G
Guest User
Guest
It seems to me that I have a little complex animation code that I developed, are there any alternative ways to make it less difficult for the computer and for me?
create code:
step code:
draw code:
create code:
Code:
z=0 does=0 color=0 team=0 player=0 control=1 tex_vid=0 choise=0 hpp=0 hp=150 path_x=x path_y=y path=path_add()crew=0 vidobj=3 speed_path=1
direction2=0 spd=0 time_animation=irandom(300) reload=0 time_attack=0 target=0 dead=0 pause=0 timehp=0
stealth=0 wings=0 teleport=0 hpmax=150 aim=0 fight=0 human=6 humanmax=6 status='lot of'
rotbodyx=0 rotbodyy=0 rotbodyz=0
rotheadx=0 rotheady=0 rotheadz=0
rotpelvisx=0 rotpelvisy=0 rotpelvisz=0
rotshoulderrightx=0 rotshoulderrighty=0 rotshoulderrightz=0
rotshoulderleftx=0 rotshoulderlefty=0 rotshoulderleftz=0
rothandrightx=0 rothandrighty=0 rothandrightz=0
rothandleftx=0 rothandlefty=0 rothandleftz=0
rotbrushrightx=0 rotbrushrighty=0 rotbrushrightz=-90
rotbrushleftx=0 rotbrushlefty=0 rotbrushleftz=90
rotkneerightx=0 rotkneerighty=0 rotkneerightz=0
rotkneeleftx=0 rotkneelefty=0 rotkneeleftz=0
rotlegrightx=0 rotlegrighty=0 rotlegrightz=0
rotlegleftx=0 rotleglefty=0 rotlegleftz=0
rotfootrightx=0 rotfootrighty=0 rotfootrightz=0
rotfootleftx=0 rotfootlefty=0 rotfootleftz=0
rotswordx=-90 rotswordy=0 rotswordz=0
rotgunx=0 rotguny=-90 rotgunz=-90
rotation_bodyy=0 rotation_bodyx=0 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=0
rotation_pelvisx=0 rotation_pelvisy=0 rotation_pelvisz=0
rotation_shoulderrightx=0 rotation_shoulderrighty=0 rotation_shoulderrightz=0
rotation_shoulderleftx=0 rotation_shoulderlefty=0 rotation_shoulderleftz=0
rotation_handrightx=0 rotation_handrighty=0 rotation_handrightz=0
rotation_handleftx=0 rotation_handlefty=0 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=0 rotation_kneerighty=0 rotation_kneerightz=0
rotation_kneeleftx=0 rotation_kneelefty=0 rotation_kneeleftz=0
rotation_legrightx=0 rotation_legrighty=0 rotation_legrightz=0
rotation_legleftx=0 rotation_leglefty=0 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90
Code:
if instance_number(bridge)>0{if distance_to_object(instance_nearest(x,y,bridge))=0{if dead=0 z=instance_nearest(x,y,bridge).z+9}
else{if dead=0 z=tgz(x,y)+9}}if instance_number(bridge)=0{if dead=0 z=tgz(x,y)+9}
if tex_vid=0{if color=0 tex_vid=tex_gnome_invaders1 if color=1 tex_vid=tex_gnome_invaders2 if color=2 tex_vid=tex_gnome_invaders3 if color=3 tex_vid=tex_gnome_invaders4}
if mouse_check_button_released(mb_left) and instance_number(obj_mouse)=1 and dead=0{if obj_mouse.time_add<=5
{if distance_to_object(obj_mouse)=0{if choise=0{with(army)if crew=other.crew choise=1}
if control=1{obj_cam.target=id if global.voice=0 global.voice=2}}if choise=1 and control=1
{with(obj_mouse)if distance_to_object(instance_nearest(x,y,units))>0{if mp_grid_path(global.grid,other.path,other.x,other.y,x,y,1)=true
{other.path_x=x other.path_y=y if obj_cam.target=other.id{instance_create(x,y,obj_go)if global.voice=0 global.voice=2}}}}}}
if path_speed>0 and dead=0{if not audio_is_playing(sound_mutant_invaders_go) and distance_to_object(obj_cam)<=256 audio_play_sound(sound_mutant_invaders_go,0,0)}
if distance_to_point(path_x,path_y)>0 and dead=0{if mp_grid_path(global.grid,path,x,y,path_x,path_y,1)=true path_start(path,speed_path,0,false)}
if mp_grid_path(global.grid,path,x,y,path_x,path_y,1)=false or dead=1{path_x=x path_y=y path_speed=0 path_end()}
if distance_to_point(path_x,path_y)=0{path_x=x path_y=y path_speed=0 path_end()}
if abs(get_angle_difference(direction2,direction))>30{path_speed=0}
if choise=1{timehp+=1 if timehp=5{timehp=0 if obj_cam.target.crew=crew{global.hpall+=hp global.hpallmax+=hpmax}}}
direction2=smooth_angle(direction2,direction,3)if abs(get_angle_difference(direction2,direction))<=4 direction2=direction
rotbodyy=smooth_angle(rotbodyy,rotation_bodyy,4*path_speed+3+spd)rotbodyx=smooth_angle(rotbodyx,rotation_bodyx,4*path_speed+3+spd)
rotbodyz=smooth_angle(rotbodyz,rotation_bodyz,4*path_speed+3+spd)
rotheady=smooth_angle(rotheady,rotation_heady,4*path_speed+3+spd)rotheadx=smooth_angle(rotheadx,rotation_headx,4*path_speed+3+spd)
rotheadz=smooth_angle(rotheadz,rotation_headz,4*path_speed+3+spd)
rotpelvisy=smooth_angle(rotpelvisy,rotation_pelvisy,4*path_speed+3+spd)rotpelvisx=smooth_angle(rotpelvisx,rotation_pelvisx,4*path_speed+3+spd)
rotpelvisz=smooth_angle(rotpelvisz,rotation_pelvisz,4*path_speed+3+spd)
rotswordy=smooth_angle(rotswordy,rotation_swordy,4*path_speed+3+spd)rotswordx=smooth_angle(rotswordx,rotation_swordx,4*path_speed+3+spd)
rotswordz=smooth_angle(rotswordz,rotation_swordz,4*path_speed+3+spd)
rotguny=smooth_angle(rotguny,rotation_guny,4*path_speed+3+spd)rotgunx=smooth_angle(rotgunx,rotation_gunx,4*path_speed+3+spd)
rotgunz=smooth_angle(rotgunz,rotation_gunz,4*path_speed+3+spd)
rotshoulderrighty=smooth_angle(rotshoulderrighty,rotation_shoulderrighty,4*path_speed+3+spd)rotshoulderrightx=smooth_angle(rotshoulderrightx,rotation_shoulderrightx,4*path_speed+3+spd)
rotshoulderrightz=smooth_angle(rotshoulderrightz,rotation_shoulderrightz,4*path_speed+3+spd)
rotshoulderlefty=smooth_angle(rotshoulderlefty,rotation_shoulderlefty,4*path_speed+3+spd)rotshoulderleftx=smooth_angle(rotshoulderleftx,rotation_shoulderleftx,4*path_speed+3+spd)
rotshoulderleftz=smooth_angle(rotshoulderleftz,rotation_shoulderleftz,4*path_speed+3+spd)
rothandrighty=smooth_angle(rothandrighty,rotation_handrighty,4*path_speed+3+spd)rothandrightx=smooth_angle(rothandrightx,rotation_handrightx,4*path_speed+3+spd)
rothandrightz=smooth_angle(rothandrightz,rotation_handrightz,4*path_speed+3+spd)
rothandlefty=smooth_angle(rothandlefty,rotation_handlefty,4*path_speed+3+spd)rothandleftx=smooth_angle(rothandleftx,rotation_handleftx,4*path_speed+3+spd)
rothandleftz=smooth_angle(rothandleftz,rotation_handleftz,4*path_speed+3+spd)
rotbrushrighty=smooth_angle(rotbrushrighty,rotation_brushrighty,4*path_speed+3+spd)rotbrushrightx=smooth_angle(rotbrushrightx,rotation_brushrightx,4*path_speed+3+spd)
rotbrushrightz=smooth_angle(rotbrushrightz,rotation_brushrightz,4*path_speed+3+spd)
rotbrushlefty=smooth_angle(rotbrushlefty,rotation_brushlefty,4*path_speed+3+spd)rotbrushleftx=smooth_angle(rotbrushleftx,rotation_brushleftx,4*path_speed+3+spd)
rotbrushleftz=smooth_angle(rotbrushleftz,rotation_brushleftz,4*path_speed+3+spd)
rotkneerighty=smooth_angle(rotkneerighty,rotation_kneerighty,4*path_speed+3+spd)rotkneerightx=smooth_angle(rotkneerightx,rotation_kneerightx,4*path_speed+3+spd)
rotkneerightz=smooth_angle(rotkneerightz,rotation_kneerightz,4*path_speed+3+spd)
rotkneelefty=smooth_angle(rotkneelefty,rotation_kneelefty,4*path_speed+3+spd)rotkneeleftx=smooth_angle(rotkneeleftx,rotation_kneeleftx,4*path_speed+3+spd)
rotkneeleftz=smooth_angle(rotkneeleftz,rotation_kneeleftz,4*path_speed+3+spd)
rotlegrighty=smooth_angle(rotlegrighty,rotation_legrighty,4*path_speed+3+spd)rotlegrightx=smooth_angle(rotlegrightx,rotation_legrightx,4*path_speed+3+spd)
rotlegrightz=smooth_angle(rotlegrightz,rotation_legrightz,4*path_speed+3+spd)
rotleglefty=smooth_angle(rotleglefty,rotation_leglefty,4*path_speed+3+spd)rotlegleftx=smooth_angle(rotlegleftx,rotation_legleftx,4*path_speed+3+spd)
rotlegleftz=smooth_angle(rotlegleftz,rotation_legleftz,4*path_speed+3+spd)
rotfootrighty=smooth_angle(rotfootrighty,rotation_footrighty,4*path_speed+3+spd)rotfootrightx=smooth_angle(rotfootrightx,rotation_footrightx,4*path_speed+3+spd)
rotfootrightz=smooth_angle(rotfootrightz,rotation_footrightz,4*path_speed+3+spd)
rotfootlefty=smooth_angle(rotfootlefty,rotation_footlefty,4*path_speed+3+spd)rotfootleftx=smooth_angle(rotfootleftx,rotation_footleftx,4*path_speed+3+spd)
rotfootleftz=smooth_angle(rotfootleftz,rotation_footleftz,4*path_speed+3+spd)
if pause>0 pause-=1
if path_speed=0 and dead=0 and time_attack=0 and reload=0 and pause=0
{time_animation+=1 if time_animation>300 time_animation=0 spd=0
if time_animation<25
{rotation_bodyy=0 rotation_bodyx=0 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=0
rotation_pelvisx=0 rotation_pelvisy=0 rotation_pelvisz=0
rotation_shoulderrightx=0 rotation_shoulderrighty=0 rotation_shoulderrightz=0
rotation_shoulderleftx=0 rotation_shoulderlefty=0 rotation_shoulderleftz=0
rotation_handrightx=0 rotation_handrighty=0 rotation_handrightz=0
rotation_handleftx=0 rotation_handlefty=0 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=0 rotation_kneerighty=0 rotation_kneerightz=0
rotation_kneeleftx=0 rotation_kneelefty=0 rotation_kneeleftz=0
rotation_legrightx=0 rotation_legrighty=0 rotation_legrightz=0
rotation_legleftx=0 rotation_leglefty=0 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90}
if time_animation=100
{rotation_bodyy=0 rotation_bodyx=20 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=30
rotation_pelvisx=-20 rotation_pelvisy=0 rotation_pelvisz=0
rotation_shoulderrightx=-30 rotation_shoulderrighty=30 rotation_shoulderrightz=0
rotation_shoulderleftx=30 rotation_shoulderlefty=30 rotation_shoulderleftz=0
rotation_handrightx=-30 rotation_handrighty=30 rotation_handrightz=0
rotation_handleftx=30 rotation_handlefty=30 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=-20 rotation_kneerighty=20 rotation_kneerightz=0
rotation_kneeleftx=20 rotation_kneelefty=20 rotation_kneeleftz=0
rotation_legrightx=20 rotation_legrighty=-20 rotation_legrightz=0
rotation_legleftx=-20 rotation_leglefty=-20 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90 if irandom(1)=0 pause=60}
if time_animation=200
{rotation_bodyy=0 rotation_bodyx=-20 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=-30
rotation_pelvisx=20 rotation_pelvisy=0 rotation_pelvisz=0
rotation_shoulderrightx=10 rotation_shoulderrighty=10 rotation_shoulderrightz=0
rotation_shoulderleftx=10 rotation_shoulderlefty=10 rotation_shoulderleftz=0
rotation_handrightx=10 rotation_handrighty=10 rotation_handrightz=0
rotation_handleftx=10 rotation_handlefty=10 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=-20 rotation_kneerighty=20 rotation_kneerightz=0
rotation_kneeleftx=20 rotation_kneelefty=20 rotation_kneeleftz=0
rotation_legrightx=20 rotation_legrighty=-20 rotation_legrightz=0
rotation_legleftx=-20 rotation_leglefty=-20 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90 if irandom(1)=0 pause=60}}
if path_speed!=0 and dead=0 and time_attack=0 and reload=0
{time_animation+=1 if time_animation>16 time_animation=0 spd=10
if time_animation<8
{rotation_bodyy=-30 rotation_bodyx=0 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=-10
rotation_pelvisx=0 rotation_pelvisy=30 rotation_pelvisz=0
rotation_shoulderrightx=-30 rotation_shoulderrighty=-45 rotation_shoulderrightz=0
rotation_shoulderleftx=30 rotation_shoulderlefty=45 rotation_shoulderleftz=0
rotation_handrightx=0 rotation_handrighty=0 rotation_handrightz=0
rotation_handleftx=0 rotation_handlefty=0 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=0 rotation_kneerighty=-45 rotation_kneerightz=0
rotation_kneeleftx=0 rotation_kneelefty=45 rotation_kneeleftz=0
rotation_legrightx=0 rotation_legrighty=-30 rotation_legrightz=0
rotation_legleftx=0 rotation_leglefty=0 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90}
if time_animation>=8
{rotation_bodyy=30 rotation_bodyx=0 rotation_bodyz=0
rotation_headx=0 rotation_heady=0 rotation_headz=10
rotation_pelvisx=0 rotation_pelvisy=-30 rotation_pelvisz=0
rotation_shoulderrightx=-30 rotation_shoulderrighty=45 rotation_shoulderrightz=0
rotation_shoulderleftx=30 rotation_shoulderlefty=-45 rotation_shoulderleftz=0
rotation_handrightx=0 rotation_handrighty=0 rotation_handrightz=0
rotation_handleftx=0 rotation_handlefty=0 rotation_handleftz=0
rotation_brushrightx=0 rotation_brushrighty=0 rotation_brushrightz=-90
rotation_brushleftx=0 rotation_brushlefty=0 rotation_brushleftz=90
rotation_kneerightx=0 rotation_kneerighty=45 rotation_kneerightz=0
rotation_kneeleftx=0 rotation_kneelefty=-45 rotation_kneeleftz=0
rotation_legrightx=0 rotation_legrighty=0 rotation_legrightz=0
rotation_legleftx=0 rotation_leglefty=-30 rotation_legleftz=0
rotation_footrightx=0 rotation_footrighty=0 rotation_footrightz=0
rotation_footleftx=0 rotation_footlefty=0 rotation_footleftz=0
rotation_swordx=-90 rotation_swordy=0 rotation_swordz=0
rotation_gunx=0 rotation_guny=-90 rotation_gunz=-90}}
Code:
d3d_transform_set_identity()
d3d_transform_add_scaling(0.1,0.1,0.1)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_translation(0,0,-8.75)
d3d_transform_add_rotation_z(direction2)
d3d_transform_add_translation(x,y,z)
if choise=1{if team=obj_control.player1_team{if control=1 d3d_model_draw(global.md_circle,0,0,0,background_get_texture(tex_choise_lime))
if control=0 d3d_model_draw(global.md_circle,0,0,0,background_get_texture(tex_choise_blue))}
if team!=obj_control.player1_team d3d_model_draw(global.md_circle,0,0,0,background_get_texture(tex_choise_red))}
d3d_transform_set_identity()
d3d_transform_add_rotation_x(-45)
d3d_transform_add_translation(0,0,16)
d3d_transform_add_rotation_z(obj_cam.direction-90)
d3d_transform_add_translation(x,y,z)
if choise=1 or hpp>0{if hp<=50 d3d_draw_block(-5,-1,0,-5+hp/15,1,0,background_get_texture(tex_live4),1,1)
if hp>50 and hp<=100 d3d_draw_block(-5,-1,0,-5+hp/15,1,0,background_get_texture(tex_live3),1,1)
if hp>100 d3d_draw_block(-5,-1,0,-5+hp/15,1,0,background_get_texture(tex_live2),1,1)
d3d_draw_block(-5,-1,0,5,1,0,background_get_texture(tex_live1),1,1)}
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_body,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotheady)
d3d_transform_add_rotation_x(rotheadx)
d3d_transform_add_rotation_z(rotheadz)
d3d_transform_add_translation(0,0,2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_head,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_pelvis,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotshoulderrighty)
d3d_transform_add_rotation_x(rotshoulderrightx)
d3d_transform_add_rotation_z(rotshoulderrightz)
d3d_transform_add_translation(0,2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_shoulder,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotshoulderlefty)
d3d_transform_add_rotation_x(rotshoulderleftx)
d3d_transform_add_rotation_z(rotshoulderleftz)
d3d_transform_add_translation(0,-2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_shoulder,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rothandrighty)
d3d_transform_add_rotation_x(rothandrightx)
d3d_transform_add_rotation_z(rothandrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderrighty)
d3d_transform_add_rotation_x(rotshoulderrightx)
d3d_transform_add_rotation_z(rotshoulderrightz)
d3d_transform_add_translation(0,2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_hand,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rothandlefty)
d3d_transform_add_rotation_x(rothandleftx)
d3d_transform_add_rotation_z(rothandleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderlefty)
d3d_transform_add_rotation_x(rotshoulderleftx)
d3d_transform_add_rotation_z(rotshoulderleftz)
d3d_transform_add_translation(0,-2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_hand,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotbrushrighty)
d3d_transform_add_rotation_x(rotbrushrightx)
d3d_transform_add_rotation_z(rotbrushrightz)
d3d_transform_add_translation(0,0,-1.5)
d3d_transform_add_rotation_y(rothandrighty)
d3d_transform_add_rotation_x(rothandrightx)
d3d_transform_add_rotation_z(rothandrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderrighty)
d3d_transform_add_rotation_x(rotshoulderrightx)
d3d_transform_add_rotation_z(rotshoulderrightz)
d3d_transform_add_translation(0,2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_brush_right,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotbrushlefty)
d3d_transform_add_rotation_x(rotbrushleftx)
d3d_transform_add_rotation_z(rotbrushleftz)
d3d_transform_add_translation(0,0,-1.5)
d3d_transform_add_rotation_y(rothandlefty)
d3d_transform_add_rotation_x(rothandleftx)
d3d_transform_add_rotation_z(rothandleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderlefty)
d3d_transform_add_rotation_x(rotshoulderleftx)
d3d_transform_add_rotation_z(rotshoulderleftz)
d3d_transform_add_translation(0,-2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_brush_left,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotswordy)
d3d_transform_add_rotation_x(rotswordx)
d3d_transform_add_rotation_z(rotswordz)
d3d_transform_add_translation(-0.35,0,-1.5)
d3d_transform_add_rotation_y(rotbrushrighty)
d3d_transform_add_rotation_x(rotbrushrightx)
d3d_transform_add_rotation_z(rotbrushrightz)
d3d_transform_add_translation(0,0,-1.5)
d3d_transform_add_rotation_y(rothandrighty)
d3d_transform_add_rotation_x(rothandrightx)
d3d_transform_add_rotation_z(rothandrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderrighty)
d3d_transform_add_rotation_x(rotshoulderrightx)
d3d_transform_add_rotation_z(rotshoulderrightz)
d3d_transform_add_translation(0,2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_sword,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotguny)
d3d_transform_add_rotation_x(rotgunx)
d3d_transform_add_rotation_z(rotgunz)
d3d_transform_add_translation(-0.35,0,-2)
d3d_transform_add_rotation_y(rotbrushlefty)
d3d_transform_add_rotation_x(rotbrushleftx)
d3d_transform_add_rotation_z(rotbrushleftz)
d3d_transform_add_translation(0,0,-1.5)
d3d_transform_add_rotation_y(rothandlefty)
d3d_transform_add_rotation_x(rothandleftx)
d3d_transform_add_rotation_z(rothandleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotshoulderlefty)
d3d_transform_add_rotation_x(rotshoulderleftx)
d3d_transform_add_rotation_z(rotshoulderleftz)
d3d_transform_add_translation(0,-2.8,1)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_gun,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotkneerighty)
d3d_transform_add_rotation_x(rotkneerightx)
d3d_transform_add_rotation_z(rotkneerightz)
d3d_transform_add_translation(0,1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_knee,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotkneelefty)
d3d_transform_add_rotation_x(rotkneeleftx)
d3d_transform_add_rotation_z(rotkneeleftz)
d3d_transform_add_translation(0,-1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_knee,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotlegrighty)
d3d_transform_add_rotation_x(rotlegrightx)
d3d_transform_add_rotation_z(rotlegrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotkneerighty)
d3d_transform_add_rotation_x(rotkneerightx)
d3d_transform_add_rotation_z(rotkneerightz)
d3d_transform_add_translation(0,1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_leg,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotleglefty)
d3d_transform_add_rotation_x(rotlegleftx)
d3d_transform_add_rotation_z(rotlegleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotkneelefty)
d3d_transform_add_rotation_x(rotkneeleftx)
d3d_transform_add_rotation_z(rotkneeleftz)
d3d_transform_add_translation(0,-1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_leg,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotfootrighty)
d3d_transform_add_rotation_x(rotfootrightx)
d3d_transform_add_rotation_z(rotfootrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotlegrighty)
d3d_transform_add_rotation_x(rotlegrightx)
d3d_transform_add_rotation_z(rotlegrightz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotkneerighty)
d3d_transform_add_rotation_x(rotkneerightx)
d3d_transform_add_rotation_z(rotkneerightz)
d3d_transform_add_translation(0,1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_foot,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()
d3d_transform_add_scaling(2,2,2)
d3d_transform_add_rotation_x(-90)
d3d_transform_add_rotation_y(rotfootlefty)
d3d_transform_add_rotation_x(rotfootleftx)
d3d_transform_add_rotation_z(rotfootleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotleglefty)
d3d_transform_add_rotation_x(rotlegleftx)
d3d_transform_add_rotation_z(rotlegleftz)
d3d_transform_add_translation(0,0,-2)
d3d_transform_add_rotation_y(rotkneelefty)
d3d_transform_add_rotation_x(rotkneeleftx)
d3d_transform_add_rotation_z(rotkneeleftz)
d3d_transform_add_translation(0,-1,-2.6)
d3d_transform_add_rotation_y(rotpelvisy)
d3d_transform_add_rotation_x(rotpelvisx)
d3d_transform_add_rotation_z(rotpelvisz)
d3d_transform_add_translation(0,0,-1.2)
d3d_transform_add_rotation_y(rotbodyy)
d3d_transform_add_rotation_x(rotbodyx)
d3d_transform_add_rotation_z(direction2+rotbodyz)
d3d_transform_add_translation(x,y,z)
d3d_model_draw(global.md_gnome_invaders_foot,0,0,0,background_get_texture(tex_vid))
d3d_transform_set_identity()