not precise and doesn't take notme into account, but that's usually okay...
//collision_rectangle(x1, y1, x2, y2, obj) with (argument4) { x1 = min(argument0, argument2); x2 = max(argument0, argument2); y1 = min(argument1, argument3); y2 = min(argument1, argument3); if (bbox_right > x1 || bbox_left < x2 || bbox_bottom > y1 || bbox_top < y2) return true; return false; }
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