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gml_Object_obj_battle_enemy_attack_axis_geno_3_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 70:
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    case 120:
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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 = 2;
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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.image_angle = 90;
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        laser2.hspeed = -2;
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        break;
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    case 170:
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    case 220:
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    case 270:
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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 = 2;
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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.image_angle = 90;
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        laser2.hspeed = -2;
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        break;
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    case 30:
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        var dif = (battle_box.bbox_bottom - 20 - (battle_box.bbox_top + 20)) / 2;
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        var i = battle_box.bbox_top + 20;
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        while (i <= (battle_box.bbox_bottom - 20))
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        {
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            var ball = instance_create_depth(battle_box.bbox_left - 20, i, -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = 0;
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            ball.alarm[0] = 30;
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            ball.move_speed = 3;
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            i += dif;
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        }
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        break;
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    case 140:
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        var dif = (battle_box.bbox_right - 20 - (battle_box.bbox_left + 20)) / 2;
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        var i = battle_box.bbox_left + 20;
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        while (i <= (battle_box.bbox_right - 20))
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        {
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            var ball = instance_create_depth(i, battle_box.bbox_top - 20, -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = 270;
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            ball.alarm[0] = 30;
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            ball.move_speed = 3;
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            i += dif;
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        }
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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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}
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attack_tick += 1;