if live_call() return global.live_result; switch scene { case 0: var heart = obj_heart_battle_fighting_parent attack_target_x = heart.x attack_target_y = heart.y if (!fade_out) { if (image_alpha < 1) image_alpha += 0.1 else if (!alarm[0]) alarm[0] = 30 } else if (image_alpha > 0) image_alpha -= 0.1 else instance_destroy() image_xscale = lerp(image_xscale, 1, 0.15) image_yscale = image_xscale if (can_track == true) { x = attack_target_x + (lengthdir_x(attack_distance, attack_dir)) y = attack_target_y + (lengthdir_y(attack_distance, attack_dir)) image_angle = point_direction(x, y, attack_target_x, attack_target_y) } if (image_alpha < 1 && can_move == false) { image_alpha += 0.2 if (image_alpha > 1) image_alpha = 1 } if (attack_dir < 360) attack_dir += bullet_speed else attack_dir = bullet_speed break case 1: image_speed = 1 var shootsnd = audio_play_sound(snd_arc_shoot, 1, 0) audio_sound_gain(shootsnd, 0.3, 0) var bullet = instance_create_depth(x, y, (depth + 1), obj_battle_enemy_attack_axis_turret_bullet_geno) bullet.direction = image_angle bullet.image_angle = bullet.direction bullet.speed = 11 direction = image_angle speed = -5 shot_number-- scene++ break case 2: if cutscene_wait(0.12) { if (shot_number > 0) scene = 1 else scene = 3 } break case 3: image_alpha -= 0.2 if (image_alpha <= 0) instance_destroy() break } if (image_xscale > 1.01) image_xscale = lerp(image_xscale, 1, 0.15) else image_xscale = 1 image_yscale = image_xscale