Deltarune (Chapter 3) script viewer

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gml_Object_obj_dw_chef_screen_empty_Draw_0

(view raw script w/o annotations or w/e)
1
if (con < 0)
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    exit;
3
draw_sprite_ext(spr_dw_kitchen, 0, 0, 0, 2, 2, 0, c_white, 1);
4
crttimer = (crttimer + 0.5) % 3;
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var _vig = crt_glitch ? (0.2 + random(clamp(crt_glitch / 200, 0, 0.1))) : 0;
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var _vigint = power(1.5, 1.5 - _vig) * 18;
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var _chrom_scale = crt_glitch ? (irandom_range(-4, 4) * clamp(crt_glitch / 5, 1, 5)) : chromStrength;
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if (_chrom_scale == 0)
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    _chrom_scale = 1;
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var _filteramount = 0.1 + min(crt_glitch / 100, 0.1);
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shader_set(shd_crt);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "texel"), 1 / screenwidth, 1 / screenheight);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "vignette_scale"), _vig);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "vignette_intensity"), _vigint);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "chromatic_scale"), _chrom_scale);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "filter_amount"), _filteramount);
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shader_set_uniform_f(shader_get_uniform(shd_crt, "time"), crttimer);
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draw_set_color(c_white);
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ossafe_fill_rectangle(_x_pos, _y_pos, _x_pos + (_x_width * _progress), _y_pos + _y_height, false);
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draw_set_color(c_white);
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if (countdown)
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{
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    countdown_timer++;
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    if ((countdown_timer % 30) == 0)
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    {
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        countdown_text = clamp(countdown_text - 1, 1, 3);
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        if (countdown_text <= 1 && !countdown_finished)
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        {
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            countdown_finished = true;
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scr_var_delay
scr_var_delay

function
scr_var_delay(arg0, arg1, arg2)
{
scr_script_delayed(scr_var, arg2, arg0, arg1);
} function scr_var_delayed(arg0, arg1, arg2) {
scr_script_delayed(scr_var, arg2, arg0, arg1);
} function scr_delay_var(arg0, arg1, arg2) {
scr_script_delayed(scr_var, arg2, arg0, arg1);
}
("countdown", false, 30);
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        }
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    }
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    draw_set_color(c_black);
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    draw_set_font(fnt_main);
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    draw_set_halign(fa_center);
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    draw_text_ext_transformed(_x_pos + 200, _y_pos + 60, string(countdown_text), 4, 9999, 6, 6, 0);
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    draw_set_halign(fa_left);
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    draw_set_color(c_white);
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}
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shader_reset();
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draw_sprite_ext(spr_dw_kitchen_wall, 0, 0, 0, 2, 2, 0, c_white, 1);