if live_call() return global.live_result; martlet_head = instance_create_depth(x, (y - 20), (depth - 2), obj_martlet_final_2_head) martlet_legs = instance_create_depth((x + 10), (y + 35), (depth + 1), obj_martlet_final_2_legs) martlet_fist_left = instance_create_depth((x - 30), (y - 5), (depth - 4), obj_martlet_final_2_fist_1) martlet_fist_right = instance_create_depth((x - 10), (y - 50), (depth + 1), obj_martlet_final_2_fist_2) martlet_hair = instance_create_depth(300, 75, (depth + 4), obj_martlet_final_2_hair) martlet_animation_enabled = false martlet_sprites_reset = false martlet_target_melt_sprite = sprite_index martlet_previous_melt_sprite = sprite_index martlet_previous_melt_sprite_alpha = 0 martlet_sprite_base = 2690 no_loop = false damage_disjoint_count = 0 damage_disjoint_x = 0 no_loop_damage_disjoint_count = false starting_point_x = x starting_point_y = y sin_timer = 0 healthbar_alpha = 0 healthbar_timer = 0 healthbar_timer_max = 30 damage_flash_timer = 0