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gml_Object_obj_pl_Create_0

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1
usprite = spr_pl_up
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dsprite = spr_pl_down
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lsprite = spr_pl_left
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rsprite = spr_pl_right
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usprite_walk = 24
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dsprite_walk = 23
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lsprite_walk = 22
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rsprite_walk = 21
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usprite_run = 15
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dsprite_run = 18
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lsprite_run = 17
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rsprite_run = 16
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plspd = 3
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is_sprinting = false
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dirStore = false
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clover_walk_backwards = false
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autowalk_direction_no_loop = false
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get_last_room_no_loop = false
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autowalk_direction = "nothing"
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player_mode = "Normal"
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state = gml_Script_scr_normal_state
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sliding = false
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hsp_slide = 0
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vsp_slide = 0
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global.walking = false
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direction = 270
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image_speed = 0
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DEBUG_DANCE = false
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scr_load_palette_shader
scr_load_palette_shader

function scr_load_palette_shader() //gml_Script_scr_load_palette_shader { shader_on = false shader_sprite = spr_final_palette palette_sampler = sprite_get_texture(shader_sprite, 0) u_palette_tex = shader_get_sampler_index(sh_palette_swap, "palette_tex") u_palette_index = shader_get_uniform(sh_palette_swap, "palette_index") u_palette_texel_height = shader_get_uniform(sh_palette_swap, "palette_texel_height") u_palette_texel_width = shader_get_uniform(sh_palette_swap, "palette_texel_width") u_palette_x_offset = shader_get_uniform(sh_palette_swap, "palette_x_offset") u_palette_y_offset = shader_get_uniform(sh_palette_swap, "palette_y_offset") u_color_vect = shader_get_uniform(sh_palette_swap, "color_vect") palette_tex = sprite_get_texture(shader_sprite, 0) uniform_info = [texture_get_texel_height(palette_tex), texture_get_texel_width(palette_tex), array_get(texture_get_uvs(palette_tex), 0), array_get(texture_get_uvs(palette_tex), 1), argument[0]] index = 0 }
(1)
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palette_index = 0