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gml_Object_obj_battle_enemy_attack_cs_2_Step_0

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if (live_call())
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    return global.live_result;
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switch (attack_tick)
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{
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    case 60:
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        var snake_spawn_x;
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        do
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            snake_spawn_x = choose(battle_box.bbox_left + 20, battle_box.x, battle_box.bbox_right - 20);
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        until (snake_spawn_x != snake_spawn_last);
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        var snake = instance_create_depth(snake_spawn_x, choose(battle_box.bbox_top - 40, battle_box.bbox_bottom + 40), -50, obj_battle_enemy_attack_slither_snake_snake);
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        if (snake.y < battle_box.y)
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            snake.direction = 270;
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        else
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            snake.direction = 90;
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        snake.image_angle = snake.direction;
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        snake.speed = 3;
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        snake_spawn_last = snake_spawn_x;
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        attack_tick = 0;
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        break;
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}
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attack_tick += 1;