Deltarune (Chapter 2) script viewer

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gml_Object_obj_musicenemy_dancer_Draw_0

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1
if (global.turntimer < 1)
2
    instance_destroy();
3
draw_sprite_ext(sprite_index, 1, x, y, image_xscale * bodyflip, image_yscale, 0, c_white, image_alpha);
4
draw_sprite_ext(sprite_index, headimage + headframe, x + (sin(siner / 3) * 2), y, image_xscale, image_yscale, 0, c_white, image_alpha);
5
siner++;
6
x += (sin(siner / 8) * 3);
7
timer++;
8
if (timer >= 11)
9
{
10
    frame = 1;
11
    timer = 0;
12
}
13
if (frame == 1)
14
{
15
    bodyflip *= -1;
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    frame = 0;
17
}
18
if (shoottimer >= 22)
19
{
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    active = 1;
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    shoottimer -= 22;
22
}
23
buffer--;
24
if (active == 1)
25
{
26
    if (headframe == 0 && buffer <= 0)
27
    {
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        buffer = 2;
29
        bul = instance_create(x, y - 40, obj_musical_note_bullet);
30
        bul.gravity = 0.5 + random(0.1);
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        bul.image_xscale = 1;
32
        bul.image_yscale = 1;
33
        bul.image_angle = 0;
34
        bul.vspeed = -3;
35
        bul.hspeed = random_range(-4, 4);
36
        bul.bultype = bultype;
37
        if (instance_exists(obj_battlesolid))
38
        {
39
            if (x < obj_battlesolid.x)
40
                bul.hspeed = random(4);
41
            else
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                bul.hspeed = -random(4);
43
        }
44
        if (bultype == 1)
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            bul.hspeed = choose(-4, 4);
46
        bul.friction = 0.1;
47
        bul.depth = obj_musicenemy_boombox.depth - 100;
48
        bul.active = 1;
49
        bul.depth = -100;
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        bul.copymake = 90;
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        bul.damage = damage;
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        bul.target = target;
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        bul.sprite_index = spr_bullet_laser_circle;
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        headframe = 1;
55
    }
56
    headframe += 0.25;
57
    if (headframe >= 2.5)
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        active = 0;
59
}
60
else
61
{
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    headframe = 0;
63
}