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AM2R-TimeTrials/objects/oEditorSolid.object.gmx

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3.2 KiB

<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>sSolid</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<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>// i'm so sorry for your frames
switch (solid_style){
default:
draw_self();
break;
case 1:
draw_sprite(sSlope1,0,x,y);
break;
case 2:
draw_sprite(sSlope2,0,x,y);
break;
case 3:
draw_sprite(sBlockStep,0,x,y);
break;
case 4:
draw_sprite(sBlockShoot,0,x,y);
break;
case 5:
draw_sprite(sBlockBomb,0,x,y);
break;
case 6:
draw_sprite(sBlockMissile,0,x,y);
break;
case 7:
draw_sprite(sBlockSMissile,0,x,y);
break;
case 8:
draw_sprite(sBlockPBomb,0,x,y);
break;
case 9:
draw_sprite(sBlockScrew,0,x,y);
break;
case 10:
draw_sprite(sBlockSpeed,0,x,y);
break;
case 11:
draw_sprite(sEditorStart,0,x+8,y+16);
break;
case 12:
draw_sprite(sEDTrigger,0,x,y);
break;
case 13:
draw_sprite(sEDSpike,0,x,y);
break;
// items
case 14:
draw_sprite(sItemSpiderBall,0,x+0,y+16);
break;
case 15:
draw_sprite(sItemJumpBall,0,x+0,y+16);
break;
case 16:
draw_sprite(sItemHijump,0,x+0,y+16);
break;
case 17:
draw_sprite(sItemSpaceJump,0,x+0,y+16);
break;
case 18:
draw_sprite(sItemBomb,0,x+0,y+16);
break;
case 19:
draw_sprite(sItemMissile,0,x+0,y+16);
break;
case 20:
draw_sprite(sItemSuperMissile,0,x+0,y+16);
break;
case 21:
draw_sprite(sItemPowerBomb,0,x+0,y+16);
break;
case 22:
draw_sprite(sItemScrewAttack,0,x+0,y+16);
break;
case 23:
draw_sprite(sItemSpeedBooster,0,x+0,y+16);
break;
}
</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>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>