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<object>
  <spriteName>sDebris</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>5</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>alarm[0] = 40 + random(30);
rotspeed = -10 + random(20);
image_index = round(random(sprite_get_number(sprite_index) - 1));
image_speed = 0;
direction = 180 - random(180);
speed = 0.5 + random(6);
gravity = 0.2;
gravity_direction = 270;
canbounce = 1;
alarm[1] = 1;
inwater = 0;
playsound = 1;
if (collision_line(x - 2, y, x + 2, y, oSolid, false, false) &gt; 0 &amp;&amp; collision_point(x - 10, y, oSolid, false, false) &lt; 0) {
    x -= 10;
    exit;
}
if (collision_line(x - 2, y, x + 2, y, oSolid, false, false) &gt; 0 &amp;&amp; collision_point(x + 10, y, oSolid, false, false) &lt; 0) {
    x += 10;
    exit;
}
if (collision_line(x, y - 2, x, y + 2, oSolid, false, false) &gt; 0 &amp;&amp; collision_point(x, y + 10, oSolid, false, false) &lt; 0) {
    y += 10;
    exit;
}
if (collision_line(x, y - 2, x, y + 2, oSolid, false, false) &gt; 0 &amp;&amp; collision_point(x, y - 10, oSolid, false, false) &lt; 0) {
    y -= 10;
    exit;
}
if (global.waterlevel != 0) {
    if (global.watertype == false &amp;&amp; instance_exists(oWater)) {
        if (y &gt; global.waterlevel + oWater.yoffset) inwater = 1;
        if (y &lt; global.waterlevel + oWater.yoffset) inwater = 0;
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="1">
      <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>canbounce = 1;
</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>if (image_alpha &gt; 0) {
    image_alpha -= 0.1;
} else instance_destroy();
alarm[0] = 1;
</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>image_angle += rotspeed;
if (global.waterlevel != 0) {
    if (global.watertype == false &amp;&amp; instance_exists(oWater)) {
        if (y &gt; global.waterlevel + oWater.yoffset) {
            if (!inwater) {
                inwater = 1;
                speed *= 0.5;
                instance_create(x, y, oSmallSplash);
            }
            inwater = 1;
        }
        if (y &lt; global.waterlevel + oWater.yoffset) {
            if (inwater) {
                inwater = 0;
                instance_create(x, y, oSmallSplash);
            }
            inwater = 0;
        }
    }
}
if (!inwater) {
    gravity = 0.2;
} else gravity = 0.1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oSolid">
      <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 (canbounce) {
    move_bounce_all(0);
    speed *= 0.5;
    if (speed &gt; 0.5) rotspeed *= -1;
    if (playsound) {
        if (speed &gt; 1 &amp;&amp; random(1) &lt; 0.5) {
            snd = floor(random(3));
            switch (snd) {
                case 0: PlaySoundVisible(73, x, y); break;
                case 1: PlaySoundVisible(74, x, y); break;
                case 2: PlaySoundVisible(75, x, y); break;
            }
        }
    }
}
</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>
