if (!flashing) { if (turning == 0) { draw_sprite_ext(sprite_index, -1, x, y, facing, 1, image_angle, -1, 1) if (phase == 0) draw_sprite_ext(sGunzooArmor1, -1, x, (y - aoffset), facing, 1, image_angle, -1, 1) if (phase <= 1) draw_sprite_ext(sGunzooArmor2, -1, (x + aoffset), y, facing, 1, image_angle, -1, 1) } if (turning > 0) draw_sprite_ext(sGunzooTurn, -1, x, y, facing, 1, image_angle, -1, 1) } if flashing { if (turning == 0) { draw_sprite_ext(sprite_index, -1, x, y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) if (phase == 0) draw_sprite_ext(sGunzooArmor1, -1, x, (y - aoffset), facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) if (phase <= 1) draw_sprite_ext(sGunzooArmor2, -1, (x + aoffset), y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) } if (turning > 0) draw_sprite_ext(sGunzooTurn, -1, x, y, facing, 1, image_angle, make_color_rgb(80, 80, 80), 1) draw_set_blend_mode(bm_add) repeat (3) { if (turning == 0) { draw_sprite_ext(sprite_index, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) if (phase == 0) draw_sprite_ext(sGunzooArmor1, -1, x, (y - aoffset), facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) if (phase <= 1) draw_sprite_ext(sGunzooArmor2, -1, (x + aoffset), y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) } if (turning > 0) draw_sprite_ext(sGunzooTurn, -1, x, y, facing, 1, image_angle, -1, (1 - (fxtimer * 0.25))) } draw_set_blend_mode(bm_normal) }