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gml_Object_obj_battle_enemy_attack_insomnitot_fence_Step_0

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1
x += (move_speed * attack_direction)
2
if (no_loop == false)
3
{
4
    if ((attack_direction == 1 && bbox_left > obj_dialogue_box_battle_transformation_any.bbox_right) || (attack_direction == -1 && bbox_right < obj_dialogue_box_battle_transformation_any.bbox_left))
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    {
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        alarm[0] = 20
alarm[0]

instance_destroy()
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        no_loop = true
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    }
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}