1 |
if (obj_battle_enemy_attack_frostermit_pincher_right_1.state == "normal") |
2 |
var in_angle = point_direction(obj_battle_enemy_attack_frostermit_pincher_right_1.x, obj_battle_enemy_attack_frostermit_pincher_right_1.y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y) |
3 |
else |
4 |
in_angle = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle_d_location_2 |
5 |
var angle_range = in_angle - out_angle |
6 |
var angle_diff = obj_battle_enemy_attack_frostermit_pincher_right_1.image_angle - out_angle |
7 |
var disjoint = disjoint_out_max + disjoint_range * (abs(angle_diff / angle_range)) |
8 |
x_offset = 46 * cos(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_2.image_angle)) |
9 |
y_offset = 46 * sin(degtorad(obj_battle_enemy_attack_frostermit_pincher_right_2.image_angle)) |
10 |
x = obj_battle_enemy_attack_frostermit_pincher_right_2.x + x_offset |
11 |
y = obj_battle_enemy_attack_frostermit_pincher_right_2.y - y_offset |
12 |
image_angle = disjoint + obj_battle_enemy_attack_frostermit_pincher_right_2.image_angle |
13 |
image_alpha = obj_battle_enemy_attack_frostermit_pincher_right_1.image_alpha |