Deltarune (Chapter 2) script viewer

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gml_Object_obj_thrashmachine_backup_Draw_0

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1
wsinerrate = 0.8;
2
if (part[2] >= 0)
3
    wsiner += wsinerrate;
4
if (animate == 0)
5
{
6
    siner = 0;
7
    wsiner = 0;
8
}
9
walkc = cos(wsiner / 3);
10
var _x2, _y2;
11
if (launch)
12
{
13
    image_angle -= 35;
14
    yy = y;
15
    if ((image_angle % 360) != 0)
16
    {
17
        var _xoff = -3 * s;
18
        var _yoff = 12 * s;
19
        _x2 = xx;
20
        _y2 = yy;
21
        xx = scr_orbitx
scr_orbitx

function scr_orbitx(arg0, arg1, arg2, arg3, arg4) { if (arg4 == 0) return arg2; var __theta = point_direction(arg0, arg1, arg2, arg3); var __radius = point_distance(arg0, arg1, arg2, arg3); __theta += arg4; return arg0 + lengthdir_x(__radius, __theta); }
(_x2, _y2, _x2 - _xoff, _y2 - _yoff, image_angle) + _xoff;
22
        yy = scr_orbity
scr_orbity

function scr_orbity(arg0, arg1, arg2, arg3, arg4) { if (arg4 == 0) return arg3; var __theta = point_direction(arg0, arg1, arg2, arg3); var __radius = point_distance(arg0, arg1, arg2, arg3); __theta += arg4; return arg1 + lengthdir_y(__radius, __theta); }
(_x2, _y2, _x2 - _xoff, _y2 - _yoff, image_angle) + _yoff;
23
    }
24
}
25
var _flash = false;
26
var _do_flash = rim_flash > 0 || body_flash > 0;
27
var _rim_color = merge_color(c_black, c_white, rim_flash);
28
var _flash_color = merge_color(c_black, c_white, body_flash);
29
for (loop = 0; loop < 2; loop += 1)
30
{
31
    if (loop == 0)
32
    {
33
        draw_set_blend_mode(bm_normal);
34
        color[0] = basecolor;
35
        color[1] = basecolor;
36
        color[2] = basecolor;
37
    }
38
    else if (loop == 1)
39
    {
40
        draw_set_blend_mode(bm_add);
41
        color[0] = dcolor[0];
42
        color[1] = dcolor[1];
43
        color[2] = dcolor[2];
44
    }
45
    _flash = loop == 1 && _do_flash;
46
    walka = -sin(wsiner / 6);
47
    walkb = -cos(wsiner / 6);
48
    if (moving == 1 && part[2] == 0 && walkb <= 0)
49
        walkb *= 3;
50
    var _pieceVector = Vector2(0, 0);
51
    if (drawfeet)
52
    {
53
        var _thrash_image = 0;
54
        if (bad == 0)
55
        {
56
            if (part[2] == 0)
57
            {
58
                _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
((-11 * s) + (s * walka * 2), (19 * s) + (s * walkb * 1), image_angle);
59
                _thrash_image = 0;
60
            }
61
            if (part[2] == 1)
62
            {
63
                _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
((-6 * s) + (s * walka * 2), (17 * s) + (s * walkb * 1), image_angle);
64
                _thrash_image = 1;
65
            }
66
            if (part[2] == 3)
67
            {
68
                _thrash_image = 4;
69
                _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
((-8 * s) + (s * walka * 2), (21 * s) + (s * walkb * 1), image_angle);
70
            }
71
            draw_sprite_ext_glow(spr_thrashfoot, _thrash_image, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, color[2], a, override_color);
72
            if (_flash)
73
            {
74
                draw_sprite_ext_glow(spr_thrashfoot, _thrash_image, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, c_white, a, _flash_color);
75
                draw_sprite_ext_glow(spr_thrashfoot_flash, _thrash_image, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, _rim_color, a);
76
            }
77
        }
78
        else
79
        {
80
            if (part[2] == 0)
81
                draw_sprite_ext_glow(spr_thrashfoot_b, 0, (xx - (11 * s)) + (s * walka * 2), yy + (19 * s) + (s * walkb * 1), s / 2, s / 2, 0, color[2], a, override_color);
82
            if (part[2] == 1)
83
                draw_sprite_ext_glow(spr_thrashfoot_b, 1, (xx - (6 * s)) + (s * walka * 2), yy + (17 * s) + (s * walkb * 1), s / 2, s / 2, 0, color[2], a, override_color);
84
            if (part[2] == 3)
85
                draw_sprite_ext_glow(spr_thrashfoot_b, 4, (xx - (8 * s)) + (s * walka * 2), yy + (21 * s) + (s * walkb * 1), s / 2, s / 2, 0, color[2], a, override_color);
86
        }
87
    }
88
}
89
if (part[0] >= 0)
90
{
91
    for (loop = 0; loop < 2; loop += 1)
92
    {
93
        if (loop == 0)
94
        {
95
            draw_set_blend_mode(bm_normal);
96
            color[0] = basecolor;
97
            color[1] = basecolor;
98
            color[2] = basecolor;
99
        }
100
        if (loop == 1)
101
        {
102
            draw_set_blend_mode(bm_add);
103
            color[0] = dcolor[0];
104
            color[1] = dcolor[1];
105
            color[2] = dcolor[2];
106
        }
107
        _flash = _do_flash && loop == 1;
108
        var _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(0, s * walkc, image_angle);
109
        if (!_flash && _do_flash)
110
            scr_draw_outline_ext
scr_draw_outline_ext

function scr_draw_outline_ext(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) { gpu_set_fog(true, arg7, 0, 0); var __xdirA = arg9; var __xdirB = 0; var __ydirA = 0; var __ydirB = arg9; if ((arg6 % 90) != 0) { __xdirA = lengthdir_x(arg9, arg6); __xdirB = lengthdir_x(arg9, arg6 + 90); __ydirA = lengthdir_y(arg9, arg6 + 90); __ydirB = lengthdir_y(arg9, arg6); } draw_sprite_ext(arg0, arg1, arg2 + __xdirA, arg3 + __ydirA, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 - __xdirA, arg3 - __ydirA, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 + __xdirB, arg3 + __ydirB, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 - __xdirB, arg3 - __ydirB, arg4, arg5, arg6, c_white, arg8); gpu_set_fog(false, c_white, 0, 0); }
(spr_thrashbody, part[0], xx, yy + _pieceVector.y, s, s, image_angle, c_white, rim_flash, 2);
111
        if (bad == 0)
112
            draw_sprite_ext_glow(spr_thrashbody, part[0], xx, yy + _pieceVector.y, s, s, image_angle, color[0], a, override_color);
113
        else if (bad == 1)
114
            draw_sprite_ext_glow(spr_thrashbody_b, part[0], xx, yy + _pieceVector.y, s / 2, s / 2, image_angle, color[0], a, override_color);
115
        if (_flash)
116
        {
117
            var _af = scr_custom_afterimage_ext
scr_custom_afterimage_ext

function scr_custom_afterimage_ext(arg0, arg1, arg2, arg3, arg4, arg5, arg6) { afterimage = instance_create(arg3, arg4, arg0); afterimage.sprite_index = arg1; afterimage.image_index = arg2; afterimage.image_blend = image_blend; afterimage.image_speed = 0; afterimage.depth = depth + 1; afterimage.image_angle = image_angle; afterimage.image_xscale = arg5; afterimage.image_yscale = arg6; return afterimage; }
(obj_power_up_afterimage, spr_thrashbody, 0, xx, yy + _pieceVector.y, 3, 3);
118
            _af.use_pivot = true;
119
            _af.pivotx = (_pieceVector.x / 3) + 3;
120
            _af.pivoty = (_pieceVector.y / 3) - 12;
121
            draw_set_blend_mode(bm_add);
122
            draw_sprite_ext(spr_thrashbody_flash, part[0], xx, yy + _pieceVector.y, s, s, image_angle, merge_color(color[0], c_white, 0.5), rim_flash);
123
        }
124
    }
125
}
126
for (loop = 0; loop < 2; loop += 1)
127
{
128
    if (loop == 0)
129
    {
130
        draw_set_blend_mode(bm_normal);
131
        color[0] = basecolor;
132
        color[1] = basecolor;
133
        color[2] = basecolor;
134
    }
135
    if (loop == 1)
136
    {
137
        draw_set_blend_mode(bm_add);
138
        color[0] = dcolor[0];
139
        color[1] = dcolor[1];
140
        color[2] = dcolor[2];
141
    }
142
    _flash = _do_flash && loop == 1;
143
    if (bad == 0)
144
    {
145
        if (part[1] == 0)
146
        {
147
            var _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(-8 * s, (6 * s) + (s * walkc * 2), image_angle);
148
            headx = xx + _pieceVector.x;
149
            heady = yy + _pieceVector.y;
150
            var _headsprite = spr_thrashweapon_laser;
151
            if (!_flash && _do_flash)
152
                scr_draw_outline_ext
scr_draw_outline_ext

function scr_draw_outline_ext(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) { gpu_set_fog(true, arg7, 0, 0); var __xdirA = arg9; var __xdirB = 0; var __ydirA = 0; var __ydirB = arg9; if ((arg6 % 90) != 0) { __xdirA = lengthdir_x(arg9, arg6); __xdirB = lengthdir_x(arg9, arg6 + 90); __ydirA = lengthdir_y(arg9, arg6 + 90); __ydirB = lengthdir_y(arg9, arg6); } draw_sprite_ext(arg0, arg1, arg2 + __xdirA, arg3 + __ydirA, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 - __xdirA, arg3 - __ydirA, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 + __xdirB, arg3 + __ydirB, arg4, arg5, arg6, c_white, arg8); draw_sprite_ext(arg0, arg1, arg2 - __xdirB, arg3 - __ydirB, arg4, arg5, arg6, c_white, arg8); gpu_set_fog(false, c_white, 0, 0); }
(spr_thrashweapon_laser, part[0], headx, heady, s, s, image_angle, c_white, rim_flash, 2);
153
            if (_flash)
154
            {
155
                draw_set_blend_mode(bm_normal);
156
                var _laser_color = merge_color(color[1], c_white, rim_flash);
157
                draw_sprite_ext_glow(spr_thrashweapon_laser_flash, 0, headx, heady, s, s, image_angle, _laser_color, rim_flash);
158
            }
159
        }
160
        if (part[1] == 1)
161
        {
162
            var _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(-10 * s, (6 * s) + (s * walkc * 2), image_angle);
163
            headx = xx + _pieceVector.x;
164
            heady = yy + _pieceVector.y;
165
            var _headsprite = spr_thrashweapon_sword;
166
            draw_sprite_ext_glow(spr_thrashweapon_sword, 0, headx, heady, s, s, headangle + image_angle, color[1], a, override_color);
167
            if (_flash)
168
            {
169
                draw_set_blend_mode(bm_add);
170
                draw_sprite_ext_glow(spr_thrashweapon_sword_flash, 0, headx, heady, s, s, image_angle, c_white, rim_flash);
171
            }
172
        }
173
        if (part[1] == 2)
174
        {
175
            var _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(-s * 4, (5 * s) + (s * walkc * 2), image_angle);
176
            headx = xx + _pieceVector.x;
177
            heady = yy + _pieceVector.y;
178
            var _headsprite = spr_thrashweapon_flame;
179
            draw_sprite_ext_glow(spr_thrashweapon_flame, 0, headx, heady, s, s, headangle + image_angle, color[1], a, override_color);
180
            if (_flash)
181
            {
182
                draw_sprite_ext_glow(spr_thrashweapon_flame, 0, headx, heady, s, s, image_angle, c_black, a, _flash_color);
183
                draw_sprite_ext_glow(spr_thrashweapon_flame_flash, 0, headx, heady, s, s, image_angle, _rim_color, a);
184
            }
185
        }
186
        if (part[1] == 3)
187
        {
188
            var _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(-8 * s, (3 * s) + (s * walkc * 2), image_angle);
189
            headx = xx + _pieceVector.x;
190
            heady = yy + _pieceVector.y;
191
            var _headsprite = spr_thrashweapon_duck;
192
            draw_sprite_ext_glow(spr_thrashweapon_duck, 0, headx, heady, s, s, headangle + image_angle, color[1], a, override_color);
193
            if (_flash)
194
            {
195
                draw_sprite_ext_glow(spr_thrashweapon_duck_flash, 0, headx, heady, s, s, image_angle, _rim_color, a);
196
                draw_sprite_ext_glow(spr_thrashweapon_duck, 0, headx, heady, s, s, image_angle, c_white, body_flash, c_white);
197
            }
198
            if (_flash)
199
            {
200
                var _af = scr_custom_afterimage_ext
scr_custom_afterimage_ext

function scr_custom_afterimage_ext(arg0, arg1, arg2, arg3, arg4, arg5, arg6) { afterimage = instance_create(arg3, arg4, arg0); afterimage.sprite_index = arg1; afterimage.image_index = arg2; afterimage.image_blend = image_blend; afterimage.image_speed = 0; afterimage.depth = depth + 1; afterimage.image_angle = image_angle; afterimage.image_xscale = arg5; afterimage.image_yscale = arg6; return afterimage; }
(obj_power_up_afterimage, _headsprite, 0, headx, heady, 3, 3);
201
                _af.use_pivot = true;
202
                _af.pivotx = (_pieceVector.x / 3) + 3;
203
                _af.pivoty = (_pieceVector.y / 3) - 12;
204
            }
205
        }
206
    }
207
    else
208
    {
209
        if (part[1] == 0)
210
        {
211
            headx = xx - (8 * s);
212
            heady = yy + (6 * s) + (s * walkc * 2);
213
            draw_sprite_ext_glow(spr_thrashweapon_laser_b, 0, xx - (8 * s), yy + (6 * s) + (s * walkc * 2), s / 2, s / 2, headangle, color[1], a, override_color);
214
        }
215
        if (part[1] == 1)
216
        {
217
            headx = xx - (10 * s);
218
            heady = yy + (6 * s) + (s * walkc * 2);
219
            draw_sprite_ext_glow(spr_thrashweapon_sword_b, 0, xx - (10 * s), yy + (6 * s) + (s * walkc * 2), s / 2, s / 2, headangle, color[1], a, override_color);
220
        }
221
        if (part[1] == 2)
222
        {
223
            headx = xx - (s * 4);
224
            heady = yy + (5 * s) + (s * walkc * 2);
225
            draw_sprite_ext_glow(spr_thrashweapon_flame_b, 0, xx - (s * 4), yy + (5 * s) + (s * walkc * 2), s / 2, s / 2, headangle, color[1], a, override_color);
226
        }
227
        if (part[1] == 3)
228
        {
229
            headx = xx - (8 * s);
230
            heady = yy + (3 * s) + (s * walkc * 2);
231
            draw_sprite_ext_glow(spr_thrashweapon_duck, 0, xx - (8 * s), yy + (3 * s) + (s * walkc * 2), s, s, headangle, color[1], a, override_color);
232
        }
233
    }
234
}
235
for (loop = 0; loop < 2; loop += 1)
236
{
237
    if (loop == 0)
238
    {
239
        draw_set_blend_mode(bm_normal);
240
        color[0] = basecolor;
241
        color[1] = basecolor;
242
        color[2] = basecolor;
243
    }
244
    if (loop == 1)
245
    {
246
        draw_set_blend_mode(bm_add);
247
        color[0] = dcolor[0];
248
        color[1] = dcolor[1];
249
        color[2] = dcolor[2];
250
    }
251
    _flash = rim_flash > 0 && loop == 1;
252
    walka = sin(wsiner / 6);
253
    walkb = cos(wsiner / 6);
254
    if (walkb >= 0 && laststep < 0)
255
        stomp = 1;
256
    else if (walkb <= 0 && laststep > 0)
257
        stomp = -1;
258
    laststep = walkb;
259
    if (moving == 1 && part[2] == 0 && walkb <= 0)
260
        walkb *= 3;
261
    if (bad == 0)
262
    {
263
        var _bottom = 6;
264
        var _thrash_image, _pieceVector;
265
        if (part[2] == 0)
266
        {
267
            _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
((-5 * s) + (s * walka * 2), (20 * s) + (s * walkb * 1), image_angle);
268
            _thrash_image = 0;
269
            _bottom = 4;
270
            if (!drawfeet)
271
                draw_sprite_part_ext_glow(spr_thrashfoot, 0, 0, 0, 34, 4, (xx - (5 * s)) + (s * walka * 2), yy + (20 * s) + (s * walkb * 1), s, s, color[2], a, override_color);
272
            else
273
                draw_sprite_ext_glow(spr_thrashfoot, 0, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, color[2], a, override_color);
274
        }
275
        if (part[2] == 1)
276
        {
277
            _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(s * walka * 2, (18 * s) + (s * walkb * 1), image_angle);
278
            _thrash_image = 1;
279
            if (!drawfeet)
280
                draw_sprite_part_ext_glow(spr_thrashfoot, 1, 0, 0, 34, 6, xx + (s * walka * 2), yy + (18 * s) + (s * walkb * 1), s, s, color[2], a, override_color);
281
            else
282
                draw_sprite_ext_glow(spr_thrashfoot, 1, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, color[2], a, override_color);
283
        }
284
        if (part[2] == 2)
285
        {
286
            _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(-15 * s, 18 * s, image_angle);
287
            _thrash_image = 2;
288
            if (!drawfeet)
289
                draw_sprite_part_ext_glow(spr_thrashfoot, 2, 0, 0, 34, 6, xx - (15 * s), yy + (18 * s), s, s, color[2], a, override_color);
290
            else
291
                draw_sprite_ext_glow(spr_thrashfoot, 2, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, color[2], a, override_color);
292
        }
293
        if (part[2] == 3)
294
        {
295
            walka = sin(wsiner / 6);
296
            walkb = cos(wsiner / 6);
297
            _pieceVector = scr_rotatevector
scr_rotatevector

function scr_rotatevector(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; }
(s * walka * 2, (22 * s) + (s * walkb * 1), image_angle);
298
            _thrash_image = 3;
299
            _bottom = 2;
300
            if (!drawfeet)
301
                draw_sprite_part_ext_glow(spr_thrashfoot, 3, 0, 0, 34, 2, xx + (s * walka * 2), yy + (22 * s) + (s * walkb * 1), s, s, color[2], a, override_color);
302
            else
303
                draw_sprite_ext_glow(spr_thrashfoot, 3, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, color[2], a, override_color);
304
        }
305
        if (_flash)
306
        {
307
            draw_set_blend_mode(bm_add);
308
            if (!drawfeet)
309
                draw_sprite_part_ext(spr_thrashfoot_flash, _thrash_image, 0, 0, 34, _bottom, xx + _pieceVector.x, yy + _pieceVector.y, s, s, c_white, rim_flash);
310
            else
311
                draw_sprite_ext(spr_thrashfoot_flash, _thrash_image, xx + _pieceVector.x, yy + _pieceVector.y, s, s, image_angle, c_white, rim_flash);
312
        }
313
    }
314
    else
315
    {
316
        if (part[2] == 0)
317
            draw_sprite_ext_glow(spr_thrashfoot_b, 0, (xx - (5 * s)) + (s * walka * 2), yy + (20 * s) + (s * walkb * 1), s / 2, s / 2, 0, color[2], a, override_color);
318
        if (part[2] == 1)
319
            draw_sprite_ext_glow(spr_thrashfoot_b, 1, xx + (s * walka * 2), yy + (18 * s) + (s * walkb * 1), s / 2, s / 2, 0, color[2], a, override_color);
320
        if (part[2] == 2)
321
            draw_sprite_ext_glow(spr_thrashfoot_b, 2, xx - (15 * s), yy + (18 * s), s / 2, s / 2, 0, color[2], a, override_color);
322
        if (part[2] == 3)
323
        {
324
            walka = sin(wsiner / 6);
325
            walkb = cos(wsiner / 6);
326
            draw_sprite_ext_glow(spr_thrashfoot, 3, xx + (s * walka * 2), yy + (22 * s) + (s * walkb * 1), s, s, 0, color[2], a, override_color);
327
        }
328
    }
329
}
330
draw_set_blend_mode(bm_normal);
331
if ((image_angle % 360) != 0)
332
{
333
    xx = _x2;
334
    yy = _y2;
335
}
336
if (dbselect == 1)
337
{
338
    if (keyboard_check_pressed(vk_right))
339
    {
340
        part[0] += 1;
341
        if (part[0] >= 4)
342
            part[0] = 0;
343
    }
344
    if (keyboard_check_pressed(vk_up))
345
    {
346
        part[1] += 1;
347
        if (part[1] >= 4)
348
            part[1] = 0;
349
    }
350
    if (keyboard_check_pressed(vk_shift))
351
    {
352
        part[2] += 1;
353
        if (part[2] >= 4)
354
            part[2] = 0;
355
    }
356
    if (keyboard_check(vk_space))
357
    {
358
        dcolor[0] = make_color_hsv(wsiner * 2, 255, 255);
359
        dcolor[1] = make_color_hsv(wsiner, 255, 255);
360
        dcolor[2] = make_color_hsv(wsiner / 2, 255, 255);
361
    }
362
    if (keyboard_check_pressed(vk_enter))
363
    {
364
        s += 1;
365
        if (s >= 5)
366
            s = 1;
367
    }
368
}