if live_call() return global.live_result; if (!instance_exists(shadow_actor)) { instance_destroy() return; } 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