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gml_Object_obj_background_feisty_four_yellow_Step_0

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1
for (dj_suit_x += dj_speed_x; dj_suit_x >= max_dj_suit_x; dj_suit_x -= max_dj_suit_x)
2
{
3
}
4
for (i = 0; i <= 1; i++)
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{
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    if (can_spin[i] == true)
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    {
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        time_elapsed[i] += time_increase[i]
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        if (time_elapsed[i] >= (time_max[i] / 2))
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        {
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            time_elapsed[i] = 0
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            angle[i] = 0
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            suit[i][0] = suit[i][1]
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            can_spin[i] = false
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        }
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        else
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        {
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            game_maker_cannot_do_math = power((time_elapsed[i] / (time_max[i] / 2 * (1 / sqrt(max_rise[i]))) - sqrt(max_rise[i])), 2)
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            animation_disjoint_angle = sign_modifier[i] * (max_rise[i] - (floor(0.5 + game_maker_cannot_do_math)))
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            angle[i] = animation_disjoint_angle
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        }
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    }
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}
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for (i = 0; i <= 1; i++)
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{
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    xscale[i] = cos(degtorad(angle[i]))
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    if (xscale[i] < 0)
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        side[i] = 1
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    else
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        side[i] = 0
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    xscale[i] = abs(xscale[i])
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    if (suit[i][side[i]] == "Club")
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    {
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        sprite_card[i] = sprite_card_club
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        sprite_suit[i] = sprite_suit_club
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    }
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    else if (suit[i][side[i]] == "Diamond")
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    {
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        sprite_card[i] = sprite_card_diamond
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        sprite_suit[i] = sprite_suit_diamond
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    }
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    else if (suit[i][side[i]] == "Heart")
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    {
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        sprite_card[i] = sprite_card_heart
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        sprite_suit[i] = sprite_suit_heart
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    }
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    else if (suit[i][side[i]] == "Spade")
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    {
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        sprite_card[i] = sprite_card_spade
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        sprite_suit[i] = sprite_suit_spade
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    }
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}