<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sBlockDestroy</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>2</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>image_speed = 0;
image_index = 0;
state = 0;
statetime = 0;
type = 0;
</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>state = 2;
statetime = 0;
visible = true;
image_index = 3;
</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 == 0) {
        if (type == 5) statetime = 3;
        image_index = 0;
    }
    if (statetime &gt; 2) {
        sprite_index = sBlockDestroy;
        if (image_index &lt; 3) {
            image_index += 0.5;
        } else {
            state = 1;
            visible = false;
        }
    }
    statetime += 1;
}
if (state == 2) {
    if (image_index &gt; 0) {
        image_index -= 0.5;
    } else {
        image_index = 0;
        if (collision_rectangle(x, y, x + 16, y + 16, oCharacter, true, true) &gt; 0 || collision_rectangle(x, y, x + 16, y + 16, oEnemy, true, true) &gt; 0 || (oCharacter.state == 25 || oCharacter.state == 26) &amp;&amp; collision_point(x + 24, y + 24, oCharacter, true, true) &gt; 0 &amp;&amp; oCharacter.mirror == -1 || collision_point(x - 8, y + 24, oCharacter, true, true) &gt; 0 &amp;&amp; oCharacter.mirror == 1) {
            state = 0;
            alarm[0] = regentime;
        } else event_user(0);
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="11">
      <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 (type == 0) sprite_index = sBlockShoot;
if (type == 1) sprite_index = sBlockBomb;
if (type == 2) sprite_index = sBlockMissile;
if (type == 3) sprite_index = sBlockSMissile;
if (type == 4) sprite_index = sBlockSpeed;
if (type == 5) sprite_index = sBlockStep;
if (type == 6) sprite_index = sBlockPBomb;
if (type == 7) sprite_index = sBlockScrew;
</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>if (type == 0) block = instance_create(x, y, oBlockShoot);
if (type == 1) block = instance_create(x, y, oBlockBomb);
if (type == 2) block = instance_create(x, y, oBlockMissile);
if (type == 3) block = instance_create(x, y, oBlockSMissile);
if (type == 4) block = instance_create(x, y, oBlockSpeed);
if (type == 5) block = instance_create(x, y, oBlockStep);
if (type == 6) block = instance_create(x, y, oBlockPBomb);
if (type == 7) block = instance_create(x, y, oBlockScrew);
block.regentime = regentime;
block.active = 0;
block.material = 0;
block.delay = delay;
block.link_id = link_id;
block.visible = true;
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>
