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<object>
  <spriteName>sShielder</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;
makeActive();
setCollisionBounds(-8, -8, 8, 8);
myhealth = 50;

damage = 30;
stuntime = 4;
hpush = 6;
vpush = -3;
hitmissileexpl = 0;
hitsound = sndRobotHit1;
deathsound = sndRobotExpl;
canfreeze = 1;
platyoffset = -6;
frozenspr = sShielderFrozen;
flipx = 0;
target = 0;
state = 0;
statetime = 0;
myobj = instance_create(x, y, oShielderShield);
movedir = 1;
alarm[0] = 60 + random(200);
firedelay = 200 + random(100);
firerange = 200;
hitemp = 1;
empspr = sShielderDisabled;
shield_angle = 0;
shield_img = 0;
shield_present = 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="1" 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 (instance_exists(myobj)) with (myobj) instance_destroy();
</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>movedir = -movedir;
alarm[0] = 60 + random(200);
</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(70);
enemy_target_check(firerange, 1);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0 &amp;&amp; state != 100) {
    if (state == 0) {
        if (statetime &gt;= firedelay) {
            if (target == 1) {
                state = 1;
                statetime = 0;
                firedelay = 200 + random(200);
            } else statetime = 1;
        }
        if (oCharacter.x &lt; x) {
            xVel += 0.05 * movedir;
        } else xVel -= 0.05 * movedir;
        if (xVel &gt; false &amp;&amp; position_meeting(x + 20, y, oShielder)) xVel = -2;
        if (xVel &lt; false &amp;&amp; position_meeting(x - 20, y, oShielder)) xVel = 2;
        if (xVel &gt; 2) xVel = 2;
        if (xVel &lt; -2) xVel = -2;
        if (yVel &gt; 2) yVel = 2;
        if (yVel &lt; -2) yVel = -2;
    }
    if (state == 1) {
        if (statetime == 0) {
            xVel = 0;
            yVel = 0;
            proj = instance_create(x, y + 7, oGunzooProj2);
        }
        if (statetime &gt;= 60) {
            state = 0;
            statetime = 0;
        }
    }
    if (stun == 0) moveTo(xVel, yVel);
} // if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0 &amp;&amp; state != 100)
if (state == 100) {
    enemy_death2();
    repeat (20) instance_create(x, y, oDebris);
}
if (instance_exists(myobj)) {
    myobj.x = x;
    myobj.y = y;
}
statetime += 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oMissile">
      <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>event_inherited();
if (yVel != 0) {
    if (other.direction == 0 || other.direction == 45 || other.direction == 315) xVel += 1.8;
    if (other.direction == 180 || other.direction == 135 || other.direction == 225) xVel -= 1.8;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oBatteryExpl">
      <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 (instance_exists(myobj)) {
    deb = instance_create(x, y, oDebris);
    deb.sprite_index = sShielderShield;
    deb.depth = -4;
    deb.image_angle = myobj.image_angle;
    deb.image_index = myobj.image_index;
    deb.image_speed = 0;
}
event_inherited();
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="25">
      <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 (instance_exists(myobj)) {
    shield_present = 1;
    shield_angle = myobj.image_angle;
    shield_img = myobj.image_index;
} else shield_present = 0;
event_inherited();
if (shield_present) {
    frz.spr1 = sShielderShieldFrozen;
    frz.spr1xoff = 0;
    frz.spr1yoff = 0;
    frz.spr1a = shield_angle;
    frz.spr1i = shield_img;
}
</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();
if (random(2) &lt; 0.2) instance_create(x, y, oDebris);
</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>
