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gml_Object_obj_playerfall_Step_0

related scripts: Alarm_0Alarm_1Alarm_2Create_0Step_0

(view raw script w/o annotations or w/e)
1
script_execute(scr_depth);
2
if (image_index >= 16 && image_speed > 0)
3
{
4
    image_speed = 0;
5
    image_index = 17;
6
}
7
if (floor(image_index) == 10)
8
{
9
    image_speed = 0;
10
    if (!alarm[0])
11
        alarm[0]
 = 10;
gml_Object_obj_playerfall_Alarm_0.gml

image_index = 11; image_speed = 0.2;
12
}
13
if (floor(image_index) == 11)
14
{
15
    if (!audio_is_playing(snd_groundbreak))
16
        audio_play_sound(snd_groundbreak, 1, 0);
17
    shake = true;
18
    alarm[1]
 = 1;
gml_Object_obj_playerfall_Alarm_1.gml

__view_set(e__VW.XView, 0, xview_orig); __view_set(e__VW.YView, 0, yview_orig); __view_set(e__VW.XView, 0, __view_get(e__VW.XView, 0) + irandom_range(-2, 2)); __view_set(e__VW.YView, 0, __view_get(e__VW.YView, 0) + irandom_range(-2, 2)); if (shake == true) alarm[1]
 = 1;
enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
19
    alarm[2]
 = 25;
gml_Object_obj_playerfall_Alarm_2.gml

shake = false;
20
}