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Jun 22nd, 2017
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  1. x = player2.x;
  2. y = player2.y + 16;
  3. image_xscale = -player2.image_xscale;
  4. var gun = player2.gun;
  5. switch gun
  6. {
  7. case guns.pistol:
  8. sprite_index = pistol;
  9. break;
  10. case guns.rifle:
  11. sprite_index = rifle;
  12. break;
  13. case guns.shotgun:
  14. sprite_index = shotgun;
  15. break;
  16. case guns.sniperrifle:
  17. sprite_index = sniper_rifle;
  18. break;
  19. case guns.grenadelauncher:
  20. sprite_index = grenade_launcher;
  21. break;
  22. case guns.railgun:
  23. sprite_index = railgun;
  24. break;
  25. case guns.swarm:
  26. sprite_index = swarm;
  27. image_angle = 35 * image_xscale;
  28. break;
  29. break;
  30. case guns.minigun:
  31. sprite_index = minigun;
  32.  
  33. break;
  34. }
  35. if (image_angle >= 0 && player2.state != states.aiming)
  36. {
  37. image_angle -= 2.5;
  38. }
  39. if (image_angle <= 0 && player2.state != states.aiming)
  40. {
  41. image_angle += 2.5;
  42. }
  43. if (image_angle >= -1.5 && image_angle <= 1.5 && player2.state != states.aiming)
  44. {
  45. image_angle = 0;
  46. }
  47. if (keyboard_check(vk_numpad1))
  48. {
  49. var gun = player2.gun;
  50. switch gun
  51. {
  52. case guns.pistol:
  53. if (canFire)
  54. {
  55. fireWeapon(bullet_normal,16,24,3,1,1);
  56. alarm_set(0,20);
  57. }
  58. break;
  59. case guns.rifle:
  60. if (canFire)
  61. {
  62. fireWeapon(bullet_normal,26,32,5,1,3);
  63. alarm_set(0,10);
  64. }
  65. break;
  66. case guns.shotgun:
  67. if (canFire)
  68. {
  69. fireWeapon(bullet_normal,14,16,5,7,16);
  70. alarm_set(0,45);
  71. }
  72. break;
  73. case guns.sniperrifle:
  74. if (canFire)
  75. {
  76. fireWeapon(bullet_heavy,32,48,70,1,0);
  77. alarm_set(0,90);
  78. }
  79. break;
  80.  
  81. case guns.grenadelauncher:
  82. if (canFire)
  83. {
  84. fireWeapon(bullet_grenade,12,16,0,1,0);
  85. alarm_set(0,120);
  86. }
  87. break;
  88. case guns.railgun:
  89. if (canFire)
  90. {
  91. fireWeapon(bullet_laser_p2,0,0,0,1,0);
  92. alarm_set(0,150);
  93. }
  94. break;
  95. case guns.swarm:
  96. if (canFire)
  97. {
  98. fireWeapon(bullet_rocket,13,16,10,3,0);
  99. alarm_set(0,150);
  100. }
  101. break;
  102. case guns.minigun:
  103. if (canFire)
  104. {
  105. weaponTimer -= 0.75;
  106. if (weaponTimer <= 2.5)
  107. {
  108. weaponTimer = 2.5;
  109. }
  110. fireWeapon(bullet_normal,24,26,1,1,2.5);
  111. player2.phy_position_x -= 2.5 * image_xscale;
  112. alarm_set(0,weaponTimer);
  113. }
  114. break;
  115. }
  116. if (keyboard_check(vk_numpad0))
  117. {
  118. player2.state = states.aiming;
  119. if (keyboard_check(vk_up))
  120. {
  121. image_angle += 10;
  122. }
  123. if (keyboard_check(vk_down))
  124. {
  125. image_angle -= 10;
  126. }
  127. }
  128. if (keyboard_check_released(vk_numpad0))
  129. {
  130. if (player2.state == states.aiming)
  131. {
  132. player2.state = states.normal;
  133. image_angle = 0;
  134. }
  135. }
  136. }
  137. if (weaponTimer <= 10 && !keyboard_check(vk_numpad1))
  138. {
  139. weaponTimer += 0.5;
  140. }
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