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gml_Object_obj_axis_neutral_ending_cutscene_Create_0

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1
if live_call()
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    return global.live_result;
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scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(argument0, argument1) //gml_Script_scr_audio_fade_out { var snd = argument0 var fade_len = argument1 if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len) if instance_exists(obj_audio_fade_helper) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd }
(mus_guns_blazing, 1500)
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audio_play_sound(snd_undertale_explosion, 1, 0)
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draw_alpha = 0
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scene = 0
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cutscene_timer = 0