensity));
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oControl.xShake = round(random(intensity));
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oControl.yShake = round(random(intensity));
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}
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if (global.classicmode == 1) {
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view_xport[0] = 80 + round(random(intensity));
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view_yport[0] = 40 + round(random(intensity));
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oControl.xShake = 80 + round(random(intensity));
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oControl.yShake = 40 + round(random(intensity));
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}
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}
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if (global.opxjoyvib) {
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global.vibL = intensity * 0.15;
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global.vibR = intensity * 0.15;
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}
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} else {
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view_xport[0] = 0;
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view_yport[0] = 0;
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oControl.xShake = 0;
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oControl.yShake = 0;
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} // if (global.ingame) else
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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<event eventtype="7" enumb="10">
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<action>
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<libid>1</libid>
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<id>603</id>
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<kind>7</kind>
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<userelative>0</userelative>
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<isquestion>0</isquestion>
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<useapplyto>-1</useapplyto>
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<exetype>2</exetype>
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<functionname></functionname>
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<codestring></codestring>
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<whoName>self</whoName>
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<relative>0</relative>
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<isnot>0</isnot>
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<arguments>
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<argument>
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<kind>1</kind>
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<string>if (global.classicmode == 0) {
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view_xport[0] = 0;
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view_yport[0] = 0;
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oControl.xShake = 0;
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oControl.yShake = 0;
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}
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if (global.classicmode == 1) {
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view_xport[0] = 80;
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view_yport[0] = 40;
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oControl.xShake = 0;
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oControl.yShake = 0;
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}
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global.quake = 0;
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//add_log(3);
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sfx_stop(sndQueenIntro);
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sfx_stop(sndQuakeLoop);
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instance_destroy();
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</string>
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</argument>
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</arguments>
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</action>
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</event>
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</events>
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<PhysicsObject>0</PhysicsObject>
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<PhysicsObjectSensor>0</PhysicsObjectSensor>
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<PhysicsObjectShape>0</PhysicsObjectShape>
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<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
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<PhysicsObjectAwake>-1</PhysicsObjectAwake>
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<PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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