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AM2Rogue/Export_Code/gml_Object_oBigQuake_Step_0...

66 lines
1.6 KiB

if global.ingame
{
statetime += 1
if (statetime == 595)
{
sid = sfx_loop(sndQuakeLoop)
audio_sound_gain(sid, 0.05, 0)
audio_sound_gain(sid, (global.opsoundvolume / 100), 1500)
}
if (statetime == 600)
{
global.quake = 1
intensity = 1
}
if (statetime == 630)
intensity = 2
if (statetime == 660)
intensity = 3
if (statetime == 690)
intensity = 4
if (statetime == 1050)
{
intensity = 3
audio_sound_gain(sid, 0, 1500)
}
if (statetime == 1100)
intensity = 2
if (statetime == 1150)
intensity = 1
if (statetime == 1190)
intensity = 0
if (statetime == 1200)
event_user(0)
if (statetime == 1000 && global.lavastate >= 10)
sfx_play(sndQueenDistant)
if global.quake
{
if (global.classicmode == 0)
{
view_xport[0] = round(random(intensity))
view_yport[0] = round(random(intensity))
oControl.xShake = round(random(intensity))
oControl.yShake = round(random(intensity))
}
if (global.classicmode == 1)
{
view_xport[0] = (80 + round(random(intensity)))
view_yport[0] = (40 + round(random(intensity)))
oControl.xShake = (80 + round(random(intensity)))
oControl.yShake = (40 + round(random(intensity)))
}
}
if global.opxjoyvib
{
global.vibL = (intensity * 0.15)
global.vibR = (intensity * 0.15)
}
}
else
{
view_xport[0] = 0
view_yport[0] = 0
oControl.xShake = 0
oControl.yShake = 0
}