*ugh* No, you didn't clean it up. I'll do it for you.
if(!falling && !jumping) {
switch(global.facing) {
case "L":
if(distance_to_point(other.x+4,other.y-4) > 5){
move_towards_point(other.x+4,other.y-4,1)
moveable=0
}
break;
case "R":
if(distance_to_point(other.x+4,other.y-4) > 5){
move_towards_point(other.x+4,other.y-4,1)
moveable=0
}
break;
case "U":
if(distance_to_point(other.x,other.y-4) > 5){
move_towards_point(other.x,other.y-4,1)
moveable=0
}
break;
case "D":
if(distance_to_point(other.x,other.y-1) > 3){
move_towards_point(other.x,other.y-1,1)
moveable=0
}
break;
}
if(distance_to_point(other.x,other.y+4) < 5 && global.facing="U"){
x=other.x
y=other.y
falling=1
moveable=0
move_towards_point(x,y,0)
sound_play(Fall)
sprite_index=sprLinkFallDownHole
scr_heart_add_fast(-0.25);
image_speed=0.25
mage_index=0
}
if(distance_to_point(other.x,other.y) < 3 && global.facing="D"){
x=other.x
y=other.y
falling=1
moveable=0
move_towards_point(x,y,0)
sound_play(Fall)
sprite_index=sprLinkFallDownHole
scr_heart_add_fast(-0.25);
image_speed=0.25
image_index=0
}
if(distance_to_point(other.x+4,other.y+4) < 5 && global.facing="L"){
x=other.x
y=other.y
falling=1
moveable=0
move_towards_point(x,y,0)
sound_play(Fall)
sprite_index=sprLinkFallDownHole
scr_heart_add_fast(-0.25);
image_speed=0.25
image_index=0
}
if(distance_to_point(other.x+4,other.y+4) < 5 && global.facing="R"){
x=other.x
y=other.y
falling=1
moveable=0
move_towards_point(x,y,0)
sound_play(Fall)
sprite_index=sprLinkFallDownHole
scr_heart_add_fast(-0.25);
image_speed=0.25
image_index=0
}
}