if (!instance_exists(obj_heart)) { instance_destroy() return; } if (!i_ex(target)) { move_towards_point((x + 150), y, 22) image_angle = direction return; } if (target == obj_spamton_neo_enemy) { move_towards_point((x + 150), y, 22) image_angle = direction return; } move_towards_point(target.x, target.y, 22) image_angle = direction target = 697 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()