I seem to have a really minor problem.
while(!Obj_BeDeleted(objoption) && type=="two"){
Obj_SetAngle(objoption,Obj_GetAngle(objoption) + angle);
Obj_SetPosition(objoption,Obj_GetX(objoption),Obj_GetY(objoption));
ObjEffect_SetAngle(objoption,0,0,spin);
spin+=3;
if(spin>=1675 && Obj_GetSpeed(objoption)<1){ Obj_SetSpeed(objoption,Obj_GetSpeed(objoption) + 0.01); }
if(Obj_GetX(objoption) > GetClipMaxX+10 || Obj_GetX(objoption) < GetClipMinX-10 || Obj_GetY(objoption) > GetClipMaxY+10 || Obj_GetY(objoption) < GetClipMinY-10){
Obj_Delete(objoption);
}
if(Obj_GetSpeed(objoption)>0 && count==0){ Obj_SetSpeed(objoption,Obj_GetSpeed(objoption) - 0.01); }
if(Obj_GetSpeed(objoption)<0.01){
let dir3 = dir2+45*sin(count*1);
BulletA(Obj_GetX(objoption),Obj_GetY(objoption),6,dir3,71);
BulletA(Obj_GetX(objoption),Obj_GetY(objoption),6,dir3+45,71);
BulletA(Obj_GetX(objoption),Obj_GetY(objoption),6,dir3+90,71);
BulletA(Obj_GetX(objoption),Obj_GetY(objoption),6,dir3-45,71);
BulletA(Obj_GetX(objoption),Obj_GetY(objoption),6,dir3-90,71);
count++;
}
yield;
}
Small enough to be in a post?
Well, the problem is that, after the bullet leaves the battle field and is deleted, two bullets fire from [0,0]
One goes 22.5 degrees, and one goes 67.5 degrees. Approximately.
How do I omit it?