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 |
} |