function enemy_crawl_ai() { var _wall_ahead = place_meeting(x + facing, y, oParentSolid); var _hazard_ahead = place_meeting(x + facing * abs(sprite_width) / 2, y, oParentHazard); var _ledge_ahead = !place_meeting(x + facing * abs(sprite_width), y + 1, oParentSolid); if _wall_ahead || _ledge_ahead || _hazard_ahead facing *= -1; x_spd = facing * walk_spd; y_spd += global.g; }