function scr_plat_vfx(arg0) { var _vfx = instance_create_depth(x, y, depth, obj_plat_vfx); _vfx.sprite_index = arg0; return _vfx; } function scr_vfx_above(arg0) { var _vfx = instance_create_depth(x, y, depth - 1, obj_plat_vfx); _vfx.sprite_index = arg0; return _vfx; } function scr_plat_vfx_ringhit(arg0, arg1, arg2, arg3) { scr_make_ripple(arg0, arg1, 80, arg3, 280, 2, 20, depth, 0, 0, 0, 1, 0.8); scr_make_ripple(arg0, arg1, 120, arg3, 480, 2, 15, depth, 0, 0, 0, 1, 0.8); scr_make_ripple(arg0, arg1, 160, arg3, 680, 2, 10, depth, 0, 0, 0, 1, 0.8); repeat (7) { with (instance_create(arg0, arg1, obj_animation)) { sprite_index = spr_plat_impact_splash; direction = random_range(0, 360); speed = random_range(3, 12); friction = 0.8; image_speed = 0.3; image_angle = direction; scr_darksize(); image_blend = arg3; } } }