1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
if (!instance_exists(obj_dialogue_box_battle_transformation_any)) |
4 |
{ |
5 |
instance_destroy(); |
6 |
exit; |
7 |
} |
8 |
var battle_box = 3154; |
9 |
if (aim > 0) |
10 |
{ |
11 |
direction += (angle_difference(point_direction(x, y, target_x, target_y), direction) * turn_rate); |
12 |
aim--; |
13 |
} |
14 |
if ((y + 23) >= battle_box.bbox_bottom && destroy_on_contact == true) |
15 |
{ |
16 |
scr_screenshake_battlescr_screenshake_battlefunction scr_screenshake_battle()
{
instance_destroy(obj_screenshake_battle);
var screenshake = instance_create(0, 0, obj_screenshake_battle);
battle_screenshake_duration = argument[0];
battle_screenshake_intensity = argument[1];
battle_screenshake_dec = battle_screenshake_intensity / battle_screenshake_duration;
} (8, 2); |
17 |
instance_create_depth(x, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_bullet_impact); |
18 |
var deg_dec = 26; |
19 |
for (var i = 155; i > 0; i -= deg_dec) |
20 |
{ |
21 |
var residue = instance_create_depth(x, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_bullet_residue); |
22 |
residue.speed = 5; |
23 |
residue.direction = i; |
24 |
} |
25 |
instance_destroy(); |
26 |
} |