function background_create_gradient(arg0, arg1, arg2, arg3, arg4) { var __w = arg0; var __h = arg1; var __col1 = arg2; var __col2 = arg3; var __kind = arg4; var __halfw = __w / 2; var __halfh = __h / 2; var __CompTempSurf = surface_create(__w, __h); if (surface_exists(__CompTempSurf)) { surface_set_target(__CompTempSurf); switch (__kind) { case 0: draw_rectangle_colour(0, 0, __w, __h, __col1, __col2, __col2, __col1, false); break; case 1: draw_rectangle_colour(0, 0, __w, __h, __col2, __col2, __col1, __col1, false); break; case 2: draw_primitive_begin(pr_trianglelist); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(0, __halfh, __col2, 1); draw_vertex_colour(0, 0, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(0, 0, __col2, 1); draw_vertex_colour(__halfw, 0, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(__halfw, 0, __col2, 1); draw_vertex_colour(__w, 0, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(__w, 0, __col2, 1); draw_vertex_colour(__w, __halfh, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(__w, __halfh, __col2, 1); draw_vertex_colour(__w, __h, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(__w, __h, __col2, 1); draw_vertex_colour(__halfw, __h, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(__halfw, __h, __col2, 1); draw_vertex_colour(0, __h, __col2, 1); draw_vertex_colour(__halfw, __halfh, __col1, 1); draw_vertex_colour(0, __h, __col2, 1); draw_vertex_colour(0, __halfh, __col2, 1); draw_primitive_end(); break; case 3: draw_clear(__col2); draw_ellipse_colour(0, 0, __w, __h, __col1, __col2, false); break; case 4: draw_rectangle_colour(0, 0, __halfw, __h, __col2, __col1, __col1, __col2, false); draw_rectangle_colour(__halfw, 0, __w, __h, __col1, __col2, __col2, __col1, false); break; case 5: draw_rectangle_colour(0, 0, __w, __halfh, __col2, __col2, __col1, __col1, false); draw_rectangle_colour(0, __halfh, __w, __h, __col1, __col1, __col2, __col2, false); break; } surface_reset_target(); var __sprid = sprite_create_from_surface(__CompTempSurf, 0, 0, __w, __h, false, false, 0, 0); surface_free(__CompTempSurf); return __sprid; } else { return -1; } }