<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> <object> <spriteName><undefined></spriteName> <solid>0</solid> <visible>-1</visible> <depth>0</depth> <persistent>0</persistent> <parentName><undefined></parentName> <maskName><undefined></maskName> <events> <event eventtype="0" enumb="0"> <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>inventory = array_create(9*5); inventoryCount = array_create(9*5); is_open = false; inv_obj = 0; </string> </argument> </arguments> </action> </event> <event eventtype="3" enumb="0"> <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>/// Do Controller Stuff var xx = view_xview[0]+view_wview[0]/2 - (424/2); var yy = view_yview[0]+view_hview[0]/2 - (254/2); if(keyboard_check_pressed(ord("E")) || gamepad_button_check_pressed(0,gp_face4)) { if(!is_open) { inv_obj = instance_create(xx,yy,obj_inventory); is_open = true; } else { instance_destroy(inv_obj); is_open = false; } } if(keyboard_check_pressed(vk_escape) || gamepad_button_check_pressed(0,gp_face2)) { if(is_open) { instance_destroy(inv_obj); is_open = false; } } </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>