var sid; if (state == 0) { state = 1 sid = sfx_loop(sndQuakeLoop) audio_sound_gain(sid, ((0.9 * global.opsoundvolume) / 100), 0) } smk = instance_create(((x - 16) + random(40)), y, oFXAnimSpark) smk.image_speed = 0.5 smk.additive = 0 smk.sprite_index = sSmoke1 smk.image_alpha = 0.6 x += xoffset xoffset = (-xoffset) if (state < 2) alarm[2] = 2