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gml_Object_obj_fmartlet_star_medium_Step_0

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1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        reset_timer--;
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        if (reset_timer <= 0)
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            scene++;
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        break;
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    case 1:
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        speed = lerp(speed, target_speed, 0.07);
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        target_dir = point_direction(x, y, heart.x, heart.y);
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        direction += (angle_difference(target_dir, direction) * 0.1);
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        break;
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}
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if (scr_enemy_attack_bullet_hit
scr_enemy_attack_bullet_hit

function scr_enemy_attack_bullet_hit() { if (live_call()) return global.live_result; if (variable_instance_exists(id, "bullet_hit_draw_timer")) { if (bullet_hit_draw_timer > 0) bullet_hit_draw_timer -= 1; } var collider_id = instance_place(x, y, obj_heart_yellow_shot); if (collider_id != -4) { var collider_object_index = collider_id.object_index; instance_create_depth(collider_id.x, collider_id.bbox_top, -999, obj_heart_yellow_shot_destroy); if (collider_object_index == 690) { if (object_index == obj_ceroba_phase_2_bell) instance_destroy(collider_id); if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id) exit; if (collider_object_index == 690) collider_id_last = collider_id; } else if (collider_object_index == 2561) { if (variable_instance_exists(id, "collider_id_last") && collider_id_last == collider_id) exit; collider_id_last = collider_id; } else if (!variable_instance_exists(id, "collider_id_last") || collider_id != collider_id_last) { collider_id.alarm[0] = 1; collider_id.image_alpha = 0; collider_id_last = collider_id; } audio_play_sound(snd_arc_hit, 0.1, 0); if (variable_instance_exists(id, "bullet_hit_points")) { bullet_hit_draw_timer = 5; if (collider_object_index == 690) bullet_hit_points -= 3; else bullet_hit_points -= 1; if (bullet_hit_points <= 0) bullet_destroy_self = true; } return true; } }
() && speed > speed_min)
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{
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    speed -= speed_dec;
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    with (obj_fmartlet_star_medium)
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        collider_id_last = other.collider_id_last;
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}
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if (bullet_destroy_self)
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{
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    var spawn_count = 3;
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    for (var i = 0; i < spawn_count; i++)
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    {
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        var star = instance_create_depth(x + random_range(-10, 10), y + random_range(-10, 10), depth, obj_fmartlet_star_small);
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        star.direction = (direction - 180) + (45 * i);
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        star.speed = star.target_speed;
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    }
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    instance_create_depth(x, y, depth - 1, obj_fmartlet_star_destroy);
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    obj_fmartlet_star_destroy.sprite_index = destroy_sprite;
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    instance_destroy();
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}
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target_dir = point_direction(x, y, heart.x, heart.y);
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direction += (angle_difference(target_dir, direction) * 0.1);