1 |
if live_call() |
2 |
return global.live_result; |
3 |
switch scene |
4 |
{ |
5 |
case 0: |
6 |
image_alpha += 0.2 |
7 |
image_angle = direction - 180 + 180 * image_alpha |
8 |
if (image_alpha >= 1) |
9 |
{ |
10 |
image_alpha = 1 |
11 |
scene++ |
12 |
} |
13 |
break |
14 |
case 1: |
15 |
cutscene_wait(0.5) |
16 |
break |
17 |
case 2: |
18 |
audio_play_sound(snd_impact_gunshot, 1, 0) |
19 |
var len = point_distance(0, 0, 55, -12) |
20 |
var pointdir = point_direction(0, 0, 55, -12) |
21 |
var bullet = instance_create_depth((x + (lengthdir_x(len, (image_angle + pointdir * sign(image_yscale))))), (y + (lengthdir_y(len, (image_angle + pointdir * sign(image_yscale))))), (depth - 1), obj_flowey_battle_gray_bullet) |
22 |
bullet.direction = direction |
23 |
bullet.image_angle = direction |
24 |
speed = -24 |
25 |
gravity = 0.25 |
26 |
scene++ |
27 |
break |
28 |
case 3: |
29 |
image_angle += (25 * image_yscale) |
30 |
image_alpha -= 0.1 |
31 |
if (image_alpha < 0) |
32 |
instance_destroy() |
33 |
break |
34 |
} |