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<object>
  <spriteName>sOctroll</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();
makeActive();
setCollisionBounds(-4, -4, 4, 0);
facing = 1;
noglide = 0;
myhealth = 30;
if (oControl.mod_randomgamebool == 1 &amp;&amp; (global.wbeam == 0 || global.sbeam == 0 || global.pbeam == 0)){
    freezehp = floor(myhealth * 0.15);
    if (freezehp &lt; 1) freezehp = 1;
} //nerfed frozen enemies in random games
damage = 30;
hitsound = sndEHit4;
deathsound = sndEDeath1;
platyoffset = -8;
frozenspr = sOctrollFrozen;
target = 0;
canattack = 1;
state = 1;
image_speed = 0;
image_timer = 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>canattack = 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="3" enumb="2">
      <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 ((room == rm_a0h12) &amp;&amp; (instance_exists(oLavaSurface)) &amp;&amp; (sprite_index != sOctroll_lava)) {
    sprite_index = sOctroll_lava;
}
</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(32); // originally 20
enemy_target_check(90, 1);
if (active == 1 &amp;&amp; frozen == 0) {
    if (state == 1) {
        image_index = 4;
        image_angle = 0;
        xVel = 0;
        yVel = 0;
        if (target &amp;&amp; canattack) {
            yVel = -5;
            y -= 4;
            state = 2;
        }
    }
    if (state == 2) {
        if (image_index &gt; 1) image_index -= 0.5;
        if(image_timer &gt; 0) image_timer -= .1;
        else if(image_timer == 0) image_timer = 1;
        if(image_timer &gt; .5) image_index = 1;
        else if(image_timer &lt; .5) image_index = 0;
        if (isCollisionTop(2)) yVel = 0;
        if (oCharacter.x &gt; x) {
            facing = 1;
        } else facing = -1;
        if (yVel &gt;= 0) {
            yVel = 0;
            state = 3;
            image_index = 3;
            image_timer = 1;
        }
    }
    if (state == 3) {
        if(image_timer &gt; 0) image_timer -= .1;
        else if(image_timer == 0) image_timer = 1;
        if(image_timer &gt; .5) image_index = 3;
        else if(image_timer &lt; .5) image_index = 2;
        if (isCollisionBottom(1)) {
            yVel = 0;
            xVel = 0;
            canattack = 0;
            alarm[0] = 60;
            state = 1;
        }
        if (global.difficulty != 2 &amp;&amp; noglide == 0) {
            xVel += 0.2 * facing;
            if (abs(xVel) &gt; 3) facing = -facing;
            if (abs(xVel) &gt; 1.3) yVel -= 0.16;
        }
        if (target == 1 &amp;&amp; noglide == 0 &amp;&amp; global.difficulty == 2) {
            if (oCharacter.x &gt; x &amp;&amp; xVel &lt; 4) xVel += 0.2;
            if (oCharacter.x &lt; x &amp;&amp; xVel &gt; -4) xVel -= 0.2;
        }
        image_angle = xVel * 4;
    }
    if (state != 1) { // 1.5.1 fix
        yVel += 0.1;
    }
    if (stun == 0) moveTo(xVel, yVel);
} // if (active == 1 &amp;&amp; frozen == 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>-1</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
