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gml_Object_obj_transition_Create_0

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fadealpha = 0;
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yy = 0;
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xx = 0;
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newRoom = 0;
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fadein = false;
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fade_in_speed = 0.1;
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fade_out_speed = 0.15;
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fade_wait_time = 0;
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if (instance_exists(obj_pl))
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{
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    x = obj_pl.x;
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    y = obj_pl.y;
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}
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else
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{
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    x = xx;
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}
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y = yy;
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waiter = 0;
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new_dir = -1;
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global.last_room_overworld = room_get_name(room);