<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sLavaSurface</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-5</depth>
  <persistent>0</persistent>
  <parentName>oLiquid</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>image_alpha = 0.7;
frame = 0;
bg = bgLava1;
alarm[0] = 1;
y = global.waterlevel;
wtime = 0;
yoffset = 0;

widescreen_space = oControl.widescreen_space;
</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>frame += 1;
if (frame &gt; 3) frame = 0;
if (frame == 0) bg = bgLava1;
if (frame == 1) bg = bgLava2;
if (frame == 2) bg = bgLava3;
if (frame == 3) bg = bgLava4;
alarm[0] = 10;
</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>y = global.waterlevel;
if (wave) {
    wtime += wspeed;
    yoffset -= cos(wtime) * wheight;
}
</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 ((view_yview[0] + view_hview[0]) &gt;= (global.waterlevel + yoffset) - 9) {
    i = 0;
    draw_set_blend_mode(bm_add);
    draw_background_ext(bgLava0, x - (oControl.widescreen_space/2), y - 9 + background_get_height(bg) + yoffset, room_width / (10 - (2*oControl.widescreen)), room_height / 10, 0, -1, 0.6);
    for (var i = 0; i &lt; room_width + widescreen_space; i += 32) {
        if((x + i &gt;= view_xview[0] - 33) &amp;&amp; (x + i &lt; view_xview[0] + 360 + widescreen_space) &amp;&amp; (global.waterlevel + yoffset + 15) &gt; view_yview[0]) draw_background_ext(bg, x + i - (widescreen_space/2), y - 9 + yoffset, 1, 1, 0, -1, 0.8);
    }
    draw_set_blend_mode(bm_normal);
}
</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>
