Deltarune (Chapter 2) script viewer

← back to main script listing

gml_Object_obj_beatbulletroom_Alarm_0

(view raw script w/o annotations or w/e)
1
if (room == room_dw_cyber_music_final)
2
{
3
    safeAreaLeft = 640;
4
    safeAreaRight = 1000;
5
    lanesSeparation = 60;
6
    newBulletsEvery = 4;
7
    lanesCount = room_width div lanesSeparation;
8
}
9
if (room == room_dw_cyber_maze_rhythm)
10
{
11
    safeAreaLeft = 120;
12
    safeAreaRight = 520;
13
    lanesSeparation = 68;
14
    newBulletsEvery = 2;
15
    lanesCount = 800;
16
}
17
if (room == room_dw_cyber_music_bullet)
18
{
19
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(570, 45, 1, bpm, -4, 4, 0, 1840, 2120);
20
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(630, 45, 3, bpm, -4, 4, 0, 1840, 2120);
21
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(690, 45, 1, bpm, -4, 4, 0, 1840, 2120);
22
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(750, 45, 3, bpm, -4, 4, 0, 1840, 2120);
23
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(810, 45, 1, bpm, -4, 4, 0, 1840, 2120);
24
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(870, 45, 3, bpm, -4, 4, 0, 1840, 2120);
25
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(570, 30, 1, bpm, -4, 8, 0, 1128, 1400);
26
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(630, 30, 3, bpm, -4, 8, 0, 1128, 1400);
27
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(630, 30, 7, bpm, -4, 8, 0, 1128, 1400);
28
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(690, 30, 5, bpm, -4, 8, 0, 1128, 1400);
29
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(750, 30, 1, bpm, -4, 8, 0, 1128, 1400);
30
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(810, 30, 3, bpm, -4, 8, 0, 1128, 1400);
31
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(810, 30, 7, bpm, -4, 8, 0, 1128, 1400);
32
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(870, 30, 5, bpm, -4, 8, 0, 1128, 1400);
33
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(570, 30, 1, bpm, -4, 4, 0, 100, 360);
34
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(630, 30, 3, bpm, -4, 4, 0, 100, 360);
35
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(690, 30, 1, bpm, -4, 4, 0, 100, 360);
36
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(750, 30, 3, bpm, -4, 4, 0, 100, 360);
37
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(810, 30, 1, bpm, -4, 4, 0, 100, 360);
38
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(870, 30, 3, bpm, -4, 4, 0, 100, 360);
39
}
40
if (room == room_dw_cyber_maze_virokun)
41
{
42
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(440, 45, 1, bpm, -4, 2, 0, 60, 320);
43
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(520, 45, 2, bpm, -4, 2, 0, 60, 320);
44
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(600, 45, 1, bpm, -4, 2, 0, 60, 320);
45
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(760, 45, 1, bpm, -4, 2, 0, 60, 320);
46
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(840, 45, 2, bpm, -4, 2, 0, 60, 320);
47
    
scr_beatbullet_2
scr_beatbullet_2

function
scr_beatbullet_2()
{ var _frames = argument[1]; var _targetBeat = argument[2]; var _yTop = cameray(); var _yBottom = _yTop + 450; var _loopOffset = argument[6] + 2; var _fadeInFrames = 15; if (argument_count > 7) _yTop = argument[7]; if (argument_count > 8) _yBottom = argument[8]; if (argument_count > 9) _fadeInFrames = argument[9]; var _horizontal = false; if (argument_count > 10) _horizontal = argument[10]; var _bullet; if (!_horizontal) _bullet = instance_create_depth(argument[0], _yTop, 0, obj_beatbullet_2); else _bullet = instance_create_depth(_yTop, argument[0], 0, obj_beatbullet_2); with (_bullet) { horizontal = _horizontal; if (horizontal) image_angle = 90; endY = _yBottom; targetX = argument[0]; follow = argument[4]; bpm = argument[3]; framesAway = 999; frames = _frames; fadeSpeed = _fadeInFrames; image_alpha = 0; bps = bpm / 60; spb = 1 / bps; bpf = bps / game_get_speed(gamespeed_fps); if (snd_is_playing(global.currentsong[1])) { soundTimeStep = audio_sound_get_track_position(global.currentsong[1]); var _length = audio_sound_length(global.currentsong[1]); beats = soundTimeStep / spb; beatMax = _length / spb; beatsPrev = beats; looping = argument[5]; beatLoop = _targetBeat; loopOffset = _loopOffset; if (looping == 0) targetBeat = _targetBeat; else targetBeat = (ceil(beats / looping) * looping) + _targetBeat + _loopOffset; inSync = true; } else { beatMax = 9999; loopOffset = _loopOffset; looping = argument[5]; beatLoop = _targetBeat; targetBeat = _targetBeat + loopOffset; inSync = false; } } return _bullet; }
(920, 45, 1, bpm, -4, 2, 0, 60, 320);
48
}