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gml_Object_obj_pl_Step_0

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1
if (autowalk_direction_no_loop == false)
2
{
3
    switch (global.flag[28 Spoken to Dalv in his house])
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    {
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        case 1:
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            switch (room)
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            {
8
                case rm_dalvshouse:
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                    switch (global.lastroom)
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                    {
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                        case "rm_dalvroomhall":
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                            with (obj_dalv2)
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                                instance_destroy();
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                            autowalk_direction = "left";
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                            state = scr_autowalk_state;
16
                            alarm[1] = 30;
gml_Object_obj_pl_Alarm_1.gml

if (instance_exists(obj_postgame_walk_blocker) || instance_exists(obj_steam_walk_blocker) || instance_exists(obj_dunes_29_geno_blocker)) { autowalk_direction = "nothing"; state = scr_normal_state; exit; } switch (global.flag[28 Spoken to Dalv in his house]) { case 1: if (instance_exists(obj_dalv2)) { if (obj_dalv2.dalv_talk_waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } if (instance_exists(obj_doorway_blocker_dalvshouse)) { if (obj_doorway_blocker_dalvshouse.waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } if (instance_exists(obj_doorway_blocker_dalvsroom)) { if (obj_doorway_blocker_dalvsroom.waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } switch (room) { case rm_dalvshouse: switch (global.lastroom) { case "rm_dalvroomhall": instance_create(335, 110, obj_dalv2); with (obj_dalv2) { image_alpha = 1; direction = 180; path_speed = 3; } autowalk_direction = "nothing"; state = scr_frozen_state; obj_dalv2.alarm[0] = 30; break; case "rm_dalvhallway": autowalk_direction = "nothing"; state = scr_normal_state; break; default: autowalk_direction = "nothing"; } break; case rm_dalvroomhall: switch (global.lastroom) { case "rm_dalvshouse": instance_create(-20, 140, obj_dalv2); with (obj_dalv2) { image_alpha = 1; direction = 0; path_speed = 3; } autowalk_direction = "nothing"; state = scr_frozen_state; obj_dalv2.alarm[0] = 30; break; case "rm_dalvsroom": autowalk_direction = "nothing"; state = scr_normal_state; break; } break; case rm_dalvExit_pacifist: if (autowalk_direction == "left") { clover_walk_backwards = false; direction = 0; } else if (autowalk_direction == "right") { direction = 90; } autowalk_direction = "nothing"; state = scr_normal_state; break; ...
17
                            break;
18
                        default:
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                            autowalk_direction = "nothing";
20
                    }
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                    break;
22
                case rm_dalvroomhall:
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                    switch (global.lastroom)
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                    {
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                        case "rm_dalvshouse":
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                            autowalk_direction = "right";
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                            state = scr_autowalk_state;
28
                            alarm[1] = 15;
gml_Object_obj_pl_Alarm_1.gml

if (instance_exists(obj_postgame_walk_blocker) || instance_exists(obj_steam_walk_blocker) || instance_exists(obj_dunes_29_geno_blocker)) { autowalk_direction = "nothing"; state = scr_normal_state; exit; } switch (global.flag[28 Spoken to Dalv in his house]) { case 1: if (instance_exists(obj_dalv2)) { if (obj_dalv2.dalv_talk_waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } if (instance_exists(obj_doorway_blocker_dalvshouse)) { if (obj_doorway_blocker_dalvshouse.waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } if (instance_exists(obj_doorway_blocker_dalvsroom)) { if (obj_doorway_blocker_dalvsroom.waiter > 0) { clover_walk_backwards = false; autowalk_direction = "nothing"; state = scr_frozen_state; direction = 90; exit; } } switch (room) { case rm_dalvshouse: switch (global.lastroom) { case "rm_dalvroomhall": instance_create(335, 110, obj_dalv2); with (obj_dalv2) { image_alpha = 1; direction = 180; path_speed = 3; } autowalk_direction = "nothing"; state = scr_frozen_state; obj_dalv2.alarm[0] = 30; break; case "rm_dalvhallway": autowalk_direction = "nothing"; state = scr_normal_state; break; default: autowalk_direction = "nothing"; } break; case rm_dalvroomhall: switch (global.lastroom) { case "rm_dalvshouse": instance_create(-20, 140, obj_dalv2); with (obj_dalv2) { image_alpha = 1; direction = 0; path_speed = 3; } autowalk_direction = "nothing"; state = scr_frozen_state; obj_dalv2.alarm[0] = 30; break; case "rm_dalvsroom": autowalk_direction = "nothing"; state = scr_normal_state; break; } break; case rm_dalvExit_pacifist: if (autowalk_direction == "left") { clover_walk_backwards = false; direction = 0; } else if (autowalk_direction == "right") { direction = 90; } autowalk_direction = "nothing"; state = scr_normal_state; break; ...
29
                            break;
30
                        default:
31
                            autowalk_direction = "nothing";
32
                    }
33
                    break;
34
                case rm_dalvhallway:
35
                    switch (global.lastroom)
36
                    {
37
                        default:
38
                            autowalk_direction = "nothing";
39
                    }
40
                    break;
41
                case rm_dalvExit:
42
                    switch (global.lastroom)
43
                    {
44
                        default:
45
                            autowalk_direction = "nothing";
46
                    }
47
                    break;
48
                default:
49
                    autowalk_direction = "nothing";
50
            }
51
            break;
52
        default:
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            autowalk_direction = "nothing";
54
    }
55
    autowalk_direction_no_loop = true;
56
    get_last_room_no_loop = false;
57
}
58
depth = -y;
59
script_execute(state);
60
if (global.cutscene == true && is_sprinting == true)
61
    is_sprinting = false;
62
if (clover_walk_backwards == true)
63
{
64
    if ((autowalk_direction == "right" && direction == 0) || (autowalk_direction == "up" && direction == 90) || (autowalk_direction == "left" && direction == 180) || (autowalk_direction == "down" && direction == 270))
65
        direction += 180;
66
}
67
scr_determine_player_sprites
scr_determine_player_sprites

function scr_determine_player_sprites() { if (global.route != 3) { usprite_walk = 24; dsprite_walk = 23; lsprite_walk = 22; rsprite_walk = 21; usprite_run = 15; dsprite_run = 18; lsprite_run = 17; rsprite_run = 16; } else { usprite_walk = 24; dsprite_walk = 2226; lsprite_walk = 3704; rsprite_walk = 2918; usprite_run = 2710; dsprite_run = 414; lsprite_run = 511; rsprite_run = 3120; } switch (global.player_sprites) { case "kanako": usprite_walk = 1760; dsprite_walk = 3036; lsprite_walk = 1855; rsprite_walk = 3491; usprite_run = 1760; dsprite_run = 3036; lsprite_run = 1855; rsprite_run = 3491; break; case "normal": shader_on = false; palette_index = 0; break; case "snowdin": shader_on = true; palette_index = 0; break; case "dunescave": shader_on = true; palette_index = 1; break; case "steamworkslava": shader_on = true; palette_index = 2; break; case "water": if (room == rm_dunes_01) { shader_on = true; palette_index = 1; } if (global.route != 3) { usprite_walk = 54; dsprite_walk = 55; lsprite_walk = 52; rsprite_walk = 53; usprite_run = 48; dsprite_run = 49; lsprite_run = 50; rsprite_run = 51; } else { usprite_walk = 54; dsprite_walk = 1571; lsprite_walk = 2594; rsprite_walk = 3094; usprite_run = 2898; dsprite_run = 2869; lsprite_run = 3715; rsprite_run = 2907; } break; } usprite = usprite_walk; dsprite = dsprite_walk; lsprite = lsprite_walk; rsprite = rsprite_walk; if (is_sprinting == true) { usprite = usprite_run; dsprite = dsprite_run; lsprite = lsprite_run; rsprite = rsprite_run; } if (palette_index != 0) shader_on = true; }
();
68
if (DEBUG_DANCE)
69
{
70
    image_speed = 1;
71
    sprite_index = spr_pl_dance;
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    exit;
73
}
74
switch (direction)
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{
76
    case 0:
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        sprite_index = rsprite;
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        break;
79
    case 90:
80
        sprite_index = usprite;
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        break;
82
    case 180:
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        sprite_index = lsprite;
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        break;
85
    case 270:
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        sprite_index = dsprite;
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        break;
88
}
89
if (sliding == true)
90
    image_index = 1;
91
if (room == rm_dalvhallway)
92
{
93
    if (player_mode == "DalvExit")
94
    {
95
        image_alpha = 0;
96
        if (!instance_exists(obj_pl_follow))
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            instance_create(x, y, obj_pl_follow);
98
    }
99
    if (player_mode == "Normal")
100
    {
101
        if (room != rm_darkruins_01)
102
            image_alpha = 1;
103
    }
104
}