image_speed = 0.25; image_xscale = 2; image_yscale = 2; timer = 0; con = 0; damage = 2; mysolid = 0; active_hitbox = true; destroyonhit = false; if (i_ex(obj_shadow_mantle_enemy)) depth = obj_shadow_mantle_enemy.depth - 1; else scr_depth_board(); for (i = 0; i < 5; i += 1) { remx[i] = x; remy[i] = y; } krisonly = false;