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gml_Object_obj_battle_enemy_attack_starlo_take_aim_slow_checker_Alarm_0

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var soul = 2980;
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if (starlo_take_aim_shots_current < starlo_take_aim_shots_max)
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{
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    var spawn_dir = point_direction(soul.xprevious, soul.yprevious, soul.x, soul.y);
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    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);
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    target.target_radius_dec = 5;
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}
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else if (starlo_take_aim_fade_out == false)
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{
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    starlo_take_aim_fade_out = true;
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}
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starlo_take_aim_shots_current += 1;
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alarm[0] = starlo_take_aim_interval;
gml_Object_obj_battle_enemy_attack_starlo_take_aim_slow_checker_Alarm_0.gml

var 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;