objects/oTombLord/collision_oCharacter.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.
oTombLord's collision oCharacter event, 36 lines of GML.
// jumped on - oCaveman, oManTrap replaces this script with its ownif (abs(other.x-(x+16)) > 16){ // do nothing}else if (not other.dead and (other.state == 15 or other.state == 16) and other.y < y+8 and not other.swimming){ other.yVel = -6 - 0.2 * other.yVel; if (global.hasSpikeShoes) { hp -= (3 * (floor(other.fallTimer/16)+1)); } else hp -= (1 * (floor(other.fallTimer/16)+1)); other.fallTimer = 0; countsAsKill = true; instance_create(x+16, y, oBone); playSound(global.sndHit);}else if (other.invincible == 0){ other.blink = 30 other.invincible = 30 if (other.y < y) other.yVel = -6 if (other.x < x) other.xVel = -6 else other.xVel = 6 if (global.plife > 0) { global.plife -= 2; if (global.plife <= 0 and isRealLevel()) global.enemyDeaths[20] += 1; } playSound(global.sndHurt);}