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gml_Object_obj_door_s_musfade_Other_19

(view raw script w/o annotations or w/e)
1
global.interact = 3;
2
instance_create(0, 0, obj_unfader);
3
if (global.flag[7 true_pacifist] == 0)
4
    instance_create(0, 0, obj_musfadeout);
5
if (touched == 0)
6
{
7
    alarm[2] = 14;
gml_Object_obj_door_s_musfade_Alarm_2.gml

global.entrance = 19; instance_create(0, 0, obj_persistentfader); if (room == room_water12) room_goto(room_water_bird Waterfall - Duck); if (room == room_water_bird) room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]); if (room == room_tundra_sanshouse) room_goto(room_tundra_town Snowdin - Town [SAVE]); if (room == room_water_blookyard) room_goto(room_water_farm Waterfall - Snail Farm); if (room == room_water_farm) room_goto(room_water_blookyard Waterfall - Twin Ghost houses); if (room == room_water_friendlyhub) room_goto(room_water_bird Waterfall - Duck); if (room == room_water_bird) room_goto(room_water_friendlyhub Waterfall - Quiet Area [SAVE]); if (room == room_water14) room_goto(room_water_statue Waterfall - Rainy Statue); if (room == room_water_statue) room_goto(room_water14 Waterfall - Artifact hub); if (room == room_fire_elevator_r1) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator_r2) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator_r3) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator_l1) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator_l2) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator_l3) room_goto(room_fire_elevator Hotland - Core Final Elevator Entrance); if (room == room_fire_elevator) { if (global.flag[398 current_elevator_floor] == 0) room_goto(room_fire_elevator_l1 Hotland - Elevator L1); if (global.flag[398 current_elevator_floor] == 1) room_goto(room_fire_elevator_r1 Hotland - Elevator R1); if (global.flag[398 current_elevator_floor] == 2) room_goto(room_fire_elevator_r2 Hotland - Elevator R2); if (global.flag[398 current_elevator_floor] == 3) room_goto(room_fire_elevator_l2 Hotland - Elevator L2); if (global.flag[398 current_elevator_floor] == 4) room_goto(room_fire_elevator_l3 Hotland - Elevator L3); if (global.flag[398 current_elevator_floor] == 5) room_goto(room_fire_elevator_r3 Hotland - Elevator R3); } if (room == room_fire_core_final) room_goto(room_fire_finalelevator Hotland - Core Final Elevator); if (room == room_castle_elevatorout) room_goto(room_fire_finalelevator Hotland - Core Final Elevator); if (room == room_fire_finalelevator) { if (global.flag[431 current_final_floor] == 0) room_goto(room_fire_core_final Hotland - Core Mettaton Room); if (global.flag[431 current_final_floor] == 1) room_goto(room_castle_elevatorout Castle Elevator [SAVE]); } if (room == room_castle_finalshoehorn) room_goto(room_castle_throneroom Throne Room [SAVE]); if (room == room_castle_throneroom) room_goto(room_castle_finalshoehorn Throne Entrance [SAVE]); if (room == room_fire_lab1) room_goto(room_fire_labelevator Laboratory Elevator); if (room == room_fire_labelevator) room_goto(room_fire_lab1 Hotland - Laboratory Hub); if (room == room_truelab_hub) room_goto(room_truelab_castle_elevator True Lab - Elevator 2); if (room == room_truelab_castle_elevator) room_goto(room_truelab_hub True Laboratory [SAVE]); if (room == room_ruinsexit) room_goto(room_tundra1 Snowdin - Ruin exit); if (room == room_tundra1) room_goto(room_ruinsexit Toriel's Basement: Flowey); if (room == room_fire_hotellobby) room_goto(room_shop4 Hotland - Burgerpants [Dogchecked]); if (room == room_tundra_sansbasement) room_goto(room_tundra_town Snowdin - Town [SAVE]); if (room == room_tundra_town) room_goto(room_tundra_sansbasement Snowdin Town: Sans's basement [Dogchecked]); if (room == room_castle_precastle) room_goto(room_lastruins_corridor New Home - Elevator); if (room == room_lastruins_corridor) room_goto(room_castle_precastle Castle - Another Elevator); if (room == room_mysteryman) room_goto(room_water_fakehallway Waterfall - Mysteryman hallway [Dogchecked]);
8
    touched = 1;
9
}