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gml_Object_obj_zapper_cannon_manager_Alarm_1

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1
image_speed = 0.5;
2
alarm[2]
 = 8;
gml_Object_obj_zapper_cannon_manager_Alarm_2.gml

aim_y = obj_growtangle.y + irandom_range(-40, 40); aim_angle = point_direction(x + 40, y + 82, aim_x, aim_y); snd_play_x(snd_explosion_firework, 1, 1.2); snd_play(snd_wing); var t_speed = 5.5; var t_off = t_speed * 0.5; var circ_depth = 6; if (i_ex(obj_volumeup)) { t_speed = 5.5; t_off = 3; if (i_ex(obj_zapper_laser_manager)) circ_depth--; } with (
scr_fire_bullet(x + 40, y + 82, obj_regular_cannon_bullet, aim_angle, t_speed * 2.5, spr_diamondbullet))
{ depth = other.depth - 9999; damage = other.damage; target = other.target; } for (a = 0; a < circ_depth; a++) { var t_aim = aim_angle; var t_hspeed = (lengthdir_x(t_speed, t_aim) - lengthdir_x(t_off, t_aim + (60 * a) + 60)) * 2.5; var t_vspeed = (lengthdir_y(t_speed, t_aim) - lengthdir_y(t_off, t_aim + (60 * a) + 60)) * 2.5; with (
scr_fire_bullet(x + 40, y + 82, obj_regular_cannon_bullet, 0, 0, spr_diamondbullet))
{ depth = other.depth - 9999; damage = other.damage; target = other.target; hspeed = t_hspeed; vspeed = t_vspeed; } }
3
if (global.turntimer > (reload * 2))
4
    alarm[1]
 = reload;
gml_Object_obj_zapper_cannon_manager_Alarm_1.gml

image_speed = 0.5; alarm[2]
 = 8;
if (global.turntimer > (reload * 2)) alarm[1]
 = reload;