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gml_Object_obj_ceroba_mask_overworld_transition_Create_0

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1
if (live_call())
2
    return global.live_result;
3
scr_audio_fade
scr_audio_fade

function scr_audio_fade(arg0, arg1) { var snd = arg0; var fade_len = arg1; 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);
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scene = 0;
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cutscene_timer = 0;
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draw_alpha = 0;
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audio_play_sound(113, 1, 0, 1, 1);