if (live_call()) return global.live_result; switch (scene) { case 0: break; } 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 (var i = 0; i < debris_count_small; i++) { var 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(); }