<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sKomaA1</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>image_speed = 0;
image_index = 4;
state = 1;
if(instance_exists(oCharacter)) {
    image_index = 0;
    state = 0;
}
</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) {
    if(image_index &gt; 0) image_speed = -0.1;
    else {
        image_speed = 0;
        image_index = 0;
    }
    if(oSaveStation.image_index &gt; 5 &amp;&amp; image_index == 0) state = 1;
}
if(state == 1) {
    if(image_index &lt; 3.9) image_speed = 0.1;
    else {
        image_speed = 0;
        image_index = 4;
    }
    if(oSaveStation.image_index &lt; 1 &amp;&amp; image_index == 4) state = 0;
}

/*if(state == 0) {
    if(image_index &gt; 0) image_index -= 0.1;
}
else if(state == 1) {
    if(image_index &lt; 4) image_index += 0.1;
}

//Old behavior 
/*if(oCharacter.x &gt;= x-16 &amp;&amp; oCharacter.x &lt;= x+16) state = 0; //Forward
else if(oCharacter.x &gt; x+16) state = 1; //Right
else if(oCharacter.x &lt; x-16) state = 2; //Left
if(state = 0) { //Forward
    if(image_index &lt; 4) image_index += 0.1;
    else if(image_index &gt; 4) image_index -= 0.1;
}
else if(state = 1) { //Right
    if(image_index &lt; 8) image_index += 0.1;
}
else if(state = 2) { //Left
    if(image_index &gt; 0) image_index -= 0.1;
}
</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>
