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gml_Object_obj_parallaxer_cyber_2_Create_0

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1
drawblack = 1;
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makelines = 1;
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makecoaster = 0;
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ymodifier = -80;
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ymodifierb = 0;
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makeclouds = 1;
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makecity = 1;
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makeground = 1;
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ssymod = 1;
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if (room == room_dw_cyber_intro_2)
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{
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    makecity = 0;
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    makeground = 0;
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    makelines = 0;
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}
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if (room == room_dw_cyber_savepoint)
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    ymodifier = 0;
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if (room == room_dw_cyber_battle_maze_1)
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    ymodifier = -100;
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if (room == room_dw_cyber_music_bullet)
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{
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    ymodifier = 60;
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    ssymod = 5;
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}
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if (room == room_dw_cyber_tasque_battle)
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    ymodifier = 60;
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if (room == room_dw_cyber_keyboard_puzzle_1)
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    ymodifier = 60;
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if (room == room_dw_cyber_maze_fireworks)
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    ymodifier = 5;
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if (room == room_dw_cyber_post_music_boss_slide)
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{
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    drawblack = 1;
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    ymodifier = 1880;
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}
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if (room == room_dw_cyber_teacup_final)
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{
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    drawblack = 0;
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    ymodifier = 7000;
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}
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with (obj_mainchara)
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    bg = 1;
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layersprites = [spr_bg_cyber_parallax_clouds, spr_bg_cyber_parallax_buildings, spr_bg_cyber_parallax_coaster, spr_bg_cyber_parallax_ground];
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drawx = camerax();
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drawy = cameray();
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siner = 0;
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y_offset = -80;
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y_startpos = ystart;
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clouds_drawy = 0;
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ground_drawy = 0;
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room_scale = room_width / 20;
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for (var i = 0; i < array_length_1d(layersprites); i++)
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{
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    if (i == 2)
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        ymodifierb = 80;
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    if (i == 0)
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        ymodifierb = -ymodifier - 10;
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    var bglayer = instance_create(0, ymodifier + ymodifierb, obj_parallaxer_layer_cyber);
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    bglayer.ss = (0.24 * array_length_1d(layersprites)) - (0.02 * i);
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    bglayer.ssy = bglayer.ss * 0.2 * ssymod;
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    bglayer.sprite_index = layersprites[i];
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    if (i == 0)
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        bglayer.ssy = 1;
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    if (makecoaster == 0 && i == 2)
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        bglayer.visible = 0;
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    if (makecity == 0 && i == 1)
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        bglayer.visible = 0;
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    if (makeclouds == 0 && i == 0)
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        bglayer.visible = 0;
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    if (makeground == 0 && i == 3)
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        bglayer.visible = 0;
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    bglayer.drawblack = drawblack;
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    bglayer.shadoweffect = 1;
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    if (i == 1)
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        bglayer.citylights = 1;
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    if (i == 0)
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        bglayer.shadoweffect = 1;
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    bglayer.depth = 1005500 - (i * 100);
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    ymodifierb = 0;
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}
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depth = 1005000;
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if (room == room_dw_cyber_teacup_final)
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    depth = 1005100;
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init = 0;