function c_walktoobject(arg0, arg1, arg2, arg3) { var _targetx = arg0.x + arg1; var _targety = arg0.y + arg2; c_cmd("walkdirect", _targetx, _targety, arg3, 0); } function c_delaywalktoobject(arg0, arg1, arg2, arg3, arg4) { var _targetx = arg1.x + arg2; var _targety = arg1.y + arg3; c_cmd_x("delaycmd", arg0, "walkdirect", _targetx, _targety, arg4, 0); } function c_walktoobject_wait(arg0, arg1, arg2, arg3) { c_walktoobject(arg0, arg1, arg2, arg3); c_wait(arg3); } function c_delaywalktoobject_wait(arg0, arg1, arg2, arg3, arg4) { c_delaywalktoobject(arg0, arg1, arg2, arg3, arg4); c_wait(arg0 + arg4); } function c_walkto_actor(arg0, arg1, arg2, arg3, arg4 = true) { var _actorObj; if (array_length(obj_cutscene_master.actor_id) > arg0) _actorObj = obj_cutscene_master.actor_id[arg0]; else _actorObj = arg0; c_cmd_x("walkto", _actorObj, arg1, arg2, arg3, arg4, arg4); } function c_walkto_object(arg0, arg1, arg2, arg3, arg4 = true) { c_cmd_x("walkto", arg0, arg1, arg2, arg3, arg4, false); }