debug_print("old called"); timer++; if (con == 0) { if (timer == 20) { snd_play_x(snd_knight_boxbreak, 1, 1.1); var _speed = 0; var _balance_top = 0; var _balance_bottom = 0; var _change = 0; event_user(0); event_user(1); if ((obj_heart.y + 10) < obj_growtangle.y) heart_y = -1; else heart_y = 1; snd_play(snd_chargeshot_fire); var _xstart = obj_growtangle.x - 66; var _b = -4; for (var _i = 0; _i < 14; _i++) { var _balance = ((_i % 2) == 0) ? _balance_top : _balance_bottom; if (_balance >= 3) _change = -1; else if (_balance <= -3) _change = 1; else _change = choose(1, -1); _speed = _change ? 8 : 4; if ((_i % 2) == 0) _balance_top += _change; else _balance_bottom += _change; _b = instance_create(_xstart, y, obj_roaringknight_fountain_bullet); _b.speed = 0; _b.top_speed = _speed + random_range(-0.1, 0.1); _b.image_speed = _speed / 8; _b.depth = depth + 1; _b.image_xscale = 1; _b.image_yscale = 1; if ((_i % 2) == 1) { _b.direction = -90; _b.image_angle = 180; } else { _b.direction = 90; } scr_bullet_inherit(_b); child_bullet[count] = _b; count++; if (_change) { _b = instance_create(_xstart, y, obj_roaringknight_fountain_bullet); _b.speed = 0; _b.top_speed = 2 + random_range(-0.1, 0.1); _b.image_speed = 0.25; _b.depth = depth + 1; _b.image_xscale = 1; _b.image_yscale = 1; if ((_i % 2) == 0) { _b.direction = -90; _b.image_angle = 180; } else { _b.direction = 90; } scr_bullet_inherit(_b); child_bullet[count] = _b; count++; } if ((_i % 2) == 1) _xstart += 22; } } } else if (con == 1) { if (timer == 15) { for (i = 0; i < count; i++) { if (i_ex(child_bullet[i])) child_bullet[i].depth = obj_growtangle.depth - 10; } } if (timer <= 30) { var _old_distance = distance; distance = scr_ease_out(timer / 30, 6) * split_dist; obj_heart.y += ((distance - _old_distance) * heart_y * 1.25); } else { event_user(0); } } if (con >= 1) { var _quarterbox = 37.5; var _boxy = y + ((distance + _quarterbox) * heart_y); if (obj_heart.y < ((_boxy - _quarterbox) + 4)) obj_heart.y = (_boxy - _quarterbox) + 4; if (obj_heart.y > ((_boxy + _quarterbox) - 24)) obj_heart.y = (_boxy + _quarterbox) - 24; } var _dist = round(distance); marker[0].y = y - _dist - 1; marker[1].y = y + _dist + 3;