if ((global.currentweapon == 1 && global.missiles > 0) || (global.currentweapon == 2 && global.smissiles > 0)) { msl = instance_create((x + aspr2x), (y + aspr2y), oMissile) msl.direction = argument0 msl.speed = 6.4 msl.image_angle = argument0 sfx_play(sndFireMissile) with (msl) beam_offset(4, direction) if (argument0 == 180) { msl.x += 4 if (state != GRIP) msl.y -= 1 } if (argument0 == 0) msl.x -= 4 if (argument0 == 90) { msl.y += 4 if (facing == LEFT) msl.x += 1 } msl.smissile = global.currentweapon == 2 if (global.currentweapon == 1) { global.missiles -= 1 msl.sprite_index = sMissile msl.alarm[0] = 1 msl.damage = 20 nofire = 10 } if (global.currentweapon == 2) { global.smissiles -= 1 msl.sprite_index = sSMissile msl.alarm[0] = 1 msl.damage = 100 PlaySoundMono(sndFlyby) nofire = 20 } with (msl) { trail = instance_create(x, y, oMissileTrail) trail.direction = direction trail.smissile = smissile trail.fadein_speed = 0.04 if (global.currentweapon == 2) { trail.sprite_index = sSMissileTrail1 trail.fadein_speed = 0.1 } } }