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gml_Object_obj_player_npc_Create_0

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1
event_inherited();
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scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
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depth = obj_pl.depth;
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up_sprite = obj_pl.usprite_walk;
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right_sprite = obj_pl.rsprite_walk;
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down_sprite = obj_pl.dsprite_walk;
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left_sprite = obj_pl.lsprite_walk;
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up_sprite_idle = obj_pl.usprite_walk;
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right_sprite_idle = obj_pl.rsprite_walk;
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down_sprite_idle = obj_pl.dsprite_walk;
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left_sprite_idle = obj_pl.lsprite_walk;
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action_sprite = false;
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scene = 0;
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with (obj_pl)
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    image_alpha = 0;
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switch (obj_pl.direction)
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{
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    case 0:
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        npc_direction = "right";
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        sprite_index = right_sprite;
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        break;
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    case 90:
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        npc_direction = "up";
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        sprite_index = up_sprite;
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        break;
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    case 180:
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        npc_direction = "left";
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        sprite_index = left_sprite;
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        break;
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    case 270:
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        npc_direction = "down";
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        sprite_index = down_sprite;
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        break;
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}
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actor_speed = 2;
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axis_override = "nothing";
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walk_collider = -4;
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destination_count = 0;
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can_walk = false;
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player_fade_out = false;
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end_direction = "down";
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x_dest[0] = 0;
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y_dest[0] = 0;
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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);
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palette_index = obj_pl.palette_index;
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shader_on = obj_pl.shader_on;