<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sEDTrigger</spriteName>
  <solid>0</solid>
  <visible>0</visible>
  <depth>0</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>if (global.event[203] == 0) instance_destroy();
layer_show = 0;
layer_hide = 0;
obj_destroy = -4;
obj_move = -4;
targetx = 0;
targety = 0;
expl_dir = 90;
expl_spd = 2;
width = 32;
height = 32;
delay = 1;
active = 0;
explosions = 5;
smoke_steps = 60;
ev_state = 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>expl = instance_create(targetx, targety, oExplosionSmoke);
expl.width = width;
expl.height = height;
expl.expl_dir = expl_dir;
expl.expl_spd = expl_spd;
expl.explosions = explosions;
expl.smoke_steps = smoke_steps;
if (layer_show != 0) tile_layer_show(layer_show);
if (layer_hide != 0) tile_layer_hide(layer_hide);
if (obj_destroy != -4)

if (room == rm_a4b07) { with (obj_destroy) instance_destroy(); }

if (room == rm_a4b12)
{
    instance_create(304, 128, oSolid1);
    instance_create(304, 144, oSolid1);
    instance_create(304, 160, oSolid1);
    instance_create(304, 176, oSolid1);
    with (inst_130129) instance_destroy(); 
}

if (room =! rm_a4b12)
{
if (obj_move != -4) with (obj_move) y -= 240;
}

debx = lengthdir_x(20, expl_dir);
deby = lengthdir_y(20, expl_dir);
repeat (10) {
    deb = instance_create(targetx + debx, targety + deby, oDebris);
    deb.alarm[0] = 60 + random(20);
    deb.direction = random_range(expl_dir - 30, expl_dir + 30);
    deb.speed = 1 + random(expl_spd);
}
if (ev_state != 0) global.event[203] = ev_state;
sfx_play(sndA4Expl);
instance_destroy();
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oCharacter">
      <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 (active == 0) {
    active = 1;
    alarm[0] = delay;
}
</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>
