| 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 | } |