if live_call() return global.live_result; var soul = obj_heart_battle_fighting_yellow_final var battle_box = obj_dialogue_box_battle_transformation_any var right_boundary = battle_box.bbox_right - 4 var left_boundary = battle_box.bbox_left + 4 var top_boundary = battle_box.bbox_top + 4 var bottom_boundary = battle_box.bbox_bottom - 4 if place_meeting(x, y, soul) { if soul.is_dashing instance_destroy() else { var soul_bbox_right = soul.x + 8 var soul_bbox_left = soul.x - 8 var soul_bbox_top = soul.y - 8 var soul_bbox_bottom = soul.y + 8 if (vspeed != 0) { if (soul.x <= bbox_right && soul.x >= bbox_left) { while ((soul.y + vspeed) > y && soul.bbox_top < bbox_bottom) soul.y += 1 while ((soul.y + vspeed) < y && soul.bbox_bottom > bbox_top) soul.y -= 1 } } else if (hspeed != 0) { if (soul.y >= bbox_top && soul.y <= bbox_bottom) { while ((soul.x + hspeed) > x && soul.bbox_left < bbox_right) soul.x += 1 while ((soul.x + hspeed) < x && soul.bbox_right > bbox_left) soul.x -= 1 } } if (soul.bbox_left < left_boundary || soul.bbox_right > right_boundary || soul.bbox_bottom > bottom_boundary || soul.bbox_top < top_boundary) { soul.x = clamp(soul.x, (left_boundary + 8), (right_boundary - 8)) soul.y = clamp(soul.y, (top_boundary + 8), (bottom_boundary - 8)) instance_create_depth((soul.x - 6), (soul.y - 6), -100, obj_martlet_attack_glass_hurtbox) instance_destroy() } } }