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<object>
  <spriteName>sPowerBombBlast</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-1000</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>fadeout = 0;
image_xscale = 0.2;
image_yscale = 0.2;
exploff = 640;
alarm[10] = 360;
alarm[1] = 60;
alarm[0] = 180;
whitealpha = 0;
global.enablecontrol = 0;
with (oCharacter) {
    state = 43;
    statetime = 0;
}
sfx_stop_all();
sfx_play(sndA4ExplFinal);
mus_stop_all();
mus_set_current(0);
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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.enablecontrol = 1;
instance_destroy();
</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>alarm[1] = 1;
if (!fadeout) {
    if (whitealpha &lt; 1) whitealpha += 0.05;
} else if (whitealpha &gt; 0) whitealpha -= 0.01;
</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>fadeout = 1;
tile_layer_show(-101);
with (oA4BlastDoor) event_user(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_xscale += 0.07;
image_yscale += 0.07;
if (exploff &gt; 496) {
    make_explosion1big(exploff, 80 + random(64));
    exploff -= 16;
} else if (global.playerhealth &gt; 5) global.playerhealth *= 0.98;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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 (!fadeout) {
    draw_set_blend_mode(bm_add);
    draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale, image_angle, -1, image_alpha);
    draw_sprite_ext(sprite_index, -1, x, y, image_xscale * -1, image_yscale, image_angle, -1, image_alpha);
    draw_sprite_ext(sprite_index, -1, x, y, image_xscale * -1, image_yscale * -1, image_angle, -1, image_alpha);
    draw_sprite_ext(sprite_index, -1, x, y, image_xscale, image_yscale * -1, image_angle, -1, image_alpha);
    draw_set_blend_mode(bm_normal);
}
draw_set_blend_mode(bm_add);
draw_set_color(c_white);
draw_set_alpha(whitealpha);
draw_rectangle(view_xview[0] - (oControl.widescreen_space/2), view_yview[0], view_xview[0] + view_wview[0] + (oControl.widescreen_space/2), view_yview[0] + view_hview[0], false);
draw_set_alpha(1);
draw_set_blend_mode(bm_normal);
</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>
