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);