if (active && oControl.kStart && oControl.kStartPushedSteps == 0) { fadeout = 1 active = 0 instance_create(0, 0, oMapScrBG3) } if fadeout rectoffset += 2 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) Unmute_Loops() } if global.enemyNearby { if (global.sax || (!global.spectator)) { fadeout = 1 active = 0 } }