objects/oYeti/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.
oYeti's collision oCharacter event, 78 lines of GML.
// jumped onif (abs(other.x-(x+8)) > 8){ // do nothing}else if (not other.dead and not other.stunned and (other.state == 15 or other.state == 16) and other.y < y+5 and not other.swimming){ if (status < STUNNED) { other.yVel=-6-0.2*other.yVel if (global.hasSpikeShoes) { hp -= (3 * ceil(other.fallTimer/16)); instance_create(other.x, other.y+8, oBlood); } else hp -= (1 * ceil(other.fallTimer/16)); other.fallTimer = 0; 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 and status < STUNNED){ if (collision_point(x+8, y-4, oSolid, 0, 0)) { other.blink = 30; other.invincible = 30; 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; if (global.plife <= 0 and isRealLevel()) global.enemyDeaths[13] += 1; } playSound(global.sndHurt); } else if (status != THROW) { status = THROW; xVel = 0; if (other.x > x+8) { facing = RIGHT; sprite_index = sYetiThrowL; other.x = x; other.y = y; other.yVel = -6; other.xVel = 6; } else { facing = LEFT; sprite_index = sYetiThrowL; other.x = x + 16; other.y = y; other.yVel = -6; other.xVel = -6; } other.stunned = true; other.bounced = false; other.wallHurt = 1; with other { if (holdItem) { if (holdItem.type == "Gold Idol") holdItem.y -= 8; scrDropItem(xVel, yVel); } } }}