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obj_glydeshot.object.gmx
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<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
<spriteName>spr_glydeshot</spriteName>
<solid>0</solid>
<visible>-1</visible>
<depth>-1</depth>
<persistent>0</persistent>
<parentName>blt_parent_noborder</parentName>
<maskName><undefined></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>siner= 0;
image_xscale= 2;
image_yscale= 2;
aa= choose(2, -2);
direction= 300 - random(60);
speed= 7;
friction= random(-0.1);
dmg= 9;
if(instance_exists(228/* obj_glydeb */))
dmg= global.monsteratk[obj_glydeb.myself];
</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>siner++;
image_angle+= aa;
draw_sprite_ext(241/* spr_glydeshot */, 0, x, y, image_xscale, image_yscale, image_angle, image_blend, 0.7 + sin(siner / 3));
draw_sprite_ext(241/* spr_glydeshot */, 1, x, y, image_xscale, image_yscale, image_angle + 45, image_blend, -sin(siner / 3) + 0.7);
if(image_xscale < 3) {
image_xscale+= 0.05;
image_yscale+= 0.05;
}
if(y > 500) instance_destroy();
if(global.turntimer < 2) instance_destroy();
</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>