Other_4.gml 708 B

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  1. last_safe_x = x;
  2. last_safe_y = y;
  3. if global.target_door_id != -1
  4. {
  5. with(oDoor)
  6. {
  7. if door_id == global.target_door_id
  8. {
  9. other.x = x;
  10. other.y = y;
  11. global.door_direction = door_direction;
  12. }
  13. }
  14. state = state_exit_door;
  15. enter_room_timer = enter_room_timer_max;
  16. if global.door_direction == "UP"
  17. {
  18. y_spd = jump_spd;
  19. }
  20. }
  21. else
  22. {
  23. with(oSavePoint)
  24. {
  25. if uuid = global.save_data.world.current_savepoint
  26. {
  27. global.player.x = x;
  28. global.player.y = y;
  29. }
  30. }
  31. oCamera.follow = self;
  32. camera_snap();
  33. }
  34. if global.save_data.player.corpse.targetRoom == room
  35. icl(oPlayerCorpse,
  36. global.save_data.player.corpse.xPos,
  37. global.save_data.player.corpse.yPos);