if (is_closed) { draw_self(); } else { gpu_set_blendenable(false); gpu_set_colorwriteenable(false, false, false, true); draw_sprite(spr_lw_trees_fence_mask, 0, 242, 30); gpu_set_blendenable(true); gpu_set_colorwriteenable(true, true, true, true); gpu_set_blendmode_ext(bm_dest_alpha, bm_inv_dest_alpha); gpu_set_alphatestenable(true); draw_sprite(fence_right_sprite, 0, fence_right_xpos, fence_right_ypos); gpu_set_alphatestenable(false); gpu_set_blendmode(bm_normal); }