if (global.inv > 15) siner += clamp(global.inv - 15, 1, 30); else siner++; smallerLight = max(0, (sin(siner / 30) * 10) + current_radius); biggerLight = max(0, (sin((siner - 10) / 30) * 10) + current_radius + (biggerrad * (current_radius / radius))); scr_depth(); if (supercharged) { super_timer++; depth = obj_heart.depth + 1; if (super_timer > (12 + random(5))) { super_timer = 0; instance_create(x, y, obj_heartlight_beam); } } var succ = 0.35; if (instance_exists(obj_jackenstein_enemy)) { if (obj_jackenstein_enemy.sact) succ += 0.3; } if (i_ex(obj_lightsource_firebar)) succ += 0.1; with (obj_ghosthouse_dot) { if (point_distance(x, y, obj_heart.x + 5, obj_heart.y + 5) < (48 * succ) && !suck) { suck = true; friction = 0.5; } }