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gml_Object_obj_steamworks_factory_elevators_Step_0

(view raw script w/o annotations or w/e)
1
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) && scene == 0)
2
{
3
    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 }
()
4
    scene = 1
5
}
6
switch scene
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{
8
    case 1:
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        if (image_speed == 0 && image_index == 0)
10
        {
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            image_speed = 1
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            audio_play_sound(snd_sliding_door_open, 1, 0)
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        }
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        if (image_index >= (image_number - 1))
15
        {
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            image_speed = 0
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            cutscene_advance()
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        }
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        break
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    case 2:
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        cutscene_dialogue()
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        with (msg)
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        {
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            sndfnt_array[0] = 391
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            message[0] = "* (An empty elevator#  shaft lies before you.)"
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        }
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        break
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    case 3:
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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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        break
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}