if (enter_door) { gerson_shadow = clamp(gerson_shadow + 0.2, 0, 1); var shadow = gerson_shadow; color_blend = merge_color(c_white, make_color_hsv(0, 0, 0), shadow); if (gerson_shadow >= 1) enter_door = false; } anim_index += anim_speed; draw_sprite_ext(current_sprite_index, anim_index, x, y, image_xscale, 2, 0, color_blend, 1); if (darkened) { gpu_set_blendenable(false); gpu_set_colorwriteenable(false, false, false, true); draw_sprite_ext(current_sprite_index, anim_index, x, y, image_xscale, 2, 0, c_white, 0.5); draw_set_alpha(0); if (facing_right) ossafe_fill_rectangle(x * image_xscale, (y + (sprite_get_height(current_sprite_index) * 2)) - 2, x + (sprite_get_width(current_sprite_index) * 2), y + (sprite_get_height(current_sprite_index) * 2) + 20, 0); else ossafe_fill_rectangle(x, (y + (sprite_get_height(current_sprite_index) * 2)) - 2, x + (sprite_get_width(current_sprite_index) * 2), y + (sprite_get_height(current_sprite_index) * 2) + 20, 0); draw_set_alpha(1); 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_ext(current_sprite_index, anim_index, x, y + 4, image_xscale, 2, 0, c_black, 1); gpu_set_alphatestenable(false); gpu_set_blendmode(bm_normal); }