if (live_call()) return global.live_result; if (!instance_exists(shadow_actor)) { instance_destroy(); exit; } with (shadow_actor) { if (place_meeting(x, y, obj_shadow_collider)) other.shadow_active = true; else other.shadow_active = false; } if (shadow_active == true) { if (reverse == false) { if (draw_alpha < 0.5) draw_alpha += 0.1; } else if (draw_alpha > 0) { draw_alpha -= 0.1; } } else if (reverse == false) { if (draw_alpha > 0) draw_alpha -= 0.1; } else if (draw_alpha < 0.5) { draw_alpha += 0.1; } shadow_actor.visible = false; depth = shadow_actor.depth - 1;