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);