expl = instance_create(round(x), round(y), oMissileExpl) if (smissile == 0) { expl.image_xscale = 0.6 expl.image_yscale = 0.6 expl.damage = 5 expl.smissile = 0 PlaySoundMono(sndMissileExpl) light = instance_create(x, y, oFadeLight32) light.fadespeed = 0.1 light.alarm[0] = 10 } if smissile { quake = instance_create(0, 0, oQuake) quake.delay = 0 quake.duration = 10 quake.intensity = 2 expl.damage = 25 expl.smissile = 1 sfx_stop(sndFlyby) PlaySoundMono(sndSMissileExpl) light = instance_create(x, y, oFadeLight64) light.fadespeed = 0.1 light.alarm[0] = 10 ctrl_vibrate(0, 0, 20) } if inwater { repeat (4 + floor(random(4))) { bubble = instance_create(x, y, oLBubble) if instance_exists(bubble) { bubble.hspeed = (2 - random(4)) bubble.vspeed = (-0.1 - random(1)) } } } trail.speed = speed trail.alarm[0] = 2 with (flame) instance_destroy() instance_destroy()