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; |