<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-1000</depth>
  <persistent>-1</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(!instance_exists(oClient)){
    instance_destroy();
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" 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(!instance_exists(oClient)){
    instance_destroy();
} else {
    if(ds_list_size(oClient.roomListData) &gt; 0){ 
        for(var i=0; i&lt;ds_list_size(oClient.roomListData); i++){
            var arrDraw = oClient.roomListData[| i];
            var arrID = arrDraw[0];
            var arrX = arrDraw[1];
            var arrY = arrDraw[2];
            var arrSprite = arrDraw[3];
            var arrImage = arrDraw[4];
            var arrA1 = arrDraw[5];
            var arrA1X = arrDraw[6];
            var arrA1Y = arrDraw[7];
            var arrA2 = arrDraw[8];
            var arrA2X = arrDraw[9];
            var arrA2Y = arrDraw[10];
            var arrA2A = arrDraw[11];
            var arrMirror = arrDraw[12];
            var arrArmmsl = arrDraw[13];
            var arrRoom = arrDraw[14];
            var arrName = arrDraw[15];
            var arrBlend = arrDraw[16];
            var arrFXTimer = arrDraw[17];
            var arrRoomPrev = arrDraw[18];
            if((arrRoom == room || arrRoom == rm_options || arrRoom == itemroom || arrRoom == subscreenroom || arrRoom == maproom || arrRoom == rm_subscreen) &amp;&amp; instance_exists(oCharacter) &amp;&amp; room != rm_transition){
                if(oClient.showName){
                    var text;
                    if(arrRoom == room){
                        text = arrName;
                    } else {
                        if(arrRoom == itemroom){
                            text = arrName + ": collecting item"
                        } else {
                            text = arrName + ": paused";
                        }
                    }
                    if(arrRoom != room){
                        if(arrRoomPrev == room){
                            draw_set_font(font_displayname);
                            draw_set_halign(fa_center);
                            draw_cool_text(arrX, arrY - 52, text, c_black, c_white, c_white, 1);
                            draw_set_halign(fa_left);
                        }
                    } else {
                        draw_set_font(font_displayname);
                        draw_set_halign(fa_center);
                        draw_cool_text(arrX, arrY - 52, text, c_black, c_white, c_white, 1);
                        draw_set_halign(fa_left);
                    }
                }
            }
        }
    }
}

</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>
