function enemy_crawl_ai()
{
	var _wall_ahead = place_meeting(x + facing_x * abs(sprite_width) / 3, y, oParentSolid);
	var _hazard_ahead = place_meeting(x + facing_x * abs(sprite_width) / 3, y, oParentHazard);
	var _ledge_ahead = !place_meeting(x + facing_x * abs(sprite_width) / 3 * 4, y + 1, oParentSolid); 
	
	if _wall_ahead || _ledge_ahead || _hazard_ahead
    facing_x *= -1;
	
	x_spd = facing_x * walk_spd;
	y_spd += global.g;
}