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gml_Object_obj_battle_enemy_attack_axis_turret_real_Step_0

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1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        image_alpha += 0.2;
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        image_angle = (direction - 180) + (180 * image_alpha);
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        if (image_alpha >= 1)
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            scene++;
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        break;
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    case 1:
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        x = xstart;
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        y = ystart;
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        if (irandom(10) == 1)
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        {
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            x = xstart + random_range(-4, 4);
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            y = ystart + random_range(-4, 4);
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        }
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        if (can_shoot == true)
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            cutscene_advance();
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        break;
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    case 2:
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        image_speed = 1;
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        audio_play_sound(snd_arc_shoot, 1, 0);
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        var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet);
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        bullet.direction = direction;
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        bullet.image_angle = bullet.direction;
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        bullet.speed = 8;
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        speed = -3;
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        shot_number--;
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        scene++;
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        break;
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    case 3:
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        if (cutscene_wait(0.1))
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        {
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            if (shot_number > 0)
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                scene = 2;
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            else
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                scene = 4;
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        }
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        break;
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    case 4:
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        image_alpha -= 0.1;
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        if (image_alpha <= 0)
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            instance_destroy();
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        break;
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}
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speed = lerp(speed, 0, 0.2);