<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>sHornoadIdle</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>action_inherited();
makeActive();
setCollisionBounds(-4, -12, 4, 0);
image_index = floor(random(5));
myhealth = 10;
if (oControl.mod_randomgamebool == 1 &amp;&amp; (global.wbeam == 0 || global.sbeam == 0 || global.pbeam == 0)){
    freezehp = floor(myhealth * .15);
    if (freezehp &lt; 1) freezehp = 1;
} //nerfed frozen enemies in random games
damage = 6;
hitsound = sndEHit1;
deathsound = sndEDeath1;
platyoffset = -14;
frozenspr = sHornoadFrozen;
canattack = 1;
jumpheight = -2;
state = 1;
alarm[0] = 60 + random(120);
alarm[1] = 90 + random(200);
alarm[2] = 200 + random(200);
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" enumb="2">
      <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>alarm[2] = 200 + random(220);
if (active == 1 &amp;&amp; state == 1 &amp;&amp; target == 1 &amp;&amp; y &lt;= oCharacter.y &amp;&amp; y &gt;= oCharacter.y - 32) {
    state = 5;
    image_index = 0;
    canattack = 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>alarm[1] = 90 + random(220);
if (active == 1 &amp;&amp; state == 1 &amp;&amp; target == 0) {
    state = 2;
    image_index = 0;
}
</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>alarm[0] = 60 + random(120);
if (active == 1 &amp;&amp; state == 1) {
    state = 4;
    image_index = 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>action_inherited();
enemy_active_check(20);
enemy_target_check(140, 0);
if (active == 1 &amp;&amp; frozen == 0) {
    yVel += 0.2;
    if (oCharacter.y &lt;= y - 32 &amp;&amp; target == 1) {
        jumpheight = -4;
    } else jumpheight = -2;
    if (state == 4) {
        if (image_index &gt;= 3 &amp;&amp; image_index &lt;= 4) {
            y -= 1;
            yVel = jumpheight - timer / 50;
            xVel = 1 * facing;
        }
    }
    if (isCollisionBottom(1) == 1) {
        yVel = 0;
        if (state == 4 &amp;&amp; image_index &gt;= 5) {
            state = 1;
            xVel = 0;
        }
    }
    if (isCollisionRight(4) &amp;&amp; facing == 1 &amp;&amp; state == 1) {
        facing = -1;
        state = 3;
    }
    if (isCollisionLeft(4) &amp;&amp; facing == -1 &amp;&amp; state == 1) {
        facing = 1;
        state = 3;
    }
    if (state == 5 &amp;&amp; image_index &gt;= 4 &amp;&amp; image_index &lt;= 5 &amp;&amp; canattack == 1) {
        projectile = instance_create(x, y - 4, oHornoadSpit);
        projectile.vspeed = -3;
        projectile.hspeed = 6 * facing;
        canattack = 0;
    }
    if (stun == 0) moveTo(xVel, yVel);
} // if (active == 1 &amp;&amp; frozen == 0)
if (state == 100) enemy_death();
if (frozen == 0) {
    image_speed = 0.2;
} else image_speed = 0;
if (state == 1) sprite_index = sHornoadIdle;
if (state == 2) sprite_index = sHornoadShake;
if (state == 3) sprite_index = sHornoadTurn;
if (state == 4) sprite_index = sHornoadJump;
if (state == 5) sprite_index = sHornoadAttack;
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="7">
      <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 == 4) image_index = 6;
if (state == 3 || state == 2 || state == 5) state = 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>-1</PhysicsObjectKinematic>
  <PhysicsShapePoints/>
</object>
