if (is_active || inactive_cleanup) { if (inactive_cleanup) { cleanup_timer++; if (cleanup_timer >= 60 && frontshadOpacity <= 0) inactive_cleanup = false; } if (fade_in && !fade_cleanup) { fade_timer++; if (fade_timer == 1) scr_lerpvar_instance(id, "frontshadOpacity", 0, 0.6, 5); if (fade_timer == 25) { fade_in = false; fade_timer = 0; scr_lerpvar_instance(id, "frontshadOpacity", 0.6, 0, 15); } } shadow_char[0].sprite_index = obj_mainchara.sprite_index; shadow_char[0].image_xscale = obj_mainchara.image_xscale; shadow_char[0].image_yscale = obj_mainchara.image_yscale; shadow_char[0].x = obj_mainchara.x; shadow_char[0].y = obj_mainchara.y + 4; shadow_char[0].image_blend = frontShadowColor; shadow_char[0].image_alpha = frontshadOpacity; shadow_char[0].image_index = obj_mainchara.image_index; shadow_char[0].depth = obj_mainchara.depth - 1; if (i_ex(obj_caterpillarchara)) { var sus_x, sus_sprite, sus_y, sus_index, sus_depth, ral_x, ral_sprite, ral_y, ral_index, ral_depth; with (obj_caterpillarchara) { if (name == "susie") { sus_x = x; sus_y = y; sus_sprite = sprite_index; sus_index = image_index; sus_depth = depth; } if (name == "ralsei") { ral_x = x; ral_y = y; ral_sprite = sprite_index; ral_index = image_index; ral_depth = depth; } } if (sus_x != 0) { shadow_char[1].sprite_index = sus_sprite; shadow_char[1].image_xscale = 2; shadow_char[1].image_yscale = 2; shadow_char[1].x = sus_x; shadow_char[1].y = sus_y + 4; shadow_char[1].image_blend = frontShadowColor; shadow_char[1].image_alpha = frontshadOpacity; shadow_char[1].image_index = sus_index; shadow_char[1].depth = sus_depth - 1; } if (ral_x != 0) { shadow_char[2].sprite_index = ral_sprite; shadow_char[2].image_xscale = 2; shadow_char[2].image_yscale = 2; shadow_char[2].x = ral_x; shadow_char[2].y = ral_y + 4; shadow_char[2].image_blend = frontShadowColor; shadow_char[2].image_alpha = frontshadOpacity; shadow_char[2].image_index = ral_index; shadow_char[2].depth = ral_depth - 1; } } if (i_ex(obj_interactablesolid)) { var hacker_depth; with (obj_interactablesolid) hacker_depth = depth; shadow_char[shadow_total - 1].image_alpha = frontshadOpacity; shadow_char[shadow_total - 1].depth = hacker_depth - 1; } }