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gml_Object_obj_flowey_battle_gray_gun_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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        image_alpha += 0.2
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        image_angle = direction - 180 + 180 * image_alpha
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        if (image_alpha >= 1)
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        {
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            image_alpha = 1
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            scene++
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        }
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        break
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    case 1:
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        cutscene_wait(0.5)
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        break
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    case 2:
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        audio_play_sound(snd_impact_gunshot, 1, 0)
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        var len = point_distance(0, 0, 55, -12)
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        var pointdir = point_direction(0, 0, 55, -12)
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        var bullet = instance_create_depth((x + (lengthdir_x(len, (image_angle + pointdir * sign(image_yscale))))), (y + (lengthdir_y(len, (image_angle + pointdir * sign(image_yscale))))), (depth - 1), obj_flowey_battle_gray_bullet)
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        bullet.direction = direction
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        bullet.image_angle = direction
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        speed = -24
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        gravity = 0.25
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        scene++
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        break
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    case 3:
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        image_angle += (25 * image_yscale)
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        image_alpha -= 0.1
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        if (image_alpha < 0)
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            instance_destroy()
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        break
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}