x = obj_thrash_zap_controller.x; y = obj_thrash_zap_controller.y; texture_set_interpolation(true); draw_sprite_ext(spr_aura_zap, image_index, x, y, dis / 300, image_yscale, dir, image_blend, random(1)); draw_set_blend_mode(bm_add); draw_sprite_ext(spr_aura_zap, image_index * 2, x, y, dis / 300, image_yscale * 2, dir, tint, random(1)); texture_set_interpolation(false); draw_set_blend_mode(bm_normal);