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gml_Object_obj_battle_enemy_attack_guardener_attack_1_Step_0

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var box = 3154;
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switch (scene)
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{
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    case 0:
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        instance_create_depth(box.bbox_right - 40, box.bbox_top - 5, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm);
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        cutscene_advance();
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        break;
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    case 1:
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        cutscene_wait(1.5);
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        break;
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    case 2:
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        instance_create_depth(box.bbox_left + 40, box.bbox_top - 5, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm_half);
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        cutscene_advance();
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        break;
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    case 3:
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        cutscene_wait(1);
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        break;
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    case 4:
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        var arm = instance_create_depth(box.bbox_left + 40, box.bbox_bottom + 5, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm_half);
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        arm.launch_dir = "up";
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        arm.image_angle = 180;
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        cutscene_advance();
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        break;
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    case 5:
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        cutscene_wait(1.5);
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        break;
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    case 6:
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        instance_destroy();
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        break;
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}