1 |
if live_call() |
2 |
return global.live_result; |
3 |
if (room == rm_flashback_03) |
4 |
{ |
5 |
shader_set(sh_yellow) |
6 |
if instance_exists(obj_player_npc) |
7 |
draw_sprite(obj_player_npc.sprite_index, obj_player_npc.image_index, obj_player_npc.x, obj_player_npc.y) |
8 |
shader_reset() |
9 |
} |
10 |
draw_set_alpha(overlay_alpha) |
11 |
var xx = camera_get_view_x(view_camera[0]) |
12 |
var yy = camera_get_view_y(view_camera[0]) |
13 |
draw_set_color(c_black) |
14 |
draw_rectangle(xx, yy, (xx + 640), (yy + 480), false) |
15 |
draw_set_alpha(1) |
16 |
draw_set_alpha(white_overlay_alpha) |
17 |
xx = camera_get_view_x(view_camera[0]) |
18 |
yy = camera_get_view_y(view_camera[0]) |
19 |
draw_set_color(c_white) |
20 |
draw_rectangle(xx, yy, (xx + 640), (yy + 480), false) |
21 |
draw_set_alpha(1) |
22 |
if (instance_exists(obj_heart_flowey_battle_dummy) && surface_exists(battle_surf)) |
23 |
{ |
24 |
surface_set_target(battle_surf) |
25 |
with (obj_heart_flowey_battle_dummy) |
26 |
{ |
27 |
draw_clear_alpha(c_black, 0) |
28 |
draw_sprite(sprite_index, image_index, x, y) |
29 |
} |
30 |
surface_reset_target() |
31 |
draw_surface_ext(battle_surf, 0, 0, 0.5, 0.5, 0, c_white, 1) |
32 |
} |