if pause_movement() { exit; } if !created_damage_objects { hurt_instance = instance_create_depth(x, y, 0, o_all_hurt); with(hurt_instance) { damage = other.damage; mask_index = other.sprite_index; image_xscale = other.image_xscale; image_yscale = other.image_yscale; } created_damage_objects = true; } // When done, stop damage if floor(image_index) >= 3 { if instance_exists(hurt_instance) { instance_destroy(hurt_instance); } }