if (live_call()) return global.live_result; if (distance_to_point(xstart, ystart) > 60) { image_alpha -= 0.2; if (image_alpha <= 0) instance_destroy(); } else if (fade_in == true) { image_alpha += 0.2; if (image_alpha >= 1) { fade_in = false; image_alpha = 1; } } switch (scene) { case 0: break; case 1: if (speed_current < speed_max) speed_current += accel_speed; bullet_dist -= speed_current; break; } x = xstart + lengthdir_x(bullet_dist, direction); y = ystart + lengthdir_y(bullet_dist, direction);