Other_4.gml 1008 B

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  1. if global.target_door_id != -1
  2. {
  3. with(oDoor)
  4. {
  5. if door_id == global.target_door_id
  6. {
  7. other.x = x;
  8. other.y = y;
  9. global.door_direction = door_direction;
  10. }
  11. }
  12. state = state_exit_door;
  13. enter_room_timer = enter_room_timer_max;
  14. switch(global.door_direction)
  15. {
  16. case "LEFT":
  17. facing = -1;
  18. x_spd = facing * walk_spd;
  19. y_spd = 0;
  20. set_sprite(sPlayerWalk);
  21. break;
  22. case "RIGHT":
  23. facing = 1;
  24. x_spd = facing * walk_spd;
  25. y_spd = 0;
  26. set_sprite(sPlayerWalk);
  27. break;
  28. case "UP":
  29. y_spd = 0.6 * jump_spd;
  30. enter_room_timer = enter_room_timer_max * 0.5;
  31. break;
  32. case "DOWN":
  33. enter_room_timer = enter_room_timer_max * 0.5;
  34. }
  35. }
  36. else
  37. {
  38. x = global.save_data.world.spxPos;
  39. y = global.save_data.world.spyPos;
  40. }
  41. global.camera.smooth = 0.1;
  42. global.camera.follow = self;
  43. camera_snap();
  44. if global.save_data.player.corpse.targetRoom == room
  45. icl(oPlayerCorpse,
  46. global.save_data.player.corpse.xPos,
  47. global.save_data.player.corpse.yPos);