1 /// Switch depth layers depending on direction, this then sets all walls at this depth to non-solid
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2 // -> Note depth for layered objects can be set in their room instance creation code as well as the object itself!
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7 if (place_meeting(x, y, other)) //standard collision
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9 // Get layer to deactivate depending on Player hspeed direction, the layer values are set in the layer objects creation events
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11 layer_deact = other.L1;
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13 layer_deact = other.L2;
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15 // Deactivate walls with depth set at the layer_deact value
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16 if (depth_layer != layer_deact)
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18 depth_layer = layer_deact;
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21 solid = (depth != layer_deact);
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