if live_call() return global.live_result; if (x < (0 - sprite_width) || x > (room_width + sprite_width)) instance_destroy() switch step { case 0: if (image_alpha < 1) image_alpha += 0.02 else { if (x < (room_width / 2)) rot_dir = 1 else rot_dir = -1 step++ } break case 1: if (x < -100 || x > (room_width + 100)) instance_destroy() image_speed = 2 image_angle += (5 * rot_dir) yspd += grav if place_meeting(x, (y + yspd), obj_flowey_battle_phase_2_clay_floor) { while (!(place_meeting(x, (y + sign(yspd)), obj_flowey_battle_phase_2_clay_floor))) y += sign(yspd) yspd *= (-bounce_percent) xspd = 10 } x -= (xspd * rot_dir) y += yspd xspd *= 0.95 break }