scr_bullet_init(); phase = 0; trackplayer = 0; bouncepower = 1; if (trackplayer != 0) bouncepower = 1.25; jumppeak = cameray() + 50; nexttarget = (obj_growtangle.x - ((obj_growtangle.maxxscale * 75) / 2)) + random(obj_growtangle.maxxscale * 75); currentrotation = 0; animTimer = 0; animspeed = 3; animindex = 0; bouncespecial = 0; bouncepoint = (obj_growtangle.y + ((obj_growtangle.maxyscale * 75) / 2)) - 10; destroyonhit = 0; creator = 0; defaultdepth = 0; spawnbullets = 1; bullettype = 0; if (obj_swatchling_battle_controller.red_count > 0) bullettype = 1; heart_found = false;