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 default: }