<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sBlobAir</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-3</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();
makeActive();
setCollisionBounds(-4, -8, 4, 0);
image_speed = 0.3;
image_index = choose(0,1);
myhealth = 5;
damage = 7;
hitsound = sndEHit1;
deathsound = sndEDeath2;
platyoffset = -1;
frozenspr = sBlobAirFrozen;
target = 0;
canattack = 1;
state = 0;
yVelStart = random_range(-1.5,-1);
xVelStart = random_range(-1,1);
targetx = oCharacter.x;
targety = oCharacter.y - 20;
parent = -1;

randomx = irandom(room_width);
randomy = irandom(room_height);
</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();
enemy_active_check(20);
if (active == 1 &amp;&amp; frozen == 0) {
    if(state == 0)
    {
        if(statetime &lt; 11)
        {
            yVel = random_range(-1.5,-.5);
            xVel = random_range(-1,1);
        }
        else if(statetime &gt; 10 &amp;&amp; statetime &lt; 60)
        {
            yVel = yVelStart;
            xVel = xVelStart;
        }
        else state = 1;
    }
if (state == 1) {
    if (x &lt; targetx) {
        hspeed += 0.08;
    } else {
        hspeed -= 0.08;
    }
    if (y &lt; targety) {
        vspeed += 0.08;
    } else vspeed -= 0.08;
    speed = min(3, speed);
    depth = -200;
}
    
    if (stun == 0) moveTo(xVel, yVel);
    
    if(instance_exists(parent)) {
        if(point_distance(oCharacter.x, oCharacter.y - 16, parent.x, parent.y) &lt; 320) {
            targetx = oCharacter.x;
            targety = oCharacter.y - 16;
        }
        else {
            targetx = parent.x;
            targety = parent.y - 45;
        }
    }
    else {
        targetx = randomx;
        targety = randomy;
        speed = min(12, speed);
    }
}
if (state == 100) enemy_death();
if (y &gt; global.waterlevel &amp;&amp; global.waterlevel != 0) enemy_death();
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oScrewAttack">
      <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 (hitscrewattack) {
    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>
