| 1 |
if (live_call()) |
| 2 |
return global.live_result; |
| 3 |
x = obj_axis_npc.x; |
| 4 |
y = obj_axis_npc.y; |
| 5 |
switch (obj_axis_npc.npc_direction) |
| 6 |
{ |
| 7 |
case "right": |
| 8 |
image_angle = 0; |
| 9 |
break; |
| 10 |
case "up": |
| 11 |
image_angle = 90; |
| 12 |
break; |
| 13 |
case "left": |
| 14 |
image_angle = 180; |
| 15 |
break; |
| 16 |
case "down": |
| 17 |
image_angle = 270; |
| 18 |
break; |
| 19 |
} |
| 20 |
if (place_meeting(x, y, obj_pl) && caught_noloop == false && instance_exists(obj_factory_03_minigame)) |
| 21 |
{ |
| 22 |
if (delay_current > 0) |
| 23 |
{ |
| 24 |
delay_current--; |
| 25 |
} |
| 26 |
else |
| 27 |
{ |
| 28 |
audio_play_sound(snd_encounter, 1, 0); |
| 29 |
instance_create_depth(obj_axis_npc.x, obj_axis_npc.y - 28, obj_axis_npc.depth - 1, obj_cutscene_ex); |
| 30 |
scr_cutscene_start(); |
| 31 |
instance_destroy(obj_factory_03_minigame); |
| 32 |
with (obj_axis_npc) |
| 33 |
{ |
| 34 |
actor_speed = 0; |
| 35 |
can_walk = false; |
| 36 |
npc_arrived = true; |
| 37 |
} |
| 38 |
caught_noloop = true; |
| 39 |
alarm[0] = 30;gml_Object_obj_factory_03_axis_flashlight_Alarm_0.gmlif (!instance_exists(obj_dialogue_axis_hindered))
msg = instance_create(x, y, obj_dialogue_axis_hindered);
with (msg)
{
sndfnt = 111;
message[0] = "* HA. FOUND YOU.";
message[1] = "* AWAY YOU GO.";
prt[0] = 473;
prt[1] = 473;
}
fade_out = true;
instance_destroy(obj_cutscene_ex); |
| 40 |
} |
| 41 |
} |
| 42 |
else |
| 43 |
{ |
| 44 |
delay_current = delay_max; |
| 45 |
} |
| 46 |
if (fade_out == true && !global.dialogue_open) |
| 47 |
{ |
| 48 |
draw_alpha += 0.1; |
| 49 |
if (draw_alpha >= 1) |
| 50 |
{ |
| 51 |
if (!alarm[1]) |
| 52 |
alarm[1] = 15; |
| 53 |
} |
| 54 |
} |
| 55 |
if (active == true) |
| 56 |
{ |
| 57 |
audio_emitter_position(flashlight_emitter, x, y, 0); |
| 58 |
audio_listener_position(obj_pl.x, obj_pl.y, 0); |
| 59 |
if (!audio_is_playing(snd_axis_flashlight)) |
| 60 |
audio_play_sound_on(flashlight_emitter, snd_axis_flashlight, true, 1); |
| 61 |
} |
| 62 |
else if (audio_is_playing(snd_axis_flashlight)) |
| 63 |
{ |
| 64 |
audio_stop_sound(snd_axis_flashlight); |
| 65 |
} |