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gml_Object_obj_cutscene3_Step_0

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var actor_starlo = 1169;
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switch (scene)
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{
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    case 0:
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        cutscene_wait(3);
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        break;
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    case 1:
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        cutscene_npc_direction(actor_starlo, "down");
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        break;
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    case 2:
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        cutscene_npc_walk_relative(actor_starlo, 0, 40, 1, "y", "down");
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        break;
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    case 3:
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        cutscene_battle_initiate("shufflers", true, true);
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        break;
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}