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<object>
  <spriteName>i_sea</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>-5</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>611</id>
        <kind>6</kind>
        <userelative>-1</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</string>
          </argument>
          <argument>
            <kind>0</kind>
            <string>0.1</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>