1 |
xx = view_xview[view_current]; |
2 |
yy = view_yview[view_current]; |
3 |
mode = 0; |
4 |
alarm[0] = 0;gml_Object_obj_transheart_Alarm_0.gmlxx = view_xview[view_current];
yy = view_yview[view_current];
mode = 0;
mychoicex = xx + 20;
mychoicey = yy + 223;
if (room == room_area1_2 || room == room_tundra_paproom)
{
mychoicex = xx + 154;
mychoicey = yy + 156;
}
if (room == room_water_undynefinal)
{
mychoicex = xx + 154;
mychoicey = yy + 110;
}
spdr = distance_to_point(mychoicex, mychoicey) / 17;
move_towards_point(mychoicex, mychoicey, spdr);
if ( global.flag[16 type_heart_transition] == 1)
{
mychoicex = xx + 154;
mychoicey = yy + 156;
spdr = distance_to_point(mychoicex, mychoicey) / 8;
move_towards_point(mychoicex, mychoicey, spdr);
} |
5 |
mychoicex = xx + 20; |
6 |
mychoicey = yy + 223; |
7 |
if (room == room_area1_2 || room == room_tundra_paproom) |
8 |
{ |
9 |
mychoicex = xx + 154; |
10 |
mychoicey = yy + 156; |
11 |
} |
12 |
if (room == room_water_undynefinal || room == room_water_undynefinal2 || room == room_water_undynefinal3 || room == room_fire1) |
13 |
{ |
14 |
mychoicex = xx + 156; |
15 |
mychoicey = yy + 116; |
16 |
} |
17 |
spdr = distance_to_point(mychoicex, mychoicey) / 17; |
18 |
move_towards_point(mychoicex, mychoicey, spdr); |
19 |
snd_play(snd_battlefall); |
20 |
if (global.flag[16 type_heart_transition] == 1) |
21 |
{ |
22 |
x = xstart; |
23 |
y = ystart; |
24 |
mychoicex = xx + 154; |
25 |
mychoicey = yy + 156; |
26 |
spdr = distance_to_point(mychoicex, mychoicey) / 8; |
27 |
move_towards_point(mychoicex, mychoicey, spdr); |
28 |
snd_play(snd_battlefall); |
29 |
} |