A script that creates an anchored/stationary laser.
Returns: id of the generator that's going to create the laser. (Reference to Object)
|_BULLET_CREATE_LASER(bx, by, angle, len, gir, delay_am, duration, delay_fanim, delay_sanim, spr, obj, att, deff, aeff)|
|bx||Integer||The X-coordinate to fire the laser from.|
|by||Integer||The Y-coordinate to fire the laser from.|
|angle||Integer||The direction to fire the laser in.|
|len*||Integer||The length of the laser.|
|gir*||Integer||The girth of the laser.|
|delay_am||Float||The delay before firing the laser (accepts negative values).|
|duration||Non-negative Integer||The laser's lifetime.|
|delay_fanim||Reference to Sprite||The appearing animation of the delay cloud.|
|delay_sanim||Reference to Sprite||The disappearing animation of the delay cloud.|
|spr||Reference to Sprite||The sprite to use for the laser.|
|obj**||Reference to Object||The bullet to fire. (Should inherit from _LASER_PARENT to avoid memory leaks)|
|att||Reference to Object||The object that the generator (and by extension the laser) should anchor itself to.|
|deff||Reference to Sprite||The sprite of the particle to create when the laser is destroyed. (this sprite should have the same width, height and origin as the base sprite of the laser)|
|aeff||Reference to Sprite||The laser's appearing animation. (this sprite should have the same width, height and origin as the base sprite of the laser)|
*It is not recommended to have these deviate too much from the sprite's height and width, as that can cause severe artifacting.
**Can be set to noone in order to just create an instance of _LASER_PARENT instead.