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gml_Object_obj_chem_01_cutscene_b_Step_0

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1
switch (scene)
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{
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    case 0:
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        instance_create(obj_pl.x, obj_pl.y + 30, obj_flowey_npc);
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        obj_flowey_npc.action_sprite = true;
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        obj_flowey_npc.sprite_index = spr_floweyrise;
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        obj_flowey_npc.image_speed = 0.2;
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        cutscene_advance();
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        break;
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    case 1:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.image_speed = 0;
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            obj_flowey_npc.action_sprite = false;
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            cutscene_advance();
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        }
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        break;
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    case 2:
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        cutscene_npc_direction(3194, "up");
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        break;
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    case 3:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Hey! That's a real#  piece of art you made#  there!";
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            message[1] = "* Give it a go!";
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            prt[0] = 348;
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            prt[1] = 348;
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        }
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        break;
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    case 4:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
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    case 5:
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        cutscene_wait(0.75);
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        break;
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    case 6:
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        cutscene_npc_walk(1168, 150, obj_player_npc.y, 2, "x", "up");
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        break;
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    case 7:
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        cutscene_wait(1);
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        break;
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    case 8:
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        audio_play_sound(snd_sliding_door_open, 1, 0);
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        layer_set_visible("door_visible", false);
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        cutscene_advance();
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        break;
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    case 9:
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        cutscene_wait(1);
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        break;
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    case 10:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Wouldja look at that!#  Worked like a charm.";
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            message[1] = "* I might have to#  personally commission#  you someday, haha!";
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            prt[0] = 348;
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            prt[1] = 3251;
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        }
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        break;
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    case 11:
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        cutscene_wait(0.5);
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        break;
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    case 12:
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        if (cutscene_npc_action_sprite_reverse(3194, 242, 0.4, true, 0))
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        {
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            instance_destroy(105301);
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            instance_destroy(105300);
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            instance_destroy(obj_flowey_npc);
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            cutscene_end();
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            global.sworks_flag[26] = 2;
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        }
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        break;
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}