X1}4Jy C~#hX ( @ (//(  0/80@0?/8 0( ?G@POWOXOP?H0@/7@O_``h_hPX 0(P_oppxow_g@O/8'' 7p`o?G/7 0??H/8`/o?GOX@H0?/pOW?H/8 7OP?G/7( P0@PX@O0@ 0O @H/@' 00@@P0?'_OP@H( 7/7' ^^^^^^^^^^^^^^^^^^^^^^^^^^TeeBBBBeTT^^^^^^^eBDJ33333JJDBeZ^^^^TD33==#####==3JDBT^^^^eJ=###=3DeZ^^TB3# #=3JBZ^^T3#  #=JBT^^J# Sll #=JBZ^T# %,68??86,/@A*< ##45('.6787-9%:;*<=#$+&,--.,/01)2 3 $%&&'%($!)* ##  !"#     ??d~d*0@& spr_plaque!! xIn-Ea39b쭀0gG Xe}-%oGڷԩ{KQlj_~Zoai_l^]]{zzo̎K؎\__czww?syyyggg{{;azqӸF-y GӢΦE+=777fs=-OF)S̴#M)=/ؐ"b{Z|gŴhW8+"c6QL(ѕ|Z8o1(yYbm&W;Ryxxeǃ ls O~-(4nEM' BT1)uN RnG$K8*FIsZ p?n`qZmmЂdӮZ 9Fj5/i- ,9:%$U94b{)2O) ~jFg/,ԃ`z0-| @tH)u  Ƣegv Ae]WVzCAse |t`#+++*o' Pe!~H6\\}οwCF'*\ho/Zm|_XFXspr_plaque_bp_hor |xs]f@@, Č `< h T$i'RT@zZ0ׂU=-҂G=V-cj!M 1ꑵ.|hK_3[>$ܘ&spr_plaque_bp_ver rxsf@IJ@,Č `< h "^oQu Pj.VC2360 bump_lumdirection=bump_lumdirection-360; if bump_lumdirection<0 bump_lumdirection=bump_lumdirection+360; // Calcul de l'alpha de distance if bump_lumdistance<=argument0.bump_lumsaturee bump_alphadistance=1; if bump_lumdistance>argument0.bump_lumsaturee && bump_lumdistance<=argument0.bump_lumdiffuse bump_alphadistance=((bump_lumdistance-argument0.bump_lumsaturee)/(argument0.bump_lumdiffuse-argument0.bump_lumsaturee))*-1+1; // Calcul de l'alpha horizontal gauche if bump_lumdirection<360 && bump_lumdirection>180 bump_alpha1=(bump_lumdirection-180)/180; else if bump_lumdirection<180 && bump_lumdirection>0 bump_alpha1=(-bump_lumdirection/180)+1; // Calcul de l'alpha horizontal droit if bump_lumdirection<360 && bump_lumdirection>180 bump_alpha2=-((bump_lumdirection-180)/180)+1; else if bump_lumdirection<180 && bump_lumdirection>0 bump_alpha2=bump_lumdirection/180; // Calcul de l'alpha vertical haut if bump_lumdirection<270 && bump_lumdirection>90 bump_alpha3=(bump_lumdirection-90)/180; else if bump_lumdirection<90 bump_alpha3=((-bump_lumdirection-90)/180)+1; else if bump_lumdirection>270 bump_alpha3=bump_lumdirection*(-0.5/90)+2.5; // Calcul de l'alpha vertical bas if bump_lumdirection<270 && bump_lumdirection>90 bump_alpha4=(-(bump_lumdirection-90)/180)+1; else if bump_lumdirection<90 bump_alpha4=((bump_lumdirection-90)/180)+1; else if bump_lumdirection>270 bump_alpha4=((bump_lumdirection-450)/180)+1; // Affichage des reliefs selon les arguments prciss et les diffrents alphas calculs // Ombres draw_set_blend_mode(bm_normal); if argument2>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument2,image_index,x,y,image_xscale,image_yscale,image_angle,c_black,((bump_alpha1*argument1)*bump_alphadistance)*image_alpha); if argument2>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument2,image_index,x,y,image_xscale,image_yscale,image_angle+180,c_black,((bump_alpha2*argument1)*bump_alphadistance)*image_alpha); if argument3>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument3,image_index,x,y,image_xscale,image_yscale,image_angle,c_black,((bump_alpha3*argument1)*bump_alphadistance)*image_alpha); if argument3>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument3,image_index,x,y,image_xscale,image_yscale,image_angle+180,c_black,((bump_alpha4*argument1)*bump_alphadistance)*image_alpha); // Lumires draw_set_blend_mode(bm_add); if argument2>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument2,image_index,x,y,image_xscale,image_yscale,image_angle+180,argument0.bump_lumcouleur,((bump_alpha1*argument1)*bump_alphadistance)*image_alpha); if argument2>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument2,image_index,x,y,image_xscale,image_yscale,image_angle,argument0.bump_lumcouleur,((bump_alpha2*argument1)*bump_alphadistance)*image_alpha); if argument3>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument3,image_index,x,y,image_xscale,image_yscale,image_angle+180,argument0.bump_lumcouleur,((bump_alpha3*argument1)*bump_alphadistance)*image_alpha); if argument3>-1 && bump_lumdistance<=argument0.bump_lumdiffuse draw_sprite_ext(argument3,image_index,x,y,image_xscale,image_yscale,image_angle,argument0.bump_lumcouleur,((bump_alpha4*argument1)*bump_alphadistance)*image_alpha); draw_set_blend_mode(bm_normal); } 90.76800 obj_lumiere!  // Configuration des proprits de l'objet lumire if argument0>=0 bump_lumsaturee=argument0; // Zone de lumire sature if argument1>=0 bump_lumdiffuse=argument1; // Zone de lumire diffuse bump_lumcouleur=argument2; // Couleur de la lumire 50200858521500000[x=mouse_x; y=mouse_y;0000000room0        .,,J,h,hJJ,,,J,JhljJωJщ,҉ӉԉՉ։hىhډ,hۉJh܉hh݉hމJx,x,Jl0 nXGame InformationX{\rtf1\ansi\ansicpg1252\deff0\deflang1036{\fonttbl{\f0\fnil Arial;}} {\colortbl ;\red0\green0\blue0;} \viewkind4\uc1\pard\cf1\f0\fs24 \par } Sprites! spr_lumiere spr_plaquespr_plaque_bumpspr_plaque_bp_horspr_plaque_bp_verSounds BackgroundsPathsScripts Fonts Time LinesObjectsobj_draw obj_lumiere obj_plaqueRoomsroom0 Game Information Global Game Settings