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gml_Object_obj_postgame_walk_blocker_Step_0

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if live_call()
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    return global.live_result;
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var door = instance_place(x, y, obj_doorway)
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if (door != noone)
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    instance_destroy(door)
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switch scene
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{
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    case 0:
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        if ((!global.cutscene) && place_meeting(x, y, obj_pl))
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        {
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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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            cutscene_advance()
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        }
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        break
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    case 1:
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        cutscene_dialogue()
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        with (msg)
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        {
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            sndfnt = 102
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            for (var i = 0; i < array_length(other.message); i++)
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            {
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                message[i] = other.message[i]
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                prt[i] = other.prt[i]
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            }
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        }
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        break
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    case 2:
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        with (obj_pl)
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        {
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            clover_walk_backwards = false
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            autowalk_direction = other.walk_dir
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            switch other.walk_dir
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            {
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                case "down":
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                    direction = 270
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                    break
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                case "right":
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                    direction = 0
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                    break
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                case "left":
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                    direction = 180
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                    break
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                case "up":
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                    direction = 90
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                    break
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            }
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            state = gml_Script_scr_autowalk_state
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           alarm[1]
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        }
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        cutscene_advance()
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        break
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    case 3:
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        if (!obj_pl.alarm[1])
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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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}