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gml_Object_obj_drgate_Step_0

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if (keyboard_multicheck_pressed(0))
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{
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    if (scr_interact
scr_interact

function scr_interact() { if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state) { var pl_dir = obj_pl.direction; var pl_x = 0; var pl_y = 0; var check_distance_x = 0; var check_distance_y = 0; switch (pl_dir) { case 0: pl_x = obj_pl.bbox_right; pl_y = obj_pl.bbox_top + 1; check_distance_x = 20; break; case 180: pl_x = obj_pl.bbox_left; pl_y = obj_pl.bbox_top + 1; check_distance_x = -20; break; case 90: pl_x = obj_pl.x; pl_y = obj_pl.bbox_top; check_distance_y = -20; break; case 270: pl_x = obj_pl.x; pl_y = obj_pl.bbox_bottom; check_distance_y = 20; break; } if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false)) return true; } }
() == true)
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    {
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        if (!instance_exists(obj_dialogue))
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            msg = instance_create(x, y, obj_dialogue);
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        with (msg)
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        {
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            sndfnt = 99;
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            portrait = false;
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            message[0] = "* (You jostle the gate.)";
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            message[1] = "* (It doesn't budge.)";
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        }
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    }
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}