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1
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function scr_cutscene_loadstatescr_cutscene_loadstate
function scr_cutscene_loadstate()
{
scr_debug_print("Cutscene Loaded");
for (var i = 0; i < 20; i++)
{
if (i_ex(actor_id[i]))
{
if (actorSaved[i] == 1)
{
with (actor_id[i])
scr_instance_load_local_vars();
}
}
}
for (var i = 0; i < 10; i++)
{
if (i_ex(save_object[i]))
{
if (objectSaved[i] == 1)
{
with (save_object[i])
scr_instance_load_local_vars();
}
}
}
for (var i = 0; i < array_length_1d(masterArray); i++)
variable_instance_set(id, masterArray[i], myVar[i]);
camerax_set(remCameraX);
cameray_set(remCameraY);
with (obj_panner)
instance_destroy();
with (obj_move_actor)
instance_destroy();
with (obj_move_to_point)
instance_destroy();
with (obj_shakeobj)
instance_destroy();
with (obj_shake)
instance_destroy();
with (obj_dialoguer)
instance_destroy();
with (obj_writer)
instance_destroy();
with (obj_face)
instance_destroy();
with (obj_cutscene_delaycmd)
instance_destroy();
with (obj_jump_to_point)
instance_destroy();
with (obj_stickto)
instance_destroy();
with (obj_lerpvar)
instance_destroy();
scr_cutscene_load_music();
loadedState = 1;
waiting = 0;
scr_cutscene_master_commands_initialize();
} ()
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2
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{
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3
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scr_debug_printscr_debug_print
function scr_debug_print(arg0)
{
}
function print_message(arg0)
{
}
function debug_print(arg0)
{
}
function scr_debug_clear_all()
{
scr_debug_clear_persistent();
} ("Cutscene Loaded");
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4
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for (var i = 0; i < 20; i++)
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5
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{
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6
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if (i_ex(actor_id[i]))
|
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7
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{
|
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8
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if (actorSaved[i] == 1)
|
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9
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{
|
|
10
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with (actor_id[i])
|
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11
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scr_instance_load_local_varsscr_instance_load_local_vars
function scr_instance_load_local_vars()
{
for (var __n = 0; __n < array_length_1d(__masterArray); __n++)
{
sprite_index = ___saveSpriteIndex;
image_index = ___saveImageIndex;
image_speed = ___saveImageSpeed;
image_xscale = ___saveXscale;
image_yscale = ___saveYscale;
image_alpha = ___saveAlpha;
image_blend = ___saveBlend;
image_angle = ___saveAngle;
x = ___saveX;
y = ___saveY;
speed = ___saveSpeed;
direction = ___saveDirection;
depth = ___saveDepth;
visible = ___saveVisible;
gravity = ___saveGravity;
gravity_direction = ___saveGravityDirection;
friction = ___saveFriction;
if (__masterArray[__n] != "__myVar" && __masterArray[__n] != "__masterArray")
variable_instance_set(id, __masterArray[__n], __myVar[__n]);
}
} ();
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12
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}
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13
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}
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14
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}
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15
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for (var i = 0; i < 10; i++)
|
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16
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{
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17
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if (i_ex(save_object[i]))
|
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18
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{
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19
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if (objectSaved[i] == 1)
|
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20
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{
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21
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with (save_object[i])
|
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22
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scr_instance_load_local_varsscr_instance_load_local_vars
function scr_instance_load_local_vars()
{
for (var __n = 0; __n < array_length_1d(__masterArray); __n++)
{
sprite_index = ___saveSpriteIndex;
image_index = ___saveImageIndex;
image_speed = ___saveImageSpeed;
image_xscale = ___saveXscale;
image_yscale = ___saveYscale;
image_alpha = ___saveAlpha;
image_blend = ___saveBlend;
image_angle = ___saveAngle;
x = ___saveX;
y = ___saveY;
speed = ___saveSpeed;
direction = ___saveDirection;
depth = ___saveDepth;
visible = ___saveVisible;
gravity = ___saveGravity;
gravity_direction = ___saveGravityDirection;
friction = ___saveFriction;
if (__masterArray[__n] != "__myVar" && __masterArray[__n] != "__masterArray")
variable_instance_set(id, __masterArray[__n], __myVar[__n]);
}
} ();
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23
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}
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24
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}
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25
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}
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26
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for (var i = 0; i < array_length_1d(masterArray); i++)
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27
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variable_instance_set(id, masterArray[i], myVar[i]);
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28
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camerax_set(remCameraX);
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29
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cameray_set(remCameraY);
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30
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with (obj_panner)
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31
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instance_destroy();
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32
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with (obj_move_actor)
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33
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instance_destroy();
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34
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with (obj_move_to_point)
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35
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instance_destroy();
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36
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with (obj_shakeobj)
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37
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instance_destroy();
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38
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with (obj_shake)
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39
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instance_destroy();
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40
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with (obj_dialoguer)
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41
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instance_destroy();
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42
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with (obj_writer)
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43
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instance_destroy();
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44
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with (obj_face)
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45
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instance_destroy();
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46
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with (obj_cutscene_delaycmd)
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47
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instance_destroy();
|
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48
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with (obj_jump_to_point)
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49
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instance_destroy();
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50
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with (obj_stickto)
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51
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instance_destroy();
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52
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with (obj_lerpvar)
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53
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instance_destroy();
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54
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scr_cutscene_load_music();
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55
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loadedState = 1;
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56
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waiting = 0;
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57
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scr_cutscene_master_commands_initializescr_cutscene_master_commands_initialize
function scr_cutscene_master_commands_initialize()
{
for (i = 0; i < 800; i++)
{
command[i] = "terminate";
command_actor[i] = 99999999;
command_arg1[i] = 0;
command_arg2[i] = 0;
command_arg3[i] = 0;
command_arg4[i] = 0;
command_arg5[i] = 0;
command_arg6[i] = 0;
}
current_command = 0;
maximum_command = 1;
} ();
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58
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}
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