<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sBlobWaterIdle</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();
makeActive();
setCollisionBounds(-4, -8, 4, 0);
image_speed = 0.2;
image_index = choose(0,1);
myhealth = 14;
damage = 40;
hitsound = sndEHit1;
deathsound = sndEDeath2;
platyoffset = -1;
frozenspr = sBlobWaterFrozen;
target = 0;
canattack = 1;
state = 0;
facing = choose(-1,1);
yVelStart = random_range(-2,-1);
xVelStart = random_range(-1,1);
turnTimer = irandom_range(60,180);
driftSpeed = random_range(.3,.6);
driftMark = turnTimer/2;
</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; frozen == 0) {
    if(state == 0)
    {
        if(y - 8 &lt;= global.waterlevel) state = 1;
        if(statetime &lt; 11)
        {
            yVel = random_range(-1,-.5);
            xVel = random_range(-1,1);
        }
        else if(statetime &gt; 10 &amp;&amp; statetime &lt; 60)
        {
            yVel = yVelStart-0.02;
            xVel = xVelStart;
        }
        else state = 1;
    }

    if (state == 1) {
        turnTimer --;
        if(turnTimer == 0) {
            if (global.difficulty &lt; 2) {
                facing = -facing;
                turnTimer = irandom_range(60,180);
                driftMark = turnTimer/2;
            } else { // Hard/Fusion mode targeting
                if ((x &gt;= oCharacter.x) &amp;&amp; (facing == 1)) {
                    facing = -1;
                    turnTimer = irandom_range(60,180);
                    driftMark = turnTimer/2;
                } else if ((x &lt;= oCharacter.x) &amp;&amp; (facing == -1)) {
                    facing = 1;
                    turnTimer = irandom_range(60,180);
                    driftMark = turnTimer/2;
                } else {
                    turnTimer = irandom_range(60, 180);
                }
            }
        }
        xVel = driftSpeed * facing;
        if(turnTimer &gt; driftMark) yVel = 0.3;
        else yVel = -0.1;
        if(facing == facing)
        {
            if(turnTimer &gt; driftMark*1.9 || turnTimer &lt; driftMark*.1) sprite_index = sBlobWaterIdle;
            else sprite_index = sBlobWaterRight;
        }
        if(facing == -facing)
        {
            if(turnTimer &gt; driftMark*1.9 || turnTimer &lt; driftMark*.1) sprite_index = sBlobWaterIdle;
            else sprite_index = sBlobWaterLeft;
        }
    }
    if (stun == 0) moveTo(xVel, yVel);
}
if (state == 100 || isCollisionBottom(2)) enemy_death();
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oScrewAttack">
      <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 (hitscrewattack) {
    state = 100;
    enemy_death();
}
</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>
