| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
switch (scene) |
| 4 |
{ |
| 5 |
case 0: |
| 6 |
break; |
| 7 |
case 1: |
| 8 |
speed = 0; |
| 9 |
audio_play_sound(snd_soul_gameover_hit, 1, 0); |
| 10 |
sprite_index = spr_heart_white_split; |
| 11 |
image_index = 1; |
| 12 |
cutscene_advance(); |
| 13 |
break; |
| 14 |
case 2: |
| 15 |
cutscene_wait(0.5); |
| 16 |
break; |
| 17 |
case 3: |
| 18 |
var shard_number = 6; |
| 19 |
for (var i = 0; i <= shard_number; i++) |
| 20 |
{ |
| 21 |
var shard = instance_create_depth(x, y, -100, obj_flowey_1_attack_7_shard); |
| 22 |
shard.direction = 90 + (i * (360 / shard_number)); |
| 23 |
} |
| 24 |
audio_play_sound(snd_soul_gameover_hit_break, 20, false); |
| 25 |
instance_destroy(); |
| 26 |
break; |
| 27 |
} |