draw_sprite_ext(spr_tennadeath_static, irandom(sprite_get_number(spr_tennadeath_static)), x, y, image_xscale, image_yscale, image_angle, image_blend, image_alpha); if (testbars) draw_sprite_ext(spr_tennadeath_testbars, 0, x, y, 1, 1, image_angle, image_blend, image_alpha); draw_self(); if (armsparks) { draw_sprite_ext(spr_tennadeath_armsparks, irandom(sprite_get_number(spr_tennadeath_armsparks)), x, y, image_xscale + random(0.3), image_yscale - random(0.1), image_angle, image_blend, image_alpha - 0.4); draw_sprite_ext(spr_tennadeath_armsparks, irandom(sprite_get_number(spr_tennadeath_armsparks)), x, y + 20, image_xscale + random(0.3), image_yscale - 0.4, image_angle, image_blend, image_alpha - 0.4); with (bg_arm) image_angle -= 0.5; with (fg_arm) image_angle += 0.5; } if (con == 0) { con = 1; timer = 0; } if (con == 1) { timer++; if (timer == 1) { snd_play(snd_impact); snd_play_x(snd_closet_impact, 1, 1); snd_play_x(snd_closet_impact, 1, 0.5); snd_play_x(snd_bageldefeat, 0.8, 0.8); snd_play(snd_damage); snd_play_x(snd_glassbreak, 0.8, 0.4); snd_play_x(snd_glassbreak, 0.6, 0.3); var dmg = instance_create(x + 100, y + 180, obj_dmgwriter); with (dmg) { damage = 5500 + floor(random(500)); type = 0; lightb = 255; } dmg.depth = depth - 20; scr_shakeobj_ext(id, 20, 40, 2, 2); fg_arm.gravity = 0.75; bg_arm.gravity = 0.5; fg_arm.hspeed = -3; fg_arm.friction = 0.05; bg_arm.hspeed = -5; bg_arm.friction = 0.05; bg_arm.vspeed = -5; fg_arm.vspeed = -6; } if (timer == 2) armsparks = 1; if (timer == 50) { var beep = snd_play_x(snd_tenna_beep_loop, 1, 1.2); var beep2 = snd_play_x(snd_tenna_beep_loop, 1, 1.11); var beep3 = snd_play_x(snd_tenna_beep_loop, 1, 1.08); snd_volume(beep, 0.7, 0); snd_volume(beep, 0, 60); snd_volume(beep2, 0.7, 0); snd_volume(beep2, 0, 75); snd_volume(beep3, 0, 80); testbars = true; vspeed = 0.5; } if (timer == 110) gravity = 1; if (timer >= 50) { x += 1; image_angle -= 0.2; } }