1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
break |
7 |
default: |
8 |
|
9 |
} |
10 |
|
11 |
if place_meeting(x, y, obj_battle_enemy_attack_guardener_arm) |
12 |
{ |
13 |
instance_destroy() |
14 |
instance_create_depth(x, y, (depth - 100), obj_battle_enemy_attack_guardener_launcher_explosion) |
15 |
var shard_spread = 15 |
16 |
for (var i = 0; i < debris_count_big; i++) |
17 |
{ |
18 |
var shard = instance_create_depth(x, y, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_gear_piece_big) |
19 |
shard.speed = 9 |
20 |
shard.direction = 90 + i * shard_spread * (sign(x - 320)) |
21 |
} |
22 |
audio_play_sound(snd_guardener_flintlock_shield, 1, 0) |
23 |
shard_spread = 10 |
24 |
for (i = 0; i < debris_count_small; i++) |
25 |
{ |
26 |
shard = instance_create_depth(x, y, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_gear_piece_small) |
27 |
shard.speed = 11 |
28 |
shard.direction = 90 + i * shard_spread * (sign(x - 320)) |
29 |
} |
30 |
audio_play_sound(snd_guardener_flintlock_shield, 1, 0) |
31 |
instance_destroy() |
32 |
instance_destroy() |
33 |
} |