/// @function: scr_pattern_fire( _pattern, _speed, _bullet ); /// @param _pattern {real} /// @param _speed {real} /// @param _bullet {object} function scr_pattern_fire( _pattern, _speed, _bullet ) { switch ( _pattern ) { case PATTERN_STREAM: exy = instance_create_layer( x, y, "enemy", _bullet ); with (exy) { speed = _speed + obj_wriggle.hyper_tier; direction = point_direction( x, y, obj_wriggle.x, obj_wriggle.y ); } break; default: break; } }