| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
for (var i = 0; i < bullet_number_max; i++) |
| 4 |
{ |
| 5 |
if (timer == floor(i * (360 / bullet_number_max / bullet_speed))) |
| 6 |
{ |
| 7 |
var bullet = instance_create_depth(obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y - 80, -100, obj_battle_enemy_attack_ceroba_flower_circle_flower); |
| 8 |
bullet.bullet_speed = bullet_speed; |
| 9 |
bullet.attack_dir = attack_dir; |
| 10 |
bullet.bullet_spawner = id; |
| 11 |
bullet_number_current += 1; |
| 12 |
} |
| 13 |
} |
| 14 |
if (bullet_number_current >= bullet_number_max) |
| 15 |
{ |
| 16 |
if (!alarm[0]) |
| 17 |
alarm[0] = 5; |
| 18 |
} |
| 19 |
timer += 1; |