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

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c_addunit(un.chara, ARMY.US);
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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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var chara = c_inheritunit(8, 5, un.chara);
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c_addweapon(chara, wp.knife, true);
c_addweapon(chara, wp[$"iron sword"]);
var kris = c_inheritunit(10, 5, un.kris);
c_addweapon(kris, wp[$"iron sword"], true);
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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;
//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;
return matrix_build_lookat(_x,_y+100,100,_x,_y,0,0,0,-1);
}
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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}
function drawModels(){
gpu_set_cullmode(cull_counterclockwise);
gpu_set_ztestenable(true);
for(var i = 0; i < array_length(models);i++){
models[i].draw();
}
gpu_set_cullmode(cull_noculling);
gpu_set_ztestenable(false);
}
models = [];
var spr = sprite_add("./shrine thing tex.png",0,false,false,0,0);
nu Model("./shrine thing.dat",spr);