<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>ssEDFX</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>alarm[0] = 5;
explosions = 5;
smoke_steps = 60;
width = 32;
height = 32;
expl_dir = 0;
expl_spd = 0;
density = 1;
expl = make_explosion1big(x, y);
expl.depth = -300;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>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>expl = make_smoke_explosion2(random_range(x - width / 2, x + width / 2), random_range(y - height / 2, y + height / 2));
expl.depth = -300;
expl.direction = 90;
expl.speed = 1;
expl.image_alpha = 0.7;
alarm[1] = 3;
</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>repeat (density) {
    expl = make_explosion1(random_range(x - width / 2, x + width / 2), random_range(y - height / 2, y + height / 2));
    expl.depth = -300;
    expl.direction = random_range(expl_dir - 5, expl_dir + 5);
    expl.speed = random(expl_spd);
    expl = make_smoke_explosion(random_range(x - width / 2, x + width / 2), random_range(y - height / 2, y + height / 2));
    expl.depth = -300;
    expl.direction = random_range(expl_dir - 5, expl_dir + 5);
    expl.speed = random(expl_spd);
}
explosions -= 1;
if (explosions &gt; 0) {
    alarm[0] = 5;
} else {
    alarm[1] = 5;
    alarm[2] = smoke_steps;
}
</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>
