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 default: } x = xstart + (lengthdir_x(bullet_dist, direction)) y = ystart + (lengthdir_y(bullet_dist, direction))