with (obj_shootout_window) instance_destroy(); with (obj_shootout_fire) instance_destroy(); with (obj_shootout_bullet_line) instance_destroy(); with (obj_shootout_cactus) instance_destroy(); with (obj_shootout_heart) instance_destroy(); with (obj_shootout_kris) instance_destroy(); with (obj_shootout_horse) instance_destroy(); with (obj_shootout_hazard) instance_destroy(); with (obj_shootout_susie) instance_destroy(); with (obj_shootout_text) instance_destroy(); with (obj_shootout_dog_item) instance_destroy(); with (obj_shootout_line) instance_destroy(); with (obj_shootout_dust) instance_destroy(); with (obj_shootout_carriage) instance_destroy(); with (obj_shootout_tenna_reticle) instance_destroy(); with (obj_afterimage) instance_destroy(); with (obj_oflash) instance_destroy(); with (obj_shootout_vfx_mockup_shot) instance_destroy(); with (obj_shootout_big_tenna) instance_destroy(); with (obj_marker) { if (sprite_index == spr_shadowman_sharpshoot_heart) instance_destroy(); } with (obj_snd_complex) instance_destroy(); if (i_ex(obj_tenna_enemy)) { layer_background_destroy(fg); layer_background_destroy(md); layer_background_destroy(md_back); layer_background_destroy(bg); if (beatwithoutgettinghit == true && obj_shootout_controller.shootout_type == 2) obj_tenna_enemy.cowboy1tooknodamage = true; }