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May 5th, 2019
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  1. //oPlayer
  2.  
  3. //Create
  4. state = PLAYERSTATE.FREE
  5. hitByAttack = ds_list_create();
  6.  
  7.  
  8. enum PLAYERSTATE{
  9.     FREE,
  10.     ATTACK_SLASH,
  11.     ATTACK_DOUBLE
  12. }
  13.  
  14. //Step
  15. keyAttack = keyboard_check(ord("Z"));
  16.  
  17. switch (state)
  18. {  
  19.     case PLAYERSTATE.FREE: PlayerState_Free(); break;
  20.     case PLAYERSTATE.ATTACK_SLASH: PlayerState_Attack(); break;
  21.     case PLAYERSTATE.ATTACK_DOUBLE: PlayerState_Combo(); break;
  22. }
  23.  
  24. //Clean up
  25. ds_list_destroy(hitByAttack);
  26.  
  27. // Playerstate attack script
  28. hsp = 0;
  29. vsp = 0;
  30.  
  31. if (sprite_index != sPlayerAttack)
  32. {
  33.     sprite_index = sPlayerAttack
  34.     image_index = 0;
  35.     ds_list_clear(hitByAttack);
  36. }
  37.  
  38. mask_index = sPlayerAttackHB
  39. var hitByAttackNow = ds_list_create(); 
  40. var hits = instance_place_list(x,y,object6,hitByAttackNow,false);
  41.  
  42. if  (hits > 0) 
  43. {      
  44.     for (var i = 0; i < hits; i++)
  45.     {  
  46.         var hitID = hitByAttackNow[| i]; ds_list_find_value(hitByAttackNow,i);
  47.         if (ds_list_find_index(hitByAttack,hitID) == -1)
  48.         {
  49.             ds_list_add(hitByAttack,hitID)
  50.             with (hitID)
  51.             {
  52.                 instance_deactivate_object(object6);
  53.             }  
  54.         }
  55.     }
  56. }
  57. ds_list_destroy(hitByAttackNow);   
  58. mask_index = sPlayer;
  59.  
  60. if (animation_end())
  61. {
  62.     sprite_index = sPlayer
  63.     state = PLAYERSTATE.FREE;
  64. }
  65.  
  66. //animation end code
  67.  
  68. var _sprite=sprite_index;
  69. var _image=image_index;
  70. if(argument_count > 0)   _sprite=argument[0];
  71. if(argument_count > 1)  _image=argument[1];
  72. var _type=sprite_get_speed_type(sprite_index);
  73. var _spd=sprite_get_speed(sprite_index)*image_speed;
  74. if(_type == spritespeed_framespersecond)
  75.     _spd = _spd/room_speed;
  76. if(argument_count > 2) _spd=argument[2];
  77. return _image+_spd >= sprite_get_number(_sprite);
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