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gml_Object_obj_battle_enemy_attack_frostermit_pincher_right_3_outer_Other_10

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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