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- x = player2.x;
- y = player2.y + 16;
- image_xscale = -player2.image_xscale;
- var gun = player2.gun;
- switch gun
- {
- case guns.pistol:
- sprite_index = pistol;
- break;
- case guns.rifle:
- sprite_index = rifle;
- break;
- case guns.shotgun:
- sprite_index = shotgun;
- break;
- case guns.sniperrifle:
- sprite_index = sniper_rifle;
- break;
- case guns.grenadelauncher:
- sprite_index = grenade_launcher;
- break;
- case guns.railgun:
- sprite_index = railgun;
- break;
- case guns.swarm:
- sprite_index = swarm;
- image_angle = 35 * image_xscale;
- break;
- break;
- case guns.minigun:
- sprite_index = minigun;
- break;
- }
- if (image_angle >= 0 && player2.state != states.aiming)
- {
- image_angle -= 2.5;
- }
- if (image_angle <= 0 && player2.state != states.aiming)
- {
- image_angle += 2.5;
- }
- if (image_angle >= -1.5 && image_angle <= 1.5 && player2.state != states.aiming)
- {
- image_angle = 0;
- }
- if (keyboard_check(vk_numpad1))
- {
- var gun = player2.gun;
- switch gun
- {
- case guns.pistol:
- if (canFire)
- {
- fireWeapon(bullet_normal,16,24,3,1,1);
- alarm_set(0,20);
- }
- break;
- case guns.rifle:
- if (canFire)
- {
- fireWeapon(bullet_normal,26,32,5,1,3);
- alarm_set(0,10);
- }
- break;
- case guns.shotgun:
- if (canFire)
- {
- fireWeapon(bullet_normal,14,16,5,7,16);
- alarm_set(0,45);
- }
- break;
- case guns.sniperrifle:
- if (canFire)
- {
- fireWeapon(bullet_heavy,32,48,70,1,0);
- alarm_set(0,90);
- }
- break;
- case guns.grenadelauncher:
- if (canFire)
- {
- fireWeapon(bullet_grenade,12,16,0,1,0);
- alarm_set(0,120);
- }
- break;
- case guns.railgun:
- if (canFire)
- {
- fireWeapon(bullet_laser_p2,0,0,0,1,0);
- alarm_set(0,150);
- }
- break;
- case guns.swarm:
- if (canFire)
- {
- fireWeapon(bullet_rocket,13,16,10,3,0);
- alarm_set(0,150);
- }
- break;
- case guns.minigun:
- if (canFire)
- {
- weaponTimer -= 0.75;
- if (weaponTimer <= 2.5)
- {
- weaponTimer = 2.5;
- }
- fireWeapon(bullet_normal,24,26,1,1,2.5);
- player2.phy_position_x -= 2.5 * image_xscale;
- alarm_set(0,weaponTimer);
- }
- break;
- }
- if (keyboard_check(vk_numpad0))
- {
- player2.state = states.aiming;
- if (keyboard_check(vk_up))
- {
- image_angle += 10;
- }
- if (keyboard_check(vk_down))
- {
- image_angle -= 10;
- }
- }
- if (keyboard_check_released(vk_numpad0))
- {
- if (player2.state == states.aiming)
- {
- player2.state = states.normal;
- image_angle = 0;
- }
- }
- }
- if (weaponTimer <= 10 && !keyboard_check(vk_numpad1))
- {
- weaponTimer += 0.5;
- }
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