Other_4.gml 1.0 KB

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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. switch(global.door_direction)
  17. {
  18. case "LEFT":
  19. facing = -1;
  20. x_spd = facing * walk_spd;
  21. y_spd = 0;
  22. set_sprite(sPlayerWalk);
  23. break;
  24. case "RIGHT":
  25. facing = 1;
  26. x_spd = facing * walk_spd;
  27. y_spd = 0;
  28. set_sprite(sPlayerWalk);
  29. break;
  30. case "UP":
  31. y_spd = 0.6 * jump_spd;
  32. enter_room_timer = enter_room_timer_max * 0.5;
  33. break;
  34. case "DOWN":
  35. enter_room_timer = enter_room_timer_max * 0.5;
  36. }
  37. }
  38. else
  39. {
  40. x = global.save_data.world.spxPos;
  41. y = global.save_data.world.spyPos;
  42. }
  43. global.camera.smooth = 0.1;
  44. global.camera.follow = self;
  45. camera_snap();
  46. if global.save_data.player.corpse.targetRoom == room
  47. icl(oPlayerCorpse,
  48. global.save_data.player.corpse.xPos,
  49. global.save_data.player.corpse.yPos);