1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
if (overlay_alpha > 0) |
4 |
{ |
5 |
draw_set_alpha(overlay_alpha); |
6 |
draw_set_color(c_black); |
7 |
draw_rectangle(0, 0, room_width, room_height, 0); |
8 |
draw_set_alpha(1); |
9 |
with (obj_player_npc) |
10 |
{ |
11 |
if (other.scene < 223) |
12 |
draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, c_white, image_alpha); |
13 |
draw_set_alpha(other.clover_overlay_alpha); |
14 |
shader_set(sh_flash); |
15 |
draw_sprite(sprite_index, image_index, x, y); |
16 |
shader_reset(); |
17 |
draw_set_alpha(1); |
18 |
if (other.white_overlay_radius > 0) |
19 |
{ |
20 |
draw_set_color(c_white); |
21 |
draw_set_alpha(other.circle_alpha); |
22 |
draw_circle(obj_player_npc.x, obj_player_npc.y, other.white_overlay_radius, false); |
23 |
draw_set_alpha(1); |
24 |
} |
25 |
draw_set_alpha(other.clover_overlay_alpha_dark); |
26 |
shader_set(sh_silhouette); |
27 |
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)); |
28 |
shader_reset(); |
29 |
draw_set_alpha(1); |
30 |
} |
31 |
draw_set_alpha(1); |
32 |
} |
33 |
else if (other.white_overlay_radius > 0 && instance_exists(obj_player_npc)) |
34 |
{ |
35 |
draw_set_color(c_white); |
36 |
draw_set_alpha(other.circle_alpha); |
37 |
draw_circle(obj_player_npc.x, obj_player_npc.y, other.white_overlay_radius, false); |
38 |
draw_set_alpha(1); |
39 |
} |
40 |
draw_sprite(spr_pacifist_ending_cave_layers, 0, 0, -225 + (offset_y_current * 1.6)); |
41 |
draw_sprite(spr_pacifist_ending_cave_layers, 1, 0, -250 + (offset_y_current * 1.7)); |
42 |
draw_sprite(spr_pacifist_ending_cave_layers, 2, 0, -275 + (offset_y_current * 1.8)); |
43 |
draw_sprite(spr_pacifist_ending_cave_layers, 3, 0, -300 + (offset_y_current * 1.9)); |
44 |
draw_sprite(spr_pacifist_ending_cave_layers, 4, 0, -325 + (offset_y_current * 2)); |
45 |
draw_sprite(spr_cave_overlay, 0, 0, -300 + (offset_y_current * 2)); |