1 |
var soul = 2980; |
2 |
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max) |
3 |
{ |
4 |
var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y); |
5 |
var target = instance_create(soul.x + lengthdir_x(15, spawn_dir), soul.y + lengthdir_y(15, spawn_dir), obj_battle_enemy_attack_starlo_take_aim_one_target); |
6 |
target.target_radius_dec = 5; |
7 |
} |
8 |
else if (starlo_take_aim_fade_out == false) |
9 |
{ |
10 |
starlo_take_aim_fade_out = true; |
11 |
} |
12 |
starlo_take_aim_shots_current += 1; |
13 |
alarm[0] = starlo_take_aim_interval;gml_Object_obj_battle_enemy_attack_starlo_take_aim_slow_checker_Alarm_0.gmlvar soul = 2980;
if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
{
var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y);
var target = instance_create(soul.x + lengthdir_x(15, spawn_dir), soul.y + lengthdir_y(15, spawn_dir), obj_battle_enemy_attack_starlo_take_aim_one_target);
target.target_radius_dec = 5;
}
else if (starlo_take_aim_fade_out == false)
{
starlo_take_aim_fade_out = true;
}
starlo_take_aim_shots_current += 1;
alarm[0] = starlo_take_aim_interval; |