if (!i_ex(obj_shadow_mantle_enemy)) exit; if (global.shadow_mantle_losses == 0 && obj_shadow_mantle_enemy.speedrun >= 0 && obj_shadow_mantle_enemy.speedrun < 5) { if (obj_shadow_mantle_enemy.speedrun == 0) enemy = instance_create(256, 128, obj___); if (obj_shadow_mantle_enemy.speedrun == 1) enemy = instance_create(448, 160, obj___); if (obj_shadow_mantle_enemy.speedrun == 2) enemy = instance_create(384, 256, obj___); if (obj_shadow_mantle_enemy.speedrun == 3) enemy = instance_create(192, 192, obj___); if (obj_shadow_mantle_enemy.speedrun == 4) enemy = instance_create(320, 192, obj___); enemy.move_type = move_type; obj_shadow_mantle_enemy.speedrun++; } else { var b = irandom(instance_number(obj_spawn_pos) - 1); enemy = instance_create(pos[b].x - 11, pos[b].y - 10, obj___); enemy.move_type = move_type; } if (shadow_mantle_move == true) { obj_shadow_mantle_enemy.targetx = enemy.x; obj_shadow_mantle_enemy.targety = enemy.y - 32; obj_shadow_mantle_enemy.movestyle = "to point and stop"; with (obj_shadow_mantle_enemy) { if (x < targetx) sprite_index = spr_shadow_mantle_side_r; else sprite_index = spr_shadow_mantle_side_l; } } snd_play(snd_wing); instance_destroy(); with (obj_spawn_pos) instance_destroy();