if HOTLAND_TRANSITION draw_sprite(spr_transition_waterfall, 0, transition_x, __view_get((1 << 0), 0)) if LAVA_TRANSITION draw_sprite(spr_transition_hotland, 0, transition_x, __view_get((1 << 0), 0)) if CAVE_TRANSITION draw_sprite(spr_transition_cave, 0, transition_x, __view_get((1 << 0), 0))