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gml_Object_obj_wild_east_cutscene_03_Step_0

(view raw script w/o annotations or w/e)
1
var actor_starlo = obj_starlo_npc
2
var actor_ed = obj_ed_npc
3
var actor_mooch = obj_mooch_npc
4
var actor_moray = obj_moray_npc
5
var actor_ace = obj_ace_npc
6
var actor_clover = obj_player_npc
7
if live_call()
8
    return global.live_result;
9
switch scene
10
{
11
    case 0:
12
        cutscene_music_start(184, 0)
13
        break
14
    case 1:
15
        if cutscene_wait(1.5)
16
            cutscene_advance(6)
17
        break
18
    case 6:
19
        cutscene_dialogue()
20
        with (msg)
21
        {
22
            sndfnt = 107
23
            talker[0] = actor_starlo
24
            message[0] = "* Group up, everyone!"
25
            prt[0] = 417
26
        }
27
        break
28
    case 7:
29
        cutscene_npc_walk(actor_ace, 680, 440, 4, "x", "up")
30
        cutscene_npc_walk(actor_mooch, 760, 440, 4, "y", "up")
31
        cutscene_npc_walk(actor_ed, 640, 375, 4, "y", "right")
32
        cutscene_npc_walk(actor_moray, 800, 375, 4, "x", "left")
33
        cutscene_advance()
34
        break
35
    case 8:
36
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
37
            cutscene_advance()
38
        break
39
    case 9:
40
        cutscene_dialogue()
41
        with (msg)
42
        {
43
            position = 1
44
            message[0] = "* Gettin' a bit of deja#  vu here."
45
            prt[0] = 454
46
            sndfnt_array[0] = 104
47
            talker[0] = actor_ed
48
            message[1] = "* As ya should, buddy."
49
            message[2] = "* Thanks to Ace's keen#  eye for fashion, we#  took a lil detour."
50
            message[3] = "* Great job there."
51
            prt[1] = 421
52
            prt[2] = 407
53
            prt[3] = 421
54
            sndfnt_array[1] = 107
55
            talker[1] = actor_starlo
56
            message[4] = "* Thank you, Star."
57
            message[5] = "* Clover looks much#  better now."
58
            prt[4] = 436
59
            prt[5] = 435
60
            sndfnt_array[4] = 106
61
            talker[4] = actor_ace
62
            message[6] = "* I agree! Clover's#  looking like a real#  wrangler!"
63
            prt[6] = 445
64
            sndfnt_array[6] = 391
65
            talker[6] = actor_moray
66
            message[7] = "* For sure!"
67
            message[8] = "* That new gun is...#  awfully shiny."
68
            prt[7] = 458
69
            prt[8] = 463
70
            sndfnt_array[7] = 105
71
            talker[7] = actor_mooch
72
            message[9] = "* Had to shake Mr.#  Blackjack down for it."
73
            message[10] = "* I was real tough, too."
74
            message[11] = "* Put ol' Jack in his#  place, I did."
75
            prt[9] = 417
76
            prt[10] = 424
77
            prt[11] = 424
78
            sndfnt_array[9] = 107
79
            talker[9] = actor_starlo
80
            message[12] = "* You coulda' sent me in#  to get it."
81
            message[13] = "* You know I'm the best#  negotiator."
82
            prt[12] = 455
83
            prt[13] = 463
84
            sndfnt_array[12] = 105
85
            talker[12] = actor_mooch
86
            message[14] = "* We might bend the rules#  a bit but we ain't#  bandits."
87
            prt[14] = 419
88
            sndfnt_array[14] = 107
89
            talker[14] = actor_starlo
90
            message[15] = "* Mhm, totally."
91
            prt[15] = 458
92
            sndfnt_array[15] = 105
93
            talker[15] = actor_mooch
94
            message[16] = "* Let's get to the#  mission already."
95
            prt[16] = 454
96
            sndfnt_array[16] = 104
97
            talker[16] = actor_ed
98
            message[17] = "* Right ya are, Ed."
99
            message[18] = "* What other mission#  would it be than the#  one we skipped before?"
100
            message[19] = "* Get ready, Clover!"
101
            prt[17] = 417
102
            prt[18] = 417
103
            prt[19] = 415
104
            sndfnt_array[17] = 107
105
            talker[17] = actor_starlo
106
        }
107
        break
108
    case 10:
109
        cutscene_wait(1)
110
        break
111
    case 11:
112
        cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false)
113
        break
114
    case 12:
115
        cutscene_event_wildeast_stamp(spr_wild_east_stamp_2, 253, 150, 10, 50)
116
        break
117
    case 13:
118
        cutscene_audio_fade(cutscene_music, 1, 300, 0.75, true)
119
        break
120
    case 14:
121
        cutscene_dialogue()
122
        with (msg)
123
        {
124
            position = 1
125
            message[0] = "* It's time for us to#  dual!"
126
            prt[0] = 422
127
            talker[0] = actor_starlo
128
        }
129
        break
130
    case 15:
131
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = argument0 fade_strength = argument1 / 100 audio_stop = argument2 if (audio_stop == false) audio_resume_sound(argument0) } }
(cutscene_music, 5, 1)
132
        cutscene_advance()
133
        break
134
    case 16:
135
        cutscene_wait(2)
136
        break
137
    case 17:
138
        cutscene_dialogue()
139
        with (msg)
140
        {
141
            position = 1
142
            message[0] = "* You mean \"duel.\""
143
            prt[0] = 447
144
            talker[0] = actor_moray
145
        }
146
        break
147
    case 18:
148
        cutscene_wait(1)
149
        break
150
    case 19:
151
        cutscene_npc_direction(actor_starlo, "right")
152
        break
153
    case 20:
154
        cutscene_dialogue()
155
        with (msg)
156
        {
157
            position = 1
158
            message[0] = "* That's what I said."
159
            message[1] = "* No, you pronounced it#  with a \"UA\" sound#  instead of a \"OO\" sound."
160
            message[2] = "* Boss, have you been#  skippin' Cowboy Grammar#  Class?"
161
            message[3] = "* Dual, duel, who cares?#  Tomato potato and all#  that."
162
            message[4] = "* Y'all need to quit#  interrupin' me so often."
163
            message[5] = "* Upsets my frontier zen."
164
            prt[0] = 413
165
            prt[1] = 437
166
            prt[2] = 453
167
            prt[3] = 410
168
            prt[4] = 410
169
            prt[5] = 410
170
            talker[0] = actor_starlo
171
            talker[1] = actor_ace
172
            talker[2] = actor_ed
173
            talker[3] = actor_starlo
174
            if (message_current == 3)
175
            {
176
                with (actor_starlo)
177
                    npc_direction = "down"
178
            }
179
        }
180
        break
181
    case 21:
182
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = argument0 fade_strength = argument1 / 100 audio_stop = argument2 if (audio_stop == false) audio_resume_sound(argument0) } }
(cutscene_music, 5, false)
183
        cutscene_advance()
184
    case 22:
185
        cutscene_dialogue()
186
        with (msg)
187
        {
188
            position = 1
189
            message[0] = "* Where was I?"
190
            message[1] = "* Oh yeah, it's time to#  d..."
191
            message[2] = "* Participate in a#  carefully timed#  shootin' competition."
192
            message[3] = "* Mooch! Provide Clover#  with the designated#  tool."
193
            prt[0] = 421
194
            prt[1] = 417
195
            prt[2] = 421
196
            prt[3] = 417
197
            talker[0] = actor_starlo
198
        }
199
        break
200
    case 23:
201
        cutscene_npc_walk(actor_mooch, obj_pl.x, (obj_pl.y + 20), 3, "x", "up")
202
        break
203
    case 24:
204
        cutscene_dialogue()
205
        with (msg)
206
        {
207
            position = 1
208
            message[0] = "* Here's a BB gun for the#  duel!"
209
            message[1] = "* I'll uh... take that#  sixshooter off your#  hands for now."
210
            message[2] = "* Mooooch? Bring the gun#  here."
211
            message[3] = "* That's what I was gonna#  do, Moray."
212
            message[4] = "* Get off my back, will#  ya?"
213
            prt[0] = 458
214
            prt[1] = 462
215
            prt[2] = 445
216
            prt[3] = 460
217
            prt[4] = 460
218
            talker[0] = actor_mooch
219
            talker[2] = actor_moray
220
            talker[3] = actor_mooch
221
        }
222
        break
223
    case 25:
224
        cutscene_npc_walk(actor_mooch, actor_moray.x, (actor_moray.y + 20), 3, "y", "up")
225
        break
226
    case 26:
227
        cutscene_wait(1)
228
        break
229
    case 27:
230
        cutscene_npc_walk(actor_mooch, 760, 440, 3, "x", "up")
231
        break
232
    case 28:
233
        cutscene_wait(0.5)
234
        break
235
    case 29:
236
        cutscene_dialogue()
237
        with (msg)
238
        {
239
            position = 1
240
            message[0] = "* Alright. It's finally#  time to go head to hea-"
241
            message[1] = "* Wait."
242
            message[2] = "* What is it, Ace?"
243
            message[3] = "* What could possibly be#  so pressin' to interrupt#  the mission again?"
244
            message[4] = "* You forgot the safety#  glasses."
245
            message[5] = "* Gee, boss. You coulda#  hurt Clover."
246
            message[6] = "* Right..."
247
            message[7] = "* I take responsibility#  and apologize for the#  oversight."
248
            message[8] = "* Bring the glasses here."
249
            prt[0] = 422
250
            prt[1] = 439
251
            prt[2] = 416
252
            prt[3] = 416
253
            prt[4] = 435
254
            prt[5] = 454
255
            prt[6] = 412
256
            prt[7] = 412
257
            prt[8] = 417
258
            talker[0] = actor_starlo
259
            talker[1] = actor_ace
260
            talker[2] = actor_starlo
261
            talker[4] = actor_ace
262
            talker[5] = actor_ed
263
            talker[6] = actor_starlo
264
            if (message_current == 1 && counter == 0)
265
                scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = argument0 fade_strength = argument1 / 100 audio_stop = argument2 if (audio_stop == false) audio_resume_sound(argument0) } }
(other.cutscene_music, 5, true)
266
        }
267
        break
268
    case 30:
269
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(argument0, argument1, argument2) //gml_Script_scr_music_sudden_stop { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = argument0 fade_strength = argument1 / 100 audio_stop = argument2 if (audio_stop == false) audio_resume_sound(argument0) } }
(other.cutscene_music, 5, false)
270
        cutscene_advance()
271
        break
272
    case 31:
273
        cutscene_npc_walk(actor_ace, actor_starlo.x, (actor_starlo.y + 20), 3, "x", "up")
274
        break
275
    case 32:
276
        cutscene_dialogue()
277
        with (msg)
278
        {
279
            position = 1
280
            message[0] = "* (I want the pair with#  the blue flames.)"
281
            message[1] = "* (Red flames clash with#  my uniform.)"
282
            message[2] = "* Here."
283
            prt[0] = 407
284
            prt[1] = 407
285
            prt[2] = 434
286
            talker[0] = actor_starlo
287
            talker[2] = actor_ace
288
        }
289
        break
290
    case 33:
291
        cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true)
292
        break
293
    case 34:
294
        cutscene_wait(0.5)
295
        break
296
    case 35:
297
        cutscene_npc_reset_sprite(actor_ace, "up")
298
        break
299
    case 36:
300
        cutscene_npc_set_sprites(actor_starlo, 214, 213, 215, 210, 214, 220, 218, 219)
301
        break
302
    case 37:
303
        cutscene_npc_walk(actor_ace, actor_clover.x, (actor_clover.y + 20), 3, "x", "up")
304
        break
305
    case 38:
306
        cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true)
307
        break
308
    case 39:
309
        cutscene_wait(0.5)
310
        break
311
    case 40:
312
        cutscene_npc_reset_sprite(actor_ace, "up")
313
        break
314
    case 41:
315
        cutscene_npc_set_sprites(actor_clover, 28, 26, 27, 25, 28, 26, 27, 25)
316
        break
317
    case 42:
318
        cutscene_wait(0.5)
319
        break
320
    case 43:
321
        cutscene_npc_walk(actor_ace, 680, 440, 3, "y", "up")
322
        break
323
    case 44:
324
        cutscene_wait(0.5)
325
        break
326
    case 45:
327
        cutscene_npc_direction(actor_starlo, "left")
328
        break
329
    case 46:
330
        cutscene_dialogue()
331
        with (msg)
332
        {
333
            position = 1
334
            message[0] = "* Now we're in business!"
335
            message[1] = "* Alllrighty, Clover!"
336
            message[2] = "* We're gonna take ten#  paces and turn to face#  each other."
337
            message[3] = "* When you hear the#  \"draw\" sound..."
338
            message[4] = "* Grab yer gun and shoot#  me as fast as you can!"
339
            message[5] = "* Here we go!"
340
            prt[0] = 422
341
            prt[1] = 417
342
            prt[2] = 417
343
            prt[3] = 417
344
            prt[4] = 419
345
            prt[5] = 422
346
            talker[0] = actor_starlo
347
            if (message_current == 1)
348
                actor_clover.npc_direction = "right"
349
        }
350
        break
351
    case 47:
352
        cutscene_audio_fade(cutscene_music, 0, 500, 1, false, true)
353
        break
354
    case 48:
355
        cutscene_sfx_play(mus_dual, 1)
356
        cutscene_npc_walk(actor_starlo, 700, 490, 2, "x", "right")
357
        cutscene_npc_walk(actor_clover, 740, 490, 2, "x", "left")
358
        cutscene_npc_walk(actor_ace, 700, 378, 3, "x", "down")
359
        cutscene_npc_walk(actor_mooch, 740, 375, 3, "y", "down")
360
        cutscene_npc_direction(actor_ed, "down")
361
        cutscene_npc_direction(actor_moray, "down")
362
        cutscene_camera_move(720, 440, 1)
363
        cutscene_advance(49)
364
        break
365
    case 49:
366
        if (actor_clover.npc_arrived && actor_starlo.npc_arrived)
367
            cutscene_advance()
368
        break
369
    case 50:
370
        cutscene_wait(1)
371
        break
372
    case 51:
373
        cutscene_npc_walk(actor_starlo, 580, 490, 1, "x", "right")
374
        cutscene_npc_walk(actor_clover, 860, 490, 1, "x", "left")
375
        cutscene_advance(52)
376
        break
377
    case 52:
378
        if (actor_clover.npc_arrived && actor_starlo.npc_arrived)
379
            cutscene_advance()
380
        break
381
    case 53:
382
        cutscene_npc_action_sprite(actor_starlo, 221, 0, true)
383
        actor_starlo.image_index = 0
384
        cutscene_npc_action_sprite(actor_clover, 30, 0, true)
385
        cutscene_advance(54)
386
        break
387
    case 54:
388
        if (cutscene_duel_timer == 0)
389
            cutscene_duel_timer = irandom_range(1, 5)
390
        cutscene_wait(cutscene_duel_timer)
391
        if cutscene_key_prompt()
392
        {
393
            audio_play_sound(snd_fail, 1, 0)
394
            cutscene_advance(61)
395
        }
396
        break
397
    case 55:
398
        cutscene_duel_timer = 0
399
        cutscene_duel_delay = 10
400
        instance_create(160, 90, obj_duel_mark)
401
        cutscene_advance()
402
        break
403
    case 56:
404
        if cutscene_key_prompt()
405
        {
406
            if (actor_clover.image_speed == 0)
407
                actor_clover.image_speed = 0.5
408
        }
409
        if (actor_starlo.image_speed == 0)
410
        {
411
            if (cutscene_duel_delay > 0)
412
                cutscene_duel_delay -= 1
413
            if (cutscene_duel_delay == 0)
414
                actor_starlo.image_speed = 0.5
415
        }
416
        cutscene_sfx_play_at_frame(actor_clover, 6, 248)
417
        if (!audio_is_playing(snd_duel_shot))
418
            cutscene_sfx_play_at_frame(actor_starlo, 6, 230)
419
        if (actor_clover.image_index >= 6)
420
            cutscene_advance(63)
421
        else
422
            cutscene_animation_end(actor_starlo, true)
423
        break
424
    case 57:
425
        cutscene_npc_action_sprite(actor_clover, 31, 0.5, true, 0)
426
    case 58:
427
        cutscene_wait(1)
428
        break
429
    case 59:
430
        cutscene_dialogue()
431
        with (msg)
432
        {
433
            message[0] = "* Awww, too bad!"
434
            message[1] = "* Let's try one more time!"
435
            prt[0] = 406
436
            prt[1] = 417
437
            talker[0] = actor_starlo
438
        }
439
        break
440
    case 60:
441
        cutscene_sfx_play(mus_dual_short, 1)
442
        cutscene_advance(53)
443
        break
444
    case 61:
445
        cutscene_dialogue()
446
        with (msg)
447
        {
448
            message[0] = "* Whoa, whoa, whoa!"
449
            message[1] = "* You gotta wait for#  the signal, or it#  ain't fair!"
450
            message[2] = "* Let's try one more time!"
451
            prt[0] = 426
452
            prt[1] = 419
453
            prt[2] = 417
454
            talker[0] = actor_starlo
455
        }
456
        break
457
    case 62:
458
        cutscene_advance(53)
459
        break
460
    case 63:
461
        cutscene_npc_action_sprite(actor_starlo, 222, 0, true, 0)
462
        cutscene_advance(64)
463
        break
464
    case 64:
465
        cutscene_camera_move(480, 440, 3, true)
466
        cutscene_advance(65)
467
        break
468
    case 65:
469
        if cutscene_npc_path_start(actor_starlo, pt_starlo_fly_away, 2)
470
        {
471
            actor_starlo.image_index = 1
472
            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 } }
(30, 3)
473
            cutscene_sfx_play(snd_rock_break, 1)
474
            cutscene_music_start(193)
475
        }
476
        break
477
    case 66:
478
        cutscene_wait(2)
479
        break
480
    case 67:
481
        cutscene_dialogue()
482
        with (msg)
483
        {
484
            message[0] = "* Ah... Clover got me..."
485
            prt[0] = 416
486
            sndfnt_array[0] = 107
487
        }
488
        break
489
    case 68:
490
        cutscene_npc_walk(actor_ace, 430, 445, 4, "y", "down")
491
        cutscene_npc_walk(actor_mooch, 470, 445, 4, "y", "down")
492
        cutscene_npc_walk(actor_ed, 390, 465, 3, "y", "down")
493
        cutscene_npc_walk(actor_moray, 510, 465, 4, "y", "down")
494
        cutscene_npc_walk(actor_clover, 520, 485, 4, "y", "left")
495
        cutscene_advance()
496
        break
497
    case 69:
498
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived && actor_clover.npc_arrived)
499
            cutscene_advance()
500
        break
501
    case 70:
502
        cutscene_dialogue()
503
        with (msg)
504
        {
505
            message[0] = "* Star! Star! Are you#  okay?"
506
            message[1] = "* Pretty much... the#  opposite of that..."
507
            message[2] = "* Oh, Star... I'm so#  sorry..."
508
            message[3] = "* Who... who will you#  give your inheritance#  to?"
509
            message[4] = "* Not... you..."
510
            message[5] = "* Heck."
511
            message[6] = "* Clover... this was...#  your..."
512
            message[7] = "* Emotional trauma test!"
513
            prt[0] = 450
514
            prt[1] = 416
515
            prt[2] = 461
516
            prt[3] = 455
517
            prt[4] = 416
518
            prt[5] = 460
519
            prt[6] = 416
520
            prt[7] = 415
521
            talker[0] = actor_moray
522
            talker[1] = -4
523
            talker[2] = actor_mooch
524
            talker[4] = -4
525
            talker[5] = actor_mooch
526
            talker[6] = -4
527
            sndfnt_array[1] = 107
528
            sndfnt_array[4] = 107
529
            sndfnt_array[6] = 107
530
        }
531
        break
532
    case 71:
533
        cutscene_music_start(184)
534
        break
535
    case 72:
536
        if cutscene_npc_reset_sprite(actor_starlo, "right")
537
            audio_play_sound(snd_playerjump, 1, 0)
538
        break
539
    case 73:
540
        cutscene_npc_path_start(actor_starlo, pt_small_jump, 3)
541
        break
542
    case 74:
543
        cutscene_wait(1)
544
        break
545
    case 75:
546
        cutscene_dialogue()
547
        with (msg)
548
        {
549
            message[0] = "* This job ain't all#  swealterstones and#  rainbows, ya understand?"
550
            message[1] = "* Ya might end up hurtin'#  someone and must carry#  that weight on yer back."
551
            message[2] = "* Hope I didn't scar ya!"
552
            message[3] = "* Anyway, you pass!"
553
            message[4] = "* I'll be waitin' in the#  Saloon again when ye're#  ready for mission three!"
554
            message[5] = "* I'm seein' good things#  in ya, kid!"
555
            prt[0] = 419
556
            prt[1] = 421
557
            prt[2] = 417
558
            prt[3] = 422
559
            prt[4] = 417
560
            prt[5] = 417
561
            talker[0] = actor_starlo
562
        }
563
        break
564
    case 76:
565
        cutscene_npc_walk(actor_starlo, 700, 180, 3, "x", "up", 1872)
566
        cutscene_advance()
567
        break
568
    case 77:
569
        cutscene_wait(2)
570
        break
571
    case 78:
572
        if cutscene_npc_walk(actor_ace, actor_clover.x, (actor_clover.y + 20), 3, "y", "up")
573
            cutscene_advance(79)
574
        cutscene_npc_walk(actor_mooch, 160, 380, 3, "x", "up")
575
        cutscene_npc_walk(actor_ed, 160, 380, 3, "x", "right")
576
        cutscene_npc_walk(actor_moray, 160, 380, 3, "y", "left")
577
        break
578
    case 79:
579
        if cutscene_dialogue()
580
            instance_destroy(actor_clover)
581
        with (msg)
582
        {
583
            message[0] = "* Here's your iron. Also,#  I'll be needing those#  glasses."
584
            prt[0] = 435
585
            talker[0] = actor_ace
586
        }
587
        break
588
    case 80:
589
        cutscene_npc_walk(actor_ace, ((__view_get((0 << 0), 0)) - 20), actor_ace.y, 3, "x", "up")
590
        break
591
    case 81:
592
        cutscene_camera_move(520, 485, 3, false)
593
        break
594
    case 82:
595
        cutscene_audio_fade(cutscene_music, 0, 300, 0.35, false, true)
596
        break
597
    case 83:
598
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }
()
599
        instance_destroy(actor_starlo)
600
        instance_destroy(actor_ed)
601
        instance_destroy(actor_moray)
602
        instance_destroy(actor_mooch)
603
        instance_destroy(actor_ace)
604
        __view_set((9 << 0), 0, 1031)
605
        global.dunes_flag[20] = 5
606
        instance_destroy()
607
        instance_create(720, 380, obj_determination)
608
        audio_stop_sound(cutscene_music)
609
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() //gml_Script_scr_radio_restart { with (obj_radio) event_user(0) }
()
610
        scr_radio_fade
scr_radio_fade

function scr_radio_fade(argument0, argument1) //gml_Script_scr_radio_fade { var fade_vol = argument0 var fade_len = argument1 with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len) }
(1, 0)
611
        break
612
}