state = 1; timer = 0; con = 0; variant = 0; depth = obj_spamton_neo_enemy.depth + 1; for (i = 0; i < 6; i += 1) { x1[i] = obj_spamton_neo_enemy.x + obj_spamton_neo_enemy.partx[i] + (obj_spamton_neo_enemy.partxoff[i] / 1.2) + (i * 5) + (sin(obj_spamton_neo_enemy.partsiner[i] / 30) * 2); x2[i] = obj_spamton_neo_enemy.x + obj_spamton_neo_enemy.partx[i] + (obj_spamton_neo_enemy.partxoff[i] / 1.5) + (i * 8); y1[i] = ((obj_spamton_neo_enemy.y + obj_spamton_neo_enemy.party[i]) - 10) + obj_spamton_neo_enemy.partyoff[i]; y2[i] = -400; x2_target[i] = x2[i]; x2_origin[i] = x2[i]; visiblevine[i] = obj_spamton_neo_enemy.partvisible[i]; weakened[i] = obj_spamton_neo_enemy.partweakened[i]; obj_spamton_neo_enemy.partvisible[i] = 0; } if (variant == 0) { for (i = 0; i < 6; i += 1) x2_target[i] = (obj_spamton_neo_enemy.x - 300) + (i * 130); } var a = x2_target[3]; x2_target[3] = x2_target[4]; x2_target[4] = a;