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gml_Object_obj_flowey_battle_phase_2_transition_Alarm_0

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1
if (live_call())
2
    return global.live_result;
3
audio_sound_set_track_position(glitch_sound, random_range(0.5, audio_sound_length(glitch_sound) * 0.9));
4
alarm[0] = 3;
gml_Object_obj_flowey_battle_phase_2_transition_Alarm_0.gml

if (live_call()) return global.live_result; audio_sound_set_track_position(glitch_sound, random_range(0.5, audio_sound_length(glitch_sound) * 0.9)); alarm[0] = 3;