|
1
|
aim_y = obj_growtangle.y + irandom_range(-40, 40);
|
|
2
|
aim_angle = point_direction(x + 40, y + 82, aim_x, aim_y);
|
|
3
|
snd_play_x(snd_explosion_firework, 1, 1.2);
|
|
4
|
snd_play(snd_wing);
|
|
5
|
var t_speed, t_off;
|
|
6
|
if (i_ex(obj_shutta_enemy))
|
|
7
|
{
|
|
8
|
t_speed = 4.2;
|
|
9
|
t_off = t_speed * 0.75;
|
|
10
|
}
|
|
11
|
else
|
|
12
|
{
|
|
13
|
t_speed = 5.5;
|
|
14
|
t_off = t_speed * 0.5;
|
|
15
|
}
|
|
16
|
var circ_depth = 6;
|
|
17
|
if (i_ex(obj_volumeup))
|
|
18
|
{
|
|
19
|
t_speed = 5.5;
|
|
20
|
t_off = 3;
|
|
21
|
if (i_ex(obj_zapper_laser_manager))
|
|
22
|
circ_depth--;
|
|
23
|
}
|
|
24
|
with (scr_fire_bulletscr_fire_bullet
function scr_fire_bullet(arg0, arg1, arg2, arg3, arg4, arg5 = -4, arg6 = 0, arg7 = false, arg8 = 87135)
{
var bullet;
if (arg8 != 87135)
bullet = instance_create_depth(arg0, arg1, arg8, arg2);
else
bullet = instance_create(arg0, arg1, arg2);
with (bullet)
{
direction = arg3;
speed = arg4;
if (arg5 != -4)
sprite_index = arg5;
updateimageangle = arg6;
if (arg6)
image_angle = arg3;
if (arg7)
{
with (other)
scr_bullet_inherit(other.id);
}
}
return bullet;
}
function scr_fire_bullet_colorize(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7 = 0)
{
var bullet = instance_create(arg0, arg1, arg2);
with (bullet)
{
direction = arg3;
speed = arg4;
sprite_index = arg5;
image_blend = arg6;
updateimageangle = arg7;
if (arg7)
image_angle = arg3;
}
return bullet;
} (x + 40, y + 82, obj_regular_cannon_bullet, aim_angle, t_speed * 2.5, spr_diamondbullet))
|
|
25
|
{
|
|
26
|
depth = other.depth - 9999;
|
|
27
|
damage = other.damage;
|
|
28
|
target = other.target;
|
|
29
|
}
|
|
30
|
for (a = 0; a < circ_depth; a++)
|
|
31
|
{
|
|
32
|
var t_aim = aim_angle;
|
|
33
|
var t_hspeed = (lengthdir_x(t_speed, t_aim) - lengthdir_x(t_off, t_aim + (60 * a) + 60)) * 2.5;
|
|
34
|
var t_vspeed = (lengthdir_y(t_speed, t_aim) - lengthdir_y(t_off, t_aim + (60 * a) + 60)) * 2.5;
|
|
35
|
with (scr_fire_bulletscr_fire_bullet
function scr_fire_bullet(arg0, arg1, arg2, arg3, arg4, arg5 = -4, arg6 = 0, arg7 = false, arg8 = 87135)
{
var bullet;
if (arg8 != 87135)
bullet = instance_create_depth(arg0, arg1, arg8, arg2);
else
bullet = instance_create(arg0, arg1, arg2);
with (bullet)
{
direction = arg3;
speed = arg4;
if (arg5 != -4)
sprite_index = arg5;
updateimageangle = arg6;
if (arg6)
image_angle = arg3;
if (arg7)
{
with (other)
scr_bullet_inherit(other.id);
}
}
return bullet;
}
function scr_fire_bullet_colorize(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7 = 0)
{
var bullet = instance_create(arg0, arg1, arg2);
with (bullet)
{
direction = arg3;
speed = arg4;
sprite_index = arg5;
image_blend = arg6;
updateimageangle = arg7;
if (arg7)
image_angle = arg3;
}
return bullet;
} (x + 40, y + 82, obj_regular_cannon_bullet, 0, 0, spr_diamondbullet))
|
|
36
|
{
|
|
37
|
depth = other.depth - 9999;
|
|
38
|
damage = other.damage;
|
|
39
|
target = other.target;
|
|
40
|
hspeed = t_hspeed;
|
|
41
|
vspeed = t_vspeed;
|
|
42
|
}
|
|
43
|
}
|