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Mar 31st, 2016
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  1. if (!attacking)
  2.     {
  3.     if (beenHit)
  4.         {
  5.         image_speed = 0.4;
  6.         SetSpriteFromFace(spriteStaggerNorth, spriteStaggerSouth, spriteStaggerEast, spriteStaggerWest);
  7.         }
  8.  
  9.     // Moving
  10.     else if (h_spd!=0 || v_spd!=0)
  11.         {
  12.         image_speed = 0.15;
  13.         SetSpriteFromFace(spriteWalkNorth, spriteWalkSouth, spriteWalkEast, spriteWalkWest);
  14.         var _newMoveMask;
  15.         _newMoveMask = instance_create(x,y,objPlayerMove);
  16.         _newMoveMask.face = face;
  17.         _newMoveMask.depth = depth;
  18.         _newMoveMask.image_speed = objPlayerCharacter.image_speed;
  19.             with (_newMoveMask)
  20.             {
  21.             var _weapon;
  22.             _weapon = script_execute(objPlayer.equippedWeapon[ITEM_MOVESET]);
  23.             SetSpriteFromFace(_weapon);
  24.             }
  25.         }
  26.    
  27.     // Idle
  28.     else if (!attacking)
  29.         {
  30.         image_speed = 0.05;
  31.         SetSpriteFromFace(spriteIdleNorth, spriteIdleSouth, spriteIdleEast, spriteIdleWest);
  32.         var _newIdleMask;
  33.         _newIdleMask = instance_create(x,y,objPlayerIdle);
  34.         _newIdleMask.face = face;
  35.         _newIdleMask.depth = depth;
  36.         _newIdleMask.image_speed = image_speed;
  37.             with (_newIdleMask)
  38.             {
  39.             var _weapon;
  40.             _weapon = script_execute(objPlayer.equippedWeapon[ITEM_IDLESET]);
  41.             SetSpriteFromFace(_weapon);
  42.             }
  43.         }
  44.     }
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