visible = false; with (obj_shootout_controller) krishit = true; var gunx = x; var guny = y; var shot = instance_create_depth(gunx, guny, -9999, obj_shootout_vfx_mockup_shot); shot.enemy = 1; shot.targetx = camerax() + 120; shot.targety = cameray() + 310; shot.sprite_index = spr_smallbullet; var impactfx = instance_create(gunx, guny, obj_animation); impactfx.sprite_index = spr_attack_slap2; impactfx.image_speed = 2; impactfx.image_xscale = 1; impactfx.image_yscale = 1; impactfx.image_blend = c_white; impactfx.depth = depth - 10; impactfx = instance_create(gunx, guny, obj_animation); impactfx.sprite_index = spr_attack_slap2; impactfx.image_speed = 1; impactfx.image_xscale = 1; impactfx.image_yscale = 1; impactfx.image_blend = c_red; impactfx.depth = depth - 10; for (var i = 0; i < 8; i++) { var smokefx = scr_marker(gunx, guny, spr_slidedust); smokefx.hspeed = random_range(-2, 8); smokefx.gravity_direction = 180; smokefx.gravity = 2 - random(0.4); smokefx.image_speed = 0.2; smokefx.image_xscale = 2 + random(1); smokefx.image_yscale = 2 + random(1); smokefx.vspeed = random_range(-4, 0); scr_lerp_var_instance(smokefx, "image_alpha", 0.6, 0, 12); scr_doom(smokefx, 12); } instance_destroy();