gpu_set_blendmode(bm_add);
draw_self();
if (active)
draw_sprite_ext(sprite_index, image_index, x, y, image_xscale, image_yscale, image_angle, c_white, scr_wavescr_wavefunction scr_wave(arg0, arg1, arg2, arg3) { var a4 = (arg1 - arg0) * 0.5; return arg0 + a4 + (sin((((current_time * 0.001) + (arg2 * arg3)) / arg2) * (2 * pi)) * a4); }(0, 0.2, 1, 0));
gpu_set_blendmode(bm_normal);