1 /// Spike collision checks
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3 with (Player) // Note with all items, the code is used in the items but it runs through inside the Player
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5 if (action == act_death || point_distance(x, y, other.x, other.y) > 100) continue; // Don't run through code if Player is dead or too far away
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7 // Set solid if Player is invincible, moving upwards or not above the spike (set non-solid otherwise)
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8 other.solid = (invincibility != -1 || full_vspeed < 0 || y + mask_radius > other.y - other.offset);
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10 // Only execute hit action if non-solid (the conditions for this are set at the bottom of the code) and a collision is going to occur
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11 if (other.solid == false && collision_onset(other.id))
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