<!--This Document is generated by GameMaker, if you edit it by hand then you do so at your own risk!-->
<object>
  <spriteName>&lt;undefined&gt;</spriteName>
  <solid>0</solid>
  <visible>-1</visible>
  <depth>0</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>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>//We are connecting to the localhost and the ThinkGear Connector Program
client = network_create_socket(network_socket_tcp);
network_connect(client, "127.0.0.1", 13854);

//Now, we are handshaking with ThinkGear Connector, providing appName and AppKey
buff = buffer_load("appAuthorization.dat");
network_send_packet(client, buff, buffer_get_size(buff));

//Lastly, we make sure to properly notify for Raw and JSON formats
buff2 = buffer_load("appFormat.dat");
network_send_packet(client, buff2, buffer_get_size(buff2));
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="7" enumb="68">
      <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>/// Networking code
var eventid = ds_map_find_value(async_load, "id");

// Are we connected?
if( client == eventid )
{
// Read the data from the incoming buffer
buff = ds_map_find_value(async_load, "buffer");
size = ds_map_find_value(async_load, "size");

headset = buffer_read(buff, buffer_string ); //the current problem is that it is pulling from the buffer as a string
 


//resultMap = json_decode(headset);//when it should be able to be converted into a JSON format
//var list = ds_map_find_value(resultMap, "default");
//var size = ds_list_size(list);
//var map = ds_list_find_value(list, 0);
//var curr = ds_map_find_first(map);

//This will show the stream from the buffer

show_debug_message(headset);
}
</string>
          </argument>
        </arguments>
      </action>
    </event>
    <event eventtype="8" enumb="0">
      <action>
        <libid>1</libid>
        <id>524</id>
        <kind>0</kind>
        <userelative>0</userelative>
        <isquestion>0</isquestion>
        <useapplyto>0</useapplyto>
        <exetype>1</exetype>
        <functionname>action_color</functionname>
        <codestring></codestring>
        <whoName>self</whoName>
        <relative>0</relative>
        <isnot>0</isnot>
        <arguments>
          <argument>
            <kind>13</kind>
            <string>16777215</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>
