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gml_Object_obj_mneo_body_Draw_0

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1
if (pause == 0)
2
    siner += 1;
3
else
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    siner = 0;
5
if (burston == 1)
6
{
7
    draw_sprite_ext(spr_mneo_burst, 0, x - 24, y + 18 + (sin(siner / 3) * 1), -2, 2, sin(siner / 6) * 2, c_white, (abs(sin(siner * 0.3)) * 0.5) + 0.4);
8
    draw_sprite_ext(spr_mneo_burst, 0, x + 28, y + 18 + (sin(siner / 3) * 1), 2, 2, -sin(siner / 6) * 2, c_white, (abs(sin(siner * 0.3)) * 0.5) + 0.4);
9
}
10
draw_sprite_ext(spr_mneo_legs, 0, x, y + 84 + 112, 2, 2 - (sin(siner / 3) * 0.05), 0, c_white, 1);
11
draw_sprite_ext(spr_mneo_armr, 0, x + 40 + (sin(siner / 3) * 2), y + 40, 2, 2, sin(siner / 6) * 2, c_white, 1);
12
draw_sprite_ext(spr_mneo_arml, 0, x - 26 - (sin(siner / 3) * 2), y + 40, 2, 2, -sin(siner / 6) * 2, c_white, 1);
13
draw_sprite_ext(spr_mneo_body, 0, x + 4, y + 36 + (sin(siner / 3) * 2), 2, 2, 0, c_white, 1);
14
draw_sprite_ext(spr_mneo_face, global.faceemotion, x, y + (sin(siner / 3) * 3), 2, 2, 0, c_white, 1);
15
if (fadewhite == 1)
16
{
17
    depth = -999999;
18
    whiteval += 0.2;
19
    draw_set_alpha(whiteval);
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    draw_set_color(c_white);
21
    ossafe_fill_rectangle(-10, -10, 999, 999);
22
    if (whiteval > 10)
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    {
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        draw_set_alpha(-1 + (whiteval / 10));
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        draw_set_color(c_black);
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        ossafe_fill_rectangle(-10, -10, 999, 999);
27
    }
28
    if (whiteval == 10 && global.flag[425 killed_mettaton] == 1)
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        snd_play(snd_vaporized);
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    draw_set_alpha(1);
31
    if (whiteval >= 44)
32
    {
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        instance_create(0, 0, obj_persistentfader);
34
        do_room_goto = true;
35
    }
36
}
37
if (shake == 1)
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{
39
    x = (xnow + random(2)) - random(2);
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    y = (ynow + random(2)) - random(2);
41
}