Deltarune (Chapter 3) script viewer

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gml_Object_obj_screen_channel_change_sprite_test_Other_12

(view raw script w/o annotations or w/e)
1
if (!active || timer <= 0 || strength == 0)
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{
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    draw_self();
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    exit;
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}
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if (is_finished)
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    exit;
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if (!surface_exists(screen_surf))
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    screen_surf = surface_create(camerawidth(), cameraheight());
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var _ease = 
scr_ease_in
scr_ease_in

function
scr_ease_in(arg0, arg1)
{ if (arg1 < -3 || arg1 > 7) return arg0; switch (arg1) { case -3: return ease_in_bounce(arg0, 0, 1, 1); case -2: return ease_in_elastic(arg0, 0, 1, 1); case -1: var _s = 1.70158; return arg0 * arg0 * (((_s + 1) * arg0) - _s); case 0: return arg0; case 1: return -cos(arg0 * 1.5707963267948966) + 1; case 6: return power(2, 10 * (arg0 - 1)); case 7: return -(sqrt(1 - sqr(arg0)) - 1); default: return power(arg0, arg1); } }
(timer / lifetime, 2);
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var _strength = strength * _ease;
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var _noisec = 0;
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var _num = -1;
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var _scany = 0;
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surface_set_target(screen_surf);
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draw_clear_alpha(c_black, 0);
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draw_sprite_ext(sprite_index, image_index, screenx(), screeny(), image_xscale, image_yscale, image_angle, image_blend, image_alpha);
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surface_reset_target();
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if (scroll)
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    _strength /= 3;
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var perlin_texture_page = sprite_get_texture(noise_sprite, 0);
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shader_set(channel_shader);
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texture_set_stage(perlin_stage, perlin_texture_page);
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shader_set_uniform_f(shader_get_uniform(channel_shader, "texel"), 1 / camerawidth(), 1 / cameraheight());
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shader_set_uniform_f(shader_get_uniform(channel_shader, "strength"), _strength);
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var _UVs = sprite_get_uvs(noise_sprite, 0);
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var _tex = sprite_get_texture(noise_sprite, 0);
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var _texel_x = texture_get_texel_width(_tex);
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var _texel_y = texture_get_texel_height(_tex);
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var _texel_hx = _texel_x * 0.5;
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var _texel_hy = _texel_y * 0.5;
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var _xs = image_xscale;
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var _ys = image_yscale;
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shader_set_uniform_f(shader_get_uniform(channel_shader, "fog_power"), 1);
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shader_set_uniform_f(shader_get_uniform(channel_shader, "u_pixelSize"), _texel_x, _texel_y);
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shader_set_uniform_f(shader_get_uniform(channel_shader, "u_UVs"), _UVs[0] + _texel_hx, _UVs[1] + _texel_hy);
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shader_set_uniform_f(shader_get_uniform(channel_shader, "scanx"), floor(scan_x) + 0.5);
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draw_surface(screen_surf, x - sprite_xoffset - _xs, y - sprite_yoffset);
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draw_surface(screen_surf, (x - sprite_xoffset) + _xs, y - sprite_yoffset);
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draw_surface(screen_surf, x - sprite_xoffset, y - sprite_yoffset - _ys);
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draw_surface(screen_surf, x - sprite_xoffset, (y - sprite_yoffset) + _ys);
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shader_set_uniform_f(shader_get_uniform(channel_shader, "fog_power"), 0);
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draw_surface(screen_surf, x - sprite_xoffset, y - sprite_yoffset);
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shader_reset();
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if (infinite)
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{
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    subtimer--;
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    if (subtimer <= 0)
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    {
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        subtimer = irandom_range(1, 5);
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        var _variation = (lifetime * scroll_speed * scroll_dir) / 2;
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        var _scroll = 240 - (_variation / 2);
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        scan_x = random_range(40, 200);
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        timer = lifetime - random_range(0, 3);
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        altspeed = random_range(1, 2);
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    }
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}
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scan_x = 
scr_wrap_new
scr_wrap_new

function
scr_wrap_new()
{ var _val = argument[0]; var _max = argument[2]; var _min = argument[1]; if ((_val % 1) == 0) { while (_val > _max || _val < _min) { if (_val > _max) { _val = (_min + _val) - _max - 1; } else if (_val < _min) { _val = ((_max + _val) - _min) + 1; } else { } } return _val; } else { var _old = argument[0] + 1; while (_val != _old) { _old = _val; if (_val < _min) { _val = _max - (_min - _val); } else if (_val > _max) { _val = _min + (_val - _max); } else { } } return _val; } }
(scan_x + altspeed, 0, 479);
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if (!infinite && timer > 0)
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{
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    timer--;
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    if (timer <= 0)
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    {
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        if (!silent)
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            snd_stop(static_noise);
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        multa = random_range(10, 40);
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        multb = random_range(5, 10);
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        sprite_index = idle_sprite;
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        image_speed = 0.5;
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        active = false;
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    }
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}
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siner++;
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var _alpha = 0;
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_alpha = _ease / 2;