if (active && global.itemtype == 0 && ((oControl.kStart && oControl.kStartPushedSteps == 0) || (oControl.kJump && oControl.kJumpPushedSteps == 0) || (oControl.kFire && oControl.kFirePushedSteps == 0))) event_user(0) if (ealpha < 1 && fadeout == 0) ealpha += 0.05 if (ealpha > 0 && fadeout) ealpha -= 0.05 if (ealpha >= 1 && fadeout == 0) active = 1 if (ealpha <= 0 && fadeout) { global.ingame = 1 global.transitiontype = 3 room_goto(global.currentroom) } size = (ealpha * 24) fadeout = 1 active = 0