if (live_call()) return global.live_result; image_yscale = lerp(image_yscale, 1, 0.5); if (fade_out == true) { image_alpha -= 0.2; if (image_alpha <= 0) instance_destroy(); } var arc_radius = 90; if (shoot_delay > 0) { shoot_delay--; } else if (!destroy_self && bullet_count > 0) { var xx = x - lengthdir_x(30, image_angle - 90); var yy = y - lengthdir_y(30, image_angle - 90); if (spawn_direction == -1) { spawn_direction = point_direction(xx, yy, obj_heart_battle_fighting_parent.x, obj_heart_battle_fighting_parent.y); direction_inc = arc_radius / bullet_count; direction_current = spawn_direction - (direction_inc * ((bullet_count - 1) * 0.5)); } var pellet = instance_create_depth(xx, yy, depth - 1, obj_battle_enemy_attack_fpellets_simple); pellet.direction = direction_current; pellet.speed = 6; shoot_delay = shoot_delay_max; bullet_count -= 1; direction_current += direction_inc; } if (bullet_count <= 0) destroy_self = true; if (destroy_self == true) fade_out = true;