// Pause if pause_movement() { exit; } // Floating animation float_dir += float_spd; y = ystart + dsin(float_dir) * 2; // Check player collision if place_meeting(x, y, o_player) { var obtained_weapon = get_random_weapon(); if (obtained_weapon != undefined) { audio_play_sound(item_pick, 0, false); // Set global notification global.weapon_notification = "Got " + obtained_weapon.name + "!"; global.weapon_notification_timer = 90; // 1.5 seconds at 60FPS instance_destroy(); } }