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 }