/*
LOADING GRAPHICS
ALL SPRITES ARE GLOBAL
*/
global.spr_crosshair = sprite_add(working_directory+"/graphics/spr_crosshair.png",0,0,1,11,6);

global.spr_tod_day = sprite_add(working_directory+"/graphics/tod/spr_day.bmp",0,0,0,0,0);
global.spr_tod_night = sprite_add(working_directory+"/graphics/tod/spr_night.bmp",0,0,0,0,0);
global.spr_tod_stars = sprite_add(working_directory+"/graphics/tod/spr_stars.png",0,0,1,150,150);


global.spr_player = sprite_add(working_directory+"/graphics/units/player/spr_player.png",0,0,1,36,50);//46,50);//73,76);
global.spr_player_whole = sprite_add(working_directory+"/graphics/units/player/spr_player_whole.png",0,0,1,46,50);//73,76);
global.spr_player_arm = sprite_add(working_directory+"/graphics/units/player/spr_player_arm.png",0,0,1,24,18);//46,50);//73,76);
global.spr_player_arm_pointed = sprite_add(working_directory+"/graphics/units/player/spr_player_arm_pointed.png",0,0,1,15,9);
global.spr_pupil = sprite_add(working_directory+"/graphics/units/player/spr_pupil.png",0,0,1,2,37); //pupil location on body is 46,15 for center
global.spr_player_mask  = sprite_add(working_directory+"/graphics/units/player/spr_player_collision.png",0,0,1,27,49);//46,50);//73,76);

sprite_collision_mask(global.spr_player_mask,false,1,0,0,0,0,1,0);

//INTERFACE
global.spr_loader = sprite_add(working_directory+"/graphics/interface/spr_loadprogress.png",0,0,0,100,102);
global.spr_switch_weapon = sprite_add(working_directory+"/graphics/spr_switch_weapon.png",0,0,0,53,40); //it's 53 instead of 73 so it's drawn correctly

global.spr_circle = sprite_add(working_directory+"/graphics/interface/spr_circle.png",0,0,0,125,125);
global.spr_circle_outline = sprite_add(working_directory+"/graphics/interface/spr_circle_outline.png",0,0,0,125,125);

global.spr_unit_order_button = sprite_add(working_directory+"/graphics/interface/spr_unit_order_button_base.png",0,0,0,30,30);
global.spr_unit_order_follow = sprite_add(working_directory+"/graphics/interface/spr_unit_order_follow.png",0,0,0,23,23);
global.spr_unit_order_guard = sprite_add(working_directory+"/graphics/interface/spr_unit_order_guard.png",0,0,0,23,23);

global.spr_unit_icon_droid = sprite_add(working_directory+"/graphics/interface/spr_droid1_icon.png",0,0,0,40,33);
global.spr_unit_icon_turret = sprite_add(working_directory+"/graphics/interface/spr_turret1_icon.png",0,0,0,40,53);

global.spr_health_c = sprite_add(working_directory+"/graphics/interface/spr_health_colblend.png",0,0,0,99,41);
global.spr_health_w = sprite_add(working_directory+"/graphics/interface/spr_health_w.png",0,0,0,84,23);

global.spr_rank_icon = sprite_add(working_directory+"/graphics/interface/spr_rank_icon.png",0,0,0,9,6);
global.spr_player_rank_icon = sprite_add(working_directory+"/graphics/interface/spr_player_rank_icon.png",0,0,0,32,21);


global.spr_button = sprite_add(working_directory+"/graphics/interface/spr_button.png",0,0,0,125,30); //origin @ center!
global.spr_switch_profile = sprite_add(working_directory+"/graphics/interface/spr_switch_profile.png",0,0,0,53,50); //origin @ center!

global.spr_large_arrow = sprite_add(working_directory+"/graphics/interface/tutorial/spr_large_arrow.png",0,0,0,95,60); //origin @ center!
global.spr_tutorial_mouse = sprite_add(working_directory+"/graphics/interface/tutorial/spr_tutorial_mouse.png",0,0,0,110,76); //origin @ center!
global.spr_tutorial_wasd = sprite_add(working_directory+"/graphics/interface/tutorial/spr_tutorial_wasd.png",0,0,0,145,114); //origin @ center!
global.spr_tutorial_space = sprite_add(working_directory+"/graphics/interface/tutorial/spr_tutorial_space.png",0,0,0,154,32); //origin @ center!
global.spr_fire_weapon_mouse = sprite_add(working_directory+"/graphics/interface/tutorial/spr_fire_weapon_mouse.png",0,0,0,38,56); //origin @ center

global.spr_tooltip_nub = sprite_add(working_directory+"/graphics/interface/tutorial/spr_tooltip_nub.png",0,0,0,0,15); //origin @ center!

global.spr_target_reticule = sprite_add(working_directory+"/graphics/interface/spr_target_reticule.png",0,0,0,14,14); //origin @ center!

global.spr_padlock = sprite_add(working_directory+"/graphics/interface/spr_padlock.png",0,0,0,15,23); //origin @ center!

global.spr_screenedgeblur = sprite_add(working_directory+"/graphics/interface/spr_screenedgeblur.png",0,0,0,0,0);

//minimap

global.spr_mm_behemoth = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_behemoth.png",0,1,0,12,12);
global.spr_mm_crystal_3 = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_crystal_3.png",0,1,0,12,11);
global.spr_mm_crystal_2 = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_crystal_2.png",0,0,0,7,8);
global.spr_mm_crystal_1 = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_crystal_1.png",0,0,0,5,6);
global.spr_mm_circle = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_circle.png",0,0,0,5,5);
global.spr_mm_circle_outline = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_circle_outline.png",0,0,0,7,7);
global.spr_mm_square = sprite_add(working_directory+"/graphics/interface/minimap/spr_mm_square.png",0,0,0,5,5);

//credits (money)
global.spr_coin1 = sprite_add(working_directory+"/graphics/interface/credits/spr_coin1.png",0,0,0,13,13);
global.spr_coin2 = sprite_add(working_directory+"/graphics/interface/credits/spr_coin2.png",0,0,0,17,17);
global.spr_coin3 = sprite_add(working_directory+"/graphics/interface/credits/spr_coin3.png",0,0,0,18,18);

//Resume button in the pause
global.spr_resume_button_outline = sprite_add(working_directory+"/graphics/interface/spr_resume_button_outline.png",0,0,0,50,50);
global.spr_resume_button = sprite_add(working_directory+"/graphics/interface/spr_resume_button.png",0,0,0,20,23);

//DEBRIS
global.spr_debris1 = sprite_add(working_directory + "/graphics/effect/spr_debris1.png",0,0,1,150,150);
global.spr_debris2 = sprite_add(working_directory + "/graphics/effect/spr_debris2.png",0,0,1,91,84);
global.spr_debris3 = sprite_add(working_directory + "/graphics/effect/spr_debris3.png",0,0,1,112,92);
global.spr_debris4 = sprite_add(working_directory + "/graphics/effect/spr_debris4.png",0,0,1,75,56);
global.spr_plasma_debris = sprite_add(working_directory + "/graphics/effect/spr_plasmaglow.png",0,0,1,47,41);

global.spr_smoke = sprite_add(working_directory + "/graphics/effect/spr_smoke.png",0,0,1,130,130);
global.spr_smoke_thin = sprite_add(working_directory + "/graphics/effect/spr_smoke_thin.png",0,0,1,145,158);

global.spr_trail = sprite_add(working_directory + "/graphics/effect/spr_plasmatrail.png",0,0,1,62,57);


//muzzleflash
global.spr_muzzleflash = sprite_add(working_directory + "/graphics/effect/spr_muzzleflash.png",0,0,1,172,63);
//glow
global.spr_glow = sprite_add(working_directory + "/graphics/effect/spr_glow.png",0,0,0,150,150); //we don't remove background on this one, use BM_ADD

//BULLET HIT FX

global.spr_bullet_hit_c = sprite_add(working_directory + "/graphics/weapon/hit_fx/spr_hit_reg_c.png",0,0,1,156,81);
global.spr_bullet_hit_w = sprite_add(working_directory + "/graphics/weapon/hit_fx/spr_hit_reg_w.png",0,0,1,102,52);
global.spr_bullet_hit_freeze = sprite_add(working_directory + "/graphics/weapon/hit_fx/spr_hit_freeze.png",0,0,1,159,132);

//BULLET
global.spr_gun_bullet = sprite_add(working_directory + "/graphics/weapon/bullet/1/1.png",0,0,1,337,82); //center always!
global.spr_gun_bullet_mask = sprite_add(working_directory + "/graphics/weapon/bullet/1/1m.png",0,0,1,13,4); //center always!

sprite_collision_mask(global.spr_gun_bullet_mask,false,1,0,0,0,0,2,0);

//LIGHTNING

global.spr_lightning_c = sprite_add(working_directory + "/graphics/effect/spr_lightning_c.png",0,0,1,154,15);
global.spr_lightning_w = sprite_add(working_directory + "/graphics/effect/spr_lightning_w.png",0,0,1,154,15);

//SHIELD
global.spr_player_shield = sprite_add(working_directory + "/graphics/misc/spr_player_shield.png",0,0,1,107,107);

//COLLECTION ORB
global.spr_collection_orb = sprite_add(working_directory + "/graphics/misc/spr_collection_orb.png",0,0,1,53,51);
global.spr_collection_orb_c = sprite_add(working_directory + "/graphics/misc/spr_collection_orb_c.png",0,0,1,53,51);
global.spr_collection_orb_w = sprite_add(working_directory + "/graphics/misc/spr_collection_orb_w.png",0,0,1,53,51);

//WAR MEDALs
global.spr_war_medal = sprite_add(working_directory + "/graphics/interface/spr_war_medal.png",0,0,1,51,47);
global.spr_war_medal_c = sprite_add(working_directory + "/graphics/interface/spr_war_medal_c.png",0,0,1,51,47);
global.spr_war_medal_w = sprite_add(working_directory + "/graphics/interface/spr_war_medal_w.png",0,0,1,51,47);

//UPGRADES
global.spr_icon_upgrade_weapon = sprite_add(working_directory + "/graphics/interface/upgrades/spr_upgrade_weapon.png",0,0,1,26,26);
global.spr_icon_droid_shields = sprite_add(working_directory + "/graphics/interface/upgrades/spr_droid_shields.png",0,0,1,26,26);
global.spr_icon_helper_weapon = sprite_add(working_directory + "/graphics/interface/upgrades/spr_helper_weapon.png",0,0,1,26,26);
global.spr_icon_player_shield = sprite_add(working_directory + "/graphics/interface/upgrades/spr_player_shield.png",0,0,1,26,26);
global.spr_icon_rank_up = sprite_add(working_directory + "/graphics/interface/upgrades/spr_rank_up.png",0,0,1,26,26);
global.spr_icon_reinforcements = sprite_add(working_directory + "/graphics/interface/upgrades/spr_reinforcements.png",0,0,1,26,26);
global.spr_icon_phasing = sprite_add(working_directory + "/graphics/interface/upgrades/spr_phasing.png",0,0,1,26,26);
global.spr_icon_energy = sprite_add(working_directory + "/graphics/interface/upgrades/spr_energy.png",0,0,1,26,26);


//ENVIRONMENT EFFECTS

global.spr_env_cave_texture = sprite_add(working_directory + "/graphics/environment/spr_cave_texture.png",0,0,1,169,146);
global.spr_env_cloud = sprite_add(working_directory + "/graphics/environment/spr_cloud.png",0,0,1,229,372);
global.spr_env_grass = sprite_add(working_directory + "/graphics/environment/spr_grass.png",0,0,1,112,61);
global.spr_env_rock = sprite_add(working_directory + "/graphics/environment/spr_rock.png",0,0,1,102,100);
global.spr_env_sun = sprite_add(working_directory + "/graphics/environment/spr_sun.png",0,0,1,173,173);
global.spr_env_vines_1 = sprite_add(working_directory + "/graphics/environment/spr_vines_1.png",0,0,1,92,153);
global.spr_env_vines_2 = sprite_add(working_directory + "/graphics/environment/spr_vines_2.png",0,0,1,97,124);
global.spr_env_vines_3 = sprite_add(working_directory + "/graphics/environment/spr_vines_3.png",0,0,1,91,199);
global.spr_env_weed = sprite_add(working_directory + "/graphics/environment/spr_weed.png",0,0,1,78,106);


//UNITS

/*
ALLY DROID LV 1
*/
global.spr_ally_droid1_body = sprite_add(working_directory+"/graphics/units/ally_droid_1/spr_droid_body.png",0,0,1,26,31);
global.spr_ally_droid1_gun = sprite_add(working_directory+"/graphics/units/ally_droid_1/spr_droid_gun.png",0,0,1,6,6);
global.spr_ally_droid1_mask = sprite_add(working_directory+"/graphics/units/ally_droid_1/spr_droid_mask.png",0,0,1,26,26);
sprite_collision_mask(global.spr_ally_droid1_mask,false,1,0,0,0,0,2,0)
/*
ALLY DROID LV 2
*/
global.spr_ally_droid2_body = sprite_add(working_directory+"/graphics/units/ally_droid_2/spr_unit_body.png",0,0,1,31,31);
global.spr_ally_droid2_head = sprite_add(working_directory+"/graphics/units/ally_droid_2/spr_unit_head.png",0,0,1,29,56);
global.spr_ally_droid2_gun = sprite_add(working_directory+"/graphics/units/ally_droid_2/spr_unit_weapon.png",0,0,1,25,12);
global.spr_ally_droid2_mask = sprite_add(working_directory+"/graphics/units/ally_droid_2/spr_unit_mask.png",0,0,1,35,35);//was31,31 for some reason
sprite_collision_mask(global.spr_ally_droid2_mask,false,1,0,0,0,0,2,0)
/*
ALLY TURRET LV 1
*/
global.spr_ally_turret1_body = sprite_add(working_directory+"/graphics/units/ally_turret_1/spr_turret1_base.png",0,0,1,28,28);
global.spr_ally_turret1_gun = sprite_add(working_directory+"/graphics/units/ally_turret_1/spr_turret1_gun.png",0,0,1,6,6);
sprite_collision_mask(global.spr_ally_turret1_body,false,1,0,0,0,0,1,0)
//no mask needed, use base

/*
ENEMY CRYSTAL
*/
global.spr_enemy_crystal1 = sprite_add(working_directory+"/graphics/units/alien_crystal/spr_crystal_small.png",0,0,1,27,27); //73 //x was center, y was bottom. Moved up bottom to center on 7/20 for AI visibility!
global.spr_enemy_crystal2 = sprite_add(working_directory+"/graphics/units/alien_crystal/spr_crystal_medium.png",0,0,1,46,46);//103
global.spr_enemy_crystal3 = sprite_add(working_directory+"/graphics/units/alien_crystal/spr_crystal_large.png",0,0,1,74,74);//206

sprite_collision_mask(global.spr_enemy_crystal1,false,1,0,0,0,0,2,0)
sprite_collision_mask(global.spr_enemy_crystal2,false,1,0,0,0,0,2,0)
sprite_collision_mask(global.spr_enemy_crystal3,false,1,0,0,0,0,2,0)

global.spr_enemy_crystal_rift = sprite_add(working_directory+"/graphics/units/alien_crystal/spr_crystal_rift.png",0,0,1,121,171);

sprite_collision_mask(global.spr_enemy_crystal_rift,false,1,0,0,0,0,2,0)

/*
ENEMY TROOPER - 11 LAYERS!
*/
global.spr_enemy_trooper_mask = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_mask.png",0,0,1,53,53);

sprite_collision_mask(global.spr_enemy_trooper_mask,false,1,0,0,0,0,2,0);

global.spr_enemy_trooper_bone = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_bone.png",0,0,1,85,73); //169,145 is the center
global.spr_enemy_trooper_jaw = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_jaw.png",0,0,1,63,45);

global.spr_enemy_trooper_under_glow_c = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_under_glow_c.png",0,0,1,40,38);
global.spr_enemy_trooper_under_glow_w = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_under_glow_w.png",0,0,1,40,38);

global.spr_enemy_trooper_over_glow_c = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_over_glow_c.png",0,0,1,29,29);
global.spr_enemy_trooper_over_glow_w = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_over_glow_w.png",0,0,1,29,29);

global.spr_enemy_trooper_refract_glow_c = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_refractor_glow_c.png",0,0,1,75,63);
global.spr_enemy_trooper_refract_glow_w = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_refractor_glow_w.png",0,0,1,75,63);

//trooper's gun...
global.spr_enemy_trooper_gun = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_gun.png",0,0,1,11,14);
global.spr_enemy_trooper_gun_glow_c = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_gun_barrel_glow_c.png",0,0,1,11,14);
global.spr_enemy_trooper_gun_glow_w = sprite_add(working_directory+"/graphics/units/enemy_trooper/spr_enemy_gun_barrel_glow_w.png",0,0,1,11,14);



/*
ENEMY BRUTE
*/
global.spr_enemy_brute_mask = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_mask.png",0,0,1,135,135); //origin at center!

sprite_collision_mask(global.spr_enemy_brute_mask,false,1,0,0,0,0,2,0);

global.spr_enemy_brute_bone = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_bone.png",0,0,1,276,198); //origin at center!
global.spr_enemy_brute_jaw = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_jaw.png",0,0,1,165,69); //origin at pivot rotation

global.spr_enemy_brute_glow_c = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_glow_c.png",0,0,1,151,166);
global.spr_enemy_brute_glow_w = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_glow_w.png",0,0,1,151,166);

global.spr_enemy_brute_refract_glow_c = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_refractor_glow_c.png",0,0,1,151,133);
global.spr_enemy_brute_refract_glow_w = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_refractor_glow_w.png",0,0,1,151,133);

//brute gun is 4 parts. the extra part is the barrel which reacts to recoil!
global.spr_enemy_brute_gun = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_gun.png",0,0,1,48,48);
global.spr_enemy_brute_gun_barrel = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_gun_barrel.png",0,0,1,48,48);
global.spr_enemy_brute_gun_glow_c = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_gun_glow_c.png",0,0,1,48,48);
global.spr_enemy_brute_gun_glow_w = sprite_add(working_directory+"/graphics/units/enemy_brute/spr_enemy_gun_glow_w.png",0,0,1,48,48);


/*
ENEMY GNAT <no builder>
*/
global.spr_enemy_gnat_bone = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_bone.png",0,0,1,22,24); //origin at center!
global.spr_enemy_gnat_bonestruct = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_bonestruct.png",0,0,1,53,28); //origin at center!

global.spr_enemy_gnat_ghost = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_ghost.png",0,0,1,56,30); //

global.spr_enemy_gnat_jtop = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_jtop.png",0,0,1,51,16); //origin at pivot rotation
global.spr_enemy_gnat_jbot = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_jbot.png",0,0,1,51,15); //origin at pivot rotation
global.spr_enemy_gnat_mask = sprite_add(working_directory+"/graphics/units/enemy_gnat/spr_gnat_mask.png",0,0,1,23,23); //origin at center!

sprite_collision_mask(global.spr_enemy_gnat_mask,false,1,0,0,0,0,2,0);

/*
ENEMY HIVE
*/
global.spr_enemy_hive_mask = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_mask.png",0,0,1,230,119); //origin at center!//global.spr_enemy_brute_mask; //JUST USE THE BRUTES! //origin at center!

sprite_collision_mask(global.spr_enemy_hive_mask,false,1,0,0,0,0,1,0);

global.spr_enemy_hive_bone = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_bone.png",0,0,1,338,195); //origin at center!
global.spr_enemy_hive_jaw = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_jaw.png",0,0,1,155,38); //origin at pivot rotation

global.spr_enemy_hive_glow_c = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_glowc.png",0,0,1,314,107);
global.spr_enemy_hive_glow_w = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_gloww.png",0,0,1,226,110);
global.spr_enemy_hive_glow_w_f = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_gloww_flicker.png",0,0,1,177,77);

global.spr_enemy_hive_refract_glow_c = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_refract_glowc.png",0,0,1,284,239);
global.spr_enemy_hive_refract_glow_w = sprite_add(working_directory+"/graphics/units/enemy_hive/spr_enemy_refract_gloww.png",0,0,1,245,200);


/*
ENEMY BEHEMOTH
*/
global.spr_enemy_behemoth_mask = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_mask.png",0,0,1,274,274); //260,315//240,288 is center origin at center!//global.spr_enemy_brute_mask; //JUST USE THE BRUTES! //origin at center!

sprite_collision_mask(global.spr_enemy_behemoth_mask,false,1,0,0,0,0,2,0);

global.spr_enemy_behemoth_bone = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_body.png",0,0,1,372,358); //origin at center!
global.spr_enemy_behemoth_bodybg = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_bodybg.png",0,0,1,222,183); //origin at center!

global.spr_enemy_behemoth_jaw1_top = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_jaw_1_top.png",0,0,1,330,180); //origin at pivot rotation
global.spr_enemy_behemoth_jaw1_bot = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_jaw_1_bot.png",0,0,1,330,45); //origin at pivot rotation
global.spr_enemy_behemoth_jaw2_top = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_jaw_2_top.png",0,0,1,270,220); //origin at pivot rotation

global.spr_enemy_behemoth_crystal_c = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_crystal_colblend.png",0,0,1,21,35); //origin at center
global.spr_enemy_behemoth_crystal_w = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_crystal_shine.png",0,0,1,21,35); //origin at center, additive blend mode!

global.spr_enemy_behemoth_uglow_c = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_underglow_c.png",0,0,1,262,287);
global.spr_enemy_behemoth_uglow_w = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_underglow_w.png",0,0,1,219,238);

global.spr_enemy_behemoth_hpglow = sprite_add(working_directory+"/graphics/units/enemy_behemoth/spr_enemy_hpglow.png",0,0,1,348,238);
