if check_hitstop() || is_dead exit; image_index += animation_spd; enemy_ai(); x = clamp(x, 200, 1920 - 200 - 64); if state != "IDLE" { global.camera.x_to = 0; global.camera.y_to = 0; global.camera.smooth = 0.01; global.camera.follow = noone; }