if (live_call()) return global.live_result; switch (scene) { case 0: instance_create_depth(x + ((30 + irandom_range(-10, 10)) * side), y + 20, depth - 1, obj_flowey_1_attack_6_tear); cutscene_advance(); break; case 1: cutscene_wait(1.25); break; case 2: side *= -1; cutscene_advance(0); break; }