| 1 | 
        if (image_alpha < 1)  | 
    
    
    
        | 2 | 
            image_alpha += 0.2;  | 
    
    
    
        | 3 | 
        switch (scene)  | 
    
    
    
        | 4 | 
        { | 
    
    
    
        | 5 | 
            case 0:  | 
    
    
    
        | 6 | 
                speed = -2.5;  | 
    
    
    
        | 7 | 
                target_dir = point_direction(x, y, obj_pl.x, obj_pl.y);  | 
    
    
    
        | 8 | 
                direction = target_dir;  | 
    
    
    
        | 9 | 
                image_angle = direction;  | 
    
    
    
        | 10 | 
                if (cutscene_wait(1))  | 
    
    
    
        | 11 | 
                    audio_play_sound(snd_undertale_swoosh, 1, 0);  | 
    
    
    
        | 12 | 
                break;  | 
    
    
    
        | 13 | 
            case 1:  | 
    
    
    
        | 14 | 
                var release_speed = speed_max;  | 
    
    
    
        | 15 | 
                speed = lerp(speed, release_speed, 0.5);  | 
    
    
    
        | 16 | 
                break;  | 
    
    
    
        | 17 | 
        }  | 
    
    
    
        | 18 | 
        if (place_meeting(x, y, obj_pl))  | 
    
    
    
        | 19 | 
        { | 
    
    
    
        | 20 | 
            instance_destroy(obj_flowey_world_spear_spawner);  | 
    
    
    
        | 21 | 
            speed = 0;  | 
    
    
    
        | 22 | 
            if (!alarm[1])  | 
    
    
    
        | 23 | 
                alarm[1] = 30;gml_Object_obj_flowey_world_spear_Alarm_1.gmlinstance_create_depth(camera_get_view_x(view_camera[0]) + 160, camera_get_view_y(view_camera[0]) + 80, obj_flowey_world_controller.depth - 1, obj_heart_flowey_world_split_fast);
with (obj_flowey_world_spear)
    instance_destroy();
obj_pl.image_alpha = 1;
instance_destroy(obj_flowey_world_clover_dead);    | 
    
    
    
        | 24 | 
            if (!instance_exists(obj_flowey_world_clover_dead))  | 
    
    
    
        | 25 | 
                instance_create_depth(obj_pl.x, obj_pl.y, obj_pl.depth, obj_flowey_world_clover_dead);  | 
    
    
    
        | 26 | 
        }  |