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- //step
- keyAttack = keyboard_check(ord("Z"));
- if (keyAttack) state = PLAYERSTATE.ATTACK_SLASH
- switch (state)
- {
- case PLAYERSTATE.FREE: PlayerState_Free(); break;
- case PLAYERSTATE.ATTACK_SLASH: PlayerState_Attack(); break;
- case PLAYERSTATE.ATTACK_DOUBLE: PlayerState_Combo(); break;
- }
- //create
- var move = key_right - key_left;
- hsp = move * walkspd;
- vsp = vsp + grv;
- if (sprite_index != sPlayerAttack)
- {
- sprite_index = sPlayerAttack
- image_index = 0;
- ds_list_clear(hitByAttack);
- }
- mask_index = sPlayerAttackHB
- var hitByAttackNow = ds_list_create();
- var hits = instance_place_list(x,y,object6,hitByAttackNow,false);
- if (hits > 0)
- {
- for (var i = 0; i < hits; i++)
- {
- var hitID = hitByAttackNow[| i]; ds_list_find_value(hitByAttackNow,i);
- if (ds_list_find_index(hitByAttack,hitID) == -1)
- {
- ds_list_add(hitByAttack,hitID)
- with (hitID)
- {
- instance_deactivate_object(object6);
- }
- }
- }
- }
- ds_list_destroy(hitByAttackNow);
- mask_index = sPlayer;
- if (animation_end())
- {
- sprite_index = sPlayer
- state = PLAYERSTATE.FREE;
- }
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