| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
var axis_move = false; |
| 4 |
var axis_speed = 2; |
| 5 |
with (obj_factory_03_furnace) |
| 6 |
{ |
| 7 |
if (scr_interactscr_interactfunction 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;
}
} () && keyboard_multicheck_pressed(0) && state == 0) |
| 8 |
state = 1; |
| 9 |
} |
| 10 |
if (axis_move_timer >= 0) |
| 11 |
{ |
| 12 |
axis_move_timer--; |
| 13 |
} |
| 14 |
else |
| 15 |
{ |
| 16 |
axis_move = true; |
| 17 |
axis_move_timer = axis_move_timer_max; |
| 18 |
} |
| 19 |
if (axis_move == true) |
| 20 |
{ |
| 21 |
switch (axis_position_current) |
| 22 |
{ |
| 23 |
case 0: |
| 24 |
axis_position_new = choose(1, 3); |
| 25 |
break; |
| 26 |
case 1: |
| 27 |
axis_position_new = choose(0, 2, 4); |
| 28 |
break; |
| 29 |
case 2: |
| 30 |
axis_position_new = choose(1, 5); |
| 31 |
break; |
| 32 |
case 3: |
| 33 |
axis_position_new = choose(4, 0, 6); |
| 34 |
break; |
| 35 |
case 4: |
| 36 |
axis_position_new = choose(1, 3, 5, 7); |
| 37 |
break; |
| 38 |
case 5: |
| 39 |
axis_position_new = choose(2, 4, 8); |
| 40 |
break; |
| 41 |
case 6: |
| 42 |
axis_position_new = choose(7, 3); |
| 43 |
break; |
| 44 |
case 7: |
| 45 |
axis_position_new = choose(4, 6, 8); |
| 46 |
break; |
| 47 |
case 8: |
| 48 |
axis_position_new = choose(7, 5); |
| 49 |
break; |
| 50 |
} |
| 51 |
axis_position_current = axis_position_new; |
| 52 |
with (obj_axis_npc) |
| 53 |
{ |
| 54 |
actor_speed = axis_speed; |
| 55 |
can_walk = true; |
| 56 |
npc_arrived = false; |
| 57 |
x_dest[0] = other.axis_positions[other.axis_position_new][0]; |
| 58 |
y_dest[0] = other.axis_positions[other.axis_position_new][1]; |
| 59 |
end_direction = "nothing"; |
| 60 |
} |
| 61 |
} |