3 var _rm_name = room_get_name(room);
4 if(_rm_name == "rm_lounge" and _game_state != GAME_STATES.WAITING){
6 draw_sprite(spr_char_select,0,room_width/2-64+48*_char_select_index,2*room_height/3 +96);
7 draw_set_halign(fa_center);
8 draw_rectangle_color(96,192,256,368,c_gray,c_gray,c_gray,c_gray,0);
9 draw_text_color(176, 200, string(global._characters[_char_select_index]._name),c_blue,c_blue,c_blue,c_blue,1);
10 draw_text(176, 232, "health: "+string(global._characters[_char_select_index]._health));
11 draw_text(176, 264, "speed: "+string(global._characters[_char_select_index]._speed));
12 draw_text(176, 296, "bullets: "+string(global._characters[_char_select_index]._amount_of_bullets));
13 draw_text(176, 328, "weapon: "+string(global._characters[_char_select_index]._info));
17 draw_sprite(spr_char_select,1,room_width/2-64+48*_char_select_index,2*room_height/3 +96);
18 draw_rectangle_color(room_width-96,192,room_width-256,368,c_gray,c_gray,c_gray,c_gray,0);
19 draw_text_colour(room_width-176, 200, string(global._characters[_char_select_index]._name),c_orange,c_orange,c_orange,c_orange,1);
20 draw_text(room_width-176, 232, "health: "+string(global._characters[_char_select_index]._health));
21 draw_text(room_width-176, 264, "speed: "+string(global._characters[_char_select_index]._speed));
22 draw_text(room_width-176, 296, "bullets: "+string(global._characters[_char_select_index]._amount_of_bullets));
23 draw_text(room_width-176, 328, "weapon: "+string(global._characters[_char_select_index]._info));
29 if(_state == HERO.SHOOT and image_index < 3 and _grounded){
31 var _x2 = lengthdir_x(32*image_xscale,_shoot_dir);
32 var _y2 = lengthdir_y(32*image_xscale,_shoot_dir);
35 if(image_xscale == -1){draw_circle_color((x-12)-_x2*image_xscale,y-8-_y2,2,c_red,c_red,0);}
36 if(image_xscale == 1){draw_circle_color((x+12*image_xscale)+_x2*image_xscale,y-8+_y2,2,c_red,c_red,0);}