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gml_Object_obj_battle_enemy_attack_axis_geno_7_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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var bomb = -4;
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switch (scene)
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{
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    case 0:
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        for (var i = 0; i < bullet_number_max; i++)
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        {
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            if (timer == floor(i * (360 / bullet_number_max / bullet_speed)))
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            {
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                var bullet = instance_create_depth(battle_box.x, battle_box.y - bullet_distance, -1100, obj_battle_enemy_attack_axis_turret_circling_geno);
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                bullet.bullet_speed = bullet_speed * bullet_spin_dir;
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                bullet.attack_dir = bullet_attack_dir;
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                bullet.bullet_spawner = id;
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                bullet.attack_distance = bullet_distance;
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                bullet_number_current += 1;
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            }
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        }
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        if (bullet_number_current >= bullet_number_max)
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            scene += 1;
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        timer += 1;
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        break;
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    case 1:
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        cutscene_wait(0.5);
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        break;
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    case 2:
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        bullet_distance -= 3;
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        with (obj_battle_enemy_attack_axis_turret_circling_geno)
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            attack_distance = other.bullet_distance;
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        if (bullet_distance <= bullet_distance_min)
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            scene++;
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        break;
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    case 3:
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        audio_play_sound(snd_bullet_warning, 1, 0);
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        with (obj_battle_enemy_attack_axis_turret_circling_geno)
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        {
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            image_xscale = 1.5;
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            image_yscale = 1.5;
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            bullet_speed = 0;
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            can_track = false;
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        }
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        scene++;
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        break;
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    case 4:
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        bullet_distance -= 1;
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        cutscene_wait(0.25);
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        break;
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    case 5:
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        with (obj_battle_enemy_attack_axis_turret_circling_geno)
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        {
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            image_speed = 1;
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            scene = 1;
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        }
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        scene++;
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        break;
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    case 6:
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        if (!instance_exists(obj_battle_enemy_attack_axis_turret_circling_geno))
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        {
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            attack_count -= 1;
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            if (attack_count <= 0)
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            {
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                instance_destroy();
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            }
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            else
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            {
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                timer = 0;
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                scene = 0;
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                bullet_number_current = 0;
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                bullet_distance = 100;
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                bullet_attack_dir = irandom_range(1, 360);
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                bullet_spin_dir = choose(-1, 1);
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            }
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        }
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        break;
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}