if (spr_height == 0)
spr_height = sprite_get_height(sprite_index)
if (shadoweffect == 0)
scr_draw_sprite_tiled_area(sprite_index, image_index, x, y, x, y, (x + room_width), (y + spr_height), 1, 1, 16777215, 1)
if (shadoweffect == 1)
{
if (sprite_index == spr_bg_cyber_parallax_buildings)
{
if (room == room_dw_cyber_teacup_final)
{
draw_set_color(merge_color(c_navy, c_black, 0.7))
draw_rectangle(0, 3000, room_width, 7500, false)
draw_set_color(merge_color(c_navy, c_black, 0.6))
draw_rectangle(0, 7500, room_width, 8500, false)
draw_set_color(0x1D0202)
draw_rectangle(0, 0, room_width, 4000, false)
scr_draw_sprite_tiled_area(3147, 0, 0, 4000, 0, 4000, (x + room_width), ((4000 + sprite_get_height(spr_cyber_starry_sky)) - 1), 1, 1, 16777215, 1)
var y_top = (3000 + (__view_get((1 << 0), 0) * 0.0125))
scr_draw_sprite_tiled_area(3150, 0, ((__view_get((0 << 0), 0) * 0.00125) + xstart), y_top, ((__view_get((0 << 0), 0) * 0.00125) + xstart), y_top, room_width, (y_top + 1000), 1, 1, 16777215, 1)
scr_draw_sprite_tiled_area(3148, 0, 0, 2100, 0, 2100, (x + room_width), ((2100 + sprite_get_height(spr_cyber_starry_sky_black)) - 1), 1, 1, 16777215, 1)
draw_set_color(c_black)
draw_rectangle(0, 0, room_width, 2100, false)
scr_draw_sprite_tiled_area(3151, 0, 2720, 1400, 2720, 1400, room_width, (1400 + sprite_get_height(spr_cyber_coaster_bg_cityscape)), 1, 1, 16777215, 1)
scr_draw_sprite_tiled_area(3141, 0, 2720, 1488, 2720, 1488, room_width, (1488 + sprite_get_height(spr_cyber_coaster_bg_cityscape)), 1, 1, 16777215, 1)
}
xx = (camerax() * 0.95)
yy = (room == room_dw_cyber_teacup_final ? 8500 : cameray())
if (init == 0)
{
linesiner = 0
for (i = 0; i < 20; i++)
liney[i] = (200 + (40 * (i * i)))
for (i = 0; i < 8; i++)
{
patha[i] = path_add()
pathb[i] = path_add()
path_set_closed(patha[i], 0)
path_set_closed(pathb[i], 0)
path_set_precision(patha[i], 6)
path_set_precision(pathb[i], 6)
for (j = 0; j < 6; j++)
{
path_add_point(patha[i], ((i * 20) + (((i * j) * j) * 8)), (-70 * j), 1)
path_add_point(pathb[i], (-((i * 20) +