1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
break; |
7 |
} |
8 |
if (place_meeting(x, y, obj_battle_enemy_attack_guardener_arm)) |
9 |
{ |
10 |
instance_destroy(); |
11 |
instance_create_depth(x, y, depth - 100, obj_battle_enemy_attack_guardener_launcher_explosion); |
12 |
var shard_spread = 15; |
13 |
for (var i = 0; i < debris_count_big; i++) |
14 |
{ |
15 |
var shard = instance_create_depth(x, y, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_gear_piece_big); |
16 |
shard.speed = 9; |
17 |
shard.direction = 90 + (i * shard_spread * sign(x - 320)); |
18 |
} |
19 |
audio_play_sound(snd_guardener_flintlock_shield, 1, 0); |
20 |
shard_spread = 10; |
21 |
for (var i = 0; i < debris_count_small; i++) |
22 |
{ |
23 |
var shard = instance_create_depth(x, y, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_gear_piece_small); |
24 |
shard.speed = 11; |
25 |
shard.direction = 90 + (i * shard_spread * sign(x - 320)); |
26 |
} |
27 |
audio_play_sound(snd_guardener_flintlock_shield, 1, 0); |
28 |
instance_destroy(); |
29 |
instance_destroy(); |
30 |
} |