funbuffer = 0; snd_play_ch1(snd_noise_ch1); with (obj_glowtile_ch1) { active = 0; stepped = 0; stepbuffer = -1; sprite_index = spr_glowtile_off_ch1; } if (wonamt < wonmax) { if (wonamt == 0) { choice1 = 2; choice2 = 2; funtotal = 1; } if (wonamt == 1) { choice1 = 0; choice2 = 1; funtotal = 2; } if (wonamt >= 2) { choice1 = 1; choice2 = 2; funtotal = 2; } choice3 = choice1; if (room == room_field_puzzle2_ch1) { if (wonamt == 0) { choice1 = 3; choice2 = 3; choice3 = 3; funtotal = 1; } if (wonamt == 1) { choice1 = 2; choice2 = 2; choice3 = 1; funtotal = 2; } if (wonamt == 2) { choice1 = 2; choice2 = 3; choice3 = 4; funtotal = 3; } if (wonamt >= 3) { choice1 = 1; choice2 = 0; choice3 = 4; funtotal = 3; } } with (tileid[choice1]) { active = 1; sprite_index = spr_glowtile_step_ch1; } with (tileid[choice2]) { active = 1; sprite_index = spr_glowtile_step_ch1; } with (tileid[choice3]) { active = 1; sprite_index = spr_glowtile_step_ch1; } }