Deltarune (Chapter 2) script viewer

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gml_Object_obj_ch2_scene26_wall_Create_0

(view raw script w/o annotations or w/e)
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start_x = 43;
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start_y = 360;
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bottom_start_y = start_y + sprite_get_height(spr_cutscene_26_coaster_tile_top);
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x_offset = (room == room_dw_mansion_top_post) ? 43 : 0;
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if (scr_sideb_get_phase
scr_sideb_get_phase

function scr_sideb_get_phase() { var phase = 0; if (global.flag[916 snowgrave_fail] == 0) { if (global.flag[915 snowgrave_plot] > 0 && global.flag[915 snowgrave_plot] < 4) phase = 1; if (global.flag[915 snowgrave_plot] >= 4 && global.flag[915 snowgrave_plot] < 7) phase = 2; if (global.flag[915 snowgrave_plot] >= 7 && global.flag[915 snowgrave_plot] < 20) phase = 3; if (global.flag[915 snowgrave_plot] >= 20) phase = 4; } return phase; }
() >= 2)
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    x_offset = 90;
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looping_coaster_top = instance_create(start_x - x_offset, start_y, obj_looping_tiled_area);
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looping_coaster_top.sprite_index = spr_cutscene_26_coaster_tile_top;
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looping_coaster_top.width = sprite_get_width(spr_cutscene_26_coaster_tile_top) * 2 * 3;
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looping_coaster_top.height = sprite_get_height(spr_cutscene_26_coaster_tile_top) - 1;
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looping_coaster_top.room_wide = true;
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looping_coaster_top.depth = 1000088;
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looping_coaster_top.x_scale = 1;
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looping_coaster_top.y_scale = 1;
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looping_coaster = instance_create(start_x - x_offset, bottom_start_y, obj_looping_tiled_area);
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looping_coaster.sprite_index = spr_cutscene_26_coaster_tile;
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looping_coaster.width = sprite_get_width(spr_cutscene_26_coaster_tile) * 2 * 3;
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looping_coaster.height = sprite_get_height(spr_cutscene_26_coaster_tile) * 2 * 8;
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looping_coaster.room_wide = true;
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looping_coaster.depth = 1000088;
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looping_coaster.x_scale = 1;
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looping_coaster.y_scale = 1;
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wall_con = 0;
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v_speed = -10;