if live_call() return global.live_result; switch scene { case 0: break default: } if place_meeting(x, y, obj_battle_enemy_attack_guardener_arm) { instance_destroy() instance_create_depth(x, y, (depth - 100), obj_battle_enemy_attack_guardener_launcher_explosion) var shard_spread = 15 for (var i = 0; i < debris_count_big; i++) { var shard = instance_create_depth(x, y, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_gear_piece_big) shard.speed = 9 shard.direction = 90 + i * shard_spread * (sign(x - 320)) } audio_play_sound(snd_guardener_flintlock_shield, 1, 0) shard_spread = 10 for (i = 0; i < debris_count_small; i++) { shard = instance_create_depth(x, y, (obj_heart_battle_fighting_parent.depth - 1), obj_battle_enemy_attack_guardener_gear_piece_small) shard.speed = 11 shard.direction = 90 + i * shard_spread * (sign(x - 320)) } audio_play_sound(snd_guardener_flintlock_shield, 1, 0) instance_destroy() instance_destroy() }