alarm[1] = 30; shootout_type = 0; shootout_endtimer = 0; endminigame = false; endminigametimer = 0; stopspawns = false; totalhits = 0; obj_mainchara.cutscene = 1; obj_mainchara.freeze = 1; train_x_prev = 9000; train_x_target = 9000; train_x = 9000; train_y = 30; shootout_carriages = []; for (var _i = 0; _i < 9; _i++) { var _cx = _i * 600; var _carriage = instance_create_depth(_cx, train_y, depth + 2, obj_shootout_carriage); if ((_i % 3) == 2) { _carriage.sprite_index = spr_shootout_train_new; _carriage.wave = array_length(shootout_carriages) + 1; array_push(shootout_carriages, _carriage); } } current_train = shootout_carriages[0]; state = "intro"; timer = 0; wave_duration = 1800; wave = 1; speedfactor = 1; pattern = -1; pattern_prev = 0; pattern_timer = -90; if (i_ex(obj_tenna_zoom) && obj_tenna_zoom.minigameinsanity == true) alarm[1] = 0; pattern_performed = []; points = 0; insanitytimer = 0; windows = []; window_columns = 3; window_rows = 3; tutorialorder = 0; shootoutpointvar = 0; for (var _xx = 0; _xx < window_columns; _xx++) { windows[_xx] = []; for (var _yy = 0; _yy < window_rows; _yy++) { var _window_x = (80 + (_xx * 50)) * 2; var _window_y = (20 + (_yy * 48)) * 2; var _window = instance_create_depth(train_x + _window_x, train_y + _window_y, depth + 1, obj_shootout_window); _window.x_offset = _window_x; _window.y_offset = _window_y; _window.column = _xx; _window.row = _yy; windows[_xx][_yy] = _window; } } current_window_column = 1; current_window_row = 1; current_window = windows[current_window_column][current_window_row]; aim_x = current_window.x; aim_y = current_window.y; kris_hp = 5; kris_state = "idle"; kris_timer = 0; kris_actionable = false; kris_can_shoot = true; kris_invincible = false; kris_jump_held = false; kris_x = -100; kris_x2 = 0; kris_y_ground = 380; kris_y = kris_y_ground; kris_vy = 0; dust_timer = 0; instance_create_depth(80, kris_y, depth - 3, obj_shootout_susie); instance_create_depth(80, kris_y, depth - 3, obj_shootout_kris); instance_create_depth(80, kris_y, depth - 2, obj_shootout_horse); hazard_warning = -1; tennatimer = 0; damage = 10; target = 3; reticle_index = 0; susietimer = 0; if (!i_ex(obj_tenna_enemy)) { with (obj_darkcontroller) charcon = 1; } windowdelay = 28; if (i_ex(obj_tenna_enemy) && obj_tenna_enemy.cowboy1tooknodamage == true) windowdelay = 23; beatwithoutgettinghit = true; wreticle_x = 0; wreticle_y = 0; tutorialmode = false; hitcount = 0; if (!i_ex(obj_ch3_GSD03)) { state = "main"; train_x_target = -1050; kris_actionable = true; } else { tutorialmode = true; } kris_x = 80; krishit = false; hitwindow = false; invtimer = 0; minigameend = 0; windowcount = 0; music_init = 0; music_init_timer = 0; with (obj_shootout_carriage) { x = obj_shootout_controller.train_x + x_offset; y = obj_shootout_controller.train_y + ((cos(x_offset + ((current_time * obj_shootout_controller.wave) / 200)) * 0.5) + 0.5); } var _jump_y_offset = min((kris_y_ground - kris_y) * 0.15, 8); with (obj_shootout_kris) { x = obj_shootout_horse.x + 68; y = obj_shootout_horse.y - 66 - _jump_y_offset; } with (obj_shootout_susie) { x = obj_shootout_horse.x + 38; y = obj_shootout_horse.y - 72 - _jump_y_offset; } insanity_windows_hit = 0;