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///@arg = file_name | |
var _file_name = argument0; | |
global.load = true; | |
ini_open(_file_name); | |
var _room_name = ini_read_string("Level", "Room", ""); | |
global.start_x = ini_read_real("Level", "Start x", 0); | |
global.start_y = ini_read_real("Level", "Start y", 0); |
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///@arg file_name | |
var _file_name = argument0; | |
ini_open(_file_name); | |
ini_write_string("Level", "Room", room_get_name(room)); | |
ini_write_real("Level", "Start x", global.player_start_position.x); | |
ini_write_real("Level", "Start y", global.player_start_position.y); | |
ini_write_real("Player", "Health", global.player_health); | |
ini_write_real("Player", "Max Health", global.player_max_health); | |
ini_write_real("Player", "Stamina", global.player_stamina); |
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/// @description Hit logic | |
if hurtbox_entity_can_be_hurt_by(other) | |
{ | |
invincible_ = true; | |
alarm[0] = global.one_second *0.75; | |
global.player_health -= other.damage; | |
var _direction = point_direction(other.x, other.y, x, y); | |
set_movement(_direction, other.knockback_); | |
state_ = player.hit; | |
event_user(state_); |
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///@arg hitbox | |
var _hitbox = argument0; | |
var _is_target = is_target(object_index, _hitbox.targets_); | |
return !invincible_ && _is_target; |
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/// @description Attack State | |
if !instance_exists(o_player) { | |
state_ = hornet.move; | |
exit; | |
} | |
add_friction_to_movement_entity(); | |
move_movement_entity(true); |
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event_inherited(); | |
initialize_movement_entity(.25, .5, o_solid); | |
enum hornet { | |
hit, | |
move, | |
attack | |
} | |
starting_state_ = hornet.move; |
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///@arg sprite | |
///@arg x | |
///@arg y | |
///@arg angle | |
///@arg frames | |
///@arg target_array | |
///@arg damage | |
///@arg knockback | |
var _sprite = argument0; | |
var _x = argument1; |
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/// @description Sword State | |
image_speed = .8; | |
if animation_hit_frame(1) | |
{ | |
var _angle = direction_facing*90; | |
var _life = 3; | |
var _damage = 1; | |
var _knockback = 8; | |
create_hitbox(s_sword_hitbox, x, y,_angle , _life, [], _damage, _knockback) |
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#include "Grabber.h" | |
#include "BuildingEscape.h" | |
#include "Components/InputComponent.h" | |
#include "GameFramework/Actor.h" | |
#include "CoreMinimal.h" | |
#include "Engine.h" | |
// Sets default values for this component's properties | |
UGrabber::UGrabber() |
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EGuessStatus FBullCowGame::CheckGuessValidity(FString Guess) const | |
{ | |
if (!IsIsogram(Guess)) | |
{ | |
return EGuessStatus::Not_Isogram; | |
} | |
else if (false) | |
{ | |
return EGuessStatus::Not_Lowercase; | |
} |