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<object>
  <spriteName>sSuitChange</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>-4999999</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>state = 0;
statetime = 0;
sfx_stop_loops();
global.enablecontrol = 0;
with (oCharacter) {
    kLeft = 0;
    kRight = 0;
    kUp = 0;
    kDown = 0;
    kJump = 0;
    kJumpPressed = 0;
    kRun = 0;
    kAim = 0;
    kFire = 0;
    kMissile = 0;
}
lights = -4;
text1 = get_text("Items", "GravitySuit");
text2 = get_text("Items", "GravitySuit_Text");
</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>if (state == 0) {
    if (statetime == 60) {
        state = 1;
        statetime = 0;
    }
}
if (state == 1) {
    if (statetime == 0) with (oGravityPod) {
        closed = 1;
        depth = -100;
    }
    if (statetime == 120) {
        state = 2;
        statetime = 0;
    }
}
if (state == 2) {
    if (statetime == 0) {
        lights = instance_create(x, y, oGravityPodLights);
        sfx_loop(sndVariaLoop);
    }
    if (statetime == 180) {
        with (lights) instance_destroy();
        state = 3;
        statetime = 0;
        sfx_stop(sndVariaLoop);
    }
}
if (state == 3) {
    if (statetime == 0) {
        with (oGravityPod) closed = 0;
        global.item[9] = 1;
        global.currentsuit = 2;
        instance_create(x, y, oGravityOverlay);
        sfx_play(sndA4DoorOpen);
    }
    if (statetime == 120) {
        state = 4;
        statetime = 0;
    }
}
if (state == 4) {
    if (statetime == 0) { }
    if (statetime == 320) { // og 180
        with (oGravityPod) depth = 50;
        global.enablecontrol = 1;
        event_user(0);
    }
}
statetime += 1;
with (oCharacter) {
    if (x &gt; room_width/2) x -= 1;
    if (x &lt; room_width/2) x += 1;
    if (y &lt; 160) y += 1;
}
</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>global.item[9] = 1;
global.itemstaken += 1;
myposx = floor(x / 320);
myposy = floor((y - 8) / 240);
mapposx = myposx + global.mapoffsetx;
mapposy = myposy + global.mapoffsety;
global.dmap[mapposx, mapposy] = 2;
with (oControl) event_user(2);
global.itemtype = 0;
display_itemmsg(text1, text2, "", "");
instance_destroy();
</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>
