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gml_Object_obj_battle_enemy_attack_axis_turrets_3_Alarm_1

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if (live_call())
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    return global.live_result;
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with (obj_battle_enemy_attack_axis_turret_fake)
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    destroy_self = true;
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with (obj_battle_enemy_attack_axis_turret_real)
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    can_shoot = true;
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alarm[0] = attack_interval;
gml_Object_obj_battle_enemy_attack_axis_turrets_3_Alarm_0.gml

if (live_call()) return global.live_result; var battle_box = 3154; var dir = irandom_range(0, 359); var dir_inc = 360/7; var real_turret = irandom_range(0, 6); for (var i = 0; i < 7; i++) { var distance = irandom_range(100, 140); if (i != real_turret) 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); else 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); } alarm[1] = attack_offset; turret_wave--; if (turret_wave <= 0) instance_destroy();