1 |
var player_weapon = global.player_weapon |
2 |
var player_weapon_modifier = global.player_weapon_modifier |
3 |
var shoot_sound = snd_ceroba_staff_lock |
4 |
switch player_weapon |
5 |
{ |
6 |
case "Toy Gun": |
7 |
case "Wild Revolver": |
8 |
switch player_weapon_modifier |
9 |
{ |
10 |
case "Pebble Ammo": |
11 |
shoot_sound = audio_play_sound(snd_shotmid_pebbles, 20, false) |
12 |
sprite_index = spr_shot_medium_pebbles |
13 |
image_speed = 0.48333333333333334 |
14 |
break |
15 |
case "Cff Bean Ammo": |
16 |
shoot_sound = audio_play_sound(snd_shotmid_coffee, 20, false) |
17 |
sprite_index = spr_shot_medium_coffee |
18 |
image_speed = 0.48333333333333334 |
19 |
break |
20 |
case "Glass Ammo": |
21 |
shoot_sound = audio_play_sound(snd_shotmid_glass, 20, false) |
22 |
sprite_index = spr_shot_medium_glass |
23 |
image_xscale = 2 |
24 |
image_yscale = 2 |
25 |
image_speed = 0.48333333333333334 |
26 |
break |
27 |
case "Silver Ammo": |
28 |
shoot_sound = audio_play_sound(snd_shotmid_silver, 20, false) |
29 |
sprite_index = spr_shot_medium_silver |
30 |
image_speed = 0.48333333333333334 |
31 |
break |
32 |
case "Nails": |
33 |
shoot_sound = audio_play_sound(snd_shotmid_nails, 20, false) |
34 |
sprite_index = spr_shot_medium_nails |
35 |
image_speed = 1 |
36 |
break |
37 |
case "Friendliness Pellets": |
38 |
shoot_sound = audio_play_sound(snd_shotmid_pellets, 20, false) |
39 |
sprite_index = spr_shot_medium_pellets |
40 |
image_speed = 1 |
41 |
break |
42 |
case "Ice Pellets": |
43 |
shoot_sound = audio_play_sound(snd_shotmid_ice, 20, false) |
44 |
sprite_index = spr_shot_medium_ice |
45 |
image_speed = 0.48333333333333334 |
46 |
break |
47 |
case "Flint": |
48 |
shoot_sound = audio_play_sound(snd_shotmid_flint, 20, false) |
49 |
sprite_index = spr_shot_medium_flint |
50 |
image_speed = 0.48333333333333334 |
51 |
break |
52 |
default: |
53 |
shoot_sound = audio_play_sound(snd_shotmid, 20, false) |
54 |
image_speed = 0.26666666666666666 |
55 |
} |
56 |
|
57 |
break |
58 |
} |
59 |
|
60 |
image_index = 0 |
61 |
audio_sound_gain(shoot_sound, 1.5, 0) |