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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; |
25 |
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; |
36 |
} |
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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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} |