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gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0

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1
if (live_call())
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    return global.live_result;
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var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1);
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var bul_spawn = ds_list_find_value(bullet_list, list_pos);
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ds_list_delete(bullet_list, list_pos);
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switch (bul_spawn)
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{
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    case "left":
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        var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
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        bullet.target_x = battle_box.bbox_right;
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        bullet.target_y = battle_box.bbox_top - 70;
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        bullet.turn_rate = 0.065;
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        break;
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    case "middle":
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        var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
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        bullet.target_x = 320;
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        bullet.target_y = battle_box.bbox_bottom;
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        break;
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    case "right":
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        var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1);
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        bullet.target_x = battle_box.bbox_left;
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        bullet.target_y = battle_box.bbox_top - 70;
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        bullet.turn_rate = 0.065;
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        break;
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}
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if (ds_list_size(bullet_list) > 0)
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{
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    alarm[0] = bullet_offset;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0.gml

if (live_call()) return global.live_result; var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); var bul_spawn = ds_list_find_value(bullet_list, list_pos); ds_list_delete(bullet_list, list_pos); switch (bul_spawn) { case "left": var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = battle_box.bbox_right; bullet.target_y = battle_box.bbox_top - 70; bullet.turn_rate = 0.065; break; case "middle": var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = 320; bullet.target_y = battle_box.bbox_bottom; break; case "right": var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = battle_box.bbox_left; bullet.target_y = battle_box.bbox_top - 70; bullet.turn_rate = 0.065; break; } if (ds_list_size(bullet_list) > 0) { alarm[0] = bullet_offset; } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right"); alarm[0] = bullet_offset * 10; wave_number -= 1; } else { alarm[1] = 160; }
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}
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else if (wave_number > 0)
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{
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    ds_list_add(bullet_list, "left", "middle", "right");
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    alarm[0] = bullet_offset * 10;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_0.gml

if (live_call()) return global.live_result; var list_pos = irandom_range(0, ds_list_size(bullet_list) - 1); var bul_spawn = ds_list_find_value(bullet_list, list_pos); ds_list_delete(bullet_list, list_pos); switch (bul_spawn) { case "left": var bullet = instance_create_depth(battle_box.bbox_left + 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = battle_box.bbox_right; bullet.target_y = battle_box.bbox_top - 70; bullet.turn_rate = 0.065; break; case "middle": var bullet = instance_create_depth(battle_box.x, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = 320; bullet.target_y = battle_box.bbox_bottom; break; case "right": var bullet = instance_create_depth(battle_box.bbox_right - 20, battle_box.bbox_bottom, -100, obj_battle_enemy_attack_bullet_1); bullet.target_x = battle_box.bbox_left; bullet.target_y = battle_box.bbox_top - 70; bullet.turn_rate = 0.065; break; } if (ds_list_size(bullet_list) > 0) { alarm[0] = bullet_offset; } else if (wave_number > 0) { ds_list_add(bullet_list, "left", "middle", "right"); alarm[0] = bullet_offset * 10; wave_number -= 1; } else { alarm[1] = 160; }
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    wave_number -= 1;
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}
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else
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{
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    alarm[1] = 160;
gml_Object_obj_battle_enemy_attack_ceroba_phase_1_bullets_Alarm_1.gml

if (live_call()) return global.live_result; instance_destroy();
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}