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1
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scr_enemy_object_initscr_enemy_object_init
function scr_enemy_object_init()
{
becomeflash = 0;
flash = 0;
turnt = 0;
turns = 0;
talktimer = 0;
state = 0;
siner = 0;
fsiner = 0;
talked = 0;
attacked = 0;
hurt = 0;
hurttimer = 0;
hurtshake = 0;
shakex = 0;
acting = 0;
actcon = 0;
mywriter = 343249823;
acttimer = 0;
con = 0;
dodgetimer = 0;
fatal = 0;
candodge = 0;
mytarget = 0;
ambushed = 0;
firststrike = 0;
damage = -1;
grazepoints = -1;
timepoints = -1;
inv = -1;
target = -1;
grazed = -1;
grazetimer = -1;
element = "none";
acting = 0;
actingsus = 0;
actingnoe = 0;
actingral = 0;
actconsus = 0;
actconral = 0;
actconnoe = 0;
simulorderkri = -1;
simulordersus = -1;
simulorderral = -1;
simulordernoe = -1;
simultotal = 0;
simulboss = -1;
talkmax = 90;
mercymod = 0;
maxmercy = 100;
recruitable = 1;
freezable = 1;
recruitcount = 1;
sactionboxx = 0;
sactionboxy = 0;
hurtspriteoffx = 0;
hurtspriteoffy = 0;
image_xscale = 2;
image_yscale = 2;
image_speed = 0.2;
idlesprite = spr_diamond_knight_overworld;
hurtsprite = spr_diamond_knight_hurt;
sparedsprite = spr_diamond_knight_spared;
custombody = 0;
for (i = 0; i < 10; i++)
_charactsprite[i] = 382938298329;
depth = 90 - ((y - cameray()) / 50);
} ();
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2
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talkmax = 90;
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3
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image_speed = 0.16;
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4
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idlesprite = spr_werewire_idle;
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5
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hurtsprite = spr_werewire_hurt;
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6
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sparedsprite = spr_plugboy_spare;
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7
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loosenAmount = 0;
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8
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loosencon = 0;
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9
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throwsus = -4;
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10
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siner = 0;
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11
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siner_timer = 0;
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12
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hangx = 26;
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13
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hangy = -58;
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14
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init_hangy = hangy;
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15
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remx = x;
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16
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remy = y;
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17
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hangcon = 0;
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18
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hangtimer = 0;
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19
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hangsiner = 0;
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20
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shootcon = 0;
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21
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shoottimer = 0;
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22
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shootwait = 4;
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23
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mercyaccumulated = 0;
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24
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anim_timer_2 = 0;
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25
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stop_anim = 0;
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26
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talkwait = 0;
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27
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m = 2;
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28
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global.turntimer = 0;
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29
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initid = 0;
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30
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werewire_count = instance_number(object_index);
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31
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shootmode = 2;
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32
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shootwait = 10;
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33
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with (object_index)
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34
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{
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35
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if (variable_instance_exists(id, "initid"))
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36
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{
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37
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initid++;
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38
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shootwait = (random(5) + (initid * 30)) - 15;
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39
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}
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40
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}
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41
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easymode = 0;
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42
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werewerewire = 0;
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43
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bx1[0] = -20;
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44
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bx1[1] = -36;
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45
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bx1[2] = -48;
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46
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bx1[3] = -46;
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47
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bx1[4] = -26;
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48
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by1[0] = -54;
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49
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by1[1] = -46;
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50
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by1[2] = 6;
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51
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by1[3] = 46;
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52
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by1[4] = 72;
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