1 |
if live_call() |
2 |
return global.live_result; |
3 |
if (!instance_exists(spawner)) |
4 |
{ |
5 |
instance_destroy() |
6 |
return; |
7 |
} |
8 |
switch scene |
9 |
{ |
10 |
case 0: |
11 |
fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0) |
12 |
audio_sound_gain(fire_sound, 0.5, 0) |
13 |
var xx = spawner.x |
14 |
var yy = spawner.y |
15 |
var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet) |
16 |
bullet.direction = spawn_dir_current |
17 |
bullet.image_angle = bullet.direction |
18 |
bullet.speed = 12 |
19 |
spawn_dir_current += spawn_dir_inc |
20 |
cutscene_advance() |
21 |
break |
22 |
case 1: |
23 |
if cutscene_wait(bullet_delay / 30) |
24 |
{ |
25 |
if (bullet_count > 0) |
26 |
{ |
27 |
cutscene_advance(0) |
28 |
bullet_count-- |
29 |
} |
30 |
else |
31 |
instance_destroy() |
32 |
} |
33 |
break |
34 |
} |