| 1 | if (live_call()) |
| 2 | return global.live_result; |
| 3 | for (var i = 0; i < array_length(shadow_actor); i += 1) |
| 4 | { |
| 5 | with (shadow_actor[i]) |
| 6 | { |
| 7 | if (place_meeting(x, y, obj_shadow_collider)) |
| 8 | other.shadow_active[i] = true; |
| 9 | else |
| 10 | other.shadow_active[i] = false; |
| 11 | } |
| 12 | if (shadow_active[i] == true) |
| 13 | { |
| 14 | if (light_amount[i] < 0.4) |
| 15 | light_amount[i] += 0.1; |
| 16 | else |
| 17 | light_amount[i] = 0.4; |
| 18 | } |
| 19 | else if (light_amount[i] > 0) |
| 20 | { |
| 21 | light_amount[i] -= 0.2; |
| 22 | } |
| 23 | } |
| 24 | depth = -99999; |