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gml_Object_o_coaster_berdly_Create_0

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1
image_speed = 0
2
mask_index = spr_coaster_berdly
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visible = false
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damagecon = 0
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damagetimer = 0
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invincible = 0
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siner = 0
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image_xscale = 2
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image_yscale = 2
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xshake = 0
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yshake = 0
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shaketimer = 0
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smoketimer = 0
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smokestart = 0
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depth = obj_berdlyb_enemy.depth + 1
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endscene = 0
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endscenetimer = 0
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movetimer = 59
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movethreshold = 60
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movebuffer = 0
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moveframes = 6
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movecon = -1
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idealy = -900
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kiss = 1
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forceypos = -1
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calculated = 0
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premonition = 0
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drawpremonition = 1
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if (obj_berdlyb_enemy.premonition > 0)
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{
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    premonition = 1
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    drawpremonition = 1
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}
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else
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    drawpremonition = 0
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knocked = 0
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knockedtimer = 0
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knockedhits = 0
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premy = y
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ycount = 0
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for (i = 0; i < 12; i++)
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    nexty[i] = -1
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pick = floor(random(6))
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for (i = 0; i < 2; i++)
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{
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    while (nexty[pick] != -1)
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        pick = floor(random(6))
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    nexty[pick] = i
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}
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for (j = 0; j < 6; j++)
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{
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    if (nexty[j] == -1)
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        nexty[j] = choose(0, 1, 2)
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}
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pick = floor(random(6) + 6)
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for (i = 0; i < 2; i++)
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{
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    while (nexty[pick] != -1)
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        pick = floor(random(6) + 6)
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    nexty[pick] = i
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}
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for (j = 6; j < 12; j++)
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{
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    if (nexty[j] == -1)
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        nexty[j] = choose(0, 1, 2)
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}
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queenmode = 0
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init = 0
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mode = 0
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with (obj_berdlyb_enemy)
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{
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    if (global.mercymod[myself] > 50)
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        o_coaster_berdly.mode = 1
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}
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modetimer = 0
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movetype = 0
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movesiner = 0
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xx = 0