Undertale Yellow script viewer

← back to main script listing

gml_Object_obj_shadow_master_Step_2

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
inst_number = instance_number(-3);
4
var drawer_object = 829;
5
switch (object_index)
6
{
7
    case obj_light_master:
8
        drawer_object = 452;
9
        break;
10
    default:
11
        drawer_object = 829;
12
        break;
13
}
14
if (instance_exists(obj_dialogue))
15
    inst_number -= 1;
16
if (instance_exists(obj_pause_menu))
17
    inst_number -= 1;
18
if (instance_exists(obj_camera))
19
    inst_number -= 1;
20
if (inst_number != inst_number_last)
21
{
22
    inst_number_last = inst_number;
23
    var j = 0;
24
    for (var i = 0; i < instance_number(-3); i += 1)
25
    {
26
        var inst = instance_find(-3, i);
27
        var object_found = false;
28
        var repeat_check = false;
29
        with (drawer_object)
30
        {
31
            if (shadow_actor == inst)
32
                repeat_check = true;
33
        }
34
        if (repeat_check)
35
            continue;
36
        var shadow_drawer;
37
        switch (inst.object_index)
38
        {
39
            case obj_pl:
40
            case global.party_member:
41
                shadow_actor = inst;
42
                shadow_drawer = instance_create_depth(inst.x, inst.y, inst.depth, drawer_object);
43
                object_found = true;
44
                break;
45
        }
46
        switch (object_get_parent(inst.object_index))
47
        {
48
            case 1130:
49
            case 1133:
50
            case 1191:
51
                shadow_actor = inst;
52
                shadow_drawer = instance_create_depth(inst.x, inst.y, inst.depth, drawer_object);
53
                object_found = true;
54
                break;
55
        }
56
        if (object_found == true)
57
        {
58
            with (shadow_drawer.shadow_actor)
59
            {
60
                if (place_meeting(x, y, obj_shadow_collider))
61
                {
62
                    shadow_drawer.shadow_active = true;
63
                    if (shadow_drawer.reverse == false)
64
                        shadow_drawer.draw_alpha = 0.5;
65
                }
66
                else if (shadow_drawer.reverse == true)
67
                {
68
                    shadow_drawer.draw_alpha = 0.5;
69
                }
70
            }
71
        }
72
    }
73
}
74
if (instance_exists(obj_savefl) && save_flowey_noloop == false)
75
{
76
    shadow_actor = 1192;
77
    var shadow_drawer = instance_create_depth(obj_savefl.x, obj_savefl.y, obj_savefl.depth, drawer_object);
78
    save_flowey_noloop = true;
79
}
80
if (save_flowey_noloop && !instance_exists(obj_savefl))
81
    save_flowey_noloop = false;