1 |
depth = -y; |
2 |
if (instance_exists(obj_dialogue) && obj_dialogue.sndfnt == 96) |
3 |
{ |
4 |
if (obj_dialogue.cutoff == string_length(obj_dialogue.message[obj_dialogue.message_current])) |
5 |
{ |
6 |
image_speed = 0; |
7 |
image_index = 0; |
8 |
} |
9 |
else |
10 |
{ |
11 |
image_speed = 0.2; |
12 |
} |
13 |
} |
14 |
if (waiter > 0 && waiter < 3) |
15 |
{ |
16 |
switch (direction div 90) |
17 |
{ |
18 |
case 0: |
19 |
sprite_index = rightsprite; |
20 |
break; |
21 |
case 1: |
22 |
sprite_index = upsprite; |
23 |
break; |
24 |
case 2: |
25 |
sprite_index = leftsprite; |
26 |
break; |
27 |
case 3: |
28 |
sprite_index = downsprite; |
29 |
break; |
30 |
} |
31 |
} |
32 |
if (waiter == 1) |
33 |
{ |
34 |
if (global.flowey_death_pop) |
35 |
{ |
36 |
scr_textscr_textfunction scr_text()
{
if (!instance_exists(obj_dialogue))
msg = instance_create(x, y, obj_dialogue);
} (); |
37 |
with (msg) |
38 |
{ |
39 |
sndfnt = 96; |
40 |
message[0] = "* Welcome back!"; |
41 |
prt[0] = 348; |
42 |
} |
43 |
if (!global.dialogue_open) |
44 |
{ |
45 |
waiter = 3; |
46 |
sprite_index = leavesprite; |
47 |
image_speed = 0.2; |
48 |
} |
49 |
exit; |
50 |
} |
51 |
else if (global.dunes_flag[41] >= 5) |
52 |
{ |
53 |
scr_save_flowey_endgamescr_save_flowey_endgamefunction scr_save_flowey_endgame()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
switch (current_room)
{
case "rm_hotland_complex_1":
if (global.route == 1 || global.route == 2)
{
switch (global.flowey_flag[36])
{
case 0:
var death_count = global.death_count_total;
message[0] = "* ...";
message[1] = "* Oh-Howdy!";
message[2] = "* We're nearing the# Castle now.";
message[3] = "* What an eventful day!";
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?";
message[5] = "* Drum roll please!";
message[6] = "* Badabadabadabadaba...";
prt[0] = 353;
prt[1] = 348;
prt[2] = 348;
prt[3] = 347;
prt[4] = 3251;
prt[5] = 348;
prt[6] = 348;
if (global.save_count > 0)
{
message[7] = "* You died " + string(death_count) + " times!";
if (death_count == 1)
message[7] = "* You died " + string(death_count) + " time!";
prt[7] = 348;
if (death_count >= 1)
{
message[8] = "* Wow!";
message[9] = "* If I wasn't here to# help, this all would've# been a disaster!";
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea...";
message[11] = "* But hey, all's well# that ends well!";
prt[8] = 348;
prt[9] = 3251;
prt[10] = 347;
prt[11] = 348;
global.flowey_flag[36] = 1;
}
else
{
message[8] = "* Uh... ";
message[9] = "* That can't be right...";
message[10] = "* Zero? Really?";
message[11] = "* Geez...";
message[12] = "* I offered my services# for a reason.";
message[13] = "* I mean come on! Die a# little!";
prt[8] = 353;
prt[9] = 352;
prt[10] = 356;
prt[11] = 354;
prt[12] = 357;
prt[13] = 349;
global.flowey_flag[36] = 2;
}
}
else
{
message[7] = "* Oh wait, it's ZERO.";
message[8] = "* For you to be standing# in this building, it has# to be zero.\t";
message[9] = "* I honestly can't# believe you made it# here.";
message[10] = "* You are a piece of work# sometimes, you know# that?\t";
message[11] = "* Sigh...";
message[12] = "* Yeah, go on.\t";
message[13] = "* Save, don't save, your# choice.";
message[14] = "* Just remember that I# was always here for you.";
message[15] = "* Like a good friend# should be.";
prt[7] = 3640;
prt[8] = 353;
prt[9] = 352;
prt[10] = 348;
prt[11] = 352;
prt[12] = 353;
prt[13] = 352;
prt[14] = 352;
prt[15] = 347;
global.flowey_flag[36] = 2;
}
break;
case 1:
message[0] = "* What? Confused?";
message[1] = "* Or do ya think keeping# a death tally is morbid?";
message[2] = "* Knowing what could've# been keeps you humble!";
message[3] = "* Grateful for everyone# who helped you get where# you are!";
message[4] = "* At least that's my# \"flowosophy.\"";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
... (); |
54 |
} |
55 |
else |
56 |
{ |
57 |
var current_world_value = scr_determine_world_value_yellowscr_determine_world_value_yellowfunction scr_determine_world_value_yellow()
{
if (room != rm_battle && room != rm_shop && room != rm_mainmenu && room != rm_death_screen)
global.current_room_overworld = room_get_name(room);
var current_room_overworld = global.current_room_overworld;
switch (current_room_overworld)
{
case "rm_ruins_01_yellow":
case "rm_ruins_02_yellow":
case "rm_ruins_03_yellow":
case "rm_ruins_04_yellow":
case "rm_ruins_05_yellow":
case "rm_ruins_06_yellow":
return 0;
break;
case "rm_darkruins_01":
case "rm_darkruins_02":
case "rm_darkruins_03":
case "rm_darkruins_04":
case "rm_darkruins_05":
case "rm_darkruins_06":
case "rm_darkruins_07":
case "rm_darkruins_08":
case "rm_darkruins_08b":
case "rm_darkruins_09":
case "rm_darkruins_09b":
case "rm_darkruins_10":
case "rm_darkruins_11":
case "rm_darkruins_12":
case "rm_darkruins_13":
case "rm_darkruins_14":
case "rm_darkruins_14b":
case "rm_darkruins_15":
case "rm_darkruins_16":
case "rm_darkruins_16b":
case "rm_darkruins_16c":
case "rm_darkruins_17":
case "rm_darkruins_18":
case "rm_dalvhallway":
case "rm_dalvshouse":
case "rm_dalvsroom":
case "rm_dalvroomhall":
case "rm_dalvExit":
return 1;
break;
case "rm_snowdin_01_yellow":
case "rm_snowdin_02_yellow":
case "rm_snowdin_03_yellow":
case "rm_snowdin_03b_yellow":
case "rm_snowdin_04_yellow":
case "rm_snowdin_05_yellow":
case "rm_snowdin_06_yellow":
case "rm_snowdin_07_yellow":
case "rm_snowdin_08_yellow":
case "rm_snowdin_08b_yellow":
case "rm_snowdin_09_yellow":
case "rm_snowdin_10_yellow":
case "rm_snowdin_11_yellow":
case "rm_snowdin_12_yellow":
case "rm_snowdin_13_yellow":
case "rm_snowdin_14_yellow":
case "rm_snowdin_14b_yellow":
case "rm_snowdin_14c_yellow":
case "rm_snowdin_14d_yellow":
case "rm_snowdin_14e_yellow":
case "rm_snowdin_15_yellow":
case "rm_snowdin_16_yellow":
case "rm_snowdin_16b_yellow":
case "rm_snowdin_17_yellow":
case "rm_snowdin_18_yellow":
case "rm_snowdin_19_yellow":
case "rm_snowdin_20_yellow":
case "rm_snowdin_21_yellow":
case "rm_snowdin_22_yellow":
return 2;
break;
case "rm_dunes_01":
case "rm_dunes_02":
case "rm_dunes_03":
case "rm_dunes_04":
case "rm_dunes_05":
case "rm_dunes_06":
case "rm_dunes_07":
case "rm_dunes_08":
case "rm_dunes_08b":
case "rm_dunes_09":
case "rm_dunes_10":
case "rm_dunes_11":
case "rm_dunes_12":
case "rm_dunes_12b":
case "rm_dunes_13":
case "rm_dunes_14":
case "rm_dunes_15":
case "rm_dunes_16":
case "rm_dunes_17":
case "rm_dunes_18":
case "rm_dunes_19":
case "rm_dunes_19B":
case "rm_dunes_20":
case "rm_dunes_21":
case "rm_dunes_22":
... (); |
58 |
switch (current_world_value) |
59 |
{ |
60 |
case 1: |
61 |
scr_save_flowey_dark_ruinsscr_save_flowey_dark_ruinsfunction scr_save_flowey_dark_ruins()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
var kill_number = global.kill_number[1];
if (global.kill_number[1] <= 15 && global.flowey_flag[6] == 0)
{
global.flowey_flag[6] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dark_ruins();
exit;
}
message[0] = "* Gee, it's getting a# little dusty around here,# huh?";
prt[0] = 357;
}
else if (global.kill_number[1] <= 10 && global.flowey_flag[6] == 1)
{
global.flowey_flag[6] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dark_ruins();
exit;
}
col_modif[0] = 255;
message[0] = "* Not too fond of that# whole mercy thing?";
message[1] = "* That's alright, whatever# gets you to ASGORE# friend!";
message_col[0][1] = " # ASGORE";
prt[0] = 353;
prt[1] = 348;
}
else if (global.kill_number[1] <= 5 && global.flowey_flag[6] == 2)
{
global.flowey_flag[6] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dark_ruins();
exit;
}
message[0] = "* You've really got some# passion there.";
message[1] = "* There's only " + string(global.kill_number[ scr_determine_world_value_yellow()]) + " of the# monsters left not# counting the weirdo.";
message[2] = "* Good luck, pal!";
prt[0] = 357;
prt[1] = 348;
prt[2] = 347;
global.flowey_flag[6] = 3;
}
else if (global.kill_number[1] <= 0 && global.flowey_flag[6] == 3)
{
message[0] = "* Wow, it sure is quiet# around here.";
message[1] = "* I gotta say, it's# a bit nice with no# disturbances.";
message[2] = "* Well, nothing left to# do here I guess. Let's# keep going!";
prt[0] = 347;
prt[1] = 348;
prt[2] = 348;
global.flowey_flag[6] = 4;
}
else if (global.flowey_flag[6] == 4 && current_room != "rm_darkruins_16")
{
message[0] = "* Let's keep moving!";
prt[0] = 348;
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!";
message[1] = "* Let's get going.";
prt[0] = 352;
prt[1] = 348;
}
else
{
switch (current_room)
{
case "rm_darkruins_03":
switch (global.flowey_flag[0])
{
case 0:
message[0] = "* Howdy!#* Looks like you got# it then! ";
prt[0] = 348;
global.flowey_flag[0]++;
break;
case 1:
message[0] = "* Why the long face, pal?";
message[1] = "* Don't worry, this place# is way better than up# there!";
message[2] = "* That old lady would've# just spoiled all of# our fun!";
message[3] = "* Come on, let's not stand# around here all day!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 357;
prt[3] = 348;
global.flowey_flag[0]++;
... (); |
62 |
break; |
63 |
case 2: |
64 |
scr_save_flowey_snowdinscr_save_flowey_snowdinfunction scr_save_flowey_snowdin()
{
var current_room = room_get_name(room);
global.menu_sprite = 1245;
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
var kill_number = global.kill_number[2];
if (global.player_can_travel)
{
message[0] = "* Let's get going.";
prt[0] = 348;
}
else if (global.snowdin_flag[13] != 0)
{
if (global.route == 3)
{
switch (global.flowey_flag[12])
{
case 0:
message[0] = "* Howdy!";
message[1] = "* ...";
message[2] = "* Let's head to the river# up ahead.";
message[3] = "* We'll soon be outta# here.";
prt[0] = 348;
prt[1] = 357;
prt[2] = 348;
prt[3] = 347;
global.flowey_flag[12]++;
break;
case 1:
message[0] = "* ...";
prt[0] = 353;
break;
}
}
else if (global.snowdin_flag[13] == 1)
{
switch (global.flowey_flag[12])
{
case 0:
message[0] = "* Howdy!";
message[1] = "* Great job, once again!";
message[2] = "* I hate that so many# monsters are ruthlessly# attacking you,";
message[3] = "* But you're handling it# with grace!";
message[4] = "* I'm not sure I trust# this one.";
message[5] = "* Lucky for us, she# doesn't seem too put# together.";
message[6] = "* We can ditch her as# soon as she messes# something up.";
message[7] = "* I'm sure it won't take# long, haha!";
prt[0] = 348;
prt[1] = 348;
prt[2] = 357;
prt[3] = 348;
prt[4] = 347;
prt[5] = 347;
prt[6] = 349;
prt[7] = 348;
global.flowey_flag[12]++;
break;
case 1:
message[0] = "* Come on, Clover,# Martlet's waiting for# us.";
prt[0] = 348;
break;
}
}
else if (global.snowdin_flag[13] >= 2)
{
switch (global.flowey_flag[12])
{
case 0:
message[0] = "* Howdy!";
message[1] = "* Let's head to the river# up ahead.";
message[2] = "* We'll soon be outta# here!";
prt[0] = 348;
prt[1] = 348;
prt[2] = 348;
global.flowey_flag[12]++;
break;
case 1:
message[0] = "* Howdy!";
prt[0] = 348;
break;
}
}
}
else if (global.kill_number[1] <= 0 && global.kill_number[2] <= 15 && global.flowey_flag[13] == 0)
{
global.flowey_flag[13] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_snowdin();
exit;
}
message[0] = "* Gee, you sure are# livin' on the edge.";
message[1] = "* I guess they did attack# you first.";
... (); |
65 |
break; |
66 |
case 3: |
67 |
scr_save_flowey_dunesscr_save_flowey_dunesfunction scr_save_flowey_dunes()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
global.menu_sprite = 3298;
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
var kill_number = global.kill_number[3];
if (global.kill_number[2] <= 0 && global.kill_number[3] <= 15 && global.flowey_flag[35] == 0)
{
global.flowey_flag[35] = 1;
if (kill_number <= 10)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Always a treat to see# your gunslinging skills!";
message[1] = "* Let's get you saved!";
prt[0] = 348;
prt[1] = 348;
}
else if (global.kill_number[3] <= 10 && global.flowey_flag[35] == 1)
{
global.flowey_flag[35] = 2;
if (kill_number <= 5)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* Golly, monsters 'round# here sure have it out# for you!";
message[1] = "* How could they keep# attacking a poor human# so willingly?\t";
message[2] = "* We can't have that! Not# at all!";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
}
else if (global.kill_number[3] <= 5 && global.flowey_flag[35] == 2)
{
global.flowey_flag[35] = 3;
if (kill_number <= 0)
{
instance_destroy();
scr_save_flowey_dunes();
exit;
}
message[0] = "* I don't see many more# enemies roaming about.";
message[1] = "* Once you encounter the# rest, show 'em who's# boss!";
prt[0] = 348;
prt[1] = 349;
}
else if (global.kill_number[3] <= 0 && global.flowey_flag[35] == 3)
{
message[0] = "* You are... whoa, haha.# Talented, for sure!";
message[1] = "* You laid waste to this# wasteland!";
message[2] = "* This place definitely# wasn't big enough for# the both of you!";
prt[0] = 352;
prt[1] = 347;
prt[2] = 348;
global.flowey_flag[35] = 4;
}
else if (global.flowey_flag[35] == 4)
{
message[0] = "* Keep on movin', buddy!";
message[1] = "* We're getting ever so# closer to your REAL# target!";
prt[0] = 348;
prt[1] = 348;
global.flowey_flag[35] = 5;
}
else if (global.flowey_flag[35] == 5)
{
message[0] = "* ...";
prt[0] = 352;
}
else if (other.current_save_number < global.flowey_save_number)
{
message[0] = "* What are you doing back# here? The exit's the# other way, silly!";
message[1] = "* Let's get going.";
prt[0] = 352;
prt[1] = 348;
}
else
{
switch (current_room)
{
case "rm_dunes_02":
switch (global.flowey_flag[15])
{
case 0:
message[0] = "* This cave is a little# claustrophobic for my# taste.";
message[1] = "* Get out there and see# what we're really# dealing with!";
prt[0] = 348;
prt[1] = 348;
if (global.geno_complete[2] == 1)
{
... (); |
68 |
break; |
69 |
case 4: |
70 |
scr_save_flowey_steamworksscr_save_flowey_steamworksfunction scr_save_flowey_steamworks()
{
if (live_call())
return global.live_result;
var current_room = room_get_name(room);
global.menu_sprite = 3691;
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
var kill_number = global.kill_number[4];
if (current_room == "rm_steamworks_36" && global.route == 3 && global.sworks_flag[31] == 4 && global.hotland_flag[6] == 0)
{
message[0] = "* Are we gonna talk about# what you just did?";
message[1] = "* I've seriously had it# with this behavior.";
message[2] = "* I aid you for so long# yet I have to deal with# your angst?";
message[3] = "* Ever heard of \"don't# bite the hand that feeds# you?\"";
message[4] = "* But, oh, \"it's okay to# bite Flowey because he# doesn't have hands.\"";
message[5] = "* Well I used to!";
message[6] = "* ...";
message[7] = "* I um...";
message[8] = "* Heh...";
message[9] = "* ...";
message[10] = "* I made a promise to# help you all the way to# the Castle.";
message[11] = "* So... I will.";
message[12] = "* Just had to make my# grievances known, ya# know?";
message[13] = "* A little respect goes a# long way.";
prt[0] = 353;
prt[1] = 351;
prt[2] = 351;
prt[3] = 351;
prt[4] = 3692;
prt[5] = 351;
prt[6] = 352;
prt[7] = 353;
prt[8] = 357;
prt[9] = 357;
prt[10] = 352;
prt[11] = 353;
prt[12] = 348;
prt[13] = 3251;
global.sworks_flag[31] = 5;
}
else if (global.kill_number[3] <= 0 && kill_number <= 17 && global.flowey_flag[37] == 0)
{
global.flowey_flag[37] = 1;
if (kill_number <= 10)
{
with (other)
scr_save_flowey_steamworks();
exit;
}
message[0] = "* These undead piles of# junk aren't very# threatening.";
message[1] = "* Not really worth the# trouble.";
prt[0] = 353;
prt[1] = 357;
}
else if (kill_number <= 12 && global.flowey_flag[37] == 1)
{
global.flowey_flag[37] = 2;
if (kill_number <= 5)
{
with (other)
scr_save_flowey_steamworks();
exit;
}
message[0] = "* Still at it, huh?";
message[1] = "* Sorry but I'm runnin'# low on witty comments at# this point.";
prt[0] = 3692;
prt[1] = 353;
}
else if (kill_number <= 8 && global.flowey_flag[37] == 2)
{
global.flowey_flag[37] = 3;
if (kill_number <= 0)
{
with (other)
scr_save_flowey_steamworks();
exit;
}
message[0] = "* ...What? You want me to# keep inflating your ego?";
message[1] = "* This was novel back in# like, Snowdin, but now?";
message[2] = "* I don't know... Aren't# you bored?";
message[3] = "* ...";
message[4] = "* Right.";
prt[0] = 352;
prt[1] = 353;
prt[2] = 3692;
prt[3] = 3692;
prt[4] = 353;
}
else if (kill_number <= 5 && global.flowey_flag[37] == 3)
{
global.flowey_flag[37] = 4;
if (kill_number <= 0)
{
with (other)
... (); |
71 |
break; |
72 |
case 5: |
73 |
scr_save_flowey_endgamescr_save_flowey_endgamefunction scr_save_flowey_endgame()
{
var current_room = room_get_name(room);
current_save_number = 1;
scr_determine_save_area();
if (global.flowey_save_number < current_save_number)
global.flowey_save_number = current_save_number;
scr_text();
with (msg)
{
sndfnt = 96;
switch (current_room)
{
case "rm_hotland_complex_1":
if (global.route == 1 || global.route == 2)
{
switch (global.flowey_flag[36])
{
case 0:
var death_count = global.death_count_total;
message[0] = "* ...";
message[1] = "* Oh-Howdy!";
message[2] = "* We're nearing the# Castle now.";
message[3] = "* What an eventful day!";
message[4] = "* For kicks and giggles,# why don't we tally up# your death total?";
message[5] = "* Drum roll please!";
message[6] = "* Badabadabadabadaba...";
prt[0] = 353;
prt[1] = 348;
prt[2] = 348;
prt[3] = 347;
prt[4] = 3251;
prt[5] = 348;
prt[6] = 348;
if (global.save_count > 0)
{
message[7] = "* You died " + string(death_count) + " times!";
if (death_count == 1)
message[7] = "* You died " + string(death_count) + " time!";
prt[7] = 348;
if (death_count >= 1)
{
message[8] = "* Wow!";
message[9] = "* If I wasn't here to# help, this all would've# been a disaster!";
message[10] = "* Maybe jumping down a# chasm gung-ho wasn't the# brightest idea...";
message[11] = "* But hey, all's well# that ends well!";
prt[8] = 348;
prt[9] = 3251;
prt[10] = 347;
prt[11] = 348;
global.flowey_flag[36] = 1;
}
else
{
message[8] = "* Uh... ";
message[9] = "* That can't be right...";
message[10] = "* Zero? Really?";
message[11] = "* Geez...";
message[12] = "* I offered my services# for a reason.";
message[13] = "* I mean come on! Die a# little!";
prt[8] = 353;
prt[9] = 352;
prt[10] = 356;
prt[11] = 354;
prt[12] = 357;
prt[13] = 349;
global.flowey_flag[36] = 2;
}
}
else
{
message[7] = "* Oh wait, it's ZERO.";
message[8] = "* For you to be standing# in this building, it has# to be zero.\t";
message[9] = "* I honestly can't# believe you made it# here.";
message[10] = "* You are a piece of work# sometimes, you know# that?\t";
message[11] = "* Sigh...";
message[12] = "* Yeah, go on.\t";
message[13] = "* Save, don't save, your# choice.";
message[14] = "* Just remember that I# was always here for you.";
message[15] = "* Like a good friend# should be.";
prt[7] = 3640;
prt[8] = 353;
prt[9] = 352;
prt[10] = 348;
prt[11] = 352;
prt[12] = 353;
prt[13] = 352;
prt[14] = 352;
prt[15] = 347;
global.flowey_flag[36] = 2;
}
break;
case 1:
message[0] = "* What? Confused?";
message[1] = "* Or do ya think keeping# a death tally is morbid?";
message[2] = "* Knowing what could've# been keeps you humble!";
message[3] = "* Grateful for everyone# who helped you get where# you are!";
message[4] = "* At least that's my# \"flowosophy.\"";
prt[0] = 348;
prt[1] = 347;
prt[2] = 3251;
... (); |
74 |
break; |
75 |
} |
76 |
} |
77 |
waiter = 2; |
78 |
} |
79 |
if (!instance_exists(obj_dialogue) && waiter == 2) |
80 |
{ |
81 |
box = instance_create(__view_get(e__VW.XView, 0) + 160, __view_get(e__VW.YView, 0) + 120, obj_savebox); |
82 |
audio_play_sound(snd_mainmenu_select, 1, 0); |
83 |
waiter = 3; |
84 |
} |
85 |
|
86 |
enum e__VW |
87 |
{ |
88 |
XView, |
89 |
YView, |
90 |
WView, |
91 |
HView, |
92 |
Angle, |
93 |
HBorder, |
94 |
VBorder, |
95 |
HSpeed, |
96 |
VSpeed, |
97 |
Object, |
98 |
Visible, |
99 |
XPort, |
100 |
YPort, |
101 |
WPort, |
102 |
HPort, |
103 |
Camera, |
104 |
SurfaceID |
105 |
} |