1 |
if live_call() |
2 |
return global.live_result; |
3 |
object[0] = obj_battle_hp_max_self |
4 |
object[1] = obj_battle_hp_current_self |
5 |
object[2] = obj_fight |
6 |
object[3] = obj_act |
7 |
object[4] = obj_item |
8 |
object[5] = obj_mercy |
9 |
object[6] = obj_ceroba_transformation_p1_blast |
10 |
object[7] = obj_ceroba_body_pacifist_phase_1 |
11 |
object[8] = obj_petal |
12 |
object[9] = obj_text_hp |
13 |
object[10] = obj_ceroba_hair |
14 |
object[11] = obj_ceroba_cape_2 |
15 |
object[12] = obj_ceroba_phase_2_staff |
16 |
object[13] = obj_ceroba_legs |
17 |
object[14] = obj_ceroba_cape_1 |
18 |
object[15] = obj_ceroba_phase_2_head |
19 |
object[16] = obj_ceroba_sideburn_left |
20 |
object[17] = obj_ceroba_sideburn_right |
21 |
object[18] = obj_ceroba_transformation_mask |
22 |
var alpha_new = starlo_take_aim_overlay_alpha |
23 |
var alpha_id = shader_alpha |
24 |
for (var i = 0; i < array_length_1d(object); i++) |
25 |
{ |
26 |
if instance_exists(object[i]) |
27 |
{ |
28 |
with (object[i]) |
29 |
{ |
30 |
shader_set(sh_grayscale) |
31 |
shader_set_uniform_f(alpha_id, alpha_new) |
32 |
draw_self() |
33 |
shader_reset() |
34 |
} |
35 |
} |
36 |
} |