ok so i looked at both of those codes and im not sure how they apply to bounding boxes in spine since you have to define the collision box in the script
collision_rectangle( x1, y1, x2, y2, obj, prec, notme );
x1 The x coordinate of the left side of the rectangle to check.
y1 The y coordinate of the top side of the rectangle to check.
x2 The x coordinate of the right side of the rectangle to check.
y2 The y coordinate of the bottom side of the rectangle to check.
obj The object to check for instance collisions.
prec Whether the check is based on pixel-perfect collisions (true = slow) or its bounding box in general (false = fast).
notme Whether the calling instance, if relevant, should be excluded (true) or not (false).
point_in_rectangle(px, py, x1, y1, x2, y2);
x1 The x coordinate of the left side of the rectangle to check.
y1 The y coordinate of the top side of the rectangle to check.
x2 The x coordinate of the right side of the rectangle to check.
y2 The y coordinate of the bottom side of the rectangle to check.
obj The object to check for instance collisions.
prec Whether the check is based on pixel-perfect collisions (true = slow) or its bounding box in general (false = fast).
notme Whether the calling instance, if relevant, should be excluded (true) or not (false).