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329 lines
6.9 KiB
329 lines
6.9 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>sXCrystal</spriteName>
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<solid>0</solid>
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<visible>-1</visible>
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<depth>1</depth>
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<persistent>0</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>///Initial Vars
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xShake = 0;
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stage = 0;
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orbitX = 0;
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orbitY = 0;
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targetx = 0;
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targety = 0;
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orbitCounter = 0;
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velX = 0;
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velY = 0;
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counter = 10;
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Speed = 0.2;
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sizeX = 1;
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sizeY = 1;
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pixelateTimer = 70;
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animState = 0;
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transition = 0;
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spd = 2.5
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image_speed = 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>///Animations
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if(sprite_index == sXCrystal && floor(image_index) == 14)
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{
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sprite_index = sHXPickup;
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image_index = 0;
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image_speed = 0.15
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}
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if(xShake == 1)
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{
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x = x + 1;
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PlaySoundMono(sndCrystalShake);
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xShake = 2;
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}
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else if(xShake == 2)
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{
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xShake = 3;
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}
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else if(xShake == 3)
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{
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x = x - 1;
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xShake = 0;
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}
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if(xShake == 4)
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{
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x = x - 1;
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PlaySoundMono(sndCrystalShake2);
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xShake = 5;
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}
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else if(xShake == 5)
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{
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xShake = 6;
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}
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else if(xShake == 6)
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{
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x = x + 1;
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xShake = 0;
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}
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if(xShake == 7)
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{
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x = x - 1;
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xShake = 8;
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}
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else if(xShake == 8)
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{
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xShake = 9;
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}
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else if(xShake == 9)
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{
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x = x + 1;
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xShake = 7;
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}
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if(transition == 1)
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{
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if(pixelateTimer == 70) {
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PlaySoundMono(sndXMorph2);
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sizeX = 2;
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sizeY = 2;
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}
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if(pixelateTimer > 0) pixelateTimer --;
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if(pixelateTimer >= 30)
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{
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image_xscale += 0.025;
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image_yscale += 0.025;
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}
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else if(pixelateTimer >= 10)
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{
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sizeX -= 0.05;
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sizeY -= 0.05;
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if(sizeX < 1) sizeX = 1;
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if(sizeY < 1) sizeY = 1;
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}
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}
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if(transition == 2)
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{
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if(pixelateTimer == 115) PlaySoundMono(sndXMorph1);
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if(pixelateTimer > 0) pixelateTimer --;
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if(pixelateTimer > 60)
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{
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sizeX += 0.09;
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sizeY += 0.06;
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}
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else if(pixelateTimer > 0)
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{
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if(pixelateTimer == 60)
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{
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sprite_index = sHornoadXFall;
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image_speed = 0;
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}
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sizeX -= 0.09;
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sizeY -= 0.06;
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}
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}
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</string>
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</argument>
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</arguments>
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</action>
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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>///Movement
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if(stage == 1)
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{
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var ang = point_direction(x,y,targetx,targety);
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velX += lengthdir_x(Speed,ang);
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velY += lengthdir_y(Speed,ang);
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velX = clamp(velX,-3,3);
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velY = clamp(velY,-3,3);
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x += velX;
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y += velY;
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}
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if(stage == 2)
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{
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if(point_distance(x,y,oEndingHornoad.x,oEndingHornoad.y-12) > 2)
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{
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dir = point_direction(x, y, oEndingHornoad.x, oEndingHornoad.y-14)
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x += lengthdir_x(2.5, dir)
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y += lengthdir_y(2.5, dir)
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}
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else
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{
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stage = 3;
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sprite_index = sXInfect;
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PlaySoundMono(sndXInfect);
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image_index = 0;
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image_speed = 1/6;
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}
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}
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if(stage == 3)
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{
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if(image_index < 8)
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{
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x = oEndingHornoad.x;
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y = oEndingHornoad.y-14;
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}
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else
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{
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image_speed = 0;
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image_xscale = 0;
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image_yscale = 0;
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y = oEndingHornoad.y - 8;
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stage = 0;
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}
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}
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if(stage == 4)
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{
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if(point_distance(x,y,128,144) > 1)
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{
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spd -= 0.1;
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dir = point_direction(x, y, 128, 144)
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x += lengthdir_x(spd, dir)
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y += lengthdir_y(spd, dir)
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}
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else stage = 5;
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}
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if(stage == 5)
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{
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transition = 2;
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}
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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="4">
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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>timeline_index = timelineCrystal;
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timeline_position = 0;
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timeline_running = true;
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timeline_loop = false;
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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="8" 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(transition == 1 || stage == 5)
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{
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draw_sprite_pixelated(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, image_blend, image_alpha, sizeX, sizeY, 64);
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}
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else draw_self();
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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>1</PhysicsObjectShape>
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<PhysicsObjectDensity>0</PhysicsObjectDensity>
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<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
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<PhysicsObjectGroup>0</PhysicsObjectGroup>
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<PhysicsObjectLinearDamping>0</PhysicsObjectLinearDamping>
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<PhysicsObjectAngularDamping>0</PhysicsObjectAngularDamping>
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<PhysicsObjectFriction>0</PhysicsObjectFriction>
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<PhysicsObjectAwake>0</PhysicsObjectAwake>
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<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
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<PhysicsShapePoints/>
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</object>
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