/// @description
/// @param object
/// @param laser

var _object = argument0;
var _laser = argument1;

var _impulse = _object.bounceImpulse;
var _xImpulse = sign(_object.x - _laser.x) * _impulse;
if (_xImpulse = 0) {
	_xImpulse = _impulse;
}
with (_object) {
	physics_apply_impulse(x, y, _xImpulse, 0);
}