if (live_call()) return global.live_result; switch (scene) { case 0: break; case 1: speed = 0; audio_play_sound(snd_soul_gameover_hit, 1, 0); sprite_index = spr_heart_white_split; image_index = 1; cutscene_advance(); break; case 2: cutscene_wait(0.5); break; case 3: var shard_number = 6; for (var i = 0; i <= shard_number; i++) { var shard = instance_create_depth(x, y, -100, obj_flowey_1_attack_7_shard); shard.direction = 90 + (i * (360 / shard_number)); } audio_play_sound(snd_soul_gameover_hit_break, 20, false); instance_destroy(); break; }