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gml_Object_obj_newhome_03_cutscene_postfight_spare_Draw_73

(view raw script w/o annotations or w/e)
1
if (live_call())
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    return global.live_result;
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if (overlay_alpha > 0)
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{
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    draw_set_alpha(overlay_alpha);
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    draw_set_color(c_black);
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    draw_rectangle(0, 0, room_width, room_height, 0);
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    draw_set_alpha(1);
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    with (obj_player_npc)
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    {
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        if (other.scene < 223)
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            draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, c_white, image_alpha);
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        draw_set_alpha(other.clover_overlay_alpha);
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        shader_set(sh_flash);
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        draw_sprite(sprite_index, image_index, x, y);
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        shader_reset();
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        draw_set_alpha(1);
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        if (other.white_overlay_radius > 0)
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        {
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            draw_set_color(c_white);
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            draw_set_alpha(other.circle_alpha);
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            draw_circle(obj_player_npc.x, obj_player_npc.y, other.white_overlay_radius, false);
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            draw_set_alpha(1);
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        }
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        draw_set_alpha(other.clover_overlay_alpha_dark);
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        shader_set(sh_silhouette);
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        draw_sprite(sprite_index, image_index, x + irandom_range(-other.clover_shake_intensity, other.clover_shake_intensity), y + irandom_range(-other.clover_shake_intensity, other.clover_shake_intensity));
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        shader_reset();
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        draw_set_alpha(1);
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    }
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    draw_set_alpha(1);
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}
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else if (other.white_overlay_radius > 0 && instance_exists(obj_player_npc))
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{
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    draw_set_color(c_white);
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    draw_set_alpha(other.circle_alpha);
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    draw_circle(obj_player_npc.x, obj_player_npc.y, other.white_overlay_radius, false);
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    draw_set_alpha(1);
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}
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draw_sprite(spr_pacifist_ending_cave_layers, 0, 0, -225 + (offset_y_current * 1.6));
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draw_sprite(spr_pacifist_ending_cave_layers, 1, 0, -250 + (offset_y_current * 1.7));
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draw_sprite(spr_pacifist_ending_cave_layers, 2, 0, -275 + (offset_y_current * 1.8));
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draw_sprite(spr_pacifist_ending_cave_layers, 3, 0, -300 + (offset_y_current * 1.9));
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draw_sprite(spr_pacifist_ending_cave_layers, 4, 0, -325 + (offset_y_current * 2));
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draw_sprite(spr_cave_overlay, 0, 0, -300 + (offset_y_current * 2));