if (live_call()) return global.live_result; var battle_box = 3154; show_debug_message(bullet_dist); if (bullet_dist < 3) instance_destroy(); switch (scene) { case 0: break; case 1: if (speed_current < speed_max) speed_current += accel_speed; bullet_dist -= speed_current; break; } x = battle_box.x + lengthdir_x(bullet_dist, direction); y = battle_box.y + lengthdir_y(bullet_dist, direction);