<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sCavedropperA</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>action_inherited();
myhealth = 5;
damage = 6;
hitsound = sndEHit1;
deathsound = sndEDeath2;
platyoffset = -14;
frozenspr = sCavedropperFrozen;
facing = 1;
state = 1;
statetime = 0;
image_index = 0;
image_speed = 0;
starty = y;
y -= 10;
</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();
if (state == 0) {
    speed = 0;
    if (distance_to_object(oCharacter) &lt; 120) {
        state = 1;
        statetime = 0;
    }
}
if (state == 1 &amp;&amp; frozen == 0) {
    sprite_index = sCavedropperA;
    image_speed = 0.5;
    y += 0.5;
    if (statetime == 30) {
        state = 2;
        statetime = 0;
        falling = 1;
    }
}
if (state == 2) {
    sprite_index = sCavedropper;
    image_speed = 0.5;
    if (frozen == 0) {
        gravity_direction = 270;
        gravity = 0.4;
        if (speed &gt; 6) speed = 6;
    }
    if (statetime &gt; 10 &amp;&amp; (collision_line(x - 3, y + 2, x + 3, y + 2, oSolid, true, true) &gt; 0 || y &gt; room_height + 20)) {
        state = 3;
        statetime = 0;
    }
}

if (state == 3) {
    vspeed = 0.5;
    gravity = 0;
    sprite_index = sCavedropper;
    image_speed = 0.2;
    if((get_ground_tile(x-sprite_xoffset, y-sprite_yoffset-8) != -1 &amp;&amp; 
        get_ground_tile(x+sprite_xoffset, y-sprite_yoffset-8) != -1) || 
        get_ground_tile(x-sprite_xoffset, y+sprite_yoffset+1) == -1 || 
        get_ground_tile(x+sprite_xoffset, y+sprite_yoffset+1) == -1)
        instance_destroy();
}

if (frozen) {
    speed = 0;
    gravity = 0;
    image_speed = 0;
}
if (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>
