function draw_sprite_skew_ext_cute(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10) { var sprite = arg0; var index = arg1; var xx = arg2; var yy = arg3; var xscale = arg4; var yscale = arg5; var cosAngle = cos(degtorad(arg6)); var sinAngle = sin(degtorad(arg6)); var tint = arg7; var alpha = arg8; var hskew = arg9; var vskew = arg10; var sprTex = sprite_get_texture(sprite, index); var sprWidth = sprite_get_width(sprite); var sprHeight = sprite_get_height(sprite); var sprXOrig = sprite_get_xoffset(sprite); var sprYOrig = sprite_get_yoffset(sprite); var _nn = 0; draw_primitive_begin_texture(pr_trianglestrip, sprTex); var tempX = ((-sprXOrig + ((sprYOrig / sprHeight) * _nn)) * xscale) + hskew; var tempY = ((-sprYOrig + ((sprXOrig / sprWidth) * -_nn)) * yscale) + vskew; draw_vertex_texture_color((xx + (tempX * cosAngle)) - (tempY * sinAngle), yy + (tempX * sinAngle) + (tempY * cosAngle), 0, 0, tint, alpha); tempX = (((sprWidth + ((sprYOrig / sprHeight) * _nn)) - sprXOrig) * xscale) - hskew; tempY = ((-sprYOrig + ((1 - (sprXOrig / sprWidth)) * _nn)) * yscale) - vskew; draw_vertex_texture_color((xx + (tempX * cosAngle)) - (tempY * sinAngle), yy + (tempX * sinAngle) + (tempY * cosAngle), 1, 0, tint, alpha); tempX = ((-sprXOrig + ((1 - (sprYOrig / sprHeight)) * -_nn)) * xscale) - hskew; tempY = (((sprHeight - sprYOrig) + ((sprXOrig / sprWidth) * -_nn)) * yscale) + vskew; draw_vertex_texture_color((xx + (tempX * cosAngle)) - (tempY * sinAngle), yy + (tempX * sinAngle) + (tempY * cosAngle), 0, 1, tint, alpha); tempX = (((sprWidth - sprXOrig) + ((1 - (sprYOrig / sprHeight)) * -_nn)) * xscale) + hskew; tempY = (((sprHeight - sprYOrig) + ((1 - (sprXOrig / sprWidth)) * _nn)) * yscale) - vskew; draw_vertex_texture_color((xx + (tempX * cosAngle)) - (tempY * sinAngle), yy + (tempX * sinAngle) + (tempY * cosAngle), 1, 1, tint, alpha); draw_primitive_end(); }