frz = instance_create(x, y, oEnemyFrozen) frz.image_xscale = facing frz.sprite_index = frozenspr frz.image_index = image_index frz.mask_index = frozenspr frz.image_angle = image_angle frz.xSprite = sprite_index frz.xLastFrame = image_index frz.xLastFacing = image_xscale frz.xLastAngle = image_angle frz.xLastDepth = depth frz.xLastXPos = xstart frz.xLastYPos = ystart frz.xLastEnemy = object_index frz.canbeX = canbeX frz.timer = timer frz.rotspeed = rotspeed frz.myspeed = myspeed frz.offset = offset frz.moveratio = moveratio frz.movesteps = movesteps if (object_index == oHalzyn) frz.xLastGlow = glow if (platform_engine_active == 1) { frz.xVel = xVel frz.yVel = yVel frz.collisionBoundsOffsetLeftX = (collisionBoundsOffsetLeftX - 2) frz.collisionBoundsOffsetTopY = (collisionBoundsOffsetTopY - 2) frz.collisionBoundsOffsetRightX = (collisionBoundsOffsetRightX - 2) frz.collisionBoundsOffsetBottomY = (collisionBoundsOffsetBottomY - 2) } else { frz.xVel = hspeed frz.yVel = vspeed } frz.depth = 10 frz.falling = freezefall PlaySoundMono(sndFreezeHit) instance_destroy()