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gml_Object_obj_ceroba_bullet_particle_controller_Step_2

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if (live_call())
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    return global.live_result;
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with (obj_battle_enemy_attack_bullet_2)
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{
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    var inbetween_particles = 2;
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    var x_dif = x - xprevious;
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    var y_dif = y - yprevious;
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    var x_start = xprevious;
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    var y_start = yprevious;
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    var x_inc = x_dif / inbetween_particles;
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    var y_inc = y_dif / inbetween_particles;
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    for (var i = 0; i < inbetween_particles; i++)
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    {
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        var x_new = x_start + x_inc;
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        var y_new = y_start + y_inc;
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        var dir = point_direction(x_start, y_start, x_new, y_new);
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        part_type_orientation(global.pt_trail_outer, dir, dir, 0, 0, 0);
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        part_particles_create(global.ps_outer, x_new, y_new, global.pt_trail_outer, 1);
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        x_start = x_new;
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        y_start = y_new;
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    }
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}
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with (obj_battle_enemy_attack_bullet_residue)
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{
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    var inbetween_particles = 1;
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    var x_dif = x - xprevious;
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    var y_dif = y - yprevious;
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    var x_start = xprevious;
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    var y_start = yprevious;
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    var x_inc = x_dif / inbetween_particles;
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    var y_inc = y_dif / inbetween_particles;
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    for (var i = 0; i < inbetween_particles; i++)
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    {
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        var x_new = x_start + x_inc;
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        var y_new = y_start + y_inc;
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        var dir = point_direction(x_start, y_start, x_new, y_new);
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        part_type_orientation(global.pt_trail_small, dir, dir, 0, 0, 0);
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        part_particles_create(global.ps_outer, x_new, y_new, global.pt_trail_small, 1);
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        x_start = x_new;
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        y_start = y_new;
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    }
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}