<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!--> <object> <spriteName><undefined></spriteName> <solid>0</solid> <visible>-1</visible> <depth>0</depth> <persistent>0</persistent> <parentName><undefined></parentName> <maskName><undefined></maskName> <events> <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>var indx = ds_list_find_index(CHUNK_CONTAINED.instance_list,id); ds_list_delete(CHUNK_CONTAINED.instance_list,indx); </string> </argument> </arguments> </action> </event> <event eventtype="3" enumb="2"> <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 curChunk = instance_position(x,y,obj_chunk); if(curChunk != CHUNK_CONTAINED && curChunk != noone) { show_debug_message("Moving chunks."); var indx = ds_list_find_index(CHUNK_CONTAINED.instance_list,id); ds_list_delete(CHUNK_CONTAINED.instance_list,indx); CHUNK_CONTAINED = curChunk; ds_list_add(curChunk.instance_list,id); } </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>