var remnant = instance_create_depth(x, y, depth + 1, obj_attack_ace_cards_shape_remnant);
remnant.sprite_index = sprite_index;
alarm[1] = 2;gml_Object_obj_attack_ace_cards_shape_Alarm_1.gmlvar remnant = instance_create_depth(x, y, depth + 1, obj_attack_ace_cards_shape_remnant); remnant.sprite_index = sprite_index; alarm[1] = 2;