if live_call() return global.live_result; switch scene { case 0: image_alpha += 0.2 image_angle = direction - 180 + 180 * image_alpha if (image_alpha >= 1) { image_alpha = 1 scene = 1 } break case 1: break case 2: image_speed = 1 var bullet = instance_create_depth(x, y, -100, obj_battle_enemy_attack_axis_turret_bullet_geno) var shootsnd = audio_play_sound(snd_arc_shoot, 1, 0) audio_sound_gain(shootsnd, 0.2, 0) bullet.direction = direction bullet.image_angle = bullet.direction bullet.speed = 8 speed = -3 shot_number-- scene++ break case 3: if cutscene_wait(0.15) { if (shot_number > 0) scene = 2 else scene = 4 } break case 4: image_alpha -= 0.1 if (image_alpha <= 0) instance_destroy() break } speed = lerp(speed, 0, 0.2)