| 1 | if (live_call()) | 
    
    
        | 2 |     return global.live_result; | 
    
    
        | 3 | image_yscale = lerp(image_yscale, 1, 0.5); | 
    
    
        | 4 | if (fade_out == true) | 
    
    
        | 5 | { | 
    
    
        | 6 |     image_alpha -= 0.2; | 
    
    
        | 7 |     if (image_alpha <= 0) | 
    
    
        | 8 |         instance_destroy(); | 
    
    
        | 9 | } | 
    
    
        | 10 | var arc_radius = 90; | 
    
    
        | 11 | if (shoot_delay > 0) | 
    
    
        | 12 | { | 
    
    
        | 13 |     shoot_delay--; | 
    
    
        | 14 | } | 
    
    
        | 15 | else if (!destroy_self && bullet_count > 0) | 
    
    
        | 16 | { | 
    
    
        | 17 |     var xx = x - lengthdir_x(30, image_angle - 90); | 
    
    
        | 18 |     var yy = y - lengthdir_y(30, image_angle - 90); | 
    
    
        | 19 |     if (spawn_direction == -1) | 
    
    
        | 20 |     { | 
    
    
        | 21 |         spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); | 
    
    
        | 22 |         direction_inc = arc_radius / bullet_count; | 
    
    
        | 23 |         direction_current = spawn_direction - (direction_inc * ((bullet_count - 1) * 0.5)); | 
    
    
        | 24 |     } | 
    
    
        | 25 |     var pellet = instance_create_depth(xx, yy, depth - 1, obj_battle_enemy_attack_fpellets_simple); | 
    
    
        | 26 |     pellet.direction = direction_current; | 
    
    
        | 27 |     pellet.speed = 6; | 
    
    
        | 28 |     shoot_delay = shoot_delay_max; | 
    
    
        | 29 |     bullet_count -= 1; | 
    
    
        | 30 |     direction_current += direction_inc; | 
    
    
        | 31 | } | 
    
    
        | 32 | if (bullet_count <= 0) | 
    
    
        | 33 |     destroy_self = true; | 
    
    
        | 34 | if (destroy_self == true) | 
    
    
        | 35 | { | 
    
    
        | 36 |     if (slash_instance == -4) | 
    
    
        | 37 |     { | 
    
    
        | 38 |         slash_instance = instance_create_depth(x, y, depth - 1, obj_flowey_1_attack_8_slash); | 
    
    
        | 39 |         slash_instance.image_angle = image_angle; | 
    
    
        | 40 |     } | 
    
    
        | 41 |     else if (!instance_exists(slash_instance)) | 
    
    
        | 42 |     { | 
    
    
        | 43 |         sprite_index = spr_attack_tinyflowey_die; | 
    
    
        | 44 |         if (!alarm[1]) | 
    
    
        | 45 |             alarm[1] = 30; | 
    
    
        | 46 |     } | 
    
    
        | 47 | } |