/// shoot_missile(direction) 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; } } } // if (global.currentweapon == 1 && global.missiles > 0 || global.currentweapon == 2 && global.smissiles > 0) if (global.currentweapon == 2 && global.smissiles == 0) global.currentweapon = 1; if (global.currentweapon == 1 && global.missiles == 0) global.currentweapon = 0;