<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sGlowFly</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>event_inherited();
myhealth = 5;
damage = 8;
hitsound = sndEHit2;
deathsound = sndEDeath2;
platyoffset = -6;
frozenspr = sGlowFlyFrozen;
flipx = 0;
facing = 1;
state = 0;
active = 0;
image_speed = 0;
light = instance_create(x, y, oLight32);
</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>with (light) instance_destroy();
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="2">
      <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>light.x = x;
light.y = y;
</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>enemy_active_check(20);
if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) {
    if (state == 0) {
        if (statetime == 0) {
            direction = image_angle;
            image_index = 0;
        }
        if (statetime &gt;= 60) {
            state = 1;
            statetime = 0;
        }
    }
    if (state == 1) {
        direction = image_angle;
        speed = 8;
        if (image_index &lt; 2) image_index += 0.5;
        if (collision_line(x + lengthdir_x(5, direction), y + lengthdir_y(5, direction), x + lengthdir_x(6, direction), y + lengthdir_y(6, direction), oSolid, true, true)) {
            speed = 0;
            image_angle += 180;
            if (image_angle &gt; 360) image_angle -= 360;
            state = 0;
            statetime = -1;
        }
    }
} else {
    speed = 0;
    image_speed = 0;
} // if (active == 1 &amp;&amp; stun == 0 &amp;&amp; frozen == 0) else
if (state == 100) enemy_death();
event_inherited();
</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>
