Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_controller_Other_4

(view raw script w/o annotations or w/e)
1
switch room
2
{
3
    case rm_ruins00:
4
    case 60:
5
    case 77:
6
    case 81:
7
    case 124:
8
    case 213:
9
        global.player_sprites = "normal"
10
        break
11
    case 43:
12
    case 56:
13
    case 59:
14
    case 72:
15
        global.player_sprites = "snowdin"
16
        break
17
    case 101:
18
        global.player_sprites = "dunescave"
19
        break
20
}
21
22
scr_texture_page_handler
scr_texture_page_handler

function scr_texture_page_handler() //gml_Script_scr_texture_page_handler { texture_prefetch("GeneralUse") texture_prefetch("MainMenu") texture_prefetch("BattleBase") var _assets_load_new_home = false var _assets_load_ruins = false var _assets_load_snowdin = false var _assets_load_dunes = false var _assets_load_wild_east = false var _assets_load_steamworks = false var _assets_load_waterfall = false var _assets_load_minigames = false var _assets_load_shop = false var _assets_load_hotland = false var _assets_load_mansion = false var _room_tag = asset_get_tags(room, 3) for (var i = 0; i < array_length(_room_tag); i++) { switch _room_tag[i] { case "Ruins": _assets_load_ruins = true break case "Snowdin": _assets_load_snowdin = true break case "Dunes": _assets_load_dunes = true break case "Wild East": _assets_load_wild_east = true break case "Steamworks": _assets_load_steamworks = true break case "Minigame": _assets_load_minigames = true break case "Waterfall": _assets_load_waterfall = true break case "Hotland": _assets_load_hotland = true break case "New Home": _assets_load_new_home = true break case "Mansion": _assets_load_new_home = true break case "Shop": _assets_load_shop = true break } } if (room == rm_battle) return; if (_assets_load_ruins == true) { if (!texture_is_ready("Ruins")) show_debug_message("Ruins Textures Loaded") if (!texture_is_ready("Ruins")) texture_prefetch("Ruins") if (!texture_is_ready("BattleRuins")) texture_prefetch("BattleRuins") } else { if texture_is_ready("Ruins") show_debug_message("Ruins Textures Flushed") if texture_is_ready("Ruins") texture_flush("Ruins") if texture_is_ready("BattleRuins") texture_flush("BattleRuins") } if (_assets_load_snowdin == true) { if (!texture_is_ready("Snowdin")) show_debug_message("Snowdin Textures Loaded") if (!texture_is_ready("Snowdin")) texture_prefetch("Snowdin") if (!texture_is_ready("BattleSnowdin")) texture_prefetch("BattleSnowdin") } else { if texture_is_ready("Snowdin") show_debug_message("Snowdin Textures Flushed") if texture_is_ready("Snowdin") texture_flush("Snowdin") if texture_is_ready("BattleSnowdin") texture_flush("BattleSnowdin") } if (_assets_load_waterfall == true) { if (!texture_is_ready("Waterfall")) show_debug_message("Waterfall Textures Loaded") if (!texture_is_ready("Waterfall")) texture_prefetch("Waterfall") ...
()