if global.enemyNearby exit if (global.ingame == 1 && global.enablecontrol == 1 && room != rm_transition) { event_user(3) global.ingame = 0 global.targetx = oCharacter.x global.targety = oCharacter.y global.offsetx = 0 global.offsety = 0 global.camstartx = oCamera.x global.camstarty = oCamera.y with (oCamera) { targetx = x targety = y } room_persistent = true oCharacter.persistent = 0 oCamera.persistent = 0 if instance_exists(oNotification) oNotification.persistent = 0 global.currentroom = room global.transitiontype = 2 global.ssmode = 3 room_goto(rm_subscreen) Mute_Loops() }