action_inherited() enemy_active_check(20) enemy_target_check(140, 0) if (active == 1 && frozen == 0) { yVel += 0.2 if (oCharacter.y <= (y - 32) && target == 1) jumpheight = -4 else jumpheight = -2 if (state == 4) { if (image_index >= 3 && image_index <= 4) { y -= 1 yVel = (jumpheight - (timer / 50)) xVel = (1 * facing) } } if (isCollisionBottom(1) == 1) { yVel = 0 if (state == 4 && image_index >= 5) { state = 1 xVel = 0 } } if (isCollisionRight(4) && facing == 1 && state == 1) { facing = -1 state = 3 } if (isCollisionLeft(4) && facing == -1 && state == 1) { facing = 1 state = 3 } if (state == 5 && image_index >= 4 && image_index <= 5 && canattack == 1) { projectile = instance_create(x, (y - 4), oHornoadSpit) projectile.vspeed = -3 projectile.hspeed = (6 * facing) canattack = 0 } if (stun == 0) moveTo(xVel, yVel) } if (state == 100) enemy_death() if (frozen == 0) image_speed = 0.2 else image_speed = 0 if (state == 1) sprite_index = sHornoadIdle if (state == 2) sprite_index = sHornoadShake if (state == 3) sprite_index = sHornoadTurn if (state == 4) sprite_index = sHornoadJump if (state == 5) sprite_index = sHornoadAttack