1 | if (live_call()) |
2 | return global.live_result; |
3 | depth = 10; |
4 | layer_create(depth + 10, "sequence_layer"); |
5 | idle_seq = layer_sequence_create("sequence_layer", x, y, 10); |
6 | damage_disjoint_count = 0; |
7 | damage_disjoint_x = 0; |
8 | no_loop_damage_disjoint_count = false; |
9 | no_loop_create_clouds = false; |
10 | starting_point_x = x; |
11 | starting_point_y = y; |
12 | low_hp_noloop = false; |
13 | image_xscale = 2; |
14 | image_yscale = 2; |
15 | enemy_hurt_noise = 587; |
16 | enemy_hurt_pitch = 1; |