1 |
if live_call() |
2 |
return global.live_result; |
3 |
scr_audio_fadescr_audio_fadefunction scr_audio_fade(argument0, argument1) //gml_Script_scr_audio_fade
{
var snd = argument0
var fade_len = argument1
with (obj_radio)
{
audio_other_fade = true
audio_to_fade = snd
audio_fade_length = fade_len
}
} (global.battle_music, 300) |
4 |
instance_create_depth(x, (y - 20), (depth + 1), obj_ceroba_transformation_beam_spawner) |
5 |
scene = 0 |
6 |
cutscene_timer = 0 |
7 |
draw_alpha = 0 |
8 |
audio_play_sound(mus_cymbal, 1, 0, 1, 1) |