/*var _dir = point_direction(other.x, other.y, x, y);
var _impulse = bounceImpulse;
var _xImpulse = lengthdir_x(_impulse, _dir);
var _yImpulse = lengthdir_y(_impulse, _dir);
physics_apply_impulse(other.x, other.y, _xImpulse, _yImpulse);

with (other) {
	physics_apply_impulse(other.x, other.y, -_xImpulse, -_yImpulse);
	instance_destroy();
}*/
bounceFromObject(id, other);
if (other.armor <= 0 && other.hitTimer == 0) {
	instance_destroy(other);
} else {
	if (other.hitTimer == 0) {
		--other.armor;
		hitTimer = hitDelay;
	}
	bounceFromObject(other, id);
}
hurtPlayer();


if (global.sound) {
	audio_play_sound(snd_crash, 0, false);
}