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gml_Object_obj_battle_enemy_attack_axis_geno_4_Step_0

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1
if (live_call())
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    return global.live_result;
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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 30:
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        var bomb = instance_create_depth(battle_box.x - 40, battle_box.bbox_top - 30, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        break;
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    case 60:
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        var bomb = instance_create_depth(battle_box.x + 40, battle_box.bbox_top - 30, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        break;
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    case 90:
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        var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 0;
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        break;
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    case 105:
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        var bomb = instance_create_depth(battle_box.bbox_right + 30, battle_box.y - 40, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 180;
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        break;
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    case 120:
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        var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y + 40, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 0;
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        break;
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    case 150:
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        var bomb = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 90;
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        break;
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    case 180:
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        var bomb = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 40, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 90;
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        break;
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    case 210:
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        var bomb = instance_create_depth(battle_box.bbox_left - 30, battle_box.y - 40, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        bomb.gravity_direction = 0;
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        break;
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    case 270:
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        instance_destroy();
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        break;
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}
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attack_tick += 1;