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AM2R-TimeTrials/objects/oBigQuakeQueen.object.gmx

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