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AM2R-TimeTrials/objects/oGravitySuitChangeFX.object...

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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>sSuitChange</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>-4999999</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>state = 0;
statetime = 0;
sfx_stop_loops();
global.enablecontrol = 0;
with (oCharacter) {
kLeft = 0;
kRight = 0;
kUp = 0;
kDown = 0;
kJump = 0;
kJumpPressed = 0;
kRun = 0;
kAim = 0;
kFire = 0;
kMissile = 0;
}
lights = -4;
text1 = get_text("Items", "GravitySuit");
text2 = get_text("Items", "GravitySuit_Text");
</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 (state == 0) {
if (statetime == 60) {
state = 1;
statetime = 0;
}
}
if (state == 1) {
if (statetime == 0) with (oGravityPod) {
closed = 1;
depth = -100;
}
if (statetime == 120) {
state = 2;
statetime = 0;
}
}
if (state == 2) {
if (statetime == 0) {
lights = instance_create(x, y, oGravityPodLights);
sfx_loop(sndVariaLoop);
}
if (statetime == 180) {
with (lights) instance_destroy();
state = 3;
statetime = 0;
sfx_stop(sndVariaLoop);
}
}
if (state == 3) {
if (statetime == 0) {
with (oGravityPod) closed = 0;
global.item[9] = 1;
global.currentsuit = 2;
instance_create(x, y, oGravityOverlay);
sfx_play(sndA4DoorOpen);
}
if (statetime == 120) {
state = 4;
statetime = 0;
}
}
if (state == 4) {
if (statetime == 0) { }
if (statetime == 320) { // og 180
with (oGravityPod) depth = 50;
global.enablecontrol = 1;
event_user(0);
}
}
statetime += 1;
with (oCharacter) {
if (x &gt; room_width/2) x -= 1;
if (x &lt; room_width/2) x += 1;
if (y &lt; 160) y += 1;
}
</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.item[9] = 1;
global.itemstaken += 1;
myposx = floor(x / 320);
myposy = floor((y - 8) / 240);
mapposx = myposx + global.mapoffsetx;
mapposy = myposy + global.mapoffsety;
global.dmap[mapposx, mapposy] = 2;
with (oControl) event_user(2);
global.itemtype = 0;
display_itemmsg(text1, text2, "", "");
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>