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gml_Object_obj_flowey_battle_gray_gun_Step_0

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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_alpha += 0.2;
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        image_angle = (direction - 180) + (180 * image_alpha);
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        if (image_alpha >= 1)
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        {
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            image_alpha = 1;
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            scene++;
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        }
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        break;
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    case 1:
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        cutscene_wait(0.5);
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        break;
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    case 2:
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        audio_play_sound(snd_impact_gunshot, 1, 0);
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        var len = point_distance(0, 0, 55, -12);
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        var pointdir = point_direction(0, 0, 55, -12);
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        var bullet = instance_create_depth(x + lengthdir_x(len, image_angle + (pointdir * sign(image_yscale))), y + lengthdir_y(len, image_angle + (pointdir * sign(image_yscale))), depth - 1, obj_flowey_battle_gray_bullet);
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        bullet.direction = direction;
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        bullet.image_angle = direction;
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        speed = -24;
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        gravity = 0.25;
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        scene++;
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        break;
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    case 3:
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        image_angle += (25 * image_yscale);
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        image_alpha -= 0.1;
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        if (image_alpha < 0)
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            instance_destroy();
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        break;
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}