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AM2R-TimeTrials/objects/oA4PowerCell.object.gmx

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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>sA4PowerCell</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>100</depth>
<persistent>0</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>image_speed = 0;
xoff = 0;
ratio = 0;
x = view_xview[0] + view_wview[0] / 2 + xoff;
y = view_yview[0] + view_hview[0] / 2;
if (global.event[203] == 0) {
image_index = 0;
} else image_index = 1;
rframe = 0;
corespr = sA4ReactorCore;
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="3" enumb="1">
<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>ratio = view_xview[0] / 160 - 1;
xoff = -ratio * 32;
x = view_xview[0] + view_wview[0] / 2 + xoff;
y = view_yview[0] + view_hview[0] / 2;
</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.event[203] == false &amp;&amp; instance_exists(oPBombExpl)) event_user(0);
if (global.event[203] == 0) {
corespr = sA4ReactorCore;
} else corespr = sA4ReactorCore2;
rframe += 1;
if (rframe &gt; 2) rframe = 0;
</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>global.event[203] = 1;
image_index = 1;
repeat (10) {
expl = instance_create(x + random_range(-30, 30), y + random_range(-30, 30), oFXAnimSpark);
expl.image_speed = 0.5;
expl.additive = 0;
expl.sprite_index = sExplSmoke;
expl.depth = -90;
expl.image_xscale = 1 - 2 * (random(2) &lt; 1);
}
instance_create(0, 0, oA4EscapeControl);
</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="8" 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>draw_sprite(corespr, rframe, x, y);
draw_sprite_ext(sprite_index, 0, x - 160, y, 1, 1, 0, c_gray, 1);
draw_sprite_ext(sprite_index, 0, x + 160, y, 1, 1, 0, c_gray, 1);
draw_self();
</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>