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gml_GlobalScript_cutscene_follower_into_actor

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function cutscene_follower_into_actor()
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{
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    if (global.party_member == -4)
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    {
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        cutscene_advance();
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        return false;
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    }
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    actor_follower = instance_create(global.party_member.x, global.party_member.y, global.party_member.npc_actor);
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    with (global.party_member)
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    {
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        switch (sprite_index)
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        {
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            case up_sprite:
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            case up_sprite_idle:
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            case up_sprite_run:
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                other.actor_follower.npc_direction = "up";
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                other.actor_follower.sprite_index = other.actor_follower.up_sprite;
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                break;
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            case down_sprite:
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            case down_sprite_idle:
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            case down_sprite_run:
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                other.actor_follower.npc_direction = "down";
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                other.actor_follower.sprite_index = other.actor_follower.down_sprite;
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                break;
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            case left_sprite:
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            case left_sprite_idle:
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            case left_sprite_run:
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                other.actor_follower.npc_direction = "left";
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                other.actor_follower.sprite_index = other.actor_follower.left_sprite;
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                break;
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            case right_sprite:
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            case right_sprite_idle:
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            case right_sprite_run:
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                other.actor_follower.sprite_index = other.actor_follower.right_sprite;
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                break;
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        }
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        other.actor_follower.depth = depth;
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        instance_destroy();
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    }
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    cutscene_advance();
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    return true;
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}