icl(oInput); icl(oCamera); // physics relevant global.g = 0.5; // time relevant global.hitstop = 0; global.time_scale = 1.0; // player status global.playerHP = 5; global.playerINK = 0; // room transiting global.door_direction = undefined; global.target_door_id = -1; global.target_room = noone; // debugging global.developer_mode = true;