if (global.ingame && room != rm_transition) { if (steps == 300) { instance_create(0, 0, oA4EscapeSeqFX) sfx_loop(sndA4AlarmLoop) mus_loop(musReactor) drawbar = 1 } if (steps > 300) { bgw = ((temp / 100) * 160) if (temp >= 100) { if (room == rm_a4b02 || room == rm_a4b03 || room == rm_a4b04 || room == rm_a4b05 || room == rm_a4b06 || room == rm_a4b07 || room == rm_a4b08 || room == rm_a4b09 || room == rm_a4b10 || room == rm_a4b11 || room == rm_a4b12 || room == rm_a4b13 || room == rm_a4b14 || room == rm_a4b15 || room == rm_a4b16 || room == rm_a4b17 || room == rm_a4b18 || room == rm_a4b19) { instance_create(oCharacter.x, (oCharacter.y + 480), oA4EscapeExplosionFail) instance_destroy() } else if (room != rm_a4b01) { with (oA4EscapeSeqFX) instance_destroy() sfx_stop_loops() global.event[203] = 9 instance_destroy() popup_text_ext("Reactor destroyed", 240) } } } steps += 1 barfx += 1 if (barfx > 5) barfx = 0 } if (global.event[203] == 0 || room == titleroom) instance_destroy()