<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sAutrack</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</depth>
  <persistent>0</persistent>
  <parentName>oEnemy</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>action_inherited();
canbeX = 0;
myhealth = 25;
freezehp = 13;
damage = 8;
hitsound = sndRobotHit2;
deathsound = sndRobotExpl;
platyoffset = -6;
frozenspr = sAutrackFrozen;
canfreeze = 1;
hitmissileexpl = 0;
target = 0;
canattack = 1;
state = 0;
image_speed = 0;
hitemp = 1;
empspr = sAutrackDisabled;
freezefall = 0;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" 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>action_inherited();
enemy_active_check(20);
enemy_target_check(90, 1);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) {
    if (state == 0) {
        sprite_index = sAutrack;
        image_index = 0;
        image_speed = 0;
        if (target) {
            state = 1;
            statetime = 0;
        }
    }
    if (state == 1) {
        if (image_index &lt; 6) image_index += 0.5;
        if (statetime &gt; 20) {
            state = 2;
            statetime = 0;
            sprite_index = sAutrackAttack;
            image_index = 0;
        }
    }
    if (state == 2) {
        if (image_index &lt; 3) image_index += 0.5;
        if (statetime == 12) event_user(1);
        if (statetime &gt;= 16) {
            state = 3;
            statetime = 0;
            sprite_index = sAutrack;
            image_index = 5;
        }
    }
    if (state == 3) {
        if (image_index &gt; 0) {
            image_index -= 0.5;
        } else state = 0;
    }
} // if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0)
if (stun &amp;&amp; (state == 2) &amp;&amp; (statetime == 12)) { // 1.5.1 fix for OMEGA LASER
    statetime = 13;
}
if (state == 100) {
    enemy_death();
    repeat (10) instance_create(x, y - 10, oDebris);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="11">
      <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>poffset = 12 * facing;
projectile = instance_create(x + poffset, y - 30, oAutrackProj);
projectile.hspeed = (3.5 + global.difficulty) * facing;
projectile.image_angle = projectile.direction;
PlaySoundMono(sndAutrackFire);
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="4">
      <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>image_xscale = facing;
</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>
