| 1 | 
        if (live_call())  | 
    
    
    
        | 2 | 
            return global.live_result;  | 
    
    
    
        | 3 | 
        if (place_meeting(x, y, obj_pl) && steam_active && obj_pl.state == scr_normal_state)  | 
    
    
    
        | 4 | 
        { | 
    
    
    
        | 5 | 
            if (collision_counter > 0)  | 
    
    
    
        | 6 | 
            { | 
    
    
    
        | 7 | 
                collision_counter -= 1;  | 
    
    
    
        | 8 | 
            }  | 
    
    
    
        | 9 | 
            else  | 
    
    
    
        | 10 | 
            { | 
    
    
    
        | 11 | 
                obj_pl.state = scr_frozen_state;  | 
    
    
    
        | 12 | 
                collision_counter = collision_counter_max;  | 
    
    
    
        | 13 | 
                global.battle_enemy_name = "steam minifight";  | 
    
    
    
        | 14 | 
                global.battling_enemy = true;  | 
    
    
    
        | 15 | 
                global.battling_boss = false;  | 
    
    
    
        | 16 | 
                global.sound_carry_overworld = true;  | 
    
    
    
        | 17 | 
                if (room != rm_death_screen)  | 
    
    
    
        | 18 | 
                    global.current_room_overworld = room_get_name(room);  | 
    
    
    
        | 19 | 
                global.battle_start = true;  | 
    
    
    
        | 20 | 
                if (!instance_exists(obj_heart_initiate_battle_quick))  | 
    
    
    
        | 21 | 
                    instance_create(x, y, obj_heart_initiate_battle_quick);  | 
    
    
    
        | 22 | 
            }  | 
    
    
    
        | 23 | 
        }  | 
    
    
    
        | 24 | 
        else  | 
    
    
    
        | 25 | 
        { | 
    
    
    
        | 26 | 
            collision_counter = collision_counter_max;  | 
    
    
    
        | 27 | 
        }  | 
    
    
    
        | 28 | 
        if (draw_overlay == true)  | 
    
    
    
        | 29 | 
            draw_alpha = lerp(draw_alpha, draw_alpha_target, 0.1);  | 
    
    
    
        | 30 | 
        else  | 
    
    
    
        | 31 | 
            draw_alpha = lerp(draw_alpha, 0, 0.1);  | 
    
    
    
        | 32 | 
        depth = 100;  |