if live_call() return global.live_result; var launch_speed = 10 switch scene { case 0: if (image_xscale < 1.2) { image_xscale += 0.1 image_yscale = image_xscale } else scene++ break case 1: image_xscale = lerp(image_xscale, 1, 0.1) image_yscale = image_xscale if (image_xscale <= 1.01) { image_xscale = 1 image_yscale = 1 scene++ } break case 2: cutscene_wait(1) break case 3: var soul = obj_heart_battle_fighting_parent target_x = soul.x target_y = soul.y direction = point_direction(x, y, target_x, target_y) image_xscale = lerp(image_xscale, 1.25, 0.35) image_yscale = image_xscale if (image_xscale > 1.24) { speed = launch_speed scene++ } break case 4: speed -= 0.25 image_xscale = lerp(image_xscale, 1, 0.5) image_yscale = image_xscale if (speed <= 1) scene++ break case 5: if cutscene_wait(0.5) scene = 3 break } image_angle += (1 * rot)