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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);}