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gml_Object_obj_plusbomb_Step_0

(view raw script w/o annotations or w/e)
1
col = 0;
2
if (collision_rectangle(bbox_left, bbox_top, bbox_right, bbox_bottom, obj_heart, 0, 1))
3
    col = 1;
4
if (side == 1)
5
{
6
    if (collision_rectangle(bbox_left + sprite_width + 1, bbox_top, bbox_right + sprite_width + 1, bbox_bottom, obj_heart, 0, 1))
7
        col = 1;
8
}
9
if (side == 2)
10
{
11
    if (collision_rectangle(bbox_left - sprite_width - 1, bbox_top, bbox_right - sprite_width - 1, bbox_bottom, obj_heart, 0, 1))
12
        col = 1;
13
}
14
if (col == 1)
15
    event_user(11);
16
if (collision_rectangle(x + 2, y + 6, x + 22, y + 28, obj_heartshot, 0, 1))
17
{
18
    g = collision_rectangle(x + 2, y + 6, x + 22, y + 28, obj_heartshot, 0, 1);
19
    if (instance_exists(obj_ratingsmaster))
20
        global.ratings += 20;
21
    with (g)
22
        instance_destroy();
23
    if (shot == 0)
24
    {
25
        playdo = 1;
26
        myloop = audio_play_sound(snd_mtt_prebomb, 40, true);
27
        shot = 1;
28
    }
29
}
30
s += 1;
31
if (shot > 0)
32
{
33
    shot2 += 1;
34
    image_speed = 1;
35
    if (shot2 >= 6)
36
    {
37
        playdo = 0;
38
        audio_stop_sound(myloop);
39
        snd_play(snd_bomb);
40
        if (!instance_exists(obj_shaker))
41
            scr_shake
scr_shake

instance_create(0, 0, obj_shaker); obj_shaker.hshake = argument0; obj_shaker.vshake = argument1; obj_shaker.shakespeed = argument2;
(3, 3, 2);
42
        instance_create(x + 2, y + 6, obj_plusbomb_explosion);
43
        instance_destroy();
44
    }
45
}
46
if (side == 1)
47
{
48
    if (collision_rectangle(x + 2 + sprite_width + 1, y + 6, x + 22 + sprite_width + 1, y + 28, obj_heartshot, 0, 1))
49
    {
50
        g = collision_rectangle(x + 2 + sprite_width + 1, y + 6, x + 22 + sprite_width + 1, y + 28, obj_heartshot, 0, 1);
51
        with (g)
52
            instance_destroy();
53
    }
54
}
55
if (side == 2)
56
{
57
    if (collision_rectangle((x + 2) - sprite_width - 1, y + 6, (x + 22) - sprite_width - 1, y + 28, obj_heartshot, 0, 1))
58
    {
59
        g = collision_rectangle((x + 2) - sprite_width - 1, y + 6, (x + 22) - sprite_width - 1, y + 28, obj_heartshot, 0, 1);
60
        with (g)
61
            instance_destroy();
62
    }
63
}
64
x = xstart + (sin(s / sp) * sf);