if (sprite_index == spr_darkshape_transform) { draw_self(); } else { if (!i_ex(obj_heart)) gpu_set_blendmode(bm_add); draw_sprite_ext(sprite_index, image_index, x, y, image_xscale + ((global.time % 2) * 0.2), image_yscale + ((global.time % 2) * 0.2), image_angle, image_blend, 1); draw_sprite_ext(sprite_index, image_index, x, y, image_xscale + 0.1 + ((global.time % 2) * 0.2), image_yscale + 0.1 + ((global.time % 2) * 0.2), image_angle, image_blend, 0.5); gpu_set_blendmode(bm_normal); }