if live_call() return global.live_result; switch scene { case 0: instance_create_depth(320, 320, (obj_heart_battle_fighting_parent.depth - 1), obj_attack_guardener_laser_warning) cutscene_advance() break case 1: if (image_alpha < 1) image_alpha += 0.2 else cutscene_advance() break case 2: var y_target = obj_dialogue_box_battle_transformation_any.y if (abs(y - y_target) > 1) y = lerp(y, y_target, 0.1) else { y = obj_dialogue_box_battle_transformation_any.y cutscene_advance() } break case 3: if (warning_line_alpha < 0.96) warning_line_alpha = lerp(warning_line_alpha, 1, 0.1) else { cutscene_advance() warning_line_alpha = 1 } break case 4: for (var i = 0; i < 8; i++) { var new_dir = image_angle + i * 45 var xx = x var yy = y var new_laser = instance_create_depth(xx, yy, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_laser) new_laser.direction = new_dir } warning_line_alpha = 0 audio_play_sound(snd_guardener_laser_shoot, 1, 0) audio_play_sound(snd_guardener_laser_shoot_loop, 1, 1) cutscene_advance() break case 5: var turn_speed_inc = 0.25 if (turn_speed < turn_speed_max) turn_speed += turn_speed_inc else cutscene_advance() break case 6: if cutscene_wait(3) audio_play_sound(snd_bullet_warning, 1, 0) break case 7: turn_speed_inc = 0.25 if (turn_speed > (-turn_speed_max)) turn_speed -= turn_speed_inc else cutscene_advance() break case 8: cutscene_wait(3) break case 9: instance_destroy() break } image_angle += turn_speed