var x_target = lengthdir_x(beam_length, direction); var y_target = lengthdir_y(beam_length, direction); if (obj_heart_battle_fighting_parent.vulnerable == true && collision_line(x, y, x + x_target, y + y_target, obj_heart_battle_fighting_red, false, false)) { var damage = (global.enemy_attack_stat - global.player_armor_defense - global.player_armor_modifier_defense - global.player_defense) + 10; global.current_hp_self -= damage; audio_play_sound(snd_hurt, 1, 0); with (obj_heart_battle_fighting_parent) { vulnerable = false; global.hit_self = true; alarm[0] = global.invulnerability_self; } } can_fire = 1;