// auto-transcompiled — see *.dnd.json for canonical truth
/*if(mobilecheck())
{

yd = point_distance(0,y,0,other.y);
xd = point_distance(x,0,other.x,0);

if(abs(global.p_xdif[other.pid]) >= abs(x-lastx) && xd <= yd)
{
if(x < other.x)
{
while(collision_rectangle(x+9,y+40,x+26,y+46,(other.id),1,1))
  x -= 1;
}
else
{
while(collision_rectangle(x+9,y+40,x+26,y+46,(other.id),1,1))
  x += 1;
}
}
else if(abs(global.p_ydif[other.pid]) >= abs(y-lasty) && yd < xd)
{
if(y < other.y)
{
while(collision_rectangle(x+9,y+40,x+26,y+46,(other.id),1,1))
  y -= 1;
}
else
{
while(collision_rectangle(x+9,y+40,x+26,y+46,(other.id),1,1))
  y += 1;
}
}

}*/
