<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>s_block2_a</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</depth>
  <persistent>0</persistent>
  <parentName>o_block_main</parentName>
  <maskName>s_block1_a</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>hp = 2;
depth = point_distance(x, y, room_width/2, room_height/2);
image_angle = choose (0, 90, 180, 270);
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="1" 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>effect_create_below(ef_ring, x, y, 1, c_gray)
repeat(3)
{
    effect_create_below(ef_smoke, x+(random(40)-20), y+(random(80)-40), 1, make_colour_rgb(250, 250, 240));
    effect_create_below(ef_smoke, x+(random(40)-20), y+(random(80)-40), 1, c_dkgray);
    effect_create_above(ef_smoke, x+(random(40)-20), y+(random(80)-40), 1, make_colour_rgb(250, 250, 240));
    effect_create_above(ef_smoke, x+(random(40)-20), y+(random(80)-40), 1, c_dkgray);
}
effect_create_above(ef_smoke, x, y, 1, make_colour_rgb(250, 250, 240));
audio_play_sound(w_structure, 1, 0);
audio_sound_pitch(w_structure, choose(0.9, 0.95, 1));
</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>var xx = (x - (room_width/2))/1024;
var yy = (y - (room_height/2))/382;
switch (hp)
{
    case 2: for (i=0; i&lt;30; i+=1)
            {
                draw_sprite_ext(s_block2_a, i, x+(xx*i), y+(yy*i), 1, 1, image_angle, make_colour_rgb(250, 250, 240), 1);
            }; break;
    default: for (i=0; i&lt;30; i+=1)
            {
                draw_sprite_ext(s_block2_b, i, x+(xx*i), y+(yy*i), 1, 1, image_angle, make_colour_rgb(250, 250, 240), 1);
            }; break;
}
</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>
