| 1 | if (live_call()) | 
    
    
        | 2 |     return global.live_result; | 
    
    
        | 3 | var battle_box = 3154; | 
    
    
        | 4 | var dir = irandom_range(0, 359); | 
    
    
        | 5 | var dir_inc = 360/7; | 
    
    
        | 6 | var real_turret = irandom_range(0, 6); | 
    
    
        | 7 | for (var i = 0; i < 7; i++) | 
    
    
        | 8 | { | 
    
    
        | 9 |     var distance = irandom_range(100, 140); | 
    
    
        | 10 |     if (i != real_turret) | 
    
    
        | 11 |         instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_fake); | 
    
    
        | 12 |     else | 
    
    
        | 13 |         instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_real); | 
    
    
        | 14 | } | 
    
    
        | 15 | alarm[1] = attack_offset; | 
    
    
        | 16 | turret_wave--; | 
    
    
        | 17 | if (turret_wave <= 0) | 
    
    
        | 18 |     instance_destroy(); |