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- /// Add to stack
- ds_stack_push(inv, other); // "other" being the other object (the item) involved in the collision
- other.x=32*ds_stack_size(inv)*32; // X position on screen, not important otherwise
- other.y=32; // Y position on screen, not important otherwise
- /// Remove from stack
- if (!ds_stack_empty(inv)){
- n=ds_stack_pop(inv);
- with (n)
- instance_destroy();
- }
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