disc1.frozen = frozen disc2.frozen = frozen if (frozen == 0) { if attack { if (offset < 24) offset += 2 } else if (offset > 0) offset -= 1 image_index = floor((offset / 4.8)) switch floor(image_index) { case 0: len = 11 dir = 24 break case 1: len = 13 dir = 10 break case 2: len = 16 dir = 24 break case 3: case 4: len = 18 dir = 36 break } disc1.x = (x + lengthdir_x(len, (image_angle + dir))) disc1.y = (y + lengthdir_y(len, (image_angle + dir))) disc2.x = (x + lengthdir_x(len, (image_angle - dir))) disc2.y = (y + lengthdir_y(len, (image_angle - dir))) x = (startx + lengthdir_x(offset, image_angle)) y = (starty + lengthdir_y(offset, image_angle)) if (state == 100) { with (disc1) instance_destroy() with (disc2) instance_destroy() with (lure) state = 100 enemy_death() } } if (frozen > 1) { disc1.sprite_index = disc1.frozenspr disc2.sprite_index = disc2.frozenspr } else if (frozen == 1) { disc1.sprite_index = disc1.myspr disc2.sprite_index = disc2.myspr } event_inherited()