draw_set_color(red); ossafe_fill_rectangle(camerax(), cameray(), camerax() + 640, cameray() + 480); draw_set_color(c_white); draw_self_board(); if (con == 0) { timer++; if (timer == 1) snd_play(snd_fall); if (timer < 48) { if ((timer % 4) == 0) facing--; } if (timer == 40) { red = 7079; obj_gameshow_swordroute.screencolor = red; } if (timer == 50) { red = 5241; obj_gameshow_swordroute.screencolor = red; } if (timer == 60) { red = 0; obj_gameshow_swordroute.screencolor = red; } if (timer == 61) obj_gameshow_swordroute.drawui = false; if (timer == 90) { with (instance_create_depth(x, y, 99999, obj_tvturnoff_manager)) yoff = -64; snd_free_all(); safe_delete(obj_writer); safe_delete(obj_board_writer); depth = 100000; obj_gameshow_swordroute.drawui = false; obj_board_controller.drawcrt = false; drawblack = true; with (obj_mainchara_board) controlled = 0; } if (timer == 120) { global.interact = 0; obj_mainchara.freeze = false; obj_mainchara.fun = false; global.facing = 0; room_goto(room_board_sword_intro); } } if (facing > 3) facing = 0; if (facing < 0) facing = 3; sprite_index = face[facing];