if live_call() return global.live_result; if (!instance_exists(spawner)) { instance_destroy() return; } 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 }