if live_call() return global.live_result; if (sprite_index == spr_container_rise) { image_speed = 0 image_index = 0 y += 25 self_soul = instance_create_depth(x, y, (depth - 1), obj_barrier_soul) self_soul.spawner = id self_soul.soul_target_x = soul_target_x self_soul.soul_target_y = soul_target_y sprite_index = open_sprite scene++ }