Deltarune (Chapter 5) script viewer

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gml_Object_obj_plat_enm_yellow_miniboss_Draw_0

related scripts: Collision_obj_plat_enm_smallgloveCollision_obj_plat_playerCollision_obj_plat_susieaxe_hbxCreate_0Destroy_0Draw_0 Draw_72Other_19Other_4PreCreate_0Step_0Step_2

(view raw script w/o annotations or w/e)
1
if (con == 99)
2
    draw_sprite_ext(spr_forange_glove, 0, x + lengthdir_x(90, image_angle), y + lengthdir_y(90, image_angle), 1, 1, 180 + image_angle, c_white, 1);
3
if (auraalph > 0)
4
{
5
    var t = current_time * 0.035;
6
    shader_replace_simple_set_hook(18);
7
    shader_set_uniform_f(u_alpha, auraalph);
8
    shader_set_uniform_f(u_patternangle, 50);
9
    shader_set_uniform_f(u_patterncount, 3);
10
    shader_set_uniform_f(u_time, 0.033 * t, 0.333 + (0.333 * t), 0.666 + (0.333 * t));
11
    shader_set_uniform_f(u_holoangle, 0);
12
    
scr_draw_outline
scr_draw_outline

function
scr_draw_outline(arg0, arg1, arg2)
{ gpu_set_fog(true, arg1, 0, 0); var __xdirA = arg0; var __xdirB = 0; var __ydirA = 0; var __ydirB = arg0; if ((image_angle % 90) != 0) { __xdirA = lengthdir_x(arg0, image_angle); __xdirB = lengthdir_x(arg0, image_angle + 90); __ydirA = lengthdir_y(arg0, image_angle + 90); __ydirB = lengthdir_y(arg0, image_angle); } draw_sprite_ext(sprite_index, image_index, x + __xdirA, y + __ydirA, image_xscale, image_yscale, image_angle, c_white, image_alpha * arg2); draw_sprite_ext(sprite_index, image_index, x - __xdirA, y - __ydirA, image_xscale, image_yscale, image_angle, c_white, image_alpha * arg2); draw_sprite_ext(sprite_index, image_index, x + __xdirB, y + __ydirB, image_xscale, image_yscale, image_angle, c_white, image_alpha * arg2); draw_sprite_ext(sprite_index, image_index, x - __xdirB, y - __ydirB, image_xscale, image_yscale, image_angle, c_white, image_alpha * arg2); gpu_set_fog(false, c_white, 0, 0); }
(2, 8421504, auraalph);
13
    shader_replace_simple_reset_hook();
14
}
15
event_inherited();
16
if (auraalph > 0)
17
{
18
    shader_replace_simple_set_hook(18);
19
    gpu_set_blendmode(bm_add);
20
    var blend = image_blend;
21
    var ia = image_alpha;
22
    image_blend = c_white;
23
    image_alpha = 0.7;
24
    draw_self();
25
    image_alpha = ia;
26
    image_blend = blend;
27
    gpu_set_blendmode(bm_normal);
28
    shader_replace_simple_reset_hook();
29
}
30
if (remaining_combo > 0 && image_alpha == 1)
31
    scr_plat_draw_dizzy_effects(remaining_combo, remaining_combo_max);