start_x = 43; start_y = 360; bottom_start_y = start_y + sprite_get_height(spr_cutscene_26_coaster_tile_top); x_offset = (room == room_dw_mansion_top_post) ? 43 : 0; if (scr_sideb_get_phase() >= 2) x_offset = 90; looping_coaster_top = instance_create(start_x - x_offset, start_y, obj_looping_tiled_area); looping_coaster_top.sprite_index = spr_cutscene_26_coaster_tile_top; looping_coaster_top.width = sprite_get_width(spr_cutscene_26_coaster_tile_top) * 2 * 3; looping_coaster_top.height = sprite_get_height(spr_cutscene_26_coaster_tile_top) - 1; looping_coaster_top.room_wide = true; looping_coaster_top.depth = 1000088; looping_coaster_top.x_scale = 1; looping_coaster_top.y_scale = 1; looping_coaster = instance_create(start_x - x_offset, bottom_start_y, obj_looping_tiled_area); looping_coaster.sprite_index = spr_cutscene_26_coaster_tile; looping_coaster.width = sprite_get_width(spr_cutscene_26_coaster_tile) * 2 * 3; looping_coaster.height = sprite_get_height(spr_cutscene_26_coaster_tile) * 2 * 8; looping_coaster.room_wide = true; looping_coaster.depth = 1000088; looping_coaster.x_scale = 1; looping_coaster.y_scale = 1; wall_con = 0; v_speed = -10;