aim_y = obj_growtangle.y + irandom_range(-40, 40); aim_angle = point_direction(x + 40, y + 82, aim_x, aim_y); snd_play_x(snd_explosion_firework, 1, 1.2); snd_play(snd_wing); var t_speed, t_off; if (i_ex(obj_shutta_enemy)) { t_speed = 4.2; t_off = t_speed * 0.75; } else { t_speed = 5.5; t_off = t_speed * 0.5; } var circ_depth = 6; if (i_ex(obj_volumeup)) { t_speed = 5.5; t_off = 3; if (i_ex(obj_zapper_laser_manager)) circ_depth--; } with (scr_fire_bullet(x + 40, y + 82, obj_regular_cannon_bullet, aim_angle, t_speed * 2.5, spr_diamondbullet)) { depth = other.depth - 9999; damage = other.damage; target = other.target; } for (a = 0; a < circ_depth; a++) { var t_aim = aim_angle; var t_hspeed = (lengthdir_x(t_speed, t_aim) - lengthdir_x(t_off, t_aim + (60 * a) + 60)) * 2.5; var t_vspeed = (lengthdir_y(t_speed, t_aim) - lengthdir_y(t_off, t_aim + (60 * a) + 60)) * 2.5; with (scr_fire_bullet(x + 40, y + 82, obj_regular_cannon_bullet, 0, 0, spr_diamondbullet)) { depth = other.depth - 9999; damage = other.damage; target = other.target; hspeed = t_hspeed; vspeed = t_vspeed; } }