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gml_Object_obj_battle_enemy_attack_bullet_2_Step_0

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1
if (live_call())
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    return global.live_result;
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if (!instance_exists(obj_dialogue_box_battle_transformation_any))
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{
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    instance_destroy();
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    exit;
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}
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var battle_box = 3154;
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if (aim > 0)
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{
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    direction += (angle_difference(point_direction(x, y, target_x, target_y), direction) * turn_rate);
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    aim--;
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}
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if ((y + 23) >= battle_box.bbox_bottom && destroy_on_contact == true)
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{
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    scr_screenshake_battle
scr_screenshake_battle

function 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);
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    instance_create_depth(x, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_bullet_impact);
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    var deg_dec = 26;
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    for (var i = 155; i > 0; i -= deg_dec)
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    {
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        var residue = instance_create_depth(x, battle_box.bbox_bottom - 4, -100, obj_battle_enemy_attack_bullet_residue);
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        residue.speed = 5;
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        residue.direction = i;
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    }
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    instance_destroy();
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}