| 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 |
} |