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gml_Object_obj_pl_Create_0

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1
usprite = spr_pl_up;
2
dsprite = spr_pl_down;
3
lsprite = spr_pl_left;
4
rsprite = spr_pl_right;
5
usprite_walk = 24;
6
dsprite_walk = 23;
7
lsprite_walk = 22;
8
rsprite_walk = 21;
9
usprite_run = 15;
10
dsprite_run = 18;
11
lsprite_run = 17;
12
rsprite_run = 16;
13
plspd = 3;
14
is_sprinting = false;
15
dirStore = false;
16
clover_walk_backwards = false;
17
autowalk_direction_no_loop = false;
18
get_last_room_no_loop = false;
19
autowalk_direction = "nothing";
20
player_mode = "Normal";
21
state = scr_normal_state;
22
sliding = false;
23
hsp_slide = 0;
24
vsp_slide = 0;
25
global.walking = false;
26
direction = 270;
27
image_speed = 0;
28
DEBUG_DANCE = false;
29
scr_load_palette_shader
scr_load_palette_shader

function scr_load_palette_shader() { shader_on = false; shader_sprite = 758; palette_sampler = sprite_get_texture(shader_sprite, 0); u_palette_tex = shader_get_sampler_index(sh_palette_swap, "palette_tex"); u_palette_index = shader_get_uniform(sh_palette_swap, "palette_index"); u_palette_texel_height = shader_get_uniform(sh_palette_swap, "palette_texel_height"); u_palette_texel_width = shader_get_uniform(sh_palette_swap, "palette_texel_width"); u_palette_x_offset = shader_get_uniform(sh_palette_swap, "palette_x_offset"); u_palette_y_offset = shader_get_uniform(sh_palette_swap, "palette_y_offset"); u_color_vect = shader_get_uniform(sh_palette_swap, "color_vect"); palette_tex = sprite_get_texture(shader_sprite, 0); uniform_info = [texture_get_texel_height(palette_tex), texture_get_texel_width(palette_tex), array_get(texture_get_uvs(palette_tex), 0), array_get(texture_get_uvs(palette_tex), 1), argument[0]]; index = 0; }
(1);
30
palette_index = 0;