Deltarune (Chapter 3) script viewer

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gml_Object_obj_zapper_cannon_manager_Alarm_2

(view raw script w/o annotations or w/e)
1
aim_y = obj_growtangle.y + irandom_range(-40, 40);
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aim_angle = point_direction(x + 40, y + 82, aim_x, aim_y);
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snd_play_x(snd_explosion_firework, 1, 1.2);
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snd_play(snd_wing);
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var t_speed, t_off;
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if (i_ex(obj_shutta_enemy))
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{
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    t_speed = 4.2;
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    t_off = t_speed * 0.75;
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}
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else
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{
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    t_speed = 5.5;
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    t_off = t_speed * 0.5;
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}
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var circ_depth = 6;
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if (i_ex(obj_volumeup))
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{
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    t_speed = 5.5;
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    t_off = 3;
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    if (i_ex(obj_zapper_laser_manager))
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        circ_depth--;
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}
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with (
scr_fire_bullet
scr_fire_bullet

function
scr_fire_bullet(arg0, arg1, arg2, arg3, arg4, arg5 = -4, arg6 = 0, arg7 = false, arg8 = 87135)
{ var bullet; if (arg8 != 87135) bullet = instance_create_depth(arg0, arg1, arg8, arg2); else bullet = instance_create(arg0, arg1, arg2); with (bullet) { direction = arg3; speed = arg4; if (arg5 != -4) sprite_index = arg5; updateimageangle = arg6; if (arg6) image_angle = arg3; if (arg7) { with (other)
scr_bullet_inherit(other.id);
} } return bullet; } function scr_fire_bullet_colorize(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7 = 0) { var bullet = instance_create(arg0, arg1, arg2); with (bullet) { direction = arg3; speed = arg4; sprite_index = arg5; image_blend = arg6; updateimageangle = arg7; if (arg7) image_angle = arg3; } return bullet; }
(x + 40, y + 82, obj_regular_cannon_bullet, aim_angle, t_speed * 2.5, spr_diamondbullet))
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{
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    depth = other.depth - 9999;
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    damage = other.damage;
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    target = other.target;
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}
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for (a = 0; a < circ_depth; a++)
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{
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    var t_aim = aim_angle;
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    var t_hspeed = (lengthdir_x(t_speed, t_aim) - lengthdir_x(t_off, t_aim + (60 * a) + 60)) * 2.5;
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    var t_vspeed = (lengthdir_y(t_speed, t_aim) - lengthdir_y(t_off, t_aim + (60 * a) + 60)) * 2.5;
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    with (
scr_fire_bullet
scr_fire_bullet

function
scr_fire_bullet(arg0, arg1, arg2, arg3, arg4, arg5 = -4, arg6 = 0, arg7 = false, arg8 = 87135)
{ var bullet; if (arg8 != 87135) bullet = instance_create_depth(arg0, arg1, arg8, arg2); else bullet = instance_create(arg0, arg1, arg2); with (bullet) { direction = arg3; speed = arg4; if (arg5 != -4) sprite_index = arg5; updateimageangle = arg6; if (arg6) image_angle = arg3; if (arg7) { with (other)
scr_bullet_inherit(other.id);
} } return bullet; } function scr_fire_bullet_colorize(arg0, arg1, arg2, arg3, arg4, arg5, arg6, arg7 = 0) { var bullet = instance_create(arg0, arg1, arg2); with (bullet) { direction = arg3; speed = arg4; sprite_index = arg5; image_blend = arg6; updateimageangle = arg7; if (arg7) image_angle = arg3; } return bullet; }
(x + 40, y + 82, obj_regular_cannon_bullet, 0, 0, spr_diamondbullet))
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    {
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        depth = other.depth - 9999;
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        damage = other.damage;
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        target = other.target;
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        hspeed = t_hspeed;
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        vspeed = t_vspeed;
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    }
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}