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gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Create_0

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1
if (live_call())
2
    return global.live_result;
3
alarm[0] = room_speed * 4;
gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Alarm_0.gml

if (live_call()) return global.live_result; instance_destroy(); obj_battle_enemy_attack_asgore_checker.alarm[0] = 60;
4
alarm[1] = 15;
gml_Object_obj_battle_enemy_attack_spawner_asgore_circle_Alarm_1.gml

if (live_call()) return global.live_result; var attack_offset = 30; var battle_box = 3154; var spawn_dir = random_range(0, 360); var bullet_count = 24; var bullet_dist = 300; var active_bullet = irandom_range(0, bullet_count - 1) * bullet_count; var i = 0; while (i <= 240) { var xx = battle_box.x + lengthdir_x(bullet_dist, spawn_dir + i); var yy = battle_box.y + lengthdir_y(bullet_dist, spawn_dir + i); var bullet = instance_create_depth(xx, yy, -300, obj_battle_enemy_attack_asgore_surround_flame); bullet.alarm[0] = i / bullet_count; bullet.alarm[1] = 1; bullet.direction = point_direction(battle_box.x, battle_box.y, bullet.x, bullet.y); bullet.bullet_dist = bullet_dist; i += (240 / bullet_count); } alarm[1] = attack_offset;