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stack/objects/o_wall_norm_R_D.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>i_half_R_D</spriteName>
<solid>-1</solid>
<visible>-1</visible>
<depth>0</depth>
<persistent>0</persistent>
<parentName>o_generale</parentName>
<maskName>&lt;undefined&gt;</maskName>
<events>
<event eventtype="8" enumb="0">
<action>
<libid>1</libid>
<id>612</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>-1</isquestion>
<useapplyto>-1</useapplyto>
<exetype>1</exetype>
<functionname>action_if_variable</functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
<arguments>
<argument>
<kind>0</kind>
<string>debug_mode</string>
</argument>
<argument>
<kind>0</kind>
<string>true</string>
</argument>
<argument>
<kind>4</kind>
<string>0</string>
</argument>
</arguments>
</action>
<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_color(c_ltgray);
physics_draw_debug();
</string>
</argument>
</arguments>
</action>
<action>
<libid>1</libid>
<id>421</id>
<kind>3</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>0</exetype>
<functionname></functionname>
<codestring></codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
<action>
<libid>1</libid>
<id>500</id>
<kind>0</kind>
<userelative>0</userelative>
<isquestion>0</isquestion>
<useapplyto>0</useapplyto>
<exetype>2</exetype>
<functionname></functionname>
<codestring>draw_self();</codestring>
<whoName>self</whoName>
<relative>0</relative>
<isnot>0</isnot>
</action>
</event>
</events>
<PhysicsObject>-1</PhysicsObject>
<PhysicsObjectSensor>0</PhysicsObjectSensor>
<PhysicsObjectShape>2</PhysicsObjectShape>
<PhysicsObjectDensity>0</PhysicsObjectDensity>
<PhysicsObjectRestitution>0</PhysicsObjectRestitution>
<PhysicsObjectGroup>1</PhysicsObjectGroup>
<PhysicsObjectLinearDamping>0.100000001490116</PhysicsObjectLinearDamping>
<PhysicsObjectAngularDamping>0.100000001490116</PhysicsObjectAngularDamping>
<PhysicsObjectFriction>0.5</PhysicsObjectFriction>
<PhysicsObjectAwake>0</PhysicsObjectAwake>
<PhysicsObjectKinematic>0</PhysicsObjectKinematic>
<PhysicsShapePoints>
<point>0,32</point>
<point>32,0</point>
<point>32,32</point>
</PhysicsShapePoints>
</object>