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gml_Object_obj_mainchara_fake_Step_0

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1
if (global.facing == 0)
2
    sprite_index = dsprite;
3
if (global.facing == 1)
4
    sprite_index = rsprite;
5
if (global.facing == 2)
6
    sprite_index = usprite;
7
if (global.facing == 3)
8
    sprite_index = lsprite;
9
crumpet = 0;
10
strumpet = bbox_top;
11
trumpet = bbox_left;
12
if (obj_time.left)
13
{
14
    if (movement == 1)
15
    {
16
        turned = 1;
17
        if (xprevious == (x + 3))
18
            x -= 2;
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        else
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            x -= 3;
21
        if (moving != 1)
22
            image_index = 1;
23
        moving = 1;
24
        image_speed = 0.2;
25
        if (obj_time.up && global.facing == 2)
26
            turned = 0;
27
        if (obj_time.down && global.facing == 0)
28
            turned = 0;
29
        if (turned == 1)
30
            global.facing = 3;
31
    }
32
}
33
if (obj_time.up)
34
{
35
    if (movement == 1)
36
    {
37
        turned = 1;
38
        y -= 3;
39
        if (moving != 1)
40
            image_index = 1;
41
        moving = 1;
42
        image_speed = 0.2;
43
        if (obj_time.right && global.facing == 1)
44
            turned = 0;
45
        if (obj_time.left && global.facing == 3)
46
            turned = 0;
47
        if (turned == 1)
48
            global.facing = 2;
49
    }
50
}
51
if (obj_time.right)
52
{
53
    if (movement == 1)
54
    {
55
        if (obj_time.left == 0)
56
        {
57
            turned = 1;
58
            if (xprevious == (x - 3))
59
                x += 2;
60
            else
61
                x += 3;
62
            moving = 1;
63
            image_speed = 0.2;
64
            if (moving != 1)
65
                image_index = 1;
66
            if (obj_time.up && global.facing == 2)
67
                turned = 0;
68
            if (obj_time.down && global.facing == 0)
69
                turned = 0;
70
            if (turned == 1)
71
                global.facing = 1;
72
        }
73
    }
74
}
75
if (obj_time.down)
76
{
77
    if (movement == 1)
78
    {
79
        if (obj_time.up == 0)
80
        {
81
            turned = 1;
82
            y += 3;
83
            if (moving != 1)
84
                image_index = 1;
85
            moving = 1;
86
            image_speed = 0.2;
87
            if (obj_time.right && global.facing == 1)
88
                turned = 0;
89
            if (obj_time.left && global.facing == 3)
90
                turned = 0;
91
            if (turned == 1)
92
                global.facing = 0;
93
        }
94
    }
95
}
96
if (control_check_pressed(0))
97
    event_user(0);
98
if (x < 0)
99
    x = 0;
100
if (x > (room_width - sprite_width))
101
    x = room_width - sprite_width;
102
if (y < 0)
103
    y = 0;
104
if (y > (room_height - sprite_height))
105
    y = room_height - sprite_height;
106
depth = 50000 - (y * 10);