|
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_red.x, obj_heart_battle_fighting_red.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; gml_Object_obj_battle_enemy_attack_ceroba_flower_circle_spawner_pacifist_Alarm_0.gml
if (live_call())
return global.live_result;
with (obj_battle_enemy_attack_ceroba_flower_circle_flower)
{
if (state == 0 && bullet_spawner == other.id)
state = 1;
}
|
|
18
|
}
|
|
19
|
timer += 1;
|