1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
martlet_head = instance_create_depth(x, y - 20, depth - 2, obj_martlet_final_2_head); |
4 |
martlet_legs = instance_create_depth(x + 10, y + 35, depth + 1, obj_martlet_final_2_legs); |
5 |
martlet_fist_left = instance_create_depth(x - 30, y - 5, depth - 4, obj_martlet_final_2_fist_1); |
6 |
martlet_fist_right = instance_create_depth(x - 10, y - 50, depth + 1, obj_martlet_final_2_fist_2); |
7 |
martlet_hair = instance_create_depth(300, 75, depth + 4, obj_martlet_final_2_hair); |
8 |
martlet_animation_enabled = false; |
9 |
martlet_sprites_reset = false; |
10 |
martlet_target_melt_sprite = sprite_index; |
11 |
martlet_previous_melt_sprite = sprite_index; |
12 |
martlet_previous_melt_sprite_alpha = 0; |
13 |
martlet_sprite_base = 2690; |
14 |
no_loop = false; |
15 |
damage_disjoint_count = 0; |
16 |
damage_disjoint_x = 0; |
17 |
no_loop_damage_disjoint_count = false; |
18 |
starting_point_x = x; |
19 |
starting_point_y = y; |
20 |
sin_timer = 0; |
21 |
healthbar_alpha = 0; |
22 |
healthbar_timer = 0; |
23 |
healthbar_timer_max = 30; |
24 |
damage_flash_timer = 0; |