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<object>
  <spriteName>sprMagnetA</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-1000001</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>image_speed = 0.3
type = 0
backfire = 0
alarm[0] = 1
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="2" 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>if backfire {
    x = 0
    y = 0
    sprite_index = sprPKEffect
    image_speed = 0.4
    image_blend = make_color_rgb(255,160,255)
} else {
    if type = 0 {
        with instance_create(global.target[global._pl].x,global.target[global._pl].y,objEnemyGeneralFade) { 
            sprite_index = global.target[global._pl].sprite_index 
            image_index = global.target[global._pl].image_index
            depth = global.target[global._pl].depth -1
            color = make_color_rgb(255,160,255)
        }
    } else {
        for (var i=1;i&lt;global.en_count+1;i++) {
            var e = instance_create(global.enemy[i].x,global.enemy[i].y,objEnemyGeneralFade);
            e.sprite_index = global.enemy[i].sprite_index  
            e.image_index = global.enemy[i].image_index  
            e.depth = global.enemy[i].depth-1
            e.color = make_color_rgb(255,160,255)
        }
    }
}

audio_play_sound(sndmagnet,0,0)
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="7">
      <action>
        <libid>1</libid>
        <id>203</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>1</exetype>
        <functionname>action_kill_object</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </action>
      <action>
        <libid>1</libid>
        <id>203</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>-1</useapplyto>
        <exetype>1</exetype>
        <functionname>action_kill_object</functionname>
        <codestring></codestring>
        <whoName>objEnemyGeneralFade</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
      </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_set_alpha(0.5)
draw_sprite_stretched_ext(sprBlackDot,-1,0,0,426,240,c_white,0.5)
draw_set_alpha(1)
if !backfire and type = 1 {
    draw_sprite_tiled(sprite_index,image_index,0,0)
} else {
    draw_self()
}
</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>
    <point>160,95</point>
    <point>160,160</point>
  </PhysicsShapePoints>
</object>
