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gml_Object_obj_battle_enemy_attack_axis_beams_Draw_0

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if live_call()
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    return global.live_result;
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var y_original = 0
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var y_max = room_height
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var x_original = 0
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var x_max = room_width
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draw_set_color(attack_beam_draw_color)
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draw_rectangle((x - attack_beam_width_current / 2), y_original, (x + attack_beam_width_current / 2), y_max, false)
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draw_rectangle((x - attack_beam_width_current / 2), y_original, (x + attack_beam_width_current / 2), y_max, true)
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draw_rectangle(x_original, (y - attack_beam_width_current / 2), x_max, (y + attack_beam_width_current / 2), false)
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draw_rectangle(x_original, (y - attack_beam_width_current / 2), x_max, (y + attack_beam_width_current / 2), true)