armor1 = sGunzooArmor1 armor2 = sGunzooArmor2 turn = sGunzooTurn if frozen { myspr = frozenspr armor1 = sGunzooArmor1Frozen armor2 = sGunzooArmor2Frozen turn = sGunzooTurnFrozen } else { myspr = sprite_index armor1 = sGunzooArmor1 armor2 = sGunzooArmor2 turn = sGunzooTurn } if (!flashing) { if (turning == 0) { draw_sprite_ext(myspr, -1, x, y, facing, 1, image_angle, -1, 1) if (phase == 0) draw_sprite_ext(armor1, -1, x, (y - aoffset), facing, 1, image_angle, -1, 1) if (phase <= 1) draw_sprite_ext(armor2, -1, (x + aoffset), y, facing, 1, image_angle, -1, 1) } if (turning > 0) draw_sprite_ext(turn, -1, x, y, facing, 1, image_angle, -1, 1) if (frozen > 0 && frozen < (freezetime * 0.2)) { draw_set_blend_mode(bm_add) if (turning == 0) { draw_sprite_ext(myspr, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.35))) if (phase == 0) draw_sprite_ext(armor1, -1, x, (y - aoffset), facing, 1, image_angle, -1, (1 - (fxtimer * 0.4))) if (phase <= 1) draw_sprite_ext(armor2, -1, (x + aoffset), y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.4))) } if (turning > 0) draw_sprite_ext(turn, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.35))) draw_set_blend_mode(bm_normal) } } if flashing { if (turning == 0) { draw_sprite_ext(myspr, -1, x, y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) if (phase == 0) draw_sprite_ext(armor1, -1, x, (y - aoffset), facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) if (phase <= 1) draw_sprite_ext(armor2, -1, (x + aoffset), y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) } if (turning > 0) draw_sprite_ext(turn, -1, x, y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) draw_set_blend_mode(bm_add) repeat (2) { if (turning == 0) { draw_sprite_ext(myspr, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) if (phase == 0) draw_sprite_ext(armor1, -1, x, (y - aoffset), facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) if (phase <= 1) draw_sprite_ext(armor2, -1, (x + aoffset), y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) } if (turning > 0) draw_sprite_ext(turn, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) } draw_set_blend_mode(bm_normal) }