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gml_Object_obj_battle_enemy_attack_asgore_surround_flame_Step_0

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if live_call()
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    return global.live_result;
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var battle_box = obj_dialogue_box_battle_transformation_any
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show_debug_message(bullet_dist)
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if (bullet_dist < 3)
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    instance_destroy()
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switch scene
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{
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    case 0:
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        break
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    case 1:
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        if (speed_current < speed_max)
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            speed_current += accel_speed
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        bullet_dist -= speed_current
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        break
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    default:
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}
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x = battle_box.x + (lengthdir_x(bullet_dist, direction))
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y = battle_box.y + (lengthdir_y(bullet_dist, direction))