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- function scrShootingP1() {
- firingdelay = firingdelay - 1;
- if recoil > 0
- {
- recoil = max(0,recoil - 1);
- }
- else
- {
- recoil = min(recoil + 1, 0);
- }
- oPlayers.p1knockbackx = max(0, oPlayers.p1knockbackx - 0.25);
- oPlayers.p1knockbacky = max(0, oPlayers.p1knockbacky - 0.25);
- oPlayers.p1knockbackxx = min(0, oPlayers.p1knockbackxx + 0.25);
- oPlayers.p1knockbackyy = min(0, oPlayers.p1knockbackyy + 0.25);
- if weapon == weapon.shotgun
- {
- sprite_index = sShotgun;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(3,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(0.5,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(3,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(1,image_angle);
- recoil = 4;
- firingdelay = 20;
- repeat (5) with (instance_create_layer(x,y,"Bullets",oBulletP1))
- {
- speed = 10;
- direction = other.image_angle + random_range(-7,7);
- image_angle = direction;
- }
- }
- }
- if weapon == weapon.machinegun
- {
- sprite_index = sMachinegun;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(1,image_angle);
- oPlayers.p1knockbacky = -lengthdir_y(0.25,-image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(1,image_angle);
- oPlayers.p1knockbackyy = -lengthdir_y(0.25,-image_angle);
- recoil = 4;
- firingdelay = 5;
- with (instance_create_layer(x,y,"Bullets",oBulletP1))
- {
- speed = 15;
- direction = other.image_angle + random_range(-3,3);
- image_angle = direction;
- }
- }
- }
- if weapon == weapon.pistol
- {
- sprite_index = sPistol;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(0,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(0,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(0,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(0,image_angle);
- recoil = 4;
- firingdelay = 15;
- with (instance_create_layer(x,y,"Bullets",oBulletP1))
- {
- speed = 10;
- direction = other.image_angle + random_range(-0.5,0.5);
- image_angle = direction;
- }
- }
- }
- if weapon == weapon.sniperrifle
- {
- sprite_index = sSniperRifle;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(5,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(0.75,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(5,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(0.75,image_angle);
- recoil = 4;
- firingdelay = 90;
- repeat (3) with (instance_create_layer(x,y,"Bullets",oBulletP1))
- {
- speed = 15;
- direction = other.image_angle + random_range(0,0);
- image_angle = direction;
- }
- }
- }
- if weapon == weapon.fist
- {
- sprite_index = sFist;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(-0.5,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(-0.5,image_angle);
- recoil = -8;
- firingdelay = 30;
- with instance_create_layer(oPlayer1Arm.x,oPlayer1Arm.y,"Layer",oP1PunchHitBox)
- {
- image_angle = oPlayer1Arm.image_angle;
- }
- }
- }
- if weapon == weapon.throwable
- {
- sprite_index = sCan;
- image_speed = 0;
- image_index = 2;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(-0.5,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(-0.5,image_angle);
- recoil = -8;
- firingdelay = 30;
- with instance_create_layer(oPlayer1Arm.x,oPlayer1Arm.y,"Layer",oP1PunchHitBox)
- {
- image_angle = oPlayer1Arm.image_angle;
- }
- }
- }
- if weapon == weapon.gattlinggun
- {
- sprite_index = sGattlingGun;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(1,image_angle);
- oPlayers.p1knockbacky = -lengthdir_y(0.25,-image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(1,image_angle);
- oPlayers.p1knockbackyy = -lengthdir_y(0.25,-image_angle);
- recoil = 4;
- firingdelay = 2;
- if oPlayers.image_xscale = -1
- {
- with (instance_create_layer(x + lengthdir_x(6,image_angle),(y*image_xscale) + lengthdir_y(4,image_angle),"Bullets",oGattlingBulletP11))
- {
- speed = 18;
- direction = other.image_angle + random_range(-4,4);
- image_angle = direction;
- }
- }
- else if oPlayers.image_xscale = 1
- {
- with (instance_create_layer(x + lengthdir_x(6,image_angle),(y*image_xscale) + lengthdir_y(4,image_angle),"Bullets",oGattlingBulletP1))
- {
- speed = 18;
- direction = other.image_angle + random_range(-4,4);
- image_angle = direction;
- }
- }
- }
- }
- if weapon == weapon.shield
- {
- sprite_index = sShield;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(-0.5,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(-0.5,image_angle);
- recoil = -8;
- firingdelay = 30;
- repeat(2) with instance_create_layer(oPlayer1Arm.x,oPlayer1Arm.y,"Layer",oP1ShieldHitBox)
- {
- image_angle = oPlayer1Arm.image_angle;
- }
- }
- }
- if weapon == weapon.spikeshield
- {
- sprite_index = sSpikeShield;
- if gamepad_button_check(0,gp_shoulderrb) && (firingdelay < 0)
- {
- oPlayers.p1knockbackx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbacky = lengthdir_y(-0.5,image_angle);
- oPlayers.p1knockbackxx = lengthdir_x(-3,image_angle);
- oPlayers.p1knockbackyy = lengthdir_y(-0.5,image_angle);
- recoil = -8;
- firingdelay = 30;
- repeat(4) with instance_create_layer(oPlayer1Arm.x,oPlayer1Arm.y,"Layer",oP1ShieldHitBox)
- {
- image_angle = oPlayer1Arm.image_angle;
- }
- }
- }
- if (image_angle > 90) && (image_angle < 270)
- {
- image_yscale = -1;
- }
- else
- {
- image_yscale = 1;
- }
- }
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