|
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.gml
xx = 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
|
}
|