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gml_Object_obj_battle_enemy_attack_axis_turrets_3_Alarm_0

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if (live_call())
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    return global.live_result;
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var battle_box = 3154;
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var dir = irandom_range(0, 359);
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var dir_inc = 360/7;
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var real_turret = irandom_range(0, 6);
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for (var i = 0; i < 7; i++)
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{
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    var distance = irandom_range(100, 140);
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    if (i != real_turret)
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        instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_fake);
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    else
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        instance_create_depth(battle_box.x + lengthdir_x(distance, dir + (dir_inc * i)), battle_box.y + lengthdir_y(distance, dir + (dir_inc * i)), -100, obj_battle_enemy_attack_axis_turret_real);
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}
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alarm[1] = attack_offset;
gml_Object_obj_battle_enemy_attack_axis_turrets_3_Alarm_1.gml

if (live_call()) return global.live_result; with (obj_battle_enemy_attack_axis_turret_fake) destroy_self = true; with (obj_battle_enemy_attack_axis_turret_real) can_shoot = true; alarm[0] = attack_interval;
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turret_wave--;
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if (turret_wave <= 0)
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    instance_destroy();