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gml_Object_obj_battle_enemy_attack_starlo_guns_surround_checker_Step_0

(view raw script w/o annotations or w/e)
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var counter_timer_max = 0;
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var player_soul = 2979;
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var box = 3154;
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var gun_top_y = box.y - 25;
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var gun_mid_y = box.y;
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var gun_bot_y = box.y + 25;
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var gun_left_x = box.bbox_left - 60;
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var gun_right_x = box.bbox_right + 60;
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switch (counter_current)
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{
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    case 0:
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        instance_create(gun_left_x, gun_mid_y - 15, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(gun_left_x, gun_top_y - 15, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(box.x, box.bbox_bottom + 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        instance_create(box.x + 30, box.bbox_bottom + 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        counter_current++;
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        break;
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    case 1:
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        counter_timer_max = 45;
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        break;
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    case 2:
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        instance_create(gun_left_x, gun_top_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(gun_right_x, gun_bot_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(box.x, box.bbox_top - 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        instance_create(box.x + 30, box.bbox_top - 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        counter_current++;
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        break;
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    case 3:
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        counter_timer_max = 45;
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        break;
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    case 4:
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        instance_create(gun_right_x, gun_mid_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(gun_right_x, gun_bot_y, obj_battle_enemy_attack_starlo_guns_horizontal_gun);
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        instance_create(box.x - 30, box.bbox_bottom + 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        instance_create(box.x + 30, box.bbox_top - 60, obj_battle_enemy_attack_starlo_guns_vertical_gun);
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        counter_current++;
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        break;
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    case 5:
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        counter_timer_max = 45;
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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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}
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if (counter_timer_max == 0)
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    exit;
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if (counter_timer < counter_timer_max)
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{
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    counter_timer++;
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}
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else
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{
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    counter_timer = 0;
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    counter_current += 1;
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}