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Jan 22nd, 2018
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  1. {
  2. var dir, spd, modified;
  3. dir = 0;
  4. spd = 0;
  5. modified = 1;
  6.  
  7. if (keyboard_check(vk_left))
  8. {
  9. facing = LEFT;
  10. sprite_innate = Finn_Running_Left;
  11. dir = -1;
  12. spd = speed_innate;
  13. }
  14. else if (keyboard_check(vk_right))
  15. {
  16. facing = RIGHT;
  17. sprite_innate = Finn_Running;
  18. dir = 1;
  19. spd = speed_innate;
  20. }
  21. else
  22. {
  23. if (facing==RIGHT)
  24. {
  25. sprite_innate = Finn_Stationary;
  26. }
  27. else
  28. {
  29. sprite_innate = Finn_Stationary_Left;
  30. }
  31. dir = 0;
  32. spd = speed_nomove;
  33. }
  34. if (vspeed < 0)
  35. {
  36. if (facing == RIGHT)
  37. {
  38. sprite_active = Finn_Jump_Up;
  39. }
  40. else
  41. {
  42. sprite_active = Finn_Jump_Up_Left;
  43. }
  44. }
  45. if (keyboard_check(ord('D')) && can_attack)
  46. {
  47. can_attack = false;
  48. sound_play_1st = snd_swing_sword;
  49. alarm[0] = attack_end_delay;
  50. alarm[1] = attack_swing_delay;
  51. alarm[2] = attack_hit_delay;
  52. if (facing==RIGHT)
  53. {
  54. sprite_active = Finn_Slash1;
  55. dir = 1;
  56. spd = 0;
  57. }
  58. else if (facing==LEFT)
  59. {
  60. sprite_active = Finn_Slash1_Left;
  61. dir = -1;
  62. spd = 0;
  63. }
  64. speed_override = spd;
  65. }
  66.  
  67. if (jumping) modified = speed_jump;
  68. if (speed_override != -1) spd = speed_override;
  69. scr_Finn_sprite();
  70. scr_Finn_refresh_image();
  71. hspeed = spd * dir * modified;
  72.  
  73. }
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