function cutscene_end() //gml_Script_cutscene_end
{
if instance_exists(obj_player_npc)
instance_destroy(obj_player_npc)
scr_cutscene_endscr_cutscene_endfunction scr_cutscene_end() //gml_Script_scr_cutscene_end { global.cutscene = false obj_pl.alarm[0] = 1 }()
instance_destroy()
}