/// sc_char_death();

state = STATE_DEATH;
game_speed = 1;
obj_ctrl.alarm[1] = -1;
global.char_life = 0;
global.char_extra_life--;
audio_emitter_pitch(global.snd_emitter, game_speed);
audio_pause_sound(snd_music);
audio_play_sound_on(global.snd_emitter, snd_game_over, false, 8);
alarm[1] = audio_sound_length(snd_game_over) * room_speed;
