objects/oPDummy2/step.gml
From spelunky.gmk, Spelunky Classic 1.1's source, © 2008, 2009 Derek Yu and Mossmouth, LLC, shown whole under the Spelunky User License v1.1b. Extracted by spelunky.ai's tools, an unofficial fan project, one file per script or event; the // ==== lines are the extractor's, naming each action of the event. Some scripts are others' work that Derek Yu credits in the source's readme.txt: Martin Piecyk's platform engine, ChevyRay's view scaling scripts and tsg1zzn's Super Sound System.
oPDummy2's step event, 71 lines of GML.
x += xVel;y += yVel;if (status == DROP){ if (global.isDamsel) sprite_index = sDamselFallL; else if (global.isTunnelMan) sprite_index = sTunnelFallL; else sprite_index = sDieLFall; yVel = 6; if (collision_point(x, y+9, oDesert2, 0, 0)) { yVel = 0; status += 1; if (global.isDamsel) sprite_index = sDamselStunL; else if (global.isTunnelMan) sprite_index = sTunnelStunL; else sprite_index = sStunL; poof = instance_create(x-4, y+6, oPoof); with poof { xVel = -0.4; } poof = instance_create(x+4, y+6, oPoof); with poof { xVel = 0.4; } playSound(global.sndThud); }}else if (status == STUNNED){ alarm[0] = 70; alarm[1] = 50; status = GETUP;}else if (status == GETUP){ treasure = instance_nearest(x, y, oBigTreasure); if (treasure) { if (treasure.yVel == 0) { yVel = -4; status = JUMPING; } }}else if (status == JUMPING){ if (global.isDamsel) sprite_index = sDamselDieLR; else if (global.isTunnelMan) sprite_index = sTunnelDieLR; else sprite_index = sJumpLeft; if (yVel < 4) yVel += 0.6; if (collision_point(x, y+6, oDesert2, 0, 0)) { yVel = 0; status += 1; alarm[2] = 50; if (global.isDamsel) sprite_index = sDamselLeft; else if (global.isTunnelMan) sprite_index = sTunnelLeft; else sprite_index = sStandLeft; facing = RIGHT; with oMenu { visible = true; } }} if (collision_point(x, y+6, oDesert2, 0, 0)){ y -= 2;}if (collision_point(x, y+7, oDesert2, 0, 0)){ y -= 1;}