1 |
if live_call() |
2 |
return global.live_result; |
3 |
for (var i = 0; i < bullet_number_max; i++) |
4 |
{ |
5 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
6 |
{ |
7 |
var bullet = instance_create_depth(obj_heart_battle_fighting_parent.x, (obj_heart_battle_fighting_parent.y - 80), -100, obj_battle_enemy_attack_ceroba_flower_circle_flower) |
8 |
bullet.bullet_speed = bullet_speed |
9 |
bullet.attack_dir = attack_dir |
10 |
bullet.bullet_spawner = id |
11 |
bullet_number_current += 1 |
12 |
} |
13 |
} |
14 |
if (bullet_number_current >= bullet_number_max) |
15 |
{ |
16 |
if (!alarm[0]) |
17 |
alarm[0] = 5alarm[0]if live_call()
return global.live_result;
with (obj_battle_enemy_attack_ceroba_flower_circle_flower)
{
if (state == 0 && bullet_spawner == other.id)
state = 1
} |
18 |
} |
19 |
timer += 1 |