event_inherited();

dist_tor = 144;
dist_y_tor = 48;
indi_y_offset = -192;

callback = function()
{
	global.save_data.world.spRoom = room_get_name(room);
	global.save_data.world.spxPos = x;
	global.save_data.world.spyPos = y;
	
	global.playerHP = global.save_data.player.maxHP;
	
	save_game_to_disk();
	
	global.player.sprite_index = sPlayerSave;
	global.player.locked_timer =
	sprite_get_number(sPlayerSave) / global.player.animation_spd;
}
depth = 10;