1 | var x_target = lengthdir_x(beam_length, direction) |
2 | var y_target = lengthdir_y(beam_length, direction) |
3 | if (obj_heart_battle_fighting_parent.vulnerable == true && collision_line(x, y, (x + x_target), (y + y_target), obj_heart_battle_fighting_red, false, false)) |
4 | { |
5 | var damage = global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense + 10 |
6 | global.current_hp_self -= damage |
7 | audio_play_sound(snd_hurt, 1, 0) |
8 | with (obj_heart_battle_fighting_parent) |
9 | { |
10 | vulnerable = false |
11 | global.hit_self = true |
12 | alarm[0] |
13 | } |
14 | } |
15 | can_fire = 1 |