1 | if (shield_hit == true) |
2 | { |
3 | var impact_sound = audio_play_sound(snd_axis_trash_can_hit, 1, 0) |
4 | audio_sound_pitch(impact_sound, random_range(0.7, 1.3)) |
5 | shield_offset = shield_offset_min |
6 | shield_hit = false |
7 | } |
8 | shield_offset = lerp(shield_offset, shield_offset_max, 0.1) |
9 | if (black_overlay_alpha < 1) |
10 | black_overlay_alpha += 0.05 |