if (live_call()) return global.live_result; var box = 3154; switch (scene) { case 0: var xx = choose(box.bbox_left + 40, box.bbox_right - 40); var yy = choose(box.bbox_top + 40, box.bbox_bottom - 40); if (place_free(xx, yy)) { gear_current = instance_create_depth(xx, yy, obj_heart_battle_fighting_parent.depth - 10, obj_battle_enemy_attack_guardener_launcher_destroyable_fadein); cutscene_advance(); } break; case 1: cutscene_wait(0.25); break; case 2: var yy, launch_dir_new, dir_new; if (gear_current.y < box.y) { launch_dir_new = "up"; dir_new = 180; yy = box.bbox_bottom + 5; } else { launch_dir_new = "down"; dir_new = 0; yy = box.bbox_top - 5; } var xx = gear_current.x; var arm = instance_create_depth(xx, yy, obj_heart_battle_fighting_parent.depth - 1, obj_battle_enemy_attack_guardener_arm); arm.launch_dir = launch_dir_new; arm.image_angle = dir_new; arm.arm_return = 10; cutscene_advance(); break; case 3: if (cutscene_wait(2)) { attack_count -= 1; if (attack_count > 0) cutscene_advance(0); else instance_destroy(); } break; }