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