| 1 | 
        switch (scene)  | 
    
    
    
        | 2 | 
        { | 
    
    
    
        | 3 | 
            case 0:  | 
    
    
    
        | 4 | 
                if (obj_pl.y < 220)  | 
    
    
    
        | 5 | 
                { | 
    
    
    
        | 6 | 
                    scr_cutscene_start();  | 
    
    
    
        | 7 | 
                    if (abs(obj_pl.x - 220) > 15)  | 
    
    
    
        | 8 | 
                        cutscene_advance();  | 
    
    
    
        | 9 | 
                    else  | 
    
    
    
        | 10 | 
                        cutscene_advance(2);  | 
    
    
    
        | 11 | 
                    instance_create_depth(obj_pl.x, obj_pl.y, -100, obj_player_npc);  | 
    
    
    
        | 12 | 
                }  | 
    
    
    
        | 13 | 
                break;  | 
    
    
    
        | 14 | 
            case 1:  | 
    
    
    
        | 15 | 
                cutscene_npc_walk(1168, 220, obj_player_npc.y, 3, "x", "up");  | 
    
    
    
        | 16 | 
                break;  | 
    
    
    
        | 17 | 
            case 2:  | 
    
    
    
        | 18 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 19 | 
                break;  | 
    
    
    
        | 20 | 
            case 3:  | 
    
    
    
        | 21 | 
                actor_flowey.action_sprite = true;  | 
    
    
    
        | 22 | 
                actor_flowey.sprite_index = spr_floweyrise;  | 
    
    
    
        | 23 | 
                actor_flowey.image_alpha = 1;  | 
    
    
    
        | 24 | 
                actor_flowey.image_speed = 0.25;  | 
    
    
    
        | 25 | 
                cutscene_advance();  | 
    
    
    
        | 26 | 
                break;  | 
    
    
    
        | 27 | 
            case 4:  | 
    
    
    
        | 28 | 
                cutscene_animation_end(actor_flowey, true);  | 
    
    
    
        | 29 | 
                break;  | 
    
    
    
        | 30 | 
            case 5:  | 
    
    
    
        | 31 | 
                actor_flowey.action_sprite = false;  | 
    
    
    
        | 32 | 
                cutscene_advance();  | 
    
    
    
        | 33 | 
                break;  | 
    
    
    
        | 34 | 
            case 6:  | 
    
    
    
        | 35 | 
                cutscene_dialogue();  | 
    
    
    
        | 36 | 
                with (msg)  | 
    
    
    
        | 37 | 
                { | 
    
    
    
        | 38 | 
                    talker[0] = 3194;  | 
    
    
    
        | 39 | 
                    message[0] = "* Howdy!";  | 
    
    
    
        | 40 | 
                    message[1] = "* Regular monsters are#  one thing but...";  | 
    
    
    
        | 41 | 
                    message[2] = "* That fox lady you just#  killed was a piece of#  work, huh?";  | 
    
    
    
        | 42 | 
                    message[3] = "* If you bested her,#  ASGORE doesn't stand a#  chance!";  | 
    
    
    
        | 43 | 
                    message[4] = "* Now...";  | 
    
    
    
        | 44 | 
                    prt[0] = 348;  | 
    
    
    
        | 45 | 
                    prt[1] = 348;  | 
    
    
    
        | 46 | 
                    prt[2] = 347;  | 
    
    
    
        | 47 | 
                    prt[3] = 348;  | 
    
    
    
        | 48 | 
                    prt[4] = 347;  | 
    
    
    
        | 49 | 
                }  | 
    
    
    
        | 50 | 
                break;  | 
    
    
    
        | 51 | 
            case 7:  | 
    
    
    
        | 52 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 53 | 
                break;  | 
    
    
    
        | 54 | 
            case 8:  | 
    
    
    
        | 55 | 
                cutscene_npc_direction(actor_flowey, "up");  | 
    
    
    
        | 56 | 
                break;  | 
    
    
    
        | 57 | 
            case 9:  | 
    
    
    
        | 58 | 
                cutscene_camera_move(obj_pl.x, 120, 2);  | 
    
    
    
        | 59 | 
                break;  | 
    
    
    
        | 60 | 
            case 10:  | 
    
    
    
        | 61 | 
                cutscene_dialogue();  | 
    
    
    
        | 62 | 
                with (msg)  | 
    
    
    
        | 63 | 
                { | 
    
    
    
        | 64 | 
                    talker[0] = 3194;  | 
    
    
    
        | 65 | 
                    message[0] = "* ...";  | 
    
    
    
        | 66 | 
                    message[1] = "* I'm not too sure how to#  open this door.";  | 
    
    
    
        | 67 | 
                    message[2] = "* Hmm...";  | 
    
    
    
        | 68 | 
                    prt[0] = 352;  | 
    
    
    
        | 69 | 
                    prt[1] = 357;  | 
    
    
    
        | 70 | 
                    prt[2] = 353;  | 
    
    
    
        | 71 | 
                    if (message_current == 1)  | 
    
    
    
        | 72 | 
                        other.actor_flowey.npc_direction = "down";  | 
    
    
    
        | 73 | 
                }  | 
    
    
    
        | 74 | 
                break;  | 
    
    
    
        | 75 | 
            case 11:  | 
    
    
    
        | 76 | 
                cutscene_npc_direction(actor_flowey, "up");  | 
    
    
    
        | 77 | 
                break;  | 
    
    
    
        | 78 | 
            case 12:  | 
    
    
    
        | 79 | 
                shoot_noloop = false;  | 
    
    
    
        | 80 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 81 | 
                break;  | 
    
    
    
        | 82 | 
            case 13:  | 
    
    
    
        | 83 | 
                cutscene_npc_action_sprite(1168, 3313, 1, false);  | 
    
    
    
        | 84 | 
                if (obj_player_npc.image_index >= 8 && !shoot_noloop)  | 
    
    
    
        | 85 | 
                { | 
    
    
    
        | 86 | 
                    shoot_noloop = true;  | 
    
    
    
        | 87 | 
                    audio_play_sound(snd_duel_shot, 1, 0);  | 
    
    
    
        | 88 | 
                    if (!instance_exists(obj_dunes_43_number_pad_destroyed))  | 
    
    
    
        | 89 | 
                    { | 
    
    
    
        | 90 | 
                        instance_create_depth(137, 106, obj_dunes_43_gate.depth - 1, obj_dunes_43_number_pad_destroyed);  | 
    
    
    
        | 91 | 
                        obj_dunes_43_number_pad_destroyed.sprite_index = spr_dunes_43_number_pad_destroyed_geno;  | 
    
    
    
        | 92 | 
                    }  | 
    
    
    
        | 93 | 
                }  | 
    
    
    
        | 94 | 
                break;  | 
    
    
    
        | 95 | 
            case 14:  | 
    
    
    
        | 96 | 
                cutscene_wait(1.5);  | 
    
    
    
        | 97 | 
                break;  | 
    
    
    
        | 98 | 
            case 15:  | 
    
    
    
        | 99 | 
                cutscene_sfx_play(270, 2);  | 
    
    
    
        | 100 | 
                cutscene_advance();  | 
    
    
    
        | 101 | 
                break;  | 
    
    
    
        | 102 | 
            case 16:  | 
    
    
    
        | 103 | 
                cutscene_screenshake(1, 2);  | 
    
    
    
        | 104 | 
                break;  | 
    
    
    
        | 105 | 
            case 17:  | 
    
    
    
        | 106 | 
                cutscene_action_sprite(1958, 1105, 1/3, true, 0, 631, 0);  | 
    
    
    
        | 107 | 
                break;  | 
    
    
    
        | 108 | 
            case 18:  | 
    
    
    
        | 109 | 
                cutscene_wait(1);  | 
    
    
    
        | 110 | 
                break;  | 
    
    
    
        | 111 | 
            case 19:  | 
    
    
    
        | 112 | 
                cutscene_npc_direction(actor_flowey, "down");  | 
    
    
    
        | 113 | 
                break;  | 
    
    
    
        | 114 | 
            case 20:  | 
    
    
    
        | 115 | 
                cutscene_dialogue();  | 
    
    
    
        | 116 | 
                with (msg)  | 
    
    
    
        | 117 | 
                { | 
    
    
    
        | 118 | 
                    talker[0] = 3194;  | 
    
    
    
        | 119 | 
                    message[0] = "* ...";  | 
    
    
    
        | 120 | 
                    message[1] = "* Uh, sure... That works.";  | 
    
    
    
        | 121 | 
                    message[2] = "* See you up ahead,#  Clover!";  | 
    
    
    
        | 122 | 
                    prt[0] = 352;  | 
    
    
    
        | 123 | 
                    prt[1] = 3640;  | 
    
    
    
        | 124 | 
                    prt[2] = 347;  | 
    
    
    
        | 125 | 
                }  | 
    
    
    
        | 126 | 
                break;  | 
    
    
    
        | 127 | 
            case 21:  | 
    
    
    
        | 128 | 
                actor_flowey.action_sprite = true;  | 
    
    
    
        | 129 | 
                actor_flowey.sprite_index = spr_floweyleave;  | 
    
    
    
        | 130 | 
                actor_flowey.image_speed = 0.25;  | 
    
    
    
        | 131 | 
                cutscene_advance();  | 
    
    
    
        | 132 | 
                break;  | 
    
    
    
        | 133 | 
            case 22:  | 
    
    
    
        | 134 | 
                cutscene_animation_end(actor_flowey, true);  | 
    
    
    
        | 135 | 
                break;  | 
    
    
    
        | 136 | 
            case 23:  | 
    
    
    
        | 137 | 
                instance_destroy(actor_flowey);  | 
    
    
    
        | 138 | 
                cutscene_wait(0.25);  | 
    
    
    
        | 139 | 
                break;  | 
    
    
    
        | 140 | 
            case 24:  | 
    
    
    
        | 141 | 
                cutscene_camera_move(obj_pl.x, obj_pl.y, 2);  | 
    
    
    
        | 142 | 
                break;  | 
    
    
    
        | 143 | 
            case 25:  | 
    
    
    
        | 144 | 
                cutscene_end();  | 
    
    
    
        | 145 | 
                with (instance_create(192, 130, obj_doorway))  | 
    
    
    
        | 146 | 
                { | 
    
    
    
        | 147 | 
                    image_xscale = 3.5;  | 
    
    
    
        | 148 | 
                    image_yscale = 1.25;  | 
    
    
    
        | 149 | 
                    nextroom = 141;  | 
    
    
    
        | 150 | 
                    xx = 160;  | 
    
    
    
        | 151 | 
                    yy = 520;  | 
    
    
    
        | 152 | 
                }  | 
    
    
    
        | 153 | 
                camera_set_view_target(view_camera[0], 1031);  | 
    
    
    
        | 154 | 
                global.dunes_flag[35] = 1;  | 
    
    
    
        | 155 | 
                break;  | 
    
    
    
        | 156 | 
        }  |