<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sMOmega_MaskCore2</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>-50</depth>
  <persistent>0</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="4" ename="oMissile">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>if (oMOmega.myhealth &gt; 0 &amp;&amp; oMOmegaMask.image_index != 0) {
    if (oMOmega.flashing == 0) {
        with (oMOmega) {
            dmg = 30;
            dmg = global.mod_omegadamagebackmissile;
            flashtime = 60;
            eyes_close = 15;
        }
        if (other.smissile == 1) with (oMOmega) {
            dmg = 150;
            dmg = global.mod_omegadamagebacksuper;
            flashtime = 120;
            eyes_close = 30;
        }
        with (oMOmega) event_user(0);
        with (other) event_user(0);
        bld = instance_create(x + 8 * image_xscale, y - 24, oFXAnimSpark);
        bld.sprite_index = sMGammaBlood1;
        bld.image_speed = 0.5;
        bld.image_alpha = 0.6;
        bld.image_xscale = image_xscale;
        bld.image_yscale = 1;
        bld.depth = -20;
    } else with (other) event_user(1);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oBeam">
      <action>
        <libid>1</libid>
        <id>603</id>
        <kind>7</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>2</exetype>
        <functionname></functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>1</kind>
            <string>if (oBeam.chargebeam &amp;&amp; !oBeam.ibeam &amp;&amp; !oBeam.wbeam &amp;&amp; !oBeam.pbeam &amp;&amp; !oBeam.sbeam &amp;&amp; global.missiles == 0 &amp;&amp; global.smissiles == 0) {
    if (oMOmega.myhealth &gt; 0 &amp;&amp; oMOmegaMask.image_index != 0) {
        if (oMOmega.flashing == 0) {
            with (oMOmega) {
                dmg = 30;
                dmg = global.mod_omegadamagebackmissile;
                flashtime = 60;
                eyes_close = 15;
            }
            if (other.smissile == 1) with (oMOmega) {
                dmg = 150;
                dmg = global.mod_omegadamagebacksuper;
                flashtime = 120;
                eyes_close = 30;
            }
            with (oMOmega) event_user(0);
            with (other) event_user(0);
            with (other) instance_destroy();
            bld = instance_create(x + 8 * image_xscale, y - 24, oFXAnimSpark);
            bld.sprite_index = sMGammaBlood1;
            bld.image_speed = 0.5;
            bld.image_alpha = 0.6;
            bld.image_xscale = image_xscale;
            bld.image_yscale = 1;
            bld.depth = -20;
        } else with (other) event_user(1);
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
  </events>
  <PhysicsObject>0</PhysicsObject>
  <PhysicsObjectSensor>0</PhysicsObjectSensor>
  <PhysicsObjectShape>0</PhysicsObjectShape>
  <PhysicsObjectDensity>0.5</PhysicsObjectDensity>
  <PhysicsObjectRestitution>0.100000001490116</PhysicsObjectRestitution>
  <PhysicsObjectGroup>0</PhysicsObjectGroup>
  <PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
  <PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
  <PhysicsObjectFriction>0.200000002980232</PhysicsObjectFriction>
  <PhysicsObjectAwake>-1</PhysicsObjectAwake>
  <PhysicsObjectKinematic>-1</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
