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gml_Object_obj_factory_02_numpad_Step_0

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if live_call()
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    return global.live_result;
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switch scene
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{
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    case 0:
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        if (keyboard_multicheck_pressed(0) && scr_interact
scr_interact

function scr_interact() //gml_Script_scr_interact { if (distance_to_object(obj_pl) < 20 && obj_pl.state == gml_Script_scr_normal_state) { var pl_dir = obj_pl.direction var pl_x = 0 var pl_y = 0 var check_distance_x = 0 var check_distance_y = 0 switch pl_dir { case 0: pl_x = obj_pl.bbox_right pl_y = obj_pl.bbox_top + 1 check_distance_x = 20 break case 180: pl_x = obj_pl.bbox_left pl_y = obj_pl.bbox_top + 1 check_distance_x = -20 break case 90: pl_x = obj_pl.x pl_y = obj_pl.bbox_top check_distance_y = -20 break case 270: pl_x = obj_pl.x pl_y = obj_pl.bbox_bottom check_distance_y = 20 break } if collision_line_first(pl_x, pl_y, (pl_x + check_distance_x), (pl_y + check_distance_y), id, false, false) return true; } }
())
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            cutscene_advance()
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        break
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    case 1:
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        if (!instance_exists(obj_factory_numpad_overlay))
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            instance_create(0, 0, obj_factory_numpad_overlay)
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        scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() //gml_Script_scr_cutscene_start { global.cutscene = true obj_pl.state = gml_Script_scr_frozen_state obj_pl.image_index = 0 obj_pl.image_speed = 0 }
()
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        scene++
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        break
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    case 2:
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        if (obj_factory_numpad_overlay.entry_correct == 1)
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        {
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            event_user(1)
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            audio_play_sound(snd_sliding_door_open, 1, 0)
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            global.sworks_flag[36] = 3
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            obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_blank
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            alarm[1] = 20
alarm[1]

if live_call() return global.live_result; scr_cutscene_end() instance_destroy()
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            scene = -1
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        }
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        else if (obj_factory_numpad_overlay.entry_correct == 0)
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            scene++
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        break
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    case 3:
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        if (!instance_exists(obj_factory_numpad_overlay))
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        {
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            scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
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            scene = 0
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        }
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        break
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}