1 |
function scr_talking_enemy_colorscr_talking_enemy_colorfunction scr_talking_enemy_color() //gml_Script_scr_talking_enemy_color
{
switch current_char
{
case " ":
case "*":
if (color_count >= 1)
{
switch current_char_2
{
case " ":
case "*":
if (color_count >= 2)
{
switch current_char_3
{
case " ":
case "*":
break
default:
audio_stop_sound(snd_talk_default)
audio_play_sound(snd_talk_default, 20, false)
}
}
break
default:
audio_stop_sound(snd_talk_default)
audio_play_sound(snd_talk_default, 20, false)
}
}
break
default:
audio_stop_sound(snd_talk_default)
audio_play_sound(snd_talk_default, 20, false)
}
switch current_char
{
case ".":
case ",":
case "?":
case "!":
break
default:
if (color_count >= 1)
{
switch current_char_2
{
case ".":
case ",":
case "?":
case "!":
break
default:
if (color_count >= 2)
{
switch current_char_3
{
case ".":
case ",":
case "?":
case "!":
break
default:
can_talk = true
}
break
}
else
can_talk = true
}
break
}
else
can_talk = true
}
} () //gml_Script_scr_talking_enemy_color |