<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>s_man1</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>ss_shake(40);
image_speed = 0;
image_index = 0;
</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>draw_self();
draw_set_colour(c_dkgray);
draw_text(x+129, y-80, 'ПРОДОЛЖИТЬ');
draw_text(x+119, y-38, 'НОВАЯ ИГРА');
draw_text(x+119, y+2, 'ГРОМКОСТЬ');
draw_text(x+99, y+48, 'ВЫХОД');
draw_set_colour(c_white);
switch (image_index)
{
    case 0: draw_text(x+130, y-80, 'ПРОДОЛЖИТЬ'); draw_text(x+430, y-80, 'Продолжить с того уровня,#на котором покинули игру'); break;
    case 1: draw_text(x+120, y-38, 'НОВАЯ ИГРА'); draw_text(x+420, y-38, 'Удалить текущее сохранение#(если есть)#и начать новую игру с начала'); break;
    case 2: draw_text(x+120, y+2, 'ГРОМКОСТЬ'); draw_text(x+420, y+2, global.volume); break;
    case 3: draw_text(x+100, y+48, 'ВЫХОД'); draw_text(x+400, y+48, 'Завершить работу приложения#Прогрес не будет утерян#(работает автосохранение)'); break;
    default: break;
}
 
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="40">
      <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 image_index &lt; 3
{
    image_index++;
    ss_shake(40);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="39">
      <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 image_index == 2
{
    if global.volume &lt; 100
    {
        global.volume += 20;
        audio_master_gain(global.volume/100);
        ss_shake(40);
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="38">
      <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 image_index &gt; 0
{
    image_index--;
    ss_shake(40);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="37">
      <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 image_index == 2
{
    if global.volume &gt; 0
    {
        global.volume -= 20;
        audio_master_gain(global.volume/100);
        ss_shake(40);
    }
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="9" enumb="13">
      <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>switch (image_index)
{
    case 0: if file_exists('tank_save.sav') game_load('tank_save.sav');
            else ss_shake(40); break;
    case 1: room_goto_next(); break;
    case 3: game_end(); break;
    default: 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>
