function cutscene_battle_initiate(argument0, argument1, argument2) //gml_Script_cutscene_battle_initiate { global.battle_enemy_name = argument0 if (argument1 == true) { global.battling_enemy = false global.battling_boss = true } else { global.battling_enemy = true global.battling_boss = false } global.battle_start = true global.sound_carry_overworld = argument2 if (room != rm_death_screen) global.current_room_overworld = room_get_name(room) instance_create(obj_pl.x, obj_pl.y, obj_heart_initiate_battle) cutscene_advance() return true; }