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gml_Object_obj_controller_Other_4

(view raw script w/o annotations or w/e)
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switch (room)
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{
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    case rm_ruins00:
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    case rm_snowdin_14b_yellow:
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    case rm_dunes_01:
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    case rm_dunes_05:
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    case rm_dunes_35:
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    case rm_hotland_03b:
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        global.player_sprites = "normal";
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        break;
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    case rm_snowdin_01_yellow:
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    case rm_snowdin_11_yellow:
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    case rm_snowdin_14_yellow:
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    case rm_snowdin_22_yellow:
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        global.player_sprites = "snowdin";
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        break;
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    case rm_dunes_20:
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        global.player_sprites = "dunescave";
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        break;
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}
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scr_texture_page_handler
scr_texture_page_handler

function scr_texture_page_handler() { texture_prefetch("GeneralUse"); texture_prefetch("MainMenu"); texture_prefetch("BattleBase"); var _assets_load_new_home = false; var _assets_load_ruins = false; var _assets_load_snowdin = false; var _assets_load_dunes = false; var _assets_load_wild_east = false; var _assets_load_steamworks = false; var _assets_load_waterfall = false; var _assets_load_minigames = false; var _assets_load_shop = false; var _assets_load_hotland = false; var _assets_load_mansion = false; var _room_tag = asset_get_tags(room, 3); for (var i = 0; i < array_length(_room_tag); i++) { switch (_room_tag[i]) { case "Ruins": _assets_load_ruins = true; break; case "Snowdin": _assets_load_snowdin = true; break; case "Dunes": _assets_load_dunes = true; break; case "Wild East": _assets_load_wild_east = true; break; case "Steamworks": _assets_load_steamworks = true; break; case "Minigame": _assets_load_minigames = true; break; case "Waterfall": _assets_load_waterfall = true; break; case "Hotland": _assets_load_hotland = true; break; case "New Home": _assets_load_new_home = true; break; case "Mansion": _assets_load_new_home = true; break; case "Shop": _assets_load_shop = true; break; } } if (room == rm_battle) exit; if (_assets_load_ruins == true) { if (!texture_is_ready("Ruins")) show_debug_message("Ruins Textures Loaded"); if (!texture_is_ready("Ruins")) texture_prefetch("Ruins"); if (!texture_is_ready("BattleRuins")) texture_prefetch("BattleRuins"); } else { if (texture_is_ready("Ruins")) show_debug_message("Ruins Textures Flushed"); if (texture_is_ready("Ruins")) texture_flush("Ruins"); if (texture_is_ready("BattleRuins")) texture_flush("BattleRuins"); } if (_assets_load_snowdin == true) { if (!texture_is_ready("Snowdin")) show_debug_message("Snowdin Textures Loaded"); if (!texture_is_ready("Snowdin")) texture_prefetch("Snowdin"); if (!texture_is_ready("BattleSnowdin")) texture_prefetch("BattleSnowdin"); } else { if (texture_is_ready("Snowdin")) show_debug_message("Snowdin Textures Flushed"); if (texture_is_ready("Snowdin")) texture_flush("Snowdin"); if (texture_is_ready("BattleSnowdin")) texture_flush("BattleSnowdin"); } if (_assets_load_waterfall == true) { if (!texture_is_ready("Waterfall")) show_debug_message("Waterfall Textures Loaded"); if (!texture_is_ready("Waterfall")) texture_prefetch("Waterfall"); } ...
();