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gml_Object_obj_blocktree_bg_ch1_Create_0

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scr_depth_ch1
scr_depth_ch1

function scr_depth_ch1() { depth = 100000 - ((y * 10) + (sprite_height * 10)); }
();
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siner = 0;
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image_xscale = 2;
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image_yscale = 2;
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siner = random(600);
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blocktimer = 0;
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image_speed = 0;
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spec = 0;
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remdepth = depth;
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if (room == room_forest_area5_ch1)
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{
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    if (y <= 70)
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        spec = 2;
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    else
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        spec = 1;
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}