if live_call() return global.live_result; draw_set_alpha(draw_alpha) draw_set_color(c_black) draw_rectangle(0, 0, room_width, room_height, false) draw_set_alpha(1) draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, image_blend, 1) with (obj_asgore_npc) draw_sprite(sprite_index, image_index, x, y) with (obj_player_npc) draw_sprite(sprite_index, image_index, x, y) draw_set_alpha(draw_alpha) shader_set(sh_silhouette) with (obj_asgore_npc) { draw_sprite(sprite_index, image_index, (x + 1), y) draw_sprite(sprite_index, image_index, (x + 1), (y + 1)) draw_sprite(sprite_index, image_index, x, (y + 1)) draw_sprite(sprite_index, image_index, (x - 1), (y + 1)) draw_sprite(sprite_index, image_index, (x - 1), y) draw_sprite(sprite_index, image_index, (x - 1), (y - 1)) draw_sprite(sprite_index, image_index, x, (y - 1)) draw_sprite(sprite_index, image_index, (x + 1), (y - 1)) } shader_set(sh_flash) with (obj_asgore_npc) draw_sprite(sprite_index, image_index, x, y) with (obj_player_npc) draw_sprite(sprite_index, image_index, x, y) shader_reset() draw_set_alpha(1)