1 |
var in_angle; |
2 |
if (obj_battle_enemy_attack_frostermit_pincher_left_1.state == "normal") |
3 |
in_angle = point_direction(obj_battle_enemy_attack_frostermit_pincher_left_1.x, obj_battle_enemy_attack_frostermit_pincher_left_1.y, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); |
4 |
else |
5 |
in_angle = obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle_d_location_2; |
6 |
var angle_range = in_angle - out_angle; |
7 |
var angle_diff = obj_battle_enemy_attack_frostermit_pincher_left_1.image_angle - out_angle; |
8 |
var disjoint = disjoint_out_max + (disjoint_range * abs(angle_diff / angle_range)); |
9 |
x_offset = 44 * cos(degtorad(obj_battle_enemy_attack_frostermit_pincher_left_2.image_angle + 24)); |
10 |
y_offset = 44 * sin(degtorad(obj_battle_enemy_attack_frostermit_pincher_left_2.image_angle + 24)); |
11 |
x = obj_battle_enemy_attack_frostermit_pincher_left_2.x + x_offset; |
12 |
y = obj_battle_enemy_attack_frostermit_pincher_left_2.y - y_offset; |
13 |
image_angle = disjoint + obj_battle_enemy_attack_frostermit_pincher_left_2.image_angle; |
14 |
image_alpha = obj_battle_enemy_attack_frostermit_pincher_left_1.image_alpha; |