if (global.inv > 0) exit; hero_state = "fail"; for (ti = 0; ti < 3; ti += 1) { damage = teamdamage; target = ti; if (global.hp[global.char[ti]] > 0 && global.char[ti] != 0) { global.inv = -1; if (teamdamageproportional == true) global.ignoredefense = true; scr_damage(); global.ignoredefense = false; with (obj_dmgwriter) depth = other.depth - 100; if (i_ex(obj_date_controller)) { if (ti == 0) dmgwriter.x = camerax() + 70; if (ti == 0) dmgwriter.y = cameray() + 430; if (ti == 0) dmgwriter.ystart = cameray() + 430; if (ti == 1) dmgwriter.x = camerax() + 270; if (ti == 1) dmgwriter.y = cameray() + 430; if (ti == 1) dmgwriter.ystart = cameray() + 430; if (ti == 2) dmgwriter.x = camerax() + 480; if (ti == 2) dmgwriter.y = cameray() + 430; if (ti == 2) dmgwriter.ystart = cameray() + 430; } } } snd_stop(snd_hurt1); snd_play(snd_hurt1); damage = nonteamdamage;