typegraph/objects/blueprint/HigherOrderLink.object.gmx

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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>placeholderOrderLink</spriteName>
<solid>0</solid>
<visible>0</visible>
<depth>1</depth>
<persistent>0</persistent>
<parentName>&lt;undefined&gt;</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="0" enumb="0">
<action>
<libid>1</libid>
<id>611</id>
<kind>6</kind>
<userelative>-1</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>con</string>
</argument>
<argument>
<kind>0</kind>
<string>new(TypeConLink)</string>
</argument>
</arguments>
</action>
</event>
<event eventtype="7" enumb="12">
<action>
<libid>1</libid>
<id>603</id>
<kind>7</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>-1</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>1</kind>
<string>///Find con arguments, call User 2 recursively, build con
var links = ds_priority_create();
var myCon = self.con;
with (Type)
if (place_meeting(self.x, self.y, other))
ds_priority_add(links, id, self.x);
with (HigherOrderLink)
if (id != other.id &amp;&amp; self.x &gt; other.x &amp;&amp; place_meeting(self.x, self.y, other))
ds_priority_add(links, id, self.x);
repeat (ds_priority_size(links)) {
with (ds_priority_delete_min(links)) {
event_user(2);
if (instanceof(id, Type)) {
var t = id;
with (TypeParser)
addLink(myCon, self.typeMap[?t]);
}
else
addLink(other.con, self.con);
}
}
ds_priority_destroy(links);
</string>
</argument>
</arguments>
</action>
</event>
</events>
<PhysicsObject>0</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>0</PhysicsObjectShape>
<PhysicsObjectDensity>0.5</PhysicsObjectDensity>
<PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
<PhysicsObjectGroup>0</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
<PhysicsObjectAwake>-1</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints/>
</object>