if (live_call()) return global.live_result; var battle_box = 3154; switch (scene) { case 1: cutscene_wait(1); break; case 2: with (obj_battle_enemy_attack_bullet_spawner) { instance_destroy(); with (instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_rotating)) { bullet_dir = point_direction(battle_box.x, battle_box.y, x, y); bullet_dist = point_distance(battle_box.x, battle_box.y, x, y); direction = bullet_dir + 90; } } audio_play_sound(snd_ceroba_charge, 1, 0); scene++; break; case 3: if (spin_speed < 10) spin_speed += 0.25; with (obj_battle_enemy_attack_bullet_rotating) { bullet_dir -= other.spin_speed; direction = bullet_dir + 90; } cutscene_wait(2.5); break; case 4: with (obj_battle_enemy_attack_bullet_rotating) { bullet_dir -= other.spin_speed; direction = bullet_dir + 90; other.spin_speed = lerp(other.spin_speed, 0, 0.05); if (other.spin_speed < 1) { var spawner = instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_spawner); spawner.sprite_index = spr_ceroba_attack_bullet_loop; instance_destroy(); other.scene = 5; } } break; case 5: cutscene_wait(0.2); break; case 6: with (obj_battle_enemy_attack_bullet_spawner) { direction = point_direction(x, y, battle_box.x, battle_box.y); speed = -10; } scene++; break; case 7: with (obj_battle_enemy_attack_bullet_spawner) { direction = point_direction(x, y, battle_box.x, battle_box.y); speed = lerp(speed, 0, 0.15); if (abs(speed) <= 0.1) other.scene = 8; } break; case 8: with (obj_battle_enemy_attack_bullet_spawner) { instance_destroy(); with (instance_create_depth(x, y, -100, obj_battle_enemy_attack_bullet_rotating)) { direction = point_direction(x, y, battle_box.x, battle_box.y); speed = 3; } } audio_play_sound(snd_ceroba_super_bullet_drop, 1, 0); scene++; break; case 9: with (obj_battle_enemy_attack_bullet_rotating) { if (speed < 15) speed += 3; if (point_distance(x, y, battle_box.x, battle_box.y) < 10) instance_destroy(); } if (!instance_exists(obj_battle_enemy_attack_bullet_rotating)) { instance_create_depth(battle_box.x, battle_box.y, -200, obj_battle_enemy_attack_rotating_bullet_explode); scene++; } break; case 10: if (instance_exists(obj_battle_enemy_attack_rotating_bullet_explode)) scene++; break; case 11: if (!instance_exists(obj_battle_enemy_attack_ceroba_diamond)) cutscene_wait(2.5); break; case 12: instance_create_depth(soul.x, soul.y, -100, obj_attack_diamond_warning); scene = 13; break; case 13: if (!instance_exists(obj_battle_enemy_attack_bullet_residue)) scene = 14; break; case 14: instance_destroy(); break; }