| 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 |
} |