if live_call() return global.live_result; anim_loop_time = room_speed * 4 anim_stretch_current = 1 anim_stretch_max = 1.1 anim_stage = 1 anim_inc_multiplier = 2 anim_inc_multiplier_max = 2 anim_head_offset = y - obj_ceroba_head.y anim_hand_left_offset = y - obj_ceroba_hand_left.y anim_hand_right_offset = y - obj_ceroba_hand_right.y anim_staff_offset = y - obj_ceroba_staff.y anim_ponytail_offset = obj_ceroba_head.y - obj_ceroba_ponytail.y death_sprite = false image_speed = 0.33 image_index = 0 damage_disjoint_count = 0 damage_disjoint_x = 0 no_loop_damage_disjoint_count = false starting_point_x = x starting_point_y = y audio_play_sound(snd_ceroba_staff_spin, 1, 0)