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gml_Object_obj_guardener_guy_gun_gun_Create_0

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1
if (live_call())
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    return global.live_result;
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damage_number = scr_determine_damage_number_enemy
scr_determine_damage_number_enemy

function scr_determine_damage_number_enemy(arg0, arg1, arg2) { var enemy_count = global.enemy_count; if (global.battle_enemy_name_1 == arg0) return 1; else if (enemy_count >= 2 && global.battle_enemy_name_2 == arg1) return 2; else if (enemy_count >= 3 && global.battle_enemy_name_3 == arg2) return 3; else return 0; }
("guardener", "void", "void");
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direction = -90;
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image_alpha = 0;
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state = 0;
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draw_aim_line = false;
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can_shoot = false;
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shoot_delay = 13;
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shoot_delay_max = 13;
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shoot_timer = 10;
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shoot_timer_max = 10;
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shoot_number = 10;
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random_y_offset = choose(-5, 5);
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audio_play_sound(snd_guardener_gun_cock, 1, 0);