while global.turn == ARMY.THEM { var done = true; for (k=0; k= 0 { if mousey < array_length(global.map[mousex]) && mousey >= 0 { var i; for (i=0; i global.gw-100 { var guyhits = floor(abs(mouse.y-global.gh-10)/32); log(guyhits, array_length(selectedunit.inventory)); if guyhits < array_length(selectedunit.inventory) { //log("doing"); selectedunit.equippedweapon = guyhits+1; c_equipweapon(selectedunit, selectedunit.inventory[selectedunit.equippedweapon]); } //draw_text(global.gw-10, global.gh-10-i*20; } } if selectedunit == noone { hspd = lerp(hspd, (right-left)*((.1+stop*.1)*(ts.x)), .4); vspd = lerp(vspd, (down-up)*((.1+stop*.1)*(ts.y)), .4); x += hspd; y += vspd; } else { hspd = 0; vspd = 0; x = lerp(x, selectedunit.x, .4); y = lerp(y, selectedunit.y, .4); } global.camerax = x; global.cameray = y; var mousex = floor(mouse.x/global.tilesize.x); var mousey = floor(mouse.y/global.tilesize.y); //log(mousex, mousey); hoveredunit = selectedunit; if mousex < array_length(global.map) && mousex >= 0 { if mousey < array_length(global.map[mousex]) && mousey >= 0 { var i; for (i=0; i