1 |
if live_call() |
2 |
return global.live_result; |
3 |
martlet_head = instance_create_depth(x, (y - 20), (depth - 2), obj_martlet_final_2_head) |
4 |
martlet_legs = instance_create_depth((x + 10), (y + 35), (depth + 1), obj_martlet_final_2_legs) |
5 |
martlet_fist_left = instance_create_depth((x - 30), (y - 5), (depth - 4), obj_martlet_final_2_fist_1) |
6 |
martlet_fist_right = instance_create_depth((x - 10), (y - 50), (depth + 1), obj_martlet_final_2_fist_2) |
7 |
martlet_hair = instance_create_depth(300, 75, (depth + 4), obj_martlet_final_2_hair) |
8 |
martlet_animation_enabled = false |
9 |
martlet_sprites_reset = false |
10 |
martlet_target_melt_sprite = sprite_index |
11 |
martlet_previous_melt_sprite = sprite_index |
12 |
martlet_previous_melt_sprite_alpha = 0 |
13 |
martlet_sprite_base = 2690 |
14 |
no_loop = false |
15 |
damage_disjoint_count = 0 |
16 |
damage_disjoint_x = 0 |
17 |
no_loop_damage_disjoint_count = false |
18 |
starting_point_x = x |
19 |
starting_point_y = y |
20 |
sin_timer = 0 |
21 |
healthbar_alpha = 0 |
22 |
healthbar_timer = 0 |
23 |
healthbar_timer_max = 30 |
24 |
damage_flash_timer = 0 |