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gml_Object_obj_flowey_battle_phase_2_controller_gray_Step_0

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1
if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        instance_create_depth(0, 0, -100, ds_list_find_value(attack_list, 0))
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        var old_value = ds_list_find_value(attack_list, 0)
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        ds_list_delete(attack_list, 0)
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        ds_list_insert(attack_list, irandom_range(attackmax_repeat, (ds_list_size(attack_list) - 1)), old_value)
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        scene++
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        break
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    case 1:
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        if cutscene_wait(attack_delay)
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            cutscene_advance(0)
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        break
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}