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function cutscene_npc_walk_relative() |
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{ |
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if (!instance_exists(argument[0])) |
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exit; |
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with (argument[0]) |
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{ |
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if (npc_original_x == 0) |
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npc_original_x = x; |
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if (npc_original_y == 0) |
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npc_original_y = y; |
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can_walk = true; |
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if (x_dest[0] != (npc_original_x + argument[1]) || y_dest[0] != (npc_original_y + argument[2])) |
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{ |
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x_dest = 0; |
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y_dest = 0; |
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x_dest[0] = npc_original_x + argument[1]; |
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y_dest[0] = npc_original_y + argument[2]; |
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actor_speed = argument[3]; |
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axis_override = argument[4]; |
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end_direction = argument[5]; |
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if (argument_count > 6) |
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walk_collider = argument[6]; |
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if (argument_count > 7) |
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x_dest[1] = npc_original_x + argument[7]; |
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if (argument_count > 8) |
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y_dest[1] = npc_original_y + argument[8]; |
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if (argument_count > 9) |
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x_dest[2] = npc_original_x + argument[9]; |
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if (argument_count > 10) |
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y_dest[2] = npc_original_y + argument[10]; |
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if (x != x_dest[array_length_1d(x_dest) - 1] || y != y_dest[array_length_1d(y_dest) - 1]) |
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npc_arrived = false; |
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} |
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if (npc_arrived == true) |
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{ |
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can_walk = false; |
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npc_arrived = false; |
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npc_original_x = 0; |
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npc_original_y = 0; |
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argument[0].npc_direction = argument[5]; |
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with (other) |
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cutscene_advance(); |
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return true; |
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} |
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} |
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return false; |
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} |