followindex++; if (followindex > followindexmax) followindex = 0; var timer2 = followindexmax; if (instance_exists(obj_mauswheel_enemy)) timer2 = 35; timer++; if (timer <= timer2) { var easedlerp = scr_ease_inout(timer / timer2, 2); x = lerp(maxx, heartposx[followindex], easedlerp); y = lerp(maxy, heartposy[followindex], easedlerp); } else if (timer > followindexmax) { x = heartposx[followindex]; y = heartposy[followindex]; } heartposx[followindex] = obj_heart.x; heartposy[followindex] = obj_heart.y; bul_trail = scr_childbullet(x, y, obj_maus_cursor_trail); bul_trail.image_blend = image_blend; bul_trail.damage = damage; bul_trail.target = target;