<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sDrivel</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-3</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>event_inherited();
makeActive();
setCollisionBounds(-14, -14, 14, 14);
facing = 1;
myhealth = 60;
freezehp = 10;
damage = 32;
hpush = 6;
vpush = -3;
hitsound = sndEHit2;
deathsound = sndEDeath1;
platyoffset = -6;
frozenspr = sDrivelFrozen;
flipx = 0;
state = 0;
limit_l = x - 80;
limit_r = x + 80;
targety = y + 8;
image_speed = 0.2;

if (global.difficulty &gt;= 2) {
    alarm[0] = 60;
}
</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>/// Hard mode acid
var prj = instance_create(x, y, oDrivelProj);
prj.speed = 0;
prj.gravity = 0.1;
prj.gravity_direction = 270;
alarm[0] = 180;
</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 (frozen == 0) {
    if (state == 0) {
        hspeed = lerp(hspeed, 0.5 * facing, 0.05);
        if (y &gt; targety + 4) vspeed -= 0.1;
        if (y &lt; targety - 4) vspeed += 0.1;
        if (collision_line(x + facing * 25, y - 4, x + facing * 25, y + 4, oSolid, true, true) || facing == 1 &amp;&amp; x &gt; limit_r || facing == -1 &amp;&amp; x &lt; limit_l) facing = -facing;
    }
} else speed = 0;
event_inherited();
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>0</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
