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gml_Object_obj_door_s_musfade_Alarm_2

(view raw script w/o annotations or w/e)
1
global.entrance = 19;
2
instance_create(0, 0, obj_persistentfader);
3
if (room == room_water12)
4
    room_goto(room_water_bird Waterfall - Duck);
5
if (room == room_water_bird)
6
    room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]);
7
if (room == room_tundra_sanshouse)
8
    room_goto(room_tundra_town Snowdin - Town [SAVE]);
9
if (room == room_water_blookyard)
10
    room_goto(room_water_farm Waterfall - Snail Farm);
11
if (room == room_water_farm)
12
    room_goto(room_water_blookyard Waterfall - Twin Ghost houses);
13
if (room == room_water_friendlyhub)
14
    room_goto(room_water_bird Waterfall - Duck);
15
if (room == room_water_bird)
16
    room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]);
17
if (room == room_water14)
18
    room_goto(room_water_statue Waterfall - Rainy Statue);
19
if (room == room_water_statue)
20
    room_goto(room_water14 Waterfall - Artifact hub);
21
if (room == room_fire_elevator_r1)
22
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
23
if (room == room_fire_elevator_r2)
24
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
25
if (room == room_fire_elevator_r3)
26
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
27
if (room == room_fire_elevator_l1)
28
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
29
if (room == room_fire_elevator_l2)
30
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
31
if (room == room_fire_elevator_l3)
32
    room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance);
33
if (room == room_fire_elevator)
34
{
35
    if (global.flag[398 current_elevator_floor] == 0)
36
        room_goto(room_fire_elevator_l1 Hotland - Elevator L1);
37
    if (global.flag[398 current_elevator_floor] == 1)
38
        room_goto(room_fire_elevator_r1 Hotland - Elevator R1);
39
    if (global.flag[398 current_elevator_floor] == 2)
40
        room_goto(room_fire_elevator_r2 Hotland - Elevator R2);
41
    if (global.flag[398 current_elevator_floor] == 3)
42
        room_goto(room_fire_elevator_l2 Hotland - Elevator L2);
43
    if (global.flag[398 current_elevator_floor] == 4)
44
        room_goto(room_fire_elevator_l3 Hotland - Elevator L3);
45
    if (global.flag[398 current_elevator_floor] == 5)
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        room_goto(room_fire_elevator_r3 Hotland - Elevator R3);
47
}
48
if (room == room_fire_core_final)
49
    room_goto(room_fire_finalelevator Hotland - Core Final Elevator);
50
if (room == room_castle_elevatorout)
51
    room_goto(room_fire_finalelevator Hotland - Core Final Elevator);
52
if (room == room_fire_finalelevator)
53
{
54
    if (global.flag[431 current_final_floor] == 0)
55
        room_goto(room_fire_core_final Hotland - Core Mettaton Room);
56
    if (global.flag[431 current_final_floor] == 1)
57
        room_goto(room_castle_elevatorout Castle Elevator [SAVE]);
58
}
59
if (room == room_castle_finalshoehorn)
60
    room_goto(room_castle_throneroom Throne Room [SAVE]);
61
if (room == room_castle_throneroom)
62
    room_goto(room_castle_finalshoehorn Throne Entrance [SAVE]);
63
if (room == room_fire_lab1)
64
    room_goto(room_fire_labelevator Laboratory Elevator);
65
if (room == room_fire_labelevator)
66
    room_goto(room_fire_lab1 Hotland - Laboratory Hub);
67
if (room == room_truelab_hub)
68
    room_goto(room_truelab_castle_elevator True Lab - Elevator 2);
69
if (room == room_truelab_castle_elevator)
70
    room_goto(room_truelab_hub True Laboratory [SAVE]);
71
if (room == room_ruinsexit)
72
    room_goto(room_tundra1 Snowdin - Ruin exit);
73
if (room == room_tundra1)
74
    room_goto(room_ruinsexit Toriel's Basement: Flowey);
75
if (room == room_fire_hotellobby)
76
    room_goto(room_shop4 Hotland - Burgerpants [Dogchecked]);
77
if (room == room_tundra_sansbasement)
78
    room_goto(room_tundra_town Snowdin - Town [SAVE]);
79
if (room == room_tundra_town)
80
    room_goto(room_tundra_sansbasement Snowdin Town: Sans's basement [Dogchecked]);
81
if (room == room_castle_precastle)
82
    room_goto(room_lastruins_corridor New Home - Elevator);
83
if (room == room_lastruins_corridor)
84
    room_goto(room_castle_precastle Castle - Another Elevator);
85
if (room == room_mysteryman)
86
    room_goto(room_water_fakehallway Waterfall - Mysteryman hallway [Dogchecked]);