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<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>/// Extra Game Modes

modes_code[0]=vk_up
modes_code[1]=vk_up
modes_code[2]=vk_down
modes_code[3]=vk_down
modes_code[4]=vk_left
modes_code[5]=vk_right
modes_code[6]=vk_left
modes_code[7]=vk_right
modes_code[8]=vk_enter
modes_code[9]=vk_backspace

io_code_modes = 0;
</string>
          </argument>
        </arguments>
      </action>
      <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>/// Early Baby Monster

monster_code[0]=vk_up
monster_code[1]=vk_left
monster_code[2]=vk_down
monster_code[3]=vk_right
monster_code[4]=vk_right
monster_code[5]=vk_down
monster_code[6]=vk_left
monster_code[7]=vk_up

io_code_monster = 0;
</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>sfx_play(sndAbsorbX);
</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>/// Extra Game Modes

if(global.mod_fusion_unlocked == 0) {
    if(oControl.kUpPressed) {
        if(modes_code[io_code_modes] == vk_up) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(oControl.kDownPressed) {
        if(modes_code[io_code_modes] == vk_down) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(oControl.kLeftPressed) {
        if(modes_code[io_code_modes] == vk_left) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(oControl.kRightPressed) {
        if(modes_code[io_code_modes] == vk_right) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(oControl.kMenu1Pressed) {
        if(modes_code[io_code_modes] == vk_enter) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(oControl.kMenu2Pressed) {
        if(modes_code[io_code_modes] == vk_backspace) io_code_modes++;
        else io_code_modes = 0;
    }
    
    if(io_code_modes == array_length_1d(modes_code)) {
        sfx_play(sndXMorph1);
        oGameSelMenu.op[3].enabled = 1;
        global.mod_fusion_unlocked = 1;
        unlock_set(0);
        
        alarm[0] = 90;
        io_code_modes = 0;
    }
}
</string>
          </argument>
        </arguments>
      </action>
      <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>/// Early Baby Monster

if(global.mod_gamebeaten == 1) {
    if(oControl.kUpPressed) {
        if(monster_code[io_code_monster] == vk_up) io_code_monster++;
        else if(io_code_monster &gt; 1) io_code_monster = 0;
    }
    
    if(oControl.kDownPressed) {
        if(monster_code[io_code_monster] == vk_down) io_code_monster++;
        else io_code_monster = 0;
    }
    
    if(oControl.kLeftPressed) {
        if(monster_code[io_code_monster] == vk_left) io_code_monster++;
        else io_code_monster = 0;
    }
    
    if(oControl.kRightPressed) {
        if(monster_code[io_code_monster] == vk_right) io_code_monster++;
        else io_code_monster = 0;
    }
    
    if(oControl.kMenu1Pressed) {
        if(monster_code[io_code_monster] == vk_enter) io_code_monster++;
        else io_code_monster = 0;
    }
    
    if(oControl.kMenu2Pressed) {
        if(monster_code[io_code_monster] == vk_backspace) io_code_monster++;
        else io_code_monster = 0;
    }
    
    if(io_code_monster == array_length_1d(monster_code)) {
        sfx_play(choose(sndHatchling,sndHatchling2,sndHatchling3,sndHatchling4));
        oControl.mod_earlybaby = !oControl.mod_earlybaby;
        save_gameoptions();
        io_code_monster = 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>0</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
