if hitemp { emp = instance_create(x, y, oEnemyDisabled) emp.image_xscale = facing emp.sprite_index = empspr emp.image_index = image_index emp.mask_index = empspr if (platform_engine_active == 1) { emp.xVel = (xVel / 2) emp.yVel = (yVel / 2) emp.collisionBoundsOffsetLeftX = (collisionBoundsOffsetLeftX - 2) emp.collisionBoundsOffsetTopY = (collisionBoundsOffsetTopY - 2) emp.collisionBoundsOffsetRightX = (collisionBoundsOffsetRightX - 2) emp.collisionBoundsOffsetBottomY = (collisionBoundsOffsetBottomY - 2) } else { emp.xVel = (hspeed / 2) emp.yVel = (vspeed / 2) } emp.depth = 10 expl = instance_create(x, y, oFXAnimSpark) expl.image_speed = 0.5 expl.additive = 0 expl.depth = -10 expl.sprite_index = sGunzooShotExpl repeat (6) instance_create(x, y, oDebris) repeat (10) { spark = instance_create(x, y, oSparkParticle) spark.mycolor = 16777215 spark.speed = random_range(3, 7) } sfx_play(sndEMPHit) instance_destroy() }