Deltarune (Chapter 4) script viewer

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gml_Object_obj_heightfloor_depthmaster_Step_2

(view raw script w/o annotations or w/e)
1
if (init == 0)
2
{
3
    if (room == room_dark_twostoryTest)
4
    {
5
        tilelayer[0] = layer_get_id("TILES");
6
        var shelfcount = instance_number(obj_dw_church_pushableshelf_darklight);
7
        for (var i = 0; i < shelfcount; i++)
8
            instance_list[i] = instance_find(obj_dw_church_pushableshelf_darklight, i);
9
    }
10
    if (room == room_dw_church_bookshelfpuzzle1)
11
    {
12
        tilelayer[0] = layer_get_id("Tiles_1");
13
        var shelfcount = instance_number(obj_dw_church_pushableshelf_3x3);
14
        for (var i = 0; i < shelfcount; i++)
15
            instance_list[i] = instance_find(obj_dw_church_pushableshelf_3x3, i);
16
    }
17
    if (room == room_debug_layeredLevelTest)
18
    {
19
        tilelayer[1] = layer_get_id("TILES_FLOOR_0");
20
        tilelayer[0] = layer_get_id("TILES_FLOOR_1");
21
    }
22
    for (var i = 0; i < array_length(tilelayer); i++)
23
        tiledepth[i] = layer_get_depth(tilelayer[i]);
24
    init = 1;
25
}
26
if (init == 1)
27
{
28
    if (active == 0)
29
    {
30
        if (obj_mainchara.floorheight != 0 || obj_mainchara.climbing)
31
            active = 1;
32
    }
33
    if (active == 1)
34
    {
35
        var _partyclimbing = false;
36
        if (partyclimb)
37
        {
38
            with (obj_caterpillarchara)
39
            {
40
                if (special[target] == 1)
41
                    _partyclimbing = true;
42
            }
43
        }
44
        if (obj_mainchara.floorheight == 0 && !obj_mainchara.climbing && !_partyclimbing)
45
            active = 2;
46
        for (var i = 0; i < array_length(instance_list); i++)
47
        {
48
            if (i_ex(instance_list[i]))
49
            {
50
                with (instance_list[i])
51
                {
52
                    
scr_depth
scr_depth

function
scr_depth(arg0 = id, arg1 = 0)
{ with (arg0) depth = 100000 - ((y * 10) + (sprite_height * 10) + (arg1 * 10)); }
();
53
                    depth += 5000;
54
                }
55
            }
56
        }
57
        for (var i = 0; i < array_length(tilelayer); i++)
58
            layer_depth(tilelayer[i], 1000000 + (i * 100));
59
    }
60
    if (active == 2)
61
    {
62
        for (var i = 0; i < array_length(tilelayer); i++)
63
            layer_depth(tilelayer[i], tiledepth[i]);
64
        active = 0;
65
    }
66
}