1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
if (!instance_exists(spawner)) |
4 |
{ |
5 |
instance_destroy(); |
6 |
exit; |
7 |
} |
8 |
switch (scene) |
9 |
{ |
10 |
case 0: |
11 |
fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0); |
12 |
audio_sound_gain(fire_sound, 0.5, 0); |
13 |
var xx = spawner.x; |
14 |
var yy = spawner.y; |
15 |
var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet); |
16 |
bullet.direction = spawn_dir_current; |
17 |
bullet.image_angle = bullet.direction; |
18 |
bullet.speed = 12; |
19 |
spawn_dir_current += spawn_dir_inc; |
20 |
cutscene_advance(); |
21 |
break; |
22 |
case 1: |
23 |
if (cutscene_wait(bullet_delay / 30)) |
24 |
{ |
25 |
if (bullet_count > 0) |
26 |
{ |
27 |
cutscene_advance(0); |
28 |
bullet_count--; |
29 |
} |
30 |
else |
31 |
{ |
32 |
instance_destroy(); |
33 |
} |
34 |
} |
35 |
break; |
36 |
} |