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Mar 19th, 2018
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  1. /// Draws Overlays and HUD
  2.  
  3. if (Debug)
  4. {
  5. room_speed = 60 - 57*keyboard_check(vk_shift);
  6. }
  7.  
  8. /// HUD, Trans
  9.  
  10. ViewX = view_xview[view_current];
  11. ViewY = view_yview[view_current];
  12. ViewW = view_wview[view_current];
  13. ViewH = view_hview[view_current];
  14. HudX = 0;
  15. HudY = 0;
  16.  
  17. if (InGame)
  18. {
  19. /// -- Death --
  20.  
  21. if (DyingType == 0)
  22. {
  23. death_control();
  24. }
  25.  
  26. /// -- Demo/Recording
  27.  
  28. if (oInput.Recording)
  29. {
  30. draw_set_halign(fa_left);
  31. draw_set_valign(fa_middle);
  32. draw_set_font(fntMap);
  33. draw_set_color(0);
  34. draw_text(ViewX + 3, ViewY + 27, "RECORDING: " + string(oInput.ReplayTime));
  35. draw_set_color(c_white);
  36. draw_text(ViewX + 2, ViewY + 26, "RECORDING: " + string(oInput.ReplayTime));
  37. }
  38.  
  39. /// -- Subscreen
  40.  
  41. if !PausedGame && global.Transition == -1 && StartFade == 0
  42. && !instance_exists(oSubscreen) && !instance_exists(oXRay)
  43. {
  44. if (input_get_key_game("ENTER",1))
  45. {
  46. instance_create(x,y,oSubscreen);
  47. PausedGame = 1;
  48. }
  49. }
  50.  
  51. if instance_exists(oSubscreen)
  52. {
  53. draw_set_alpha(oSubscreen.Alpha/1.125);
  54. draw_set_color(make_color_rgb(0,8,2));
  55. draw_rectangle(ViewX,ViewY,ViewX+ViewW,ViewY+ViewH,0);
  56. draw_set_alpha(1);
  57. }
  58.  
  59. /// -- Transition & Map
  60.  
  61. transition_handle();
  62. map_update();
  63.  
  64. /// -- Editing Weapon (Fade)
  65.  
  66. if (EditingWeapon != -1)
  67. {
  68. EditFade = min(EditFade + .1, .5);
  69. }
  70. else
  71. {
  72. EditFade = max(EditFade - .1, 0);
  73. }
  74.  
  75. if (EditFade > 0)
  76. {
  77. draw_set_color(0);
  78. draw_set_alpha(EditFade);
  79. draw_rectangle(ViewX, ViewY, ViewX + ViewW, ViewY + ViewH, 0);
  80. draw_set_alpha(1);
  81. draw_set_color(c_white);
  82. }
  83.  
  84. /// -- Refresh/Redraw minimap
  85.  
  86. if !surface_exists(MapSurface)
  87. {
  88. MapSurface = surface_create(56,40);
  89. hud_map_redraw();
  90. }
  91. else
  92. {
  93. draw_surface_part(MapSurface,8-floor(MapOffX),8-floor(MapOffY),40,24,ViewX + HudX + 274,ViewY + HudY + 5);
  94. }
  95.  
  96.  
  97. /// Metroid Counter
  98. draw_set_font(global.FontMain);
  99. monsterCounter = monstersleft;
  100. draw_sprite(sHatchling,-1,ViewX + HudX + 174 + HUDAdjust2,ViewY + HudY + 10);
  101. draw_set_valign(fa_top);
  102. draw_set_halign(fa_center);
  103. draw_sprite(sHAmmo,2,ViewX + HudX + 180 - 9 + HUDAdjust2, ViewY + 3 + HudY + 17+4);
  104. draw_set_color(c_black);
  105. draw_text(ViewX + HudX + 180 + HUDAdjust2, ViewY + HudY + 17+4, " "+string(monstersleft)+" ")
  106.  
  107. draw_set_color(c_white);
  108.  
  109. draw_set_font(fntMap);
  110. draw_text(ViewX + HudX + 179 + HUDAdjust2, ViewY + HudY + 16+4, " "+string(monstersleft)+" ")
  111.  
  112.  
  113.  
  114. /// -- Energy
  115.  
  116. ETanks = floor(Stat[0] / 100);
  117. ENum = floor(Stat[0] - (ETanks*100));
  118. ENum2 = floor(ENum/10);
  119.  
  120. if ((Stat[0] / Stat[1]) <= .2)
  121. {
  122. BlinkTime --;
  123. if (BlinkTime < 0)
  124. {
  125. BlinkTime = 90;
  126.  
  127. if ((Stat[0] / Stat[1]) <= .2)
  128. {
  129. BlinkTime = 60;
  130. }
  131. else
  132. if ((Stat[0] / Stat[1]) <= .15)
  133. {
  134. BlinkTime = 40;
  135. }
  136. else
  137. if ((Stat[0] / Stat[1]) <= .1)
  138. {
  139. BlinkTime = 20;
  140. }
  141. }
  142. }
  143.  
  144. if (BlinkTime == 0 or BlinkTime == 1 or BlinkTime == 8 or BlinkTime == 9) && ((Stat[0] / Stat[1]) <= .3)
  145. {
  146. draw_sprite(sHNumRed,ENum,ViewX + HudX + 16,ViewY + HudY + 5);
  147. draw_sprite(sHNumRed,ENum2,ViewX + HudX + 3,ViewY + HudY + 5);
  148. }
  149. else
  150. {
  151. draw_sprite(sHNumBig,ENum,ViewX + HudX + 16,ViewY + HudY + 5);
  152. draw_sprite(sHNumBig,ENum2,ViewX + HudX + 3,ViewY + HudY + 5);
  153. }
  154.  
  155.  
  156. /// -- Energy Tanks
  157.  
  158. MAXEX = 0;
  159.  
  160. if (floor(Stat[1]/100) > 0)
  161. {
  162. for(i = 0; i < floor(Stat[1]/100); i++)
  163. {
  164. eX = 40;
  165. eY = 3;
  166.  
  167. if (floor(Stat[1]/100) < 7)
  168. {
  169. eY += 4;
  170. }
  171.  
  172. if (i >= 6)
  173. {
  174. eY += 7;
  175. eX -= 48;
  176. }
  177.  
  178. eX -= 12;
  179.  
  180. if ((eX + (i * 8)) > MAXEX)
  181. {
  182. MAXEX = (eX + (i * 8));
  183. }
  184.  
  185. draw_sprite(sHTank,(ETanks <= i),ViewX + HudX + 1 + (i*8) + eX,ViewY + HudY + eY);
  186. }
  187. }
  188.  
  189. /// -- Reserve Tanks
  190.  
  191. if floor(Stat[7]) > 0
  192. {
  193. for (i = 0; i < floor(Stat[7]/100); i += 1)
  194. {
  195. eX = 0;
  196. eY = -1;
  197.  
  198. if (i >= 2)
  199. {
  200. eX -= 16;
  201. }
  202.  
  203. if (floor(Stat[7]/100) < 3)
  204. {
  205. eY += 3;
  206. }
  207.  
  208. if (Power[19])
  209. {
  210. draw_sprite(sHTankR,(ceil(Stat[6] / 100) <= i),ViewX + HudX + 10 + MAXEX + (i*8) + eX,ViewY + HudY + 5 + ((i >= 2) * 7) + eY);
  211. }
  212. else
  213. {
  214. draw_sprite(sHTankROff,(ceil(Stat[6] / 100) <= i),ViewX + HudX + 10 + MAXEX + (i*8) + eX,ViewY + HudY + 5 + ((i >= 2) * 7) + eY);
  215. }
  216. }
  217.  
  218. //draw_sprite(sHAuto, Power[19], ViewX + HudX + 52, ViewY + HudY + 2);
  219. }
  220.  
  221.  
  222. /// -- Update weapon list every frame (Inefficient but I'm high on caffeine so who cares?!?!??!?!?!aaaa)
  223.  
  224. ds_list_clear(Menu[0]);
  225. for (i=1;i<=string_length(Obtain[3]);i++)
  226. {
  227. CB = string_char_at(Obtain[3],i);
  228.  
  229. if string_pos(CB,"BSIWP") != 0 /// -- If it's one of the main 5 beams (Power,Spazer,Ice,Wave,Plasma)...
  230. {
  231. ds_list_add(Menu[0],string_pos(CB,"BSIWP")-1); /// -- Add them to the toggles in the proper order (order that matches Beam[] array)!
  232. }
  233. }
  234.  
  235. /// -- Update misc...
  236.  
  237. ds_list_clear(Menu[1]);
  238.  
  239. if string_pos("M", Obtain[0]) != 0 // -- If we have Missile, add 0
  240. if (Power[6])
  241. {
  242. ds_list_add(Menu[1],0);
  243. }
  244.  
  245. if string_pos("S", Obtain[0]) != 0 // -- SMissile is 1
  246. if (Power[8])
  247. {
  248. ds_list_add(Menu[1],1);
  249. }
  250.  
  251. if string_pos("P", Obtain[2]) != 0 // -- PBomb is 2
  252. if (Power[10])
  253. {
  254. ds_list_add(Menu[1],2);
  255. }
  256.  
  257. if string_pos("G", Obtain[1]) != 0 // -- Grapple is 3
  258. if (Power[13])
  259. {
  260. ds_list_add(Menu[1],3);
  261. }
  262.  
  263. if string_pos("X", Obtain[1]) != 0 // -- XRay is 4
  264. if (Power[14])
  265. {
  266. ds_list_add(Menu[1],4);
  267. }
  268.  
  269. /// -- Do we show
  270.  
  271. Show[0] = (ds_list_size(Menu[0]) > 0); // -- Basically always 1
  272. Show[1] = (ds_list_size(Menu[1]) > 0); // -- Only 1 if we have the items
  273.  
  274. if (Selected[1] == 0 && !Power[6])
  275. {
  276. Selected[1] = 1;
  277. }
  278. if (Selected[1] == 1 && !Power[8])
  279. {
  280. Selected[1] = 2;
  281. }
  282. if (Selected[1] == 2 && !Power[10])
  283. {
  284. Selected[1] = 3;
  285. }
  286. if (Selected[1] == 3 && !Power[13])
  287. {
  288. Selected[1] = 4;
  289. }
  290. if (Selected[1] == 4 && !Power[14])
  291. {
  292. Selected[1] = 0;
  293. }
  294.  
  295. if (Show[0])
  296. {
  297. draw_sprite(sHSlot, (CurrentMenu == 0), ViewX + HudX + 102 + HUDAdjust, ViewY + HudY + 4);
  298.  
  299. BeamIcon = (Beam[2] + (Beam[3]<<1) + (Beam[1]<<2) + (Beam[4]<<3));
  300. draw_sprite(sHIconB, BeamIcon, ViewX + HudX + 103 + HUDAdjust, ViewY + HudY + 5);
  301. }
  302.  
  303. if (Show[1])
  304. {
  305. draw_sprite(sHSlot, (CurrentMenu == 1), ViewX + HudX + 140 + HUDAdjust, ViewY + HudY + 4);
  306. draw_sprite(sHItemMisc, Selected[1], ViewX + HudX + 141 + HUDAdjust, ViewY + HudY + 5);
  307. }
  308.  
  309. /// -- Ammo
  310.  
  311. if (Power[6])
  312. {
  313. draw_sprite(sHAmmoIcon,(Selected[1] == 0 && CurrentMenu == 1),ViewX + HudX + 190,ViewY + HudY + 6);
  314. draw_sprite(sHAmmo,(Selected[1] == 0 && CurrentMenu == 1),ViewX + HudX + 184,ViewY + HudY + 20);
  315. draw_set_valign(fa_top);
  316. draw_set_halign(fa_center);
  317.  
  318. draw_set_color(c_black);
  319. draw_text(ViewX + HudX + 201, ViewY + HudY + 17, string(Stat[2]))
  320.  
  321. draw_set_color(c_white);
  322.  
  323. if !(Selected[1] == 0 && CurrentMenu == 1) or (Stat[2] <= 0)
  324. {
  325. draw_set_color(c_gray);
  326. }
  327.  
  328. draw_set_font(fntMap);
  329. draw_text(ViewX + HudX + 200, ViewY + HudY + 16, string(Stat[2]))
  330. }
  331.  
  332. /// -- SUPER -- \\\
  333.  
  334. if (Power[8])
  335. {
  336. draw_sprite(sHAmmoIcon,2+(Selected[1] == 1 && CurrentMenu == 1),ViewX + HudX + 218,ViewY + HudY + 6);
  337.  
  338. draw_sprite(sHAmmo2,(Selected[1] == 1 && CurrentMenu == 1),ViewX + HudX + 216,ViewY + HudY + 20);
  339. draw_set_valign(fa_top);
  340. draw_set_halign(fa_center);
  341.  
  342. draw_set_color(c_black);
  343. draw_text(ViewX + HudX + 228, ViewY + HudY + 17, string(Stat[4]))
  344.  
  345. draw_set_color(c_white);
  346.  
  347. if !(Selected[1] == 1 && CurrentMenu == 1) or (Stat[4] <= 0)
  348. {
  349. draw_set_color(c_gray);
  350. }
  351.  
  352. draw_set_font(fntMap);
  353. draw_text(ViewX + HudX + 227, ViewY + HudY + 16, string(Stat[4]))
  354. }
  355.  
  356. if (Power[10])
  357. {
  358. draw_sprite(sHAmmoIcon,4+(Selected[1] == 2 && CurrentMenu == 1),ViewX + HudX + 245,ViewY + HudY + 6);
  359.  
  360. draw_sprite(sHAmmo2,(Selected[1] == 2 && CurrentMenu == 1),ViewX + HudX + 240,ViewY + HudY + 20);
  361. draw_set_valign(fa_top);
  362. draw_set_halign(fa_center);
  363.  
  364. draw_set_color(c_black);
  365. draw_text(ViewX + HudX + 252, ViewY + HudY + 17, string(Stat[8]))
  366.  
  367. draw_set_color(c_white);
  368.  
  369. if !(Selected[1] == 2 && CurrentMenu == 1) or (Stat[8] <= 0)
  370. {
  371. draw_set_color(c_gray);
  372. }
  373.  
  374. draw_set_font(fntMap);
  375. draw_text(ViewX + HudX + 251, ViewY + HudY + 16, string(Stat[8]))
  376. }
  377.  
  378. /// -- Switch between Beam and Misc
  379.  
  380. if !instance_exists(oSubscreen)
  381. {
  382. if (input_get_key_game("RSELECT",1))
  383. {
  384. MenuPrev = CurrentMenu;
  385.  
  386. CurrentMenu = !CurrentMenu;
  387.  
  388. if !Show[CurrentMenu]
  389. {
  390. CurrentMenu = !CurrentMenu;
  391. }
  392.  
  393. if (MenuPrev != CurrentMenu)
  394. {
  395. sound_play_pos(sndHTick, ViewX + ViewW/2, ViewY + ViewH/2);
  396. }
  397.  
  398. if (EditingWeapon != -1)
  399. {
  400. EditingWeapon = !EditingWeapon;
  401. }
  402. }
  403.  
  404. /// -- Edit weapons.
  405.  
  406. if (PausedGame == 0 && EditingWeapon == -1 && global.Transition == -1 && !instance_exists(oSubscreen))
  407. if (input_get_key_game("LSELECT",0) && Show[CurrentMenu])
  408. {
  409. EditingWeapon = CurrentMenu;
  410. PausedGame = 1;
  411. }
  412.  
  413. if (!(input_get_key_game("LSELECT",0)) && EditingWeapon != -1)
  414. {
  415. EditingWeapon = -1;
  416. PausedGame = 0;
  417. }
  418. }
  419.  
  420. /// -- Editing a weapon!
  421.  
  422. if (EditingWeapon != -1)
  423. {
  424. draw_sprite(sHBase,2,ViewX + HudX + HUDAdjust,ViewY + HudY);
  425. draw_sprite_ext(sHBase,3,ViewX + HudX + 38 + HUDAdjust,ViewY + HudY, 12, 1, 0, c_white, 1);
  426.  
  427. if (EditingWeapon == 0)
  428. {
  429. draw_sprite(sHSlot, (CurrentMenu == 0), ViewX + HudX + 102 + HUDAdjust, ViewY + HudY + 4);
  430. BeamIcon = (Beam[2] + (Beam[3]<<1) + (Beam[1]<<2) + (Beam[4]<<3));
  431. draw_sprite(sHIconB, BeamIcon, ViewX + HudX + 103 + HUDAdjust, ViewY + HudY + 5);
  432.  
  433. SlotPrev = Slot[0];
  434.  
  435. if input_get_key_game("RIGHT",1)
  436. {
  437. Slot[0] += 1;
  438. }
  439.  
  440. if input_get_key_game("LEFT",1)
  441. {
  442. Slot[0] -= 1;
  443. }
  444.  
  445. if (Slot[0] >= ds_list_size(Menu[0]))
  446. {
  447. Slot[0] = 0;
  448. }
  449.  
  450. if (Slot[0] < 0)
  451. {
  452. Slot[0] = ds_list_size(Menu[0]) - 1;
  453. }
  454.  
  455. if (SlotPrev != Slot[0])
  456. {
  457. sound_play_pos(sndHTick, ViewX + ViewW/2, ViewY + ViewH/2);
  458. }
  459.  
  460. if (input_get_key_game("JUMP",1) && ds_list_find_value(Menu[0],Slot[0]) != 0)
  461. {
  462. Beam[ds_list_find_value(Menu[0],Slot[0])] = !Beam[ds_list_find_value(Menu[0],Slot[0])];
  463. sound_play_pos(sndHTick, ViewX + ViewW/2, ViewY + ViewH/2);
  464. }
  465.  
  466. XPos = 107;
  467.  
  468. for (i=0;i<ds_list_size(Menu[0]);i++)
  469. {
  470. BIndex = ds_list_find_value(Menu[0],i);
  471.  
  472. if (Slot[0] == i)
  473. {
  474. BIndex += 5;
  475. }
  476. else
  477. if (Beam[BIndex] == 1 or BIndex == 0)
  478. {
  479. BIndex += 10;
  480. }
  481.  
  482. draw_sprite(sHBeamIcon, BIndex, ViewX + HudX + XPos + HUDAdjust + ((i*21)*EditFade*2), ViewY + HudY + 27);
  483. }
  484.  
  485. draw_set_font(fntMap);
  486. draw_set_halign(fa_left);
  487. draw_set_valign(fa_top);
  488. draw_set_color(c_white);
  489. draw_text(ViewX + HudX + 132 + HUDAdjust, ViewY + HudY + 5, Name[0,ds_list_find_value(Menu[0],Slot[0])]);
  490. }
  491. else
  492. if (EditingWeapon == 1)
  493. {
  494. if (Power[6] = 1) || (Power[8] = 1) || (Power[10] = 1) || (Power[13] = 1) || (Power[14] = 1) {
  495. draw_sprite(sHSlot, (CurrentMenu == 1), ViewX + HudX + 140 + HUDAdjust, ViewY + HudY + 4);
  496. draw_sprite(sHItemMisc, Selected[1], ViewX + HudX + 141 + HUDAdjust, ViewY + HudY + 5);
  497.  
  498. SlotPrev = Slot[1];
  499.  
  500. if input_get_key_game("RIGHT",1)
  501. {
  502. Slot[1] += 1;
  503. }
  504.  
  505. if input_get_key_game("LEFT",1)
  506. {
  507. Slot[1] -= 1;
  508. }
  509.  
  510. if (Slot[1] >= ds_list_size(Menu[1]))
  511. {
  512. Slot[1] = 0;
  513. }
  514.  
  515. if (Slot[1] < 0)
  516. {
  517. Slot[1] = ds_list_size(Menu[1]) - 1;
  518. }
  519.  
  520. if (SlotPrev != Slot[1])
  521. {
  522. sound_play_pos(sndSubMove, ViewX + ViewW/2, ViewY + ViewH/2);
  523. }
  524.  
  525. Selected[1] = ds_list_find_value(Menu[1],Slot[1]);
  526.  
  527. XPos = 145;
  528.  
  529. for (i=0;i<ds_list_size(Menu[1]);i++)
  530. {
  531. BIndex = ds_list_find_value(Menu[1],i);
  532.  
  533. if (Slot[1] == i)
  534. {
  535. BIndex += 5;
  536. }
  537. else
  538. if (Selected[1] == BIndex)
  539. {
  540. BIndex += 10;
  541. }
  542.  
  543. draw_sprite(sHMiscIcon, BIndex, ViewX + HudX + HUDAdjust + XPos + ((i*21)*EditFade*2), ViewY + HudY + 27);
  544. }
  545.  
  546. draw_set_font(fntMap);
  547. draw_set_color(c_white);
  548. draw_set_halign(fa_left);
  549. draw_set_valign(fa_top);
  550. draw_text(ViewX + HudX + 169 + HUDAdjust, ViewY + HudY + 5, Name[1,ds_list_find_value(Menu[1],Slot[1])]);
  551. }
  552. }
  553. }
  554. if (EditingWeapon == -1)
  555. {
  556. /// -- Map Cover
  557.  
  558. draw_sprite(sHMap,0,ViewX + HudX + 269,ViewY + HudY+ 2);
  559.  
  560. /// -- Draw Blinking Minimap Tile
  561.  
  562. BlinkAlpha = (1 - (MapTick/16));
  563.  
  564. // -- Map pos of current iteration pos:
  565.  
  566. XX = ViewX + HudX + 290 + floor(MapOffX);
  567. YY = ViewY + HudY + 13 + floor(MapOffY);
  568.  
  569. var MX = MapX;
  570. var MY = MapY;
  571.  
  572. var TileID = ds_grid_get(MapGrid[CurrentWorld, 0], MX, MY);
  573.  
  574. /// -- If the map tile isn't empty, and has been mapped or trodden:
  575.  
  576. if (TileID != -1)
  577. {
  578. if (ds_grid_get(MapGrid[CurrentWorld, 4], MX, MY) != 0)
  579. {
  580. var TileColor = ds_grid_get(MapGrid[CurrentWorld, 3], MX, MY)
  581. var TileMark = ds_grid_get(MapGrid[CurrentWorld, 1], MX, MY);
  582.  
  583. draw_background_part_ext(bgMinimapColor, ((TileID & 15) << 3), ((TileID >> 4) << 3), 8, 8, XX, YY, 1, 1, c_yellow, BlinkAlpha);
  584. draw_background_part_ext(bgMinimapWall, ((TileID & 15) << 3), ((TileID >> 4) << 3), 8, 8, XX, YY, 1, 1, c_red, BlinkAlpha);
  585. }
  586. }
  587. }
  588.  
  589. MapTick += 0.5;
  590.  
  591. if (MapTick > 16)
  592. {
  593. MapTick = 0;
  594. }
  595.  
  596. /// -- Smooth minimap and snap it
  597.  
  598. MapOffX *= .9;
  599. MapOffY *= .9;
  600.  
  601. if (abs(MapOffX) < .15)
  602. {
  603. MapOffX = 0;
  604. }
  605.  
  606. if (abs(MapOffY) < .15)
  607. {
  608. MapOffY = 0;
  609. }
  610.  
  611. /// -- Start Fade
  612.  
  613. StartFade = max(StartFade - .05, 0);
  614.  
  615. if (StartFade > 0)
  616. {
  617. draw_set_alpha(StartFade);
  618. draw_rectangle_colour(ViewX,ViewY,ViewX+ViewW,ViewY+ViewH,0,0,0,0,0);
  619. }
  620.  
  621. draw_set_alpha(1);
  622.  
  623. /// -- Death --
  624.  
  625. if (DyingType == 1)
  626. {
  627. death_control();
  628. }
  629.  
  630. /// -- Death End
  631.  
  632. if (DeathFadeWhite > 0)
  633. {
  634. draw_set_alpha(DeathFadeWhite);
  635. draw_rectangle_colour(ViewX,ViewY,ViewX+ViewW,ViewY+ViewH,-1,-1,-1,-1,0);
  636. draw_set_alpha(1);
  637.  
  638. if (DeathFadeWhite == 1 && Dying == 1)
  639. {
  640. DeathTick ++;
  641.  
  642. if (DeathTick == 60)
  643. {
  644. PausedGame = 0;
  645. InGame = 0;
  646. Dying = -1;
  647. DeathFade = 0;
  648. DeathTime = 0;
  649. DeathTick = 0;
  650.  
  651. with (oPlayer)
  652. {
  653. instance_destroy();
  654. }
  655.  
  656. if (savefile_exists(SaveSlot))
  657. {
  658. savefile_load(SaveSlot);
  659. }
  660. else
  661. {
  662. load_defaults(rLandingSite);
  663. }
  664. }
  665. }
  666. }
  667. }
  668.  
  669. /// -- GMA Debug Flash
  670.  
  671. if (GMAFadeWhite > 0)
  672. {
  673. draw_set_alpha(GMAFadeWhite);
  674. draw_rectangle_colour(ViewX,ViewY,ViewX+ViewW,ViewY+ViewH,-1,-1,-1,-1,0);
  675. draw_set_alpha(1);
  676.  
  677. GMAFadeWhite = max(GMAFadeWhite - .05, 0);
  678. }
  679.  
  680. draw_text_adv(ViewX,ViewY + 128,room_get_name(room),1);
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