My code follows(Sorry about the format):
posx1=x+lengthdir_x(
point_distance(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)));
posy1=y+lengthdir_y(
point_distance(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)));
posx2=x+lengthdir_x(
point_distance(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)));
posy2=y+lengthdir_y(
point_distance(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)));
while((room_height-terrain.level[posx1] < posy1) || (room_height-terrain.level[posx2] < posy2)) {
if((room_height-terrain.level[posx1] < posy1)) {
image_angle-=1;
}
if((room_height-terrain.level[posx2] < posy2)) {
image_angle+=1;
}
if((room_height-terrain.level[posx1] < posy1) ||(room_height-terrain.level[posx2] < posy2)) {
y-=1;
vspeed=0;
gravity=0;
}
posx1=x+lengthdir_x(
point_distance(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)));
posy1=y+lengthdir_y(
point_distance(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index),sprite_height-sprite_get_yoffset(sprite_index)));
posx2=x+lengthdir_x(
point_distance(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)));
posy2=y+lengthdir_y(
point_distance(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)),
image_angle+point_direction(0,0,-sprite_get_xoffset(sprite_index)+sprite_width,sprite_height-sprite_get_yoffset(sprite_index)));
}
if((room_height-terrain.level[posx1] > posy1) ||(room_height-terrain.level[posx2] > posy2)) {
gravity=1;
}



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