bullet = clamp(bullet, 0, 120);
if bullet == 120
	overheat = false;
if overload
{
	x += random_range(-3, 3);
	y += random_range(-3, 3);
}
if overheat
	effect_create_above(ef_smoke,
	x + random_range(-25, 25), y + random_range(-25, 25), 0, c_gray);
if explode > 90
{
	if keyboard_check(ord("W"))
		y -= spd;
	if keyboard_check(ord("S"))
		y += spd;
	if keyboard_check(ord("A"))
		x -= spd;
	if keyboard_check(ord("D"))
		x += spd;
	if mouse_check_button_pressed(mb_left)
	{
		alarm[0] = 1;
		timer = 20;
		recharge = false;
	}	
	if recharge
		bullet += 0.25;
}
else if (--explode) 
{
	
	effect_create_above(ef_smoke,
	x + random_range(-20, 20), y + random_range(-20, 20), 1, c_grey);
	x += random_range(-4, 4);
	y += random_range(-4, 4);
}
else
{
	for(var i = 0; i < 10; i++)
	{
		inst = n();
		inst.cnt = i + 1;
	}
	if global.pts > global.hipts
	{
		global.hipts = global.pts;
		ini_open("save.ini");
		ini_write_real("GAME", "HiScore", global.hipts);
		ini_close();
	}
	effect_create_above(ef_explosion, x, y, 100, c_grey);
	obj_shadow_p.revive = true;
	global.pts = 0;
	instance_destroy();
}

image_angle = point_direction(x, y, mouse_x, mouse_y);
display = lerp(display, bullet, 0.1);

if room != rm_test
{
	x = 704;
	y = 864;
}

if instance_exists(obj_perk1) && obj_perk1.activate
	&& mouse_check_button(mb_right)
	{
		for(var i = 0; i < 4; i++)
		{
			inst = n();
			inst.cnt = i + 1;
		}
		obj_perk1.image_speed = 3;
	}
/*		for(var i = 1; i <= 4; i++)
		{
			inst = n();
			inst.cnt = i;
		}
*/