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gml_Object_obj_slither_body_b_Create_0

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1
if (live_call())
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    return global.live_result;
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depth = 10;
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layer_create(depth + 10, "sequence_layer");
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idle_seq = layer_sequence_create("sequence_layer", x, y, 10);
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damage_disjoint_count = 0;
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damage_disjoint_x = 0;
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no_loop_damage_disjoint_count = false;
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no_loop_create_clouds = false;
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starting_point_x = x;
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starting_point_y = y;
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low_hp_noloop = false;
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image_xscale = 2;
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image_yscale = 2;
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enemy_hurt_noise = 587;
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enemy_hurt_pitch = 1;