Deltarune (Chapter 3) script viewer

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gml_GlobalScript_scr_draw_beam

(view raw script w/o annotations or w/e)
1
function 
scr_draw_beam
scr_draw_beam

function
scr_draw_beam(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
{ var __xx = arg0; var __yy = arg1; var _end0 =
scr_rotatevector(new Vector2(arg2), arg4);
_end0.x += __xx; _end0.y += __yy; var _end1 =
scr_rotatevector(new Vector2(arg2), arg4 + (arg3 / 2));
_end1.x += __xx; _end1.y += __yy; var _end2 =
scr_rotatevector(new Vector2(arg2), arg4 - (arg3 / 2));
_end2.x += __xx; _end2.y += __yy; draw_set_color(arg5); var __alpha = draw_get_alpha(); draw_set_alpha(arg6); if (arg7) draw_circle(_end0.x, _end0.y, arg3 / 2, 0); draw_triangle(__xx, __yy, _end1.x, _end1.y, _end2.x, _end2.y, 0); draw_set_alpha(__alpha); } function scr_draw_beam_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8) { var __xx = arg0; var __yy = arg1; var _end0 =
scr_rotatevector(new Vector2(arg2), arg4);
_end0.x += __xx; _end0.y += __yy; var _end1 =
scr_rotatevector(new Vector2(arg2), arg4 + (arg3 / 2));
_end1.x += __xx; _end1.y += __yy; var _end2 =
scr_rotatevector(new Vector2(arg2), arg4 - (arg3 / 2));
_end2.x += __xx; _end2.y += __yy; var __alpha = draw_get_alpha(); draw_set_alpha(arg7); if (arg8) draw_circle(_end0.x, _end0.y, arg3 / 2, 0); draw_triangle_color(__xx, __yy, _end1.x, _end1.y, _end2.x, _end2.y, arg5, arg6, arg6, 0); draw_set_alpha(__alpha); }
(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7)
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{
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    var __xx = arg0;
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    var __yy = arg1;
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    var _end0 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4);
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    _end0.x += __xx;
7
    _end0.y += __yy;
8
    var _end1 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4 + (arg3 / 2));
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    _end1.x += __xx;
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    _end1.y += __yy;
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    var _end2 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4 - (arg3 / 2));
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    _end2.x += __xx;
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    _end2.y += __yy;
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    draw_set_color(arg5);
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    var __alpha = draw_get_alpha();
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    draw_set_alpha(arg6);
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    if (arg7)
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        draw_circle(_end0.x, _end0.y, arg3 / 2, 0);
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    draw_triangle(__xx, __yy, _end1.x, _end1.y, _end2.x, _end2.y, 0);
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    draw_set_alpha(__alpha);
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}
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function scr_draw_beam_color(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
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{
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    var __xx = arg0;
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    var __yy = arg1;
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    var _end0 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4);
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    _end0.x += __xx;
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    _end0.y += __yy;
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    var _end1 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4 + (arg3 / 2));
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    _end1.x += __xx;
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    _end1.y += __yy;
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    var _end2 = 
scr_rotatevector
scr_rotatevector

function
scr_rotatevector(arg0, arg1)
{ if (arg1 == 0) return arg0; var _dir = point_direction(0, 0, arg0.x, arg0.y); var _len = point_distance(0, 0, arg0.x, arg0.y); arg0.x = lengthdir_x(_len, _dir + arg1); arg0.y = lengthdir_y(_len, _dir + arg1); return arg0; } function scr_rotatevector_xy(arg0, arg1, arg2) { var _tempVector = { x: arg0, y: arg1 }; if (arg2 == 0) return _tempVector; var _dir = point_direction(0, 0, arg0, arg1); var _len = point_distance(0, 0, arg0, arg1); _tempVector.x = lengthdir_x(_len, _dir + arg2); _tempVector.y = lengthdir_y(_len, _dir + arg2); return _tempVector; } function scr_dir_to_vector(arg0) { var __dir = arg0[0]; var __len = 1; if (argument_count > 1) __len = arg0[1]; return new Vector2(lengthdir_x(__dir, __len), lengthdir_y(__dir, __len)); } function scr_rotatevector_around(arg0, arg1, arg2) { var __dir = Vector2_direction(arg1, arg0); var __len = Vector2_distance(arg1, arg0); arg0.x = arg1.x + lengthdir_x(__len, __dir + arg2); arg0.y = arg1.y + lengthdir_y(__len, __dir + arg2); return arg0; } function Vector2_distance(arg0, arg1) { return point_distance(arg0.x, arg0.y, arg1.x, arg1.y); } function Vector2_direction(arg0, arg1) { return point_direction(arg0.x, arg0.y, arg1.x, arg1.y); }
(new Vector2(arg2), arg4 - (arg3 / 2));
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    _end2.x += __xx;
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    _end2.y += __yy;
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    var __alpha = draw_get_alpha();
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    draw_set_alpha(arg7);
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    if (arg8)
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        draw_circle(_end0.x, _end0.y, arg3 / 2, 0);
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    draw_triangle_color(__xx, __yy, _end1.x, _end1.y, _end2.x, _end2.y, arg5, arg6, arg6, 0);
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    draw_set_alpha(__alpha);
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}