global.mapoffsetx = 52;
global.mapoffsety = 24;
global.watertype = 0;
global.waterlevel = 0;
global.save_room = subscreenroom;
//mus_change(musCaveAmbience);
global.floormaterial = 1;
SoundFX_Preset(1);
SetAmb_Monsters();
if(instance_number(oCharacter) > 0) mus_change(musCaveAmbience);
else oMusicV2.currentbgm = musCaveAmbience;