|
1
|
with (obj_target_bar_battle)
|
|
2
|
{
|
|
3
|
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add;
|
|
4
|
if (button_pressed_pre == false)
|
|
5
|
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed;
|
|
6
|
if (other.shoot_miss == true)
|
|
7
|
alarm[0] = 1; gml_Object_obj_wild_revolver_circle_multi_pre_Alarm_0.gml
with (obj_target_bar_battle)
{
shot_total_pre += obj_wild_revolver_circle_multi_pre.shot_add;
if (button_pressed_pre == false)
button_pressed_pre = obj_wild_revolver_circle_multi_pre.button_pressed;
if (other.shoot_miss == true)
alarm[0] = 1;
}
with (obj_wild_revolver_battle_outline)
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed;
instance_destroy();
|
|
8
|
}
|
|
9
|
with (obj_wild_revolver_battle_outline)
|
|
10
|
continue_shot = obj_wild_revolver_circle_multi_pre.button_pressed;
|
|
11
|
instance_destroy();
|