draw_self();
var _cameraX = camera_get_view_x(view_camera[0])
var _cameraY = camera_get_view_y(view_camera[0])
if (y < _cameraY - sprite_height) {
	var _x = clamp(x, _cameraX + sprite_width / 2, _cameraX + room_width - sprite_width / 2);
	draw_sprite(spr_boostHelp, -1, _x, _cameraY);
}