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- //oPlayer
- //Create
- state = PLAYERSTATE.FREE
- hitByAttack = ds_list_create();
- enum PLAYERSTATE{
- FREE,
- ATTACK_SLASH,
- ATTACK_DOUBLE
- }
- //Step
- keyAttack = keyboard_check(ord("Z"));
- switch (state)
- {
- case PLAYERSTATE.FREE: PlayerState_Free(); break;
- case PLAYERSTATE.ATTACK_SLASH: PlayerState_Attack(); break;
- case PLAYERSTATE.ATTACK_DOUBLE: PlayerState_Combo(); break;
- }
- //Clean up
- ds_list_destroy(hitByAttack);
- // Playerstate attack script
- hsp = 0;
- vsp = 0;
- 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;
- }
- //animation end code
- var _sprite=sprite_index;
- var _image=image_index;
- if(argument_count > 0) _sprite=argument[0];
- if(argument_count > 1) _image=argument[1];
- var _type=sprite_get_speed_type(sprite_index);
- var _spd=sprite_get_speed(sprite_index)*image_speed;
- if(_type == spritespeed_framespersecond)
- _spd = _spd/room_speed;
- if(argument_count > 2) _spd=argument[2];
- return _image+_spd >= sprite_get_number(_sprite);
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