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gml_GlobalScript_scr_plat_makeactor_fromasset

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function 
scr_plat_makeactor_fromasset
scr_plat_makeactor_fromasset

function
scr_plat_makeactor_fromasset(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
{ var sourcenpc = arg0; var _npc = instance_create_depth(sourcenpc.x, sourcenpc.y, 0, obj_plat_npc); arg1 = arg1 ?? sourcenpc.sprite_index; arg2 = arg2 ?? arg1; arg3 = arg3 ?? arg1; arg4 = arg4 ?? arg2; arg5 = arg5 ?? arg2; arg6 = arg6 ?? arg5; arg7 = arg7 ?? arg1; with (_npc) { spr_idle = arg1; spr_run = arg2; spr_halt = arg3; spr_turn = arg4; spr_jump = arg5; spr_fall = arg6; spr_land = arg7; jumpheight = 21; set_sprite(arg1); } depth = 2200; return _npc; }
(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
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{
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    var sourcenpc = arg0;
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    var _npc = instance_create_depth(sourcenpc.x, sourcenpc.y, 0, obj_plat_npc);
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    arg1 = arg1 ?? sourcenpc.sprite_index;
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    arg2 = arg2 ?? arg1;
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    arg3 = arg3 ?? arg1;
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    arg4 = arg4 ?? arg2;
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    arg5 = arg5 ?? arg2;
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    arg6 = arg6 ?? arg5;
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    arg7 = arg7 ?? arg1;
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    with (_npc)
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    {
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        spr_idle = arg1;
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        spr_run = arg2;
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        spr_halt = arg3;
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        spr_turn = arg4;
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        spr_jump = arg5;
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        spr_fall = arg6;
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        spr_land = arg7;
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        jumpheight = 21;
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        set_sprite(arg1);
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    }
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    depth = 2200;
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    return _npc;
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}