anim_loop_time = room_speed * 6 anim_stretch_current = 1 anim_stretch_max = 1.1 anim_stage = 1 anim_inc_multiplier = 2 anim_inc_multiplier_max = 2 anim_head_offset = y - obj_pedla_head.y anim_hands_offset = y - obj_pedla_hands.y death_sprite = false image_speed = 0 damage_disjoint_count = 0 damage_disjoint_x = 0 no_loop_damage_disjoint_count = false starting_point_x = x starting_point_y = y no_loop_create_clouds = false enemy_hurt_noise = 587 enemy_hurt_pitch = 1.2