<!--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>-1</visible>
  <depth>-100</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>active = 0;
time = 0;
timemax = 720;

cooldown = 0;
cooldownmax = 60;

alarm[0] = 30 + irandom(90);
facing = 1;

image_speed = 0;
state = 0;

if (global.event[261] &gt; 0) {
    state = 1;
}
</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>if (active) {
    var sp1 = instance_create(x + irandom_range(3*facing, 6*facing) + ((1 - facing)*4), y + 8 + irandom(16), oFXAnimSpark);
    sp1.sprite_index = sBatterySpark;
    sp1.image_speed = 0.5;
    sp1.additive = 1;
    sp1.image_xscale = choose(1, -1);
    sp1.image_yscale = choose(1, -1);
    sp1.image_angle = random(360);
    sp1.depth = -101;
    alarm[1] = 3 + irandom(12);
}
</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>if (state == 1) {
    var sp = instance_create(x + ((1 - facing)*3.5), y + irandom(16), oSparkParticle);
    sp.mycolor = c_aqua;
}
alarm[0] = 30 + irandom(60 - (50*active)) - (29*active);
</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 (active == 0) {
    alarm[1] = -1;
    var col = instance_place(x, y, oMissileExpl);
    if (!instance_exists(col)) {
        col = instance_place(x, y, oBombExpl);
    }
    if (instance_exists(col)) {
        if (state == 0) {
            repeat (3) {
                var expl = instance_create(x + (irandom(8) * facing) + ((1 - facing)*4), y + irandom_range(8, 24), oFXAnimSpark);
                expl.image_speed = 0.5;
                expl.additive = 0;
                expl.depth = -10;
                expl.sprite_index = sGunzooShotExpl;
            }
            repeat (5) {
                instance_create(x + (8 * facing) + ((1 - facing)*4), y + (irandom_range(4, 12)), oDebris);
            }
            state = 1;
            //image_index = 1;   
        }
        if (cooldown &lt;= 0) {
            active = 1;
            alarm[0] = 1;
            alarm[1] = 1;
            sfx_play(sndEMPHit);
            time = timemax;
        }
    }
    if (cooldown &gt; 0) {
        cooldown --;
    }
} else if (active) {
    if (time &lt;= 0) {
        active = 0;
        cooldown = cooldownmax;
    }
    time --;
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="4" ename="oMissile">
      <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>with (other) {
    event_user(0);
}
</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>// dummy so we don't show the field
if (facing == 1) {
    draw_sprite_ext(sErisPipe, state, x, y, facing, 1, 0, image_blend, 1);
} else draw_sprite_ext(sErisPipe, state, x + 8, y, facing, 1, 0, image_blend, 1);
</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>
