eastern-flames/eastern flames/objects/ARTICULATOR/Create_0.gml

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draw_set_font(ft_chiaro);
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//c_addunit(un.chara, ARMY.US);
//c_addunit(un.kris, ARMY.THEM);
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var i;
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/*for (i=0; i<array_length(global.units[ARMY.US]); i++) {
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c_inheritunit(2+i, 2, un.chara);
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}*/
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c_loadstageone();
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waiting = 0;
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selectedunit = noone;
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hoveredunit = noone;
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hspd = 0;
vspd = 0;
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global.gw = 640;
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global.gh = 360;
global.camerax = 0;
global.cameray = 0;
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state = st_control;
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cursor = new vec2(0, 0);
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//these are functions bc c_2dto3d uses them
function getProj(){
return matrix_build_projection_perspective_fov(60,-16/9,1,4000)
}
function getView(){
var _x = global.camerax;
var _y = global.cameray;
var half = (7.5*32)+40;
return matrix_build_lookat(_x,_y+60,90,_x,_y,0,0,0,-1);
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}
function setCam(){
var cam = camera_get_active();
camera_set_proj_mat(cam,getProj());
camera_set_view_mat(cam,getView())
camera_apply(cam);
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}
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global.turn = ARMY.US;
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function drawModels(){
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//gpu_set_cullmode(cull_counterclockwise);
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gpu_set_ztestenable(true);
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gpu_set_alphatestenable(true);
gpu_set_alphatestref(128);
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for(var i = 0; i < array_length(models);i++){
models[i].draw();
}
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gpu_set_alphatestenable(false);
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gpu_set_cullmode(cull_noculling);
gpu_set_ztestenable(false);
}
models = [];
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//var spr = sprite_add("./shrine thing tex.png",0,false,false,0,0);
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textbox_create(txt_test);
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var spr = sprite_add("./map1/mapatlas.png",0,false,false,0,0);
nu Model("./map1/map1.dat", spr, u, 200, 140, u, 4, u, u, u,);
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setCam();