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gml_Object_obj_chem_05_maze_puzzle_Other_10

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1
if (live_call())
2
    return global.live_result;
3
instance_destroy(obj_chem_05_maze_puzzle_player);
4
instance_destroy(obj_chem_05_maze_puzzle_goal);
5
var pl = instance_create_depth(puzzle_start[puzzle_level_current][0], puzzle_start[puzzle_level_current][1], depth - 1, obj_chem_05_maze_puzzle_player);
6
pl.direction = puzzle_start[puzzle_level_current][2];
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pl.image_angle = pl.direction;
8
var goal = instance_create_depth(puzzle_goal[puzzle_level_current][0], puzzle_goal[puzzle_level_current][1], depth - 1, obj_chem_05_maze_puzzle_goal);
9
alarm[1] = 20;
gml_Object_obj_chem_05_maze_puzzle_Alarm_1.gml

if (live_call()) return global.live_result; audio_play_sound(snd_chem_start, 1, 0); obj_chem_05_maze_puzzle_player.can_move = true; puzzle_alpha = 0;
10
instance_deactivate_layer("ins_puzzle_1");
11
instance_deactivate_layer("ins_puzzle_2");
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instance_deactivate_layer("ins_puzzle_3");
13
instance_activate_layer("ins_puzzle_" + string(puzzle_level_current + 1));