var mosaicEffect, size, type, alignment, bufferSize, result; mosaicEffect = 0 if sameRoom { if instance_exists(oCharacter) { if (oCharacter.x != global.prevX || oCharacter.y != global.prevY || global.roomPrev != room || global.prevSprite != oCharacter.sprite_index || global.prevIndex != oCharacter.image_index || global.prevInvincible != oCharacter.invincible || global.mosaic) { if (global.prevX != oCharacter.x) global.prevX = oCharacter.x if (global.prevY != oCharacter.y) global.prevY = oCharacter.y if (global.prevSprite != oCharacter.sprite_index) global.prevSprite = oCharacter.sprite_index if (global.prevIndex != oCharacter.image_index) global.prevIndex = oCharacter.image_index if (global.prevInvincible != oCharacter.invincible) global.prevInvincible = oCharacter.invincible if (global.mosaic || global.reform) mosaicEffect = 1 else mosaicEffect = 0 buffer_delete(buffer) size = 1024 type = buffer_grow alignment = 1 buffer = buffer_create(size, type, alignment) buffer_seek(buffer, buffer_seek_start, 0) buffer_write(buffer, buffer_u8, 100) buffer_write(buffer, buffer_u8, global.clientID) buffer_write(buffer, buffer_s16, oCharacter.x) buffer_write(buffer, buffer_s16, oCharacter.y) buffer_write(buffer, buffer_s16, oCharacter.sprite_index) buffer_write(buffer, buffer_s16, oCharacter.image_index) buffer_write(buffer, buffer_s16, oCharacter.aspr1) buffer_write(buffer, buffer_s16, oCharacter.asprx) buffer_write(buffer, buffer_s16, oCharacter.aspry) buffer_write(buffer, buffer_s16, oCharacter.aspr2) buffer_write(buffer, buffer_s16, oCharacter.aspr2x) buffer_write(buffer, buffer_s16, oCharacter.aspr2y) buffer_write(buffer, buffer_s16, oCharacter.aspr2a) buffer_write(buffer, buffer_s16, oCharacter.mirror) buffer_write(buffer, buffer_s16, oCharacter.armmsl) buffer_write(buffer, buffer_s16, room) buffer_write(buffer, buffer_string, name) buffer_write(buffer, buffer_s16, oCharacter.image_blend) buffer_write(buffer, buffer_s8, oCharacter.fxtimer) buffer_write(buffer, buffer_s16, global.roomPrev) buffer_write(buffer, buffer_s8, oCharacter.state) buffer_write(buffer, buffer_s8, global.sax) buffer_write(buffer, buffer_s8, oCharacter.speedboost) buffer_write(buffer, buffer_s8, oCharacter.sjball) buffer_write(buffer, buffer_s8, oCharacter.sjdir) buffer_write(buffer, buffer_u8, oCharacter.charge) buffer_write(buffer, buffer_s16, global.playerhealth) buffer_write(buffer, buffer_u8, global.spectator) buffer_write(buffer, buffer_u8, oCharacter.invincible) buffer_write(buffer, buffer_u8, global.mosaic) buffer_write(buffer, buffer_u8, global.reform) buffer_write(buffer, buffer_u8, oCharacter.visible) buffer_write(buffer, buffer_u8, oCharacter.sball) bufferSize = buffer_tell(buffer) buffer_seek(buffer, buffer_seek_start, 0) buffer_write(buffer, buffer_s32, bufferSize) buffer_write(buffer, buffer_u8, 100) buffer_write(buffer, buffer_u8, global.clientID) buffer_write(buffer, buffer_s16, oCharacter.x) buffer_write(buffer, buffer_s16, oCharacter.y) buffer_write(buffer, buffer_s16, oCharacter.sprite_index) buffer_write(buffer, buffer_s16, oCharacter.image_index) buffer_write(buffer, buffer_s16, oCharacter.aspr1) buffer_write(buffer, buffer_s16, oCharacter.asprx) buffer_write(buffer, buffer_s16, oCharacter.aspry) buffer_write(buffer, buffer_s16, oCharacter.aspr2) buffer_write(buffer, buffer_s16, oCharacter.aspr2x) buffer_write(buffer, buffer_s16, oCharacter.aspr2y) buffer_write(buffer, buffer_s16, oCharacter.aspr2a) buffer_write(buffer, buffer_s16, oCharacter.mirror) buffer_write(buffer, buffer_s16, oCharacter.armmsl) buffer_write(buffer, buffer_s16, room) buffer_write(buffer, buffer_string, name) buffer_write(buffer, buffer_s16, oCharacter.image_blend) buffer_write(buffer, buffer_s8, oCharacter.fxtimer) buffer_write(buffer, buffer_s16, global.roomPrev) buffer_write(buffer, buffer_s8, oCharacter.state) buffer_write(buffer, buffer_s8, global.sax) buffer_write(buffer, buffer_s8, oCharacter.speedboost) buffer_write(buffer, buffer_s8, oCharacter.sjball) buffer_write(buffer, buffer_s8, oCharacter.sjdir) buffer_write(buffer, buffer_u8, oCharacter.charge) buffer_write(buffer, buffer_s16, global.playerhealth) buffer_write(buffer, buffer_u8, global.spectator) buffer_write(buffer, buffer_u8, oCharacter.invincible) buffer_write(buffer, buffer_u8, global.mosaic) buffer_write(buffer, buffer_u8, global.reform) buffer_write(buffer, buffer_u8, oCharacter.visible) buffer_write(buffer, buffer_u8, oCharacter.sball) result = network_send_packet(socket, buffer, buffer_tell(buffer)) if (global.roomPrev != room) global.roomPrev = room } } } if mosaicEffect alarm[10] = 1 else alarm[10] = 2