Deltarune (Chapter 3) script viewer

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gml_Object_obj_b2d_mazeescape_Step_0

(view raw script w/o annotations or w/e)
1
if (kris == 0)
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{
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    with (obj_mainchara_board)
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    {
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        if (name == "kris")
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            other.kris = id;
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    }
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}
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if (kr_real == 0)
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{
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    with (obj_mainchara)
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        other.kr_real = id;
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}
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if (active == 1)
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{
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    if (con == 0 && obj_board_camera.con == 0)
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    {
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        if (kris.x > board_tilex(2))
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        {
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            con = 1;
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            var closetime;
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            for (var i = 0; i < 2; i++)
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            {
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                snd_volume(global.currentsong[1], 0, 30);
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                door[i] = instance_create(board_tilex(0), board_tiley(3 + i), obj_board_solid);
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                closetime = 6;
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                with (door[i])
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                {
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                    visible = true;
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                    sprite_index = spr_board_door_left_glacier;
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                    image_speed = 0;
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scr_lerpvar
scr_lerpvar

function
scr_lerpvar()
{ if (argument_count < 6) ___lerpvar =
scr_lerpvar_instance(id, argument[0], argument[1], argument[2], argument[3]);
else ___lerpvar =
scr_lerpvar_instance(id, argument[0], argument[1], argument[2], argument[3], argument[4], argument[5]);
return ___lerpvar; } function scr_lerpvar_respect() { if (argument_count < 6) ___lerpvar =
scr_lerpvar_instance(id, argument[0], argument[1], argument[2], argument[3]);
else ___lerpvar =
scr_lerpvar_instance(id, argument[0], argument[1], argument[2], argument[3], argument[4], argument[5]);
___lerpvar.respectglobalinteract = true; return ___lerpvar; }
("image_index", 0, sprite_get_number(sprite_index) - 1, closetime);
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scr_darksize
scr_darksize

function
scr_darksize()
{ var inst = id; if (argument_count) inst = argument0; inst.image_xscale = 2; inst.image_yscale = 2; }
(id);
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scr_depth_board
scr_depth_board

function
scr_depth_board()
{ depth = 1000000 - ((y * 10) + ((sprite_height - sprite_yoffset) * 10)); } function scr_board_depth() {
scr_depth_board();
}
();
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                }
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            }
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            snd_play_delay(snd_board_door_close, closetime);
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        }
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    }
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}
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else
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{
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}