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gml_Object_obj_battle_enemy_attack_axis_lobbing_bombs_2_Create_0

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1
if (live_call())
2
    return global.live_result;
3
battle_box = 3154;
4
bomb_side = choose(1, 2, 3, 4);
5
attack_interval = 20;
6
alarm[0] = 15;
gml_Object_obj_battle_enemy_attack_axis_lobbing_bombs_2_Alarm_0.gml

if (live_call()) return global.live_result; bomb_side = choose(1, 2, 3, 4); var bomb_offset = 90; var bomb; switch (bomb_side) { case 1: bomb = instance_create_depth(battle_box.x - 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2); bomb.gravity_direction = 180; bomb.direction = 0; break; case 2: bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y - 100, -100, obj_battle_enemy_attack_axis_bomb_2); bomb.gravity_direction = 90; bomb.direction = 270; break; case 3: bomb = instance_create_depth(battle_box.x + 100, choose(battle_box.y - bomb_offset, battle_box.y + bomb_offset), -100, obj_battle_enemy_attack_axis_bomb_2); bomb.gravity_direction = 0; bomb.direction = 180; break; case 4: bomb = instance_create_depth(choose(battle_box.x - bomb_offset, battle_box.x + bomb_offset), battle_box.y + 100, -100, obj_battle_enemy_attack_axis_bomb_2); bomb.gravity_direction = 270; bomb.direction = 90; break; } bomb.image_angle = bomb.direction - 90; alarm[0] = attack_interval;
7
alarm[1] = 240;
gml_Object_obj_battle_enemy_attack_axis_lobbing_bombs_2_Alarm_1.gml

if (live_call()) return global.live_result; instance_destroy();
8
obj_heart_battle_fighting_parent.movement_mode = 2;