<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sA5CarrierBot</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>50</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>state = 0;
statetime = 0;
targetx = x;
targety = y;
facing = 1;
idle_time = 60;
hover_time = 30;
draw_battery = 1;
batid = -1;
</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>if (state == 0) {
    speed = 0;
    gravity = 0;
    image_index = 0;
    image_speed = 0;
    if (statetime == idle_time) {
        state = 1;
        statetime = 0;
    }
}
if (state == 1) {
    gravity_direction = point_direction(x + 1 * facing, y + 18, targetx, targety);
    gravity = 0.1;
    speed = min(speed, 3);
    if (abs(hspeed &gt; 0.1)) {
        if (hspeed &gt; 0) {
            facing = 1;
        } else facing = -1;
    }
    if (point_distance(x + 1 * facing, y + 18, targetx, targety) &lt; 8) {
        state = 2;
        statetime = 0;
    }
}
if (state == 2) {
    if (statetime == 0) {
        gravity = 0;
        speed = 0;
    }
    if (x + 1 * facing &lt; targetx) x += 1;
    if (x + 1 * facing &gt; targetx) x -= 1;
    if (y + 18 &lt; targety) y += 1;
    if (y + 18 &gt; targety) y -= 1;
    if (statetime == 30) {
        draw_battery = 0;
        event_user(0);
    }
    if (statetime == 60) {
        state = 3;
        statetime = 0;
    }
}
if (state == 3) {
    if (statetime == 0) {
        gravity_direction = 90;
        gravity = 0.1;
    }
    if (image_index &gt; 0) image_index -= 0.5;
    if (y &lt; view_yview[0] - 32) instance_destroy();
}
statetime += 1;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="10">
      <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>batid = instance_create(x + 1 * facing, y + 18, oBattery);
</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>draw_sprite_ext(sprite_index, -1, x, y, facing, 1, 0, -1, 1);
if (draw_battery &gt; 0) draw_sprite(sBattery, -1, x + 1 * facing, y + 18);
</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>
