if (live_call()) return global.live_result; if (!instance_exists(spawner)) { instance_destroy(); exit; } switch (scene) { case 0: fire_sound = audio_play_sound(snd_f_mechpellet, 1, 0); audio_sound_gain(fire_sound, 0.5, 0); var xx = spawner.x; var yy = spawner.y; var bullet = instance_create_depth(xx, yy, -100, obj_flowey_battle_phase_2_mechanical_pellet); bullet.direction = spawn_dir_current; bullet.image_angle = bullet.direction; bullet.speed = 12; spawn_dir_current += spawn_dir_inc; cutscene_advance(); break; case 1: if (cutscene_wait(bullet_delay / 30)) { if (bullet_count > 0) { cutscene_advance(0); bullet_count--; } else { instance_destroy(); } } break; }