1 |
start_x = 43; |
2 |
start_y = 360; |
3 |
bottom_start_y = start_y + sprite_get_height(spr_cutscene_26_coaster_tile_top); |
4 |
x_offset = (room == room_dw_mansion_top_post) ? 43 : 0; |
5 |
if (scr_sideb_get_phasescr_sideb_get_phasefunction scr_sideb_get_phase()
{
var phase = 0;
if ( global.flag[916 snowgrave_fail] == 0)
{
if ( global.flag[915 snowgrave_plot] > 0 && global.flag[915 snowgrave_plot] < 4)
phase = 1;
if ( global.flag[915 snowgrave_plot] >= 4 && global.flag[915 snowgrave_plot] < 7)
phase = 2;
if ( global.flag[915 snowgrave_plot] >= 7 && global.flag[915 snowgrave_plot] < 20)
phase = 3;
if ( global.flag[915 snowgrave_plot] >= 20)
phase = 4;
}
return phase;
} () >= 2) |
6 |
x_offset = 90; |
7 |
looping_coaster_top = instance_create(start_x - x_offset, start_y, obj_looping_tiled_area); |
8 |
looping_coaster_top.sprite_index = spr_cutscene_26_coaster_tile_top; |
9 |
looping_coaster_top.width = sprite_get_width(spr_cutscene_26_coaster_tile_top) * 2 * 3; |
10 |
looping_coaster_top.height = sprite_get_height(spr_cutscene_26_coaster_tile_top) - 1; |
11 |
looping_coaster_top.room_wide = true; |
12 |
looping_coaster_top.depth = 1000088; |
13 |
looping_coaster_top.x_scale = 1; |
14 |
looping_coaster_top.y_scale = 1; |
15 |
looping_coaster = instance_create(start_x - x_offset, bottom_start_y, obj_looping_tiled_area); |
16 |
looping_coaster.sprite_index = spr_cutscene_26_coaster_tile; |
17 |
looping_coaster.width = sprite_get_width(spr_cutscene_26_coaster_tile) * 2 * 3; |
18 |
looping_coaster.height = sprite_get_height(spr_cutscene_26_coaster_tile) * 2 * 8; |
19 |
looping_coaster.room_wide = true; |
20 |
looping_coaster.depth = 1000088; |
21 |
looping_coaster.x_scale = 1; |
22 |
looping_coaster.y_scale = 1; |
23 |
wall_con = 0; |
24 |
v_speed = -10; |