function cutscene_battle_initiate(arg0, arg1, arg2) { global.battle_enemy_name = arg0; if (arg1 == 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 = arg2; 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; }