Deltarune (Chapter 3) script viewer

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gml_Object_obj_dw_rainbow_bg_Draw_0

(view raw script w/o annotations or w/e)
1
draw_sprite_ext(spr_pixel_white, 0, x, y, 220, 120, 0, c_black, 1);
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if (rainbow_mode)
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{
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    shader_set(shd_rainbow);
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    var uv = sprite_get_uvs(spr_pixel_white, 0);
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    shader_set_uniform_f(_uniUV, uv[0], uv[2]);
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    shader_set_uniform_f(_uniSpeed, _speed);
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    shader_set_uniform_f(_uniTime, _time);
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    draw_sprite_ext(spr_pixel_white, 0, camerax() + 320, cameray() - 340, 220, 220, -45, c_white, rainbow_alpha);
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    shader_reset();
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    draw_set_alpha(text_alpha);
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    draw_set_color(c_black);
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    draw_set_halign(fa_center);
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    draw_text_ext_transformed(camerax() + (view_wport[0] / 2), cameray() + 270, stringsetsubloc("Press ~1 to try again!", 
scr_get_input_name
scr_get_input_name

function
scr_get_input_name(arg0)
{ var _control = "[?]"; if (global.is_console || obj_gamecontroller.gamepad_active) { _control = global.input_g[arg0]; if (_control == gp_padr) return "\\*D "; if (_control == gp_padl) return "\\*A "; if (_control == gp_padu) return "\\*W "; if (_control == gp_padd) return "\\*S "; if (_control == global.button0) return "\\*Z "; if (_control == global.button1) return "\\*X "; if (_control == global.button2) return "\\*C "; } var left_bracket = (global.lang == "en") ? "[" : "["; var right_bracket = (global.lang == "en") ? "]" : "]"; _control = left_bracket + global.asc_def[global.input_k[arg0]] + right_bracket; if (!is_string(_control)) _control = "[?]"; else return _control; }
(4), "obj_dw_rainbow_bg_slash_Draw_0_gml_21_0"), 4, 9999, 2, 2, 0);
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    draw_set_halign(fa_left);
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    draw_set_color(c_white);
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    draw_set_alpha(1);
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}