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gml_Object_obj_slither_body_b_Create_0

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if live_call()
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    return global.live_result;
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depth = 10
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layer_create((depth + 10), "sequence_layer")
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idle_seq = layer_sequence_create("sequence_layer", x, y, 10)
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damage_disjoint_count = 0
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damage_disjoint_x = 0
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no_loop_damage_disjoint_count = false
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no_loop_create_clouds = false
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starting_point_x = x
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starting_point_y = y
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low_hp_noloop = false
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image_xscale = 2
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image_yscale = 2
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enemy_hurt_noise = 587
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enemy_hurt_pitch = 1