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gml_GlobalScript_scr_talking_game_over

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function scr_talking_game_over
scr_talking_game_over

function scr_talking_game_over() { var battle_enemy_name = global.battle_enemy_name; var game_mode = global.game_mode; switch (current_char) { case " ": case "*": break; default: if (!instance_exists(obj_death_screen_fade_out_screen)) { audio_stop_sound(sndfnt); audio_play_sound(sndfnt, 20, false); } } switch (current_char) { case ".": case ",": case "?": case "!": break; default: can_talk = true; } }
()
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{
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    var battle_enemy_name = global.battle_enemy_name;
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    var game_mode = global.game_mode;
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    switch (current_char)
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    {
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        case " ":
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        case "*":
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            break;
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        default:
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            if (!instance_exists(obj_death_screen_fade_out_screen))
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            {
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                audio_stop_sound(sndfnt);
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                audio_play_sound(sndfnt, 20, false);
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            }
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    }
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    switch (current_char)
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    {
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        case ".":
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        case ",":
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        case "?":
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        case "!":
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            break;
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        default:
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            can_talk = true;
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    }
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}