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gml_GlobalScript_scr_musicalbattlebullet

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function 
scr_musicalbattlebullet
scr_musicalbattlebullet

function
scr_musicalbattlebullet(arg0, arg1, arg2)
{ var _bulletDepth = 0; var _bpm = 60; var _yTop = -40; var _instruments = [265, 266, 267, 268, 269, 270, 271]; var _instrumentsB = [272, 273, 274, 275, 276, 277, 278]; var _instrumentsAlt = [262, 263, 264]; var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460]; var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280]; var _laneType = [1, 1, 0, 0, 0, 0, 1, 1]; var _bps = _bpm / 60; var _spb = 1 / _bps; var _bpf = _bps / game_get_speed(gamespeed_fps); var _laneSelected = arg0; var _lanes = array_length_1d(_laneSelected); for (var i = 0; i < _lanes; i++) { if (_laneSelected[i] == 1 || _laneSelected[i] == 2) { var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet); if (_laneSelected[i] == 2) _bullet.varianty = 300; with (_bullet) { bulletType = _laneType[i]; image_index = bulletType; if (bulletType == 1) { image_yscale *= 0.5; image_alpha *= 0.7; } yTarget = _yLanes[i]; soundTimeStep = audio_sound_get_track_position(global.batmusic[1]); beats = soundTimeStep / _spb; var _length = audio_sound_length(global.batmusic[1]); beatMax = _length / _spb; bpf = _bpf; spb = _spb; beats = soundTimeStep / _spb; targetBeat = ceil(beats) + arg1; var _measure = (targetBeat div 2) % 2; if (_measure) instrument = _instrumentsB[irandom(6)]; else instrument = _instruments[irandom(6)]; if (i == 1) instrument = _instrumentsAlt[0]; if (i == 6) instrument = _instrumentsAlt[1]; if (i == 7) instrument = _instrumentsAlt[2]; frames = arg2; framesAway = (targetBeat - beats) / _bpf; if (framesAway < frames) { } } } } }
(arg0, arg1, arg2)
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{
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    var _bulletDepth = 0;
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    var _bpm = 60;
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    var _yTop = -40;
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    var _instruments = [265, 266, 267, 268, 269, 270, 271];
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    var _instrumentsB = [272, 273, 274, 275, 276, 277, 278];
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    var _instrumentsAlt = [262, 263, 264];
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    var _xLanes = [180, 220, 260, 300, 340, 380, 420, 460];
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    var _yLanes = [280, 280, 280, 280, 280, 280, 280, 280];
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    var _laneType = [1, 1, 0, 0, 0, 0, 1, 1];
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    var _bps = _bpm / 60;
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    var _spb = 1 / _bps;
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    var _bpf = _bps / game_get_speed(gamespeed_fps);
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    var _laneSelected = arg0;
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    var _lanes = array_length_1d(_laneSelected);
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    for (var i = 0; i < _lanes; i++)
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    {
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        if (_laneSelected[i] == 1 || _laneSelected[i] == 2)
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        {
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            var _bullet = instance_create_depth(_xLanes[i], _yTop, _bulletDepth, obj_musicalbattlebullet);
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            if (_laneSelected[i] == 2)
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                _bullet.varianty = 300;
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            with (_bullet)
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            {
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                bulletType = _laneType[i];
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                image_index = bulletType;
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                if (bulletType == 1)
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                {
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                    image_yscale *= 0.5;
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                    image_alpha *= 0.7;
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                }
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                yTarget = _yLanes[i];
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                soundTimeStep = audio_sound_get_track_position(global.batmusic[1]);
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                beats = soundTimeStep / _spb;
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                var _length = audio_sound_length(global.batmusic[1]);
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                beatMax = _length / _spb;
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                bpf = _bpf;
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                spb = _spb;
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                beats = soundTimeStep / _spb;
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                targetBeat = ceil(beats) + arg1;
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                var _measure = (targetBeat div 2) % 2;
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                if (_measure)
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                    instrument = _instrumentsB[irandom(6)];
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                else
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                    instrument = _instruments[irandom(6)];
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                if (i == 1)
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                    instrument = _instrumentsAlt[0];
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                if (i == 6)
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                    instrument = _instrumentsAlt[1];
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                if (i == 7)
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                    instrument = _instrumentsAlt[2];
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                frames = arg2;
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                framesAway = (targetBeat - beats) / _bpf;
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                if (framesAway < frames)
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                {
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                }
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            }
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        }
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    }
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}