1 |
switch (scene) |
2 |
{ |
3 |
case 0: |
4 |
if (obj_pl.x < 340) |
5 |
{ |
6 |
scr_cutscene_start(); |
7 |
cutscene_advance(); |
8 |
} |
9 |
break; |
10 |
case 1: |
11 |
instance_create(300, 180, obj_flowey_npc); |
12 |
obj_flowey_npc.action_sprite = true; |
13 |
obj_flowey_npc.sprite_index = spr_floweyrise; |
14 |
obj_flowey_npc.image_speed = 0.2; |
15 |
obj_flowey_npc.npc_direction = "right"; |
16 |
cutscene_advance(); |
17 |
break; |
18 |
case 2: |
19 |
if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) |
20 |
{ |
21 |
obj_flowey_npc.image_speed = 0; |
22 |
obj_flowey_npc.action_sprite = false; |
23 |
cutscene_advance(); |
24 |
} |
25 |
break; |
26 |
case 3: |
27 |
cutscene_dialogue(); |
28 |
with (msg) |
29 |
{ |
30 |
talker[0] = 3194; |
31 |
message[0] = "* Howdy!"; |
32 |
message[1] = "* What do we have here..."; |
33 |
prt[0] = 348; |
34 |
prt[1] = 347; |
35 |
} |
36 |
break; |
37 |
case 4: |
38 |
cutscene_wait(0.5); |
39 |
break; |
40 |
case 5: |
41 |
cutscene_npc_direction(3194, "up"); |
42 |
break; |
43 |
case 6: |
44 |
cutscene_wait(1); |
45 |
break; |
46 |
case 7: |
47 |
cutscene_dialogue(); |
48 |
with (msg) |
49 |
{ |
50 |
talker[0] = 3194; |
51 |
message[0] = "* Really? ANOTHER locked# door?"; |
52 |
message[1] = "* How many unique doors# are installed in this# place?"; |
53 |
message[2] = "* Talk about# inconsistent!"; |
54 |
message[3] = "* Well, I don't see a# slot for your ID card..."; |
55 |
message[4] = "* There's plenty of# science equipment lying# around."; |
56 |
message[5] = "* Maybe we can drill# through with something? "; |
57 |
message[6] = "* Start searching!"; |
58 |
prt[0] = 351; |
59 |
prt[1] = 351; |
60 |
prt[2] = 351; |
61 |
prt[3] = 353; |
62 |
prt[4] = 352; |
63 |
prt[5] = 348; |
64 |
prt[6] = 347; |
65 |
} |
66 |
break; |
67 |
case 8: |
68 |
if (cutscene_npc_action_sprite_reverse(3194, 242, 0.15, true, 0)) |
69 |
{ |
70 |
global.sworks_flag[25] = 1; |
71 |
instance_destroy(obj_flowey_npc); |
72 |
cutscene_end(); |
73 |
} |
74 |
break; |
75 |
} |