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gml_Object_obj_battle_enemy_attack_axis_geno_2_Step_0

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1
if (live_call())
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    return global.live_result;
3
var battle_box = 3154;
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var ball_offset = 30;
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switch (attack_tick)
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{
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    case 20:
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    case 60:
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        var laser = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser.vspeed = 3;
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        var laser2 = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_orange_laser_geno);
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        laser2.vspeed = -3;
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        break;
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    case 100:
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        var laser = instance_create_depth(battle_box.x, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_orange_laser_geno);
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        laser.vspeed = 3;
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        var laser2 = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser2.vspeed = -3;
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        break;
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    case 180:
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        var laser = instance_create_depth(battle_box.bbox_left - 20, battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser.hspeed = 3;
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        laser.image_angle = 90;
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        var laser2 = instance_create_depth(battle_box.bbox_right + 20, battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno);
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        laser2.hspeed = -3;
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        laser2.image_angle = 90;
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        break;
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    case 220:
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    case 260:
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        var laser = instance_create_depth(battle_box.bbox_left - 20, battle_box.y, -100, obj_battle_enemy_attack_axis_orange_laser_geno);
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        laser.hspeed = 3;
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        laser.image_angle = 90;
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        var laser2 = instance_create_depth(battle_box.bbox_right + 20, battle_box.y, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser2.hspeed = -3;
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        laser2.image_angle = 90;
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        break;
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    case 310:
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        instance_destroy();
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        break;
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}
41
attack_tick += 1;