function draw_sprite_rotated(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7) { var _sw = sprite_get_width(arg0); var _sh = sprite_get_height(arg0); var _sx = sprite_get_xoffset(arg0); var _sy = sprite_get_yoffset(arg0); arg2 += ((_sw / 2) - _sx); arg3 += ((_sh / 2) - _sy); var _depth = lengthdir_y(arg7, arg6); if (abs(_depth) == 1) _depth = 0.99 * sign(_depth); var _x1 = arg2 - (lengthdir_x(_sw / 2, arg6) * (1 / (1 - _depth))); var _y1 = arg3 - ((_sh / 2) * (1 / (1 - _depth))); var _x2 = arg2 + (lengthdir_x(_sw / 2, arg6) * (1 / (1 + _depth))); var _y2 = arg3 - ((_sh / 2) * (1 / (1 + _depth))); var _x3 = arg2 + (lengthdir_x(_sw / 2, arg6) * (1 / (1 + _depth))); var _y3 = arg3 + ((_sh / 2) * (1 / (1 + _depth))); var _x4 = arg2 - (lengthdir_x(_sw / 2, arg6) * (1 / (1 - _depth))); var _y4 = arg3 + ((_sh / 2) * (1 / (1 - _depth))); draw_sprite_pos_fixed_col(arg0, arg1, _x1, _y1, _x2, _y2, _x3, _y3, _x4, _y4, arg4, arg5); } function draw_sprite_rotated_ext(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) { var _sw = sprite_get_width(arg0) * arg4; var _sh = sprite_get_height(arg0) * arg5; var _sx = sprite_get_xoffset(arg0) * arg4; var _sy = sprite_get_yoffset(arg0) * arg5; arg2 += ((_sw / 2) - _sx); arg3 += ((_sh / 2) - _sy); var _depth = lengthdir_y(arg9, arg8); if (abs(_depth) == 1) _depth = 0.99 * sign(_depth); var _x1 = arg2 - (lengthdir_x(_sw / 2, arg8) * (1 / (1 - _depth))); var _y1 = arg3 - ((_sh / 2) * (1 / (1 - _depth))); var _x2 = arg2 + (lengthdir_x(_sw / 2, arg8) * (1 / (1 + _depth))); var _y2 = arg3 - ((_sh / 2) * (1 / (1 + _depth))); var _x3 = arg2 + (lengthdir_x(_sw / 2, arg8) * (1 / (1 + _depth))); var _y3 = arg3 + ((_sh / 2) * (1 / (1 + _depth))); var _x4 = arg2 - (lengthdir_x(_sw / 2, arg8) * (1 / (1 - _depth))); var _y4 = arg3 + ((_sh / 2) * (1 / (1 - _depth))); draw_sprite_pos_fixed_col(arg0, arg1, _x1, _y1, _x2, _y2, _x3, _y3, _x4, _y4, arg6, arg7); } function draw_sprite_rotated_ext_old(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9) { var _sw = sprite_get_width(arg0) * arg4; var _sh = sprite_get_height(arg0) * arg5; var _sx = sprite_get_xoffset(arg0) * arg4; var _sy = sprite_get_yoffset(arg0) * arg5; arg2 += ((_sw / 2) - _sx); arg3 += ((_sh / 2) - _sy); var _x1 = arg2 - lengthdir_x(_sw / 2, arg8); var _y1 = arg3 - ((_sh / 2) * (1 + lengthdir_y(arg9, arg8))); var _x2 = arg2 + lengthdir_x(_sw / 2, arg8); var _y2 = arg3 - ((_sh / 2) * (1 - lengthdir_y(arg9, arg8))); var _x3 = arg2 + lengthdir_x(_sw / 2, arg8); var _y3 = arg3 + ((_sh / 2) * (1 - lengthdir_y(arg9, arg8))); var _x4 = arg2 - lengthdir_x(_sw / 2, arg8); var _y4 = arg3 + ((_sh / 2) * (1 + lengthdir_y(arg9, arg8))); draw_sprite_pos_fixed_col(arg0, arg1, _x1, _y1, _x2, _y2, _x3, _y3, _x4, _y4, arg6, arg7); } function draw_sprite_rotated_pivot(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11) { var _sw = sprite_get_width(arg0) * arg4; var _sh = sprite_get_height(arg0) * arg5; var _sx = sprite_get_xoffset(arg0) * arg4; var _sy = sprite_get_yoffset(arg0) * arg5; arg6 *= arg4; arg7 *= arg5; arg2 += (arg6 - _sx); arg3 += (arg7 - _sy); var _depth = lengthdir_y(arg11, arg10); var _pivxl = arg6 / _sw; var _pivxr = 1 - (arg6 / _sw); if (abs(_depth) == 1) _depth = 0.99 * sign(_depth); var _x1 = arg2 - (lengthdir_x(arg6, arg10) * (1 / (_pivxl * (1 - _depth)))); var _y1 = arg3 - (arg7 * (1 / (_pivxl * (1 - _depth)))); var _x2 = arg2 + (lengthdir_x(_sw - arg6, arg10) * (1 / (_pivxr * (1 + _depth)))); var _y2 = arg3 - (arg7 * (1 / (_pivxr * (1 + _depth)))); var _x3 = arg2 + (lengthdir_x(_sw - arg6, arg10) * (1 / (_pivxr * (1 + _depth)))); var _y3 = arg3 + ((_sh - arg7) * (1 / (_pivxr * (1 + _depth)))); var _x4 = arg2 - (lengthdir_x(arg6, arg10) * (1 / (_pivxl * (1 - _depth)))); var _y4 = arg3 + ((_sh - arg7) * (1 / (_pivxl * (1 - _depth)))); draw_sprite_pos_fixed_col(arg0, arg1, _x1, _y1, _x2, _y2, _x3, _y3, _x4, _y4, arg8, arg9); }