<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sMoverRight</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>-1000</depth>
  <persistent>0</persistent>
  <parentName>&lt;undefined&gt;</parentName>
  <maskName>&lt;undefined&gt;</maskName>
  <events>
    <event eventtype="0" enumb="0">
      <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>first_step = 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="2">
      <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 (oCharacter.x &gt;= x &amp;&amp; oCharacter.x &lt;= x + areax &amp;&amp; oCharacter.y - 12 &lt;= y &amp;&amp; oCharacter.y - 12 &gt;= y + areay) {
    if (oCamera.focus == 0) {
        oCamera.focus = 1;
        oCamera.focustime = 0;
    }
    oCamera.focustime += 1;
    oCamera.lockx = 1;
    if (oCamera.x &lt;= x + areax) {
        oCamera.targetx = x + areax;
        oCamera.snapx = 0;
        oCamera.ratiox = 2;
        if (oCamera.xprevious &gt; x + areax) oCamera.x = x + areax;
    }
    oCamera.alarm[2] = 2;
    oCamera.smoothout = 15;
    oCamera.smoothin = 15;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="1">
      <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 (first_step == 1) {
    if (oCharacter.x &gt;= x &amp;&amp; oCharacter.x &lt;= x + areax &amp;&amp; oCharacter.y - 12 &lt;= y &amp;&amp; oCharacter.y - 12 &gt;= y + areay) {
        if (oCamera.focus == 0) {
            oCamera.focus = 1;
            oCamera.focustime = 0;
        }
        oCamera.focustime += 1;
        oCamera.lockx = 1;
        if (oCamera.x &lt;= x + areax) {
            oCamera.targetx = x + areax;
            oCamera.snapx = 0;
            oCamera.ratiox = 2;
            if (oCamera.xprevious &gt; x + areax) oCamera.x = x + areax;
        }
        oCamera.alarm[2] = 2;
        oCamera.smoothout = 15;
        oCamera.smoothin = 15;
    }
    first_step = 0;
}
</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>
