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 |
} |