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AM2R-TimeTrials/objects/oMOmegaTail.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>sMOmega_Tail</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>1</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>facing = 1;
sep = 5;
yoff[0] = 0;
yoff[1] = 0;
yoff[2] = 0;
yoff[3] = 0;
yoff[4] = 0;
yoff[5] = 0;
timer = 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>yoff[0] = sin(timer);
yoff[1] = sin(timer - 1) * 2;
yoff[2] = sin(timer - 2) * 2.1;
yoff[3] = sin(timer - 3) * 2.2;
yoff[4] = sin(timer - 4) * 2.3;
yoff[5] = sin(timer - 5) * 2.4;
timer += 0.1;
if (timer &gt; 9999999) timer = 0;
</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>
if(oControl.mod_fusion == 1 || oControl.MonsterPalettesFusionOnly == 0) {
pal_swap_set(oControl.OmegaPalette, 1, false);
}
var i;
i = 5;
repeat (6) {
draw_sprite_ext(sprite_index, -1, x - i * sep * facing, y + yoff[i], facing, 1, 0, -1, 1);
i -= 1;
}
shader_reset();
</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>