var i, soff_x, soff_y; if (oControl.mod_fusion == 1 || oControl.MonsterPalettesFusionOnly == 0) { if (global.shaders_compiled && os_type != os_android) pal_swap_set(oControl.QueenPalette, 1, 0) } draw_set_blend_mode(bm_add) draw_sprite_ext(sQueenMouthGlow, -1, x, y, 1, 1, 0, -1, jawglowalpha) draw_set_blend_mode(bm_normal) i = 0 repeat (neck_segments - 1) { if (!flashing) draw_sprite_ext(sQueenNeck, -1, neck_x[i], (neck_y[i] + neck_yoff[i]), 1, 1, 0, image_blend, 1) else { draw_sprite_ext(sQueenNeck, -1, neck_x[i], (neck_y[i] + neck_yoff[i]), 1, 1, 0, make_color_rgb((255 - (fxtimer * 63)), (255 - (fxtimer * 63)), (255 - (fxtimer * 63))), 1) draw_set_blend_mode(bm_add) repeat (2) draw_sprite_ext(sQueenNeck, -1, neck_x[i], (neck_y[i] + neck_yoff[i]), 1, 1, 0, -1, (1 - (fxtimer * 0.25))) draw_set_blend_mode(bm_normal) } i += 1 } soff_x = 0 soff_y = 0 if shaking { soff_x = choose(-1, 0, 1) soff_y = choose(-1, 0, 1) } if surface_exists(surf) { if (!flashing) draw_surface_ext(surf, ((x - surf_x) + soff_x), ((y - surf_y) + soff_y), 1, 1, 0, image_blend, 1) else { draw_surface_ext(surf, ((x - surf_x) + soff_x), ((y - surf_y) + soff_y), 1, 1, 0, make_color_rgb((255 - (fxtimer * 63)), (255 - (fxtimer * 63)), (255 - (fxtimer * 63))), 1) draw_set_blend_mode(bm_add) repeat (2) draw_surface_ext(surf, ((x - surf_x) + soff_x), ((y - surf_y) + soff_y), 1, 1, 0, -1, (1 - (fxtimer * 0.25))) draw_set_blend_mode(bm_normal) } } else { surface_free(surf) surf = surface_create(200, 200) event_user(10) } if (head_frame == 0) { draw_set_blend_mode(bm_add) if (head_damage < 2) draw_sprite_ext(sQueenGlow, 0, x, y, 1, 1, ((image_angle + ujaw_angle) + ja_off), -1, (glowalpha * (1 - (glowfx * 0.1)))) else draw_sprite_ext(sQueenGlow, 1, x, y, 1, 1, ((image_angle + ujaw_angle) + ja_off), -1, (glowalpha * (1 - (glowfx * 0.1)))) if ((ujaw_angle + ja_off) < 20) draw_sprite_ext(sQueenGlow2, 0, x, y, 1, 1, image_angle, -1, (glowalpha * (1 - (glowfx * 0.1)))) else draw_sprite_ext(sQueenGlow2, 1, x, y, 1, 1, image_angle, -1, (glowalpha * (1 - (glowfx * 0.1)))) draw_set_blend_mode(bm_normal) } draw_set_blend_mode(bm_add) draw_sprite_ext(sQueenJawGlow, head_damage, x, y, 1, 1, 0, -1, jawglowalpha) draw_set_blend_mode(bm_normal) shader_reset()