<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sAutom</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-3</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 = 200;
damage = 24;
hitbeam = 0;
hitmissile = 0;
hitmissileexpl = 0;
hitpbomb = 1;
hitbomb = 0;
hitscrewattack = 1;
hitpseudoscrew = 0;
canfreeze = 0;
hitsound = sndRobotHit4;
deathsound = sndRobotExpl;
platyoffset = -6;
frozenspr = sAutom;
flipx = 0;
target = 0;
canattack = 1;
state = 1;
calpha = 0;
alarm[0] = 1;
alarm[1] = 120;
hitemp = 1;
empspr = sAutomDisabled;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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 (state == 1) {
    state = 2;
    alarm[1] = 180;
    exit;
}
if (state == 2) {
    state = 3;
    alarm[1] = 30;
    exit;
}
if (state == 3) {
    state = 1;
    alarm[1] = 120;
    exit;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>if (state == 2) instance_create(x + 9, y + 20, oAutomLava);
alarm[0] = 3;
</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);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) {
    if (state == 1) {
        if (collision_line(x - 16, y - 8, x - 16, y, oSolid, true, true) &gt; 0 &amp;&amp; facing == -1) facing = 1;
        if (collision_line(x + 16, y - 8, x + 16, y, oSolid, true, true) &gt; 0 &amp;&amp; facing == 1) facing = -1;
        hspeed = facing;
        calpha = 0;
    }
    if (state == 2) {
        hspeed = 0;
        if (calpha &lt; 1) calpha += 0.05;
    }
    if (state == 3) {
        hspeed = 0;
        if (calpha &gt; 0) calpha -= 0.05;
    }
    image_speed = 0.5;
} else hspeed = 0;
if (state == 100) {
    enemy_death2();
    repeat (20) instance_create(x, y, oDebris);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="10">
      <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();
event_user(1);
if (random(2) &lt; 0.2) instance_create(x, y, oDebris);
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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>if (flipx) {
    image_xscale = facing;
} else image_xscale = 1;
if (frozen) {
    myspr = frozenspr;
} else myspr = sprite_index;
if (!flashing) {
    draw_sprite_ext(myspr, -1, x, y, image_xscale, 1, image_angle, -1, image_alpha);
    draw_sprite_ext(sAutomCannon, -1, x + 5, y + 9, image_xscale, 1, image_angle, -1, calpha);
}
if (flashing) {
    draw_sprite_ext(myspr, -1, x, y, image_xscale, 1, image_angle, make_color_rgb(80, 80, 80), 1);
    draw_set_blend_mode(bm_add);
    repeat (3) draw_sprite_ext(myspr, -1, x, y, image_xscale, 1, image_angle, -1, 1 - fxtimer * 0.25);
    draw_set_blend_mode(bm_normal);
}
</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>
