function scr_damage_all_overworld_ch1() { if (global.inv < 0) { remdamage = damage; remtarget = target; if (!instance_exists(obj_shake_ch1)) instance_create_ch1(0, 0, obj_shake_ch1); with (obj_dmgwriter_ch1) killactive = 1; snd_stop_ch1(snd_hurt1_ch1); snd_play_ch1(snd_hurt1_ch1); for (ti = 0; ti < 3; ti += 1) { global.inv = -1; damage = remdamage; target = ti; tdamage = damage; with (global.charinstance[target]) { hurt = 1; hurttimer = 0; } hpdiff = tdamage; if (hpdiff >= global.hp[global.char[target]]) hpdiff = global.hp[global.char[target]] - 1; d_cancel = 0; if (hpdiff <= 1) { d_cancel = 1; hpdiff = 0; } if (d_cancel == 0) { doomtype = -1; global.hp[global.char[target]] -= hpdiff; dmgwriter = instance_create_ch1(global.charinstance[target].x, (global.charinstance[target].y + global.charinstance[target].myheight) - 24, obj_dmgwriter_ch1); dmgwriter.damage = hpdiff; dmgwriter.type = doomtype; } if (global.hp[global.char[target]] < 1) global.hp[global.char[target]] = 1; } gameover = 1; if (global.char[0] != 0 && global.hp[global.char[0]] > 1) gameover = 0; if (global.char[1] != 0 && global.hp[global.char[1]] > 1) gameover = 0; if (global.char[2] != 0 && global.hp[global.char[2]] > 1) gameover = 0; if (gameover == 1) scr_gameover_ch1(); target = remtarget; global.inv = global.invc * 40; } }