1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
break |
7 |
case 1: |
8 |
speed = 0 |
9 |
audio_play_sound(snd_soul_gameover_hit, 1, 0) |
10 |
sprite_index = spr_heart_white_split |
11 |
image_index = 1 |
12 |
cutscene_advance() |
13 |
break |
14 |
case 2: |
15 |
cutscene_wait(0.5) |
16 |
break |
17 |
case 3: |
18 |
var shard_number = 6 |
19 |
for (var i = 0; i <= shard_number; i++) |
20 |
{ |
21 |
var shard = instance_create_depth(x, y, -100, obj_flowey_1_attack_7_shard) |
22 |
shard.direction = 90 + i * (360 / shard_number) |
23 |
} |
24 |
audio_play_sound(snd_soul_gameover_hit_break, 20, false) |
25 |
instance_destroy() |
26 |
break |
27 |
default: |
28 |
|
29 |
} |