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gml_Object_obj_steamworks_30_lever_Step_0

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switch scene
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{
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    case 0:
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        if (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; } }
() && keyboard_multicheck_pressed(0))
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            cutscene_advance()
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        break
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    case 1:
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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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        break
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    case 2:
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        cutscene_sfx_play(snd_switch, 1)
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        break
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    case 3:
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        image_speed = 0.25
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        cutscene_advance()
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        break
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    case 4:
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        if (image_index >= (image_number - 1))
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        {
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            cutscene_advance()
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            image_speed = 0
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        }
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        break
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    case 5:
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        cutscene_sfx_play(snd_undertale_thud, 1)
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        break
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    case 6:
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        cutscene_screenshake(1, 2)
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        break
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    case 7:
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        cutscene_wait(0.5)
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        break
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    case 8:
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        obj_pl.direction = 0
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        cutscene_advance()
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        break
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    case 9:
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        layer_vspeed("ast_shortcut", 2)
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        cutscene_advance()
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        break
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    case 10:
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        if (layer_get_y("ast_shortcut") >= 0)
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        {
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            cutscene_advance()
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            layer_vspeed("ast_shortcut", 0)
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            audio_play_sound(snd_elevator_start, 1, 0)
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            layer_set_visible("ast_shortcut_railing", true)
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            scr_screenshake
scr_screenshake

function scr_screenshake(argument0, argument1) //gml_Script_scr_screenshake { if instance_exists(obj_screenshake_player) return; with (instance_create(__view_get((9 << 0), 0).x, __view_get((9 << 0), 0).y, obj_screenshake_player)) { alarm[0] intensity = argument1 } }
(15, 2)
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        }
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        break
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    case 11:
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        global.sworks_flag[19] = 1
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        cutscene_advance()
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        break
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    case 12:
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        instance_deactivate_layer("colliders_nobridge")
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        instance_activate_layer("colliders_bridge")
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        cutscene_advance()
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        break
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    case 13:
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        scene = -1
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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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        break
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}