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gml_Object_obj_light_drawer_Draw_0

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if (live_call())
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    return global.live_result;
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with (shadow_actor)
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{
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    if (sprite_index == -1 || sprite_index == spr_doorway)
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        exit;
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    draw_self();
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    if (variable_instance_exists(id, "palette_index"))
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        scr_draw_palette_shader
scr_draw_palette_shader

function scr_draw_palette_shader() { if (shader_on) { shader_set(sh_palette_swap); shader_set_uniform_f(u_palette_index, argument[0]); shader_set_uniform_f(u_palette_texel_height, uniform_info[0]); shader_set_uniform_f(u_palette_texel_width, uniform_info[1]); shader_set_uniform_f(u_palette_x_offset, uniform_info[2]); shader_set_uniform_f(u_palette_y_offset, uniform_info[3]); shader_set_uniform_i(u_color_vect, uniform_info[4]); texture_set_stage(u_palette_tex, palette_sampler); draw_self(); shader_reset(); } }
(palette_index);
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    draw_set_blend_mode(bm_add);
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    draw_set_alpha(other.draw_alpha);
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    draw_sprite(sprite_index, image_index, x, y);
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    draw_set_alpha(1);
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    draw_set_blend_mode(bm_normal);
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}