if (!instance_exists(obj_heart)) { instance_destroy(); exit; } if (!i_ex(target)) { move_towards_point(x + 150, y, 22); image_angle = direction; exit; } if (target == obj_spamton_neo_enemy) { move_towards_point(x + 150, y, 22); image_angle = direction; exit; } move_towards_point(target.x, target.y, 22); image_angle = direction; target = obj_spamton_neo_enemy; var dist = 9999; if (instance_exists(obj_pipis_bullet)) { if (distance_to_object(instance_nearest(x, y, obj_pipis_bullet)) < dist) target = instance_nearest(x, y, obj_pipis_bullet); } if (instance_exists(obj_pipis_egg_bullet)) { if (distance_to_object(instance_nearest(x, y, obj_pipis_egg_bullet)) < dist) target = instance_nearest(x, y, obj_pipis_egg_bullet); } if (instance_exists(obj_sneo_heartattack)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_heartattack)) < dist) target = instance_nearest(x, y, obj_sneo_heartattack); } if (instance_exists(obj_sneo_heatattack_bullet)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_heatattack_bullet)) < dist) target = instance_nearest(x, y, obj_sneo_heatattack_bullet); } if (instance_exists(obj_sneo_lilguy)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_lilguy)) < dist) target = instance_nearest(x, y, obj_sneo_lilguy); } if (instance_exists(obj_sneo_lilguy_bullet)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_lilguy_bullet)) < dist) target = instance_nearest(x, y, obj_sneo_lilguy_bullet); } if (instance_exists(obj_sneo_wireheart)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_wireheart)) < dist) target = instance_nearest(x, y, obj_sneo_wireheart); } if (instance_exists(obj_sneo_faceattack_target)) { if (distance_to_object(instance_nearest(x, y, obj_sneo_faceattack_target)) < dist) target = instance_nearest(x, y, obj_sneo_faceattack_target); } if (x >= (camerax() + 500) && x < (camerax() + 530) && instance_exists(obj_sneo_faceattack) && obj_sneo_faceattack.init == 1) instance_destroy();