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