1 |
if (global.interact == 0) |
2 |
{ |
3 |
if (global.facing == 1) |
4 |
{ |
5 |
if (collision_rectangle(x + (sprite_width / 2), y + 19, x + sprite_width + 15, y + sprite_height, obj_interactable, 0, 1)) |
6 |
{ |
7 |
interactedobject = collision_rectangle(x + (sprite_width / 2), y + (sprite_height / 2), x + sprite_width + 15, y + sprite_height, obj_interactable, 0, 1); |
8 |
if (interactedobject != -4) |
9 |
{ |
10 |
with (interactedobject) |
11 |
facing = 3; |
12 |
with (interactedobject) |
13 |
myinteract = 1; |
14 |
} |
15 |
} |
16 |
} |
17 |
if (global.facing == 3) |
18 |
{ |
19 |
if (collision_rectangle(x + (sprite_width / 2), y + 19, x - 15, y + sprite_height, obj_interactable, 0, 1)) |
20 |
{ |
21 |
interactedobject = collision_rectangle(x + (sprite_width / 2), y + 3 + (sprite_height / 2), x - 15, y + sprite_height + 3, obj_interactable, 0, 1); |
22 |
if (interactedobject != -4) |
23 |
{ |
24 |
with (interactedobject) |
25 |
facing = 1; |
26 |
with (interactedobject) |
27 |
myinteract = 1; |
28 |
} |
29 |
} |
30 |
} |
31 |
if (global.facing == 0) |
32 |
{ |
33 |
if (collision_rectangle(x + 4, y + 20, (x + sprite_width) - 4, y + sprite_height + 15, obj_interactable, 0, 1)) |
34 |
{ |
35 |
interactedobject = collision_rectangle(x + 4, y + 20, (x + sprite_width) - 4, y + sprite_height + 15, obj_interactable, 0, 1); |
36 |
if (interactedobject != -4) |
37 |
{ |
38 |
with (interactedobject) |
39 |
facing = 2; |
40 |
with (interactedobject) |
41 |
myinteract = 1; |
42 |
} |
43 |
} |
44 |
} |
45 |
if (global.facing == 2) |
46 |
{ |
47 |
if (collision_rectangle(x + 4, (y + sprite_height) - 5, (x + sprite_width) - 4, y + 5, obj_interactable, 0, 1)) |
48 |
{ |
49 |
interactedobject = collision_rectangle(x + 4, (y + sprite_height) - 5, (x + sprite_width) - 4, y + 8, obj_interactable, 0, 1); |
50 |
if (interactedobject != -4) |
51 |
{ |
52 |
with (interactedobject) |
53 |
facing = 0; |
54 |
with (interactedobject) |
55 |
myinteract = 1; |
56 |
} |
57 |
} |
58 |
} |
59 |
} |