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gml_Object_obj_flowey_1_attack_shoebox_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        image_xscale += 0.4;
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        image_yscale += 0.2;
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        if (image_xscale >= 1.4)
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            scene++;
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        break;
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    case 1:
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        image_xscale = lerp(image_xscale, 0.8, 0.35);
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        image_yscale = lerp(image_yscale, 1.2, 0.35);
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        if (image_yscale >= 1.19)
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            scene++;
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        break;
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    case 2:
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        image_xscale = lerp(image_xscale, 1, 0.35);
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        image_yscale = lerp(image_yscale, 1, 0.35);
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        if (abs(image_yscale - 1) < 0.01)
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            scene++;
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        break;
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    case 3:
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        cutscene_wait(0.5);
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        break;
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    case 4:
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        image_angle = lerp(image_angle, -25, 0.4);
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        if (image_angle <= -24.9)
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            scene++;
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        break;
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    case 5:
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        image_angle = lerp(image_angle, 180, 0.35);
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        if (image_angle >= 179.9)
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        {
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            image_angle = 180;
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            scene++;
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        }
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        break;
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    case 6:
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        cutscene_wait(0.25);
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        spawn_last = 0;
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        break;
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    case 7:
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        image_xscale = lerp(image_xscale, 0.9, 0.4);
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        image_yscale = lerp(image_yscale, 1.1, 0.4);
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        var ytarget = ystart - 30;
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        y = lerp(y, ytarget, 0.4);
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        if (abs(y - ytarget) < 0.5)
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            scene++;
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        break;
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    case 8:
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        image_xscale = lerp(image_xscale, 1.1, 0.4);
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        image_yscale = lerp(image_yscale, 0.9, 0.4);
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        var ytarget = ystart + 20;
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        var spawn_var;
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        do
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            spawn_var = choose(1, 2, 3);
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        until (spawn_var != spawn_last);
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        y = lerp(y, ytarget, 0.4);
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        if (shoe_noloop == false && y > ystart)
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        {
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            shoe_noloop = true;
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            if (spawn_var != 1)
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                instance_create_depth(x - 40, y - 20, depth - 1, obj_flowey_1_attack_shoe);
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            if (spawn_var != 2)
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                instance_create_depth(x, y - 20, depth - 1, obj_flowey_1_attack_shoe);
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            if (spawn_var != 3)
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                instance_create_depth(x + 40, y - 20, depth - 1, obj_flowey_1_attack_shoe);
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            spawn_last = spawn_var;
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        }
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        if (abs(y - ytarget) < 0.5)
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        {
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            shoe_noloop = false;
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            scene = 7;
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        }
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        break;
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}