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gml_Object_obj_battle_enemy_attack_axis_geno_6_Step_0

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1
if (live_call())
2
    return global.live_result;
3
var battle_box = 3154;
4
var ball_offset = 30;
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var bomb = -4;
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switch (attack_tick)
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{
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    case 30:
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        bomb = instance_create_depth(battle_box.x, battle_box.bbox_top - 30, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        break;
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    case 70:
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        var laser = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser.vspeed = -3;
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        break;
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    case 100:
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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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        break;
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    case 110:
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        var laser = instance_create_depth(battle_box.x, battle_box.bbox_bottom + 20, -100, obj_battle_enemy_attack_axis_blue_laser_geno);
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        laser.vspeed = -3;
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        break;
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    case 140:
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        bomb = instance_create_depth(battle_box.bbox_right + 20, battle_box.y - 30, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        break;
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    case 160:
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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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        break;
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    case 190:
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        bomb = instance_create_depth(battle_box.bbox_left - 20, battle_box.y + 30, -100, obj_battle_enemy_attack_axis_bomb_geno);
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        break;
35
    case 280:
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        instance_destroy();
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        break;
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}
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if (bomb != -4)
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{
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    if (bomb.x < battle_box.bbox_left)
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        bomb.gravity_direction = 0;
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    if (bomb.x > battle_box.bbox_right)
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        bomb.gravity_direction = 180;
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    if (bomb.y > battle_box.bbox_bottom)
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        bomb.gravity_direction = 90;
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    if (bomb.y < battle_box.bbox_top)
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        bomb.gravity_direction = 270;
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}
50
attack_tick += 1;