objects/oVampire/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.
oVampire's collision oCharacter event, 41 lines of GML.
if (abs(other.x-(x+8)) > 8){ // do nothing}else if (not other.dead and (other.state == 15 or other.state == 16) and other.y < y+5 and not other.swimming){ // Jumped on if (status < STUNNED) { other.yVel=-6-0.2*other.yVel if (global.hasSpikeShoes) { hp -= (3 * (floor(other.fallTimer/16)+1)); if (not bloodless) instance_create(other.x, other.y+8, oBlood); } else hp -= (1 * (floor(other.fallTimer/16)+1)); other.fallTimer = 0; countsAsKill = true; status = STUNNED; counter = stunTime; yVel = -6; if (other.x < x+8) xVel += 1; else xVel -= 1; image_speed = 0.5; playSound(global.sndHit); }}else if (other.invincible == 0){ if (status < STUNNED) { other.blink = 30 other.invincible = 30 if (other.y < y) other.yVel = -6 if (other.x < x) other.xVel = -6 else other.xVel = 6 instance_create(other.x, other.y, oBlood); if (global.plife > 0) global.plife -= 1; playSound(global.sndHurt); }}