| 1 | 
        switch (scene)  | 
    
    
    
        | 2 | 
        { | 
    
    
    
        | 3 | 
            case 0:  | 
    
    
    
        | 4 | 
                if (obj_pl.x < 340)  | 
    
    
    
        | 5 | 
                { | 
    
    
    
        | 6 | 
                    scr_cutscene_start();  | 
    
    
    
        | 7 | 
                    scr_audio_fade_outscr_audio_fade_outfunction  scr_audio_fade_out(arg0, arg1)
{
    var snd = arg0;
    var fade_len = arg1;
    if (!audio_is_playing(snd))
        return false;
    audio_sound_gain(snd, 0, fade_len);
    if (instance_exists(obj_audio_fade_helper))
    {
        with (obj_audio_fade_helper)
        {
            if (audio_to_fade == snd)
                return false;
        }
    }
    with (instance_create(0, 0, obj_audio_fade_helper))
        audio_to_fade = snd;
}  (obj_radio.current_song, 750);  | 
    
    
    
        | 8 | 
                    cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);  | 
    
    
    
        | 9 | 
                }  | 
    
    
    
        | 10 | 
                break;  | 
    
    
    
        | 11 | 
            case 1:  | 
    
    
    
        | 12 | 
                cutscene_npc_walk(1168, 304, obj_player_npc.y, 3, "x", "up");  | 
    
    
    
        | 13 | 
                break;  | 
    
    
    
        | 14 | 
            case 2:  | 
    
    
    
        | 15 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 16 | 
                break;  | 
    
    
    
        | 17 | 
            case 3:  | 
    
    
    
        | 18 | 
                cutscene_dialogue();  | 
    
    
    
        | 19 | 
                with (msg)  | 
    
    
    
        | 20 | 
                { | 
    
    
    
        | 21 | 
                    sndfnt = 111;  | 
    
    
    
        | 22 | 
                    message[0] = "* ThIS D_OR iS SEALED SO.. .";  | 
    
    
    
        | 23 | 
                    message[1] = "* LeAVE US Al0NE, PLeASE.";  | 
    
    
    
        | 24 | 
                    message[2] = "* I KN0W W_WHY YOU ARE heRE.";  | 
    
    
    
        | 25 | 
                    if (global.route == 3)  | 
    
    
    
        | 26 | 
                    { | 
    
    
    
        | 27 | 
                        message[3] = "* BuT I CAN EXP;;LAIN.";  | 
    
    
    
        | 28 | 
                    }  | 
    
    
    
        | 29 | 
                    else  | 
    
    
    
        | 30 | 
                    { | 
    
    
    
        | 31 | 
                        message[3] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... .";  | 
    
    
    
        | 32 | 
                        message[4] = "* ALL oF US.";  | 
    
    
    
        | 33 | 
                        message[5] = "* WE ARe SURVIV0RS.";  | 
    
    
    
        | 34 | 
                    }  | 
    
    
    
        | 35 | 
                }  | 
    
    
    
        | 36 | 
                break;  | 
    
    
    
        | 37 | 
            case 4:  | 
    
    
    
        | 38 | 
                if (global.route == 3)  | 
    
    
    
        | 39 | 
                    cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 231, 8);  | 
    
    
    
        | 40 | 
                else  | 
    
    
    
        | 41 | 
                    cutscene_advance(7);  | 
    
    
    
        | 42 | 
                break;  | 
    
    
    
        | 43 | 
            case 5:  | 
    
    
    
        | 44 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 45 | 
                break;  | 
    
    
    
        | 46 | 
            case 6:  | 
    
    
    
        | 47 | 
                cutscene_dialogue();  | 
    
    
    
        | 48 | 
                with (msg)  | 
    
    
    
        | 49 | 
                { | 
    
    
    
        | 50 | 
                    sndfnt = 111;  | 
    
    
    
        | 51 | 
                    message[0] = "* BRuTE FoRCE_WON'T S0LVE#  ANyTHING.";  | 
    
    
    
        | 52 | 
                    message[1] = "* TRY ALL yOU LIKE BUT tHE#  STEAMWORKS... .";  | 
    
    
    
        | 53 | 
                    message[2] = "* ALL oF US.";  | 
    
    
    
        | 54 | 
                    message[3] = "* WE ARe SURVIV0RS.";  | 
    
    
    
        | 55 | 
                }  | 
    
    
    
        | 56 | 
                break;  | 
    
    
    
        | 57 | 
            case 7:  | 
    
    
    
        | 58 | 
                cutscene_wait(1);  | 
    
    
    
        | 59 | 
                break;  | 
    
    
    
        | 60 | 
            case 8:  | 
    
    
    
        | 61 | 
                cutscene_npc_walk(1168, 304, 140, 2, "y", "up");  | 
    
    
    
        | 62 | 
                break;  | 
    
    
    
        | 63 | 
            case 9:  | 
    
    
    
        | 64 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 65 | 
                break;  | 
    
    
    
        | 66 | 
            case 10:  | 
    
    
    
        | 67 | 
                obj_player_npc.npc_direction = "down";  | 
    
    
    
        | 68 | 
                instance_create(304, 168, obj_flowey_npc);  | 
    
    
    
        | 69 | 
                obj_flowey_npc.action_sprite = true;  | 
    
    
    
        | 70 | 
                obj_flowey_npc.sprite_index = spr_floweyrise_up;  | 
    
    
    
        | 71 | 
                obj_flowey_npc.image_speed = 1;  | 
    
    
    
        | 72 | 
                obj_flowey_npc.npc_direction = "up";  | 
    
    
    
        | 73 | 
                cutscene_advance();  | 
    
    
    
        | 74 | 
                break;  | 
    
    
    
        | 75 | 
            case 11:  | 
    
    
    
        | 76 | 
                if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))  | 
    
    
    
        | 77 | 
                { | 
    
    
    
        | 78 | 
                    obj_flowey_npc.image_speed = 0;  | 
    
    
    
        | 79 | 
                    obj_flowey_npc.action_sprite = false;  | 
    
    
    
        | 80 | 
                    cutscene_advance();  | 
    
    
    
        | 81 | 
                }  | 
    
    
    
        | 82 | 
                break;  | 
    
    
    
        | 83 | 
            case 12:  | 
    
    
    
        | 84 | 
                cutscene_dialogue();  | 
    
    
    
        | 85 | 
                with (msg)  | 
    
    
    
        | 86 | 
                { | 
    
    
    
        | 87 | 
                    talker[0] = 3194;  | 
    
    
    
        | 88 | 
                    message[0] = "* He's gone.";  | 
    
    
    
        | 89 | 
                    prt[0] = 353;  | 
    
    
    
        | 90 | 
                }  | 
    
    
    
        | 91 | 
                break;  | 
    
    
    
        | 92 | 
            case 13:  | 
    
    
    
        | 93 | 
                cutscene_wait(1);  | 
    
    
    
        | 94 | 
                break;  | 
    
    
    
        | 95 | 
            case 14:  | 
    
    
    
        | 96 | 
                cutscene_dialogue();  | 
    
    
    
        | 97 | 
                with (msg)  | 
    
    
    
        | 98 | 
                { | 
    
    
    
        | 99 | 
                    talker[0] = 3194;  | 
    
    
    
        | 100 | 
                    message[0] = "* So what's the plan now?";  | 
    
    
    
        | 101 | 
                    message[1] = "* This door's beyond my#  abilities so don't look#  at me.";  | 
    
    
    
        | 102 | 
                    prt[0] = 353;  | 
    
    
    
        | 103 | 
                    prt[1] = 3692;  | 
    
    
    
        | 104 | 
                }  | 
    
    
    
        | 105 | 
                break;  | 
    
    
    
        | 106 | 
            case 15:  | 
    
    
    
        | 107 | 
                cutscene_wait(0.2);  | 
    
    
    
        | 108 | 
                break;  | 
    
    
    
        | 109 | 
            case 16:  | 
    
    
    
        | 110 | 
                cutscene_npc_direction(1168, "right");  | 
    
    
    
        | 111 | 
                break;  | 
    
    
    
        | 112 | 
            case 17:  | 
    
    
    
        | 113 | 
                cutscene_wait(0.2);  | 
    
    
    
        | 114 | 
                break;  | 
    
    
    
        | 115 | 
            case 18:  | 
    
    
    
        | 116 | 
                cutscene_dialogue();  | 
    
    
    
        | 117 | 
                with (msg)  | 
    
    
    
        | 118 | 
                { | 
    
    
    
        | 119 | 
                    talker[0] = 3194;  | 
    
    
    
        | 120 | 
                    message[0] = "* Already checked it.";  | 
    
    
    
        | 121 | 
                    message[1] = "* The factory wing,#  right?";  | 
    
    
    
        | 122 | 
                    message[2] = "* Yeah. Place has more#  locks than a hair salon.";  | 
    
    
    
        | 123 | 
                    prt[0] = 353;  | 
    
    
    
        | 124 | 
                    prt[1] = 348;  | 
    
    
    
        | 125 | 
                    prt[2] = 347;  | 
    
    
    
        | 126 | 
                    if (global.route != 3)  | 
    
    
    
        | 127 | 
                    { | 
    
    
    
        | 128 | 
                        message[3] = "* Okay let's see...";  | 
    
    
    
        | 129 | 
                        prt[3] = 348;  | 
    
    
    
        | 130 | 
                        if (message_current == 0)  | 
    
    
    
        | 131 | 
                            obj_player_npc.npc_direction = "down";  | 
    
    
    
        | 132 | 
                    }  | 
    
    
    
        | 133 | 
                }  | 
    
    
    
        | 134 | 
                break;  | 
    
    
    
        | 135 | 
            case 19:  | 
    
    
    
        | 136 | 
                if (global.route == 3)  | 
    
    
    
        | 137 | 
                    cutscene_npc_direction(1168, "down");  | 
    
    
    
        | 138 | 
                else  | 
    
    
    
        | 139 | 
                    cutscene_advance(22);  | 
    
    
    
        | 140 | 
                break;  | 
    
    
    
        | 141 | 
            case 20:  | 
    
    
    
        | 142 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 143 | 
                break;  | 
    
    
    
        | 144 | 
            case 21:  | 
    
    
    
        | 145 | 
                cutscene_dialogue();  | 
    
    
    
        | 146 | 
                with (msg)  | 
    
    
    
        | 147 | 
                { | 
    
    
    
        | 148 | 
                    talker[0] = 3194;  | 
    
    
    
        | 149 | 
                    message[0] = "* It's called \"humor.\"#  Don't suppose you've#  heard of it.";  | 
    
    
    
        | 150 | 
                    message[1] = "* (Geez, and I thought I#  was soulless.)";  | 
    
    
    
        | 151 | 
                    message[2] = "* Sigh...";  | 
    
    
    
        | 152 | 
                    message[3] = "* Okay let's see...";  | 
    
    
    
        | 153 | 
                    prt[0] = 3640;  | 
    
    
    
        | 154 | 
                    prt[1] = 3692;  | 
    
    
    
        | 155 | 
                    prt[2] = 353;  | 
    
    
    
        | 156 | 
                    prt[3] = 352;  | 
    
    
    
        | 157 | 
                }  | 
    
    
    
        | 158 | 
                break;  | 
    
    
    
        | 159 | 
            case 22:  | 
    
    
    
        | 160 | 
                cutscene_npc_direction(3194, "left");  | 
    
    
    
        | 161 | 
                break;  | 
    
    
    
        | 162 | 
            case 23:  | 
    
    
    
        | 163 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 164 | 
                break;  | 
    
    
    
        | 165 | 
            case 24:  | 
    
    
    
        | 166 | 
                cutscene_npc_direction(3194, "right");  | 
    
    
    
        | 167 | 
                break;  | 
    
    
    
        | 168 | 
            case 25:  | 
    
    
    
        | 169 | 
                cutscene_wait(0.5);  | 
    
    
    
        | 170 | 
                break;  | 
    
    
    
        | 171 | 
            case 26:  | 
    
    
    
        | 172 | 
                cutscene_npc_direction(3194, "up");  | 
    
    
    
        | 173 | 
                break;  | 
    
    
    
        | 174 | 
            case 27:  | 
    
    
    
        | 175 | 
                cutscene_dialogue();  | 
    
    
    
        | 176 | 
                with (msg)  | 
    
    
    
        | 177 | 
                { | 
    
    
    
        | 178 | 
                    talker[0] = 3194;  | 
    
    
    
        | 179 | 
                    message[0] = "* Well, there's certainly#  a lot of junk lying#  around.";  | 
    
    
    
        | 180 | 
                    message[1] = "* I know you're on a#  strict \"shoot don't#  think\" regiment but...";  | 
    
    
    
        | 181 | 
                    message[2] = "* For once, you're gonna#  have to get creative.";  | 
    
    
    
        | 182 | 
                    message[3] = "* Shocking. Distressing,#  even. I know.";  | 
    
    
    
        | 183 | 
                    message[4] = "* But I've seen you work#  your brain before so... ";  | 
    
    
    
        | 184 | 
                    message[5] = "* Give it a shot.";  | 
    
    
    
        | 185 | 
                    prt[0] = 347;  | 
    
    
    
        | 186 | 
                    prt[1] = 348;  | 
    
    
    
        | 187 | 
                    prt[2] = 357;  | 
    
    
    
        | 188 | 
                    prt[3] = 347;  | 
    
    
    
        | 189 | 
                    prt[4] = 348;  | 
    
    
    
        | 190 | 
                    prt[5] = 349;  | 
    
    
    
        | 191 | 
                    if (message_current == 5)  | 
    
    
    
        | 192 | 
                    { | 
    
    
    
        | 193 | 
                        if (global.route == 3)  | 
    
    
    
        | 194 | 
                        { | 
    
    
    
        | 195 | 
                            skippable = false;  | 
    
    
    
        | 196 | 
                            message_timer = 45;  | 
    
    
    
        | 197 | 
                        }  | 
    
    
    
        | 198 | 
                    }  | 
    
    
    
        | 199 | 
                    if (global.route != 3)  | 
    
    
    
        | 200 | 
                    { | 
    
    
    
        | 201 | 
                        message[5] = "* Get to it!";  | 
    
    
    
        | 202 | 
                        prt[5] = 348;  | 
    
    
    
        | 203 | 
                    }  | 
    
    
    
        | 204 | 
                }  | 
    
    
    
        | 205 | 
                break;  | 
    
    
    
        | 206 | 
            case 28:  | 
    
    
    
        | 207 | 
                if (global.route == 3)  | 
    
    
    
        | 208 | 
                    cutscene_npc_walk_relative(1168, 0, 10, 1, "y", "down");  | 
    
    
    
        | 209 | 
                else  | 
    
    
    
        | 210 | 
                    cutscene_advance(30);  | 
    
    
    
        | 211 | 
                break;  | 
    
    
    
        | 212 | 
            case 29:  | 
    
    
    
        | 213 | 
                cutscene_dialogue();  | 
    
    
    
        | 214 | 
                with (msg)  | 
    
    
    
        | 215 | 
                { | 
    
    
    
        | 216 | 
                    talker[0] = 3194;  | 
    
    
    
        | 217 | 
                    message[0] = "* Gotta go!";  | 
    
    
    
        | 218 | 
                    prt[0] = 347;  | 
    
    
    
        | 219 | 
                }  | 
    
    
    
        | 220 | 
                break;  | 
    
    
    
        | 221 | 
            case 30:  | 
    
    
    
        | 222 | 
                if (cutscene_npc_action_sprite_reverse(3194, 242, 0.25, true, 0))  | 
    
    
    
        | 223 | 
                { | 
    
    
    
        | 224 | 
                    scr_radio_restart();  | 
    
    
    
        | 225 | 
                    global.sworks_flag[25] = 1;  | 
    
    
    
        | 226 | 
                    instance_destroy(obj_flowey_npc);  | 
    
    
    
        | 227 | 
                    cutscene_end();  | 
    
    
    
        | 228 | 
                }  | 
    
    
    
        | 229 | 
                break;  | 
    
    
    
        | 230 | 
        }  |