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gml_Object_obj_cutscene_steamworks_12_pacifist_Step_0

(view raw script w/o annotations or w/e)
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switch (scene)
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{
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    case 0:
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        if (obj_pl.x < 320)
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        {
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
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            cutscene_advance();
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        }
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        break;
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    case 1:
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        cutscene_wait(0.5);
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        break;
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    case 2:
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        cutscene_camera_move(220, obj_pl.y, 1, false);
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        break;
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    case 3:
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        cutscene_audio_fade(obj_radio.current_song, 0, 300, 0.25, false, true);
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        break;
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    case 4:
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        cutscene_wait(1);
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        break;
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    case 5:
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        tile_layer_hide(-1000);
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        cutscene_advance();
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        break;
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    case 6:
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        cutscene_sfx_play(270, 0.8);
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        break;
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    case 7:
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        cutscene_screenshake(0.5, 2);
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        break;
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    case 8:
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        cutscene_wait(0.5);
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        break;
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    case 9:
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        cutscene_music_start(219);
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        break;
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    case 10:
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        cutscene_npc_walk(1166, 190, obj_pl.y, 4, "y", "right", false);
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        break;
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    case 11:
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        cutscene_dialogue();
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        with (msg)
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        {
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            color = true;
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            col_modif[0] = 16711935;
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            talker[0] = 1166;
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            message[0] = "* AXIS MODEL 014 READY TO#  GUARD AND PROTECT.";
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            message_col[0][0] = "  AXIS                                        ";
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            message[1] = "* INTRUDERS SPOTTED.#  STEAMWORKS: EASTERN#  BRANCH.";
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            prt[0] = 473;
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            prt[1] = 473;
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        }
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        break;
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    case 12:
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        with (obj_ceroba_follower)
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        {
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            image_alpha = 0;
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            instance_create(x, y, obj_ceroba_npc);
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            obj_ceroba_npc.npc_direction = "left";
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            obj_ceroba_npc.sprite_index = obj_ceroba_follower.sprite_index;
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        }
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        cutscene_advance();
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        break;
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    case 13:
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        cutscene_npc_walk(1161, obj_pl.x - 30, obj_pl.y, 4, "y", "left");
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        break;
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    case 14:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            talker[1] = 1166;
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            talker[2] = 1161;
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            talker[3] = 1166;
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            talker[4] = 1161;
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            talker[6] = 1166;
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            talker[10] = 1161;
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            talker[13] = 1166;
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            talker[18] = 1161;
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            message[0] = "* Wait! Who are you!?";
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            message[1] = "* AXIS MODEL 014 READY TO#  GUARD AND PROTECT.";
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            message[2] = "* You just said that.";
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            message[3] = "* MY VOCABULARY IS NOT#  EXPANSIVE, MA'AM.";
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            message[4] = "* Okay... Well, I wasn't#  expecting anyone to be#  here.";
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            message[5] = "* If you let us through,#  we'll be out of your#  hair.";
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            message[6] = "* ONE: I DO NOT HAVE#  HAIR.";
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            message[7] = "* TWO: I CANNOT ALLOW YOU#  TO PASS.";
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            message[8] = "* YOU HAVE TRESPASSED ON#  PRIVATE PROPERTY.";
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            message[9] = "* YOU HAVE ALSO UTILIZED#  MACHINERY WITHOUT#  PERMISSION. ";
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            message[10] = "* No, no! We're just#  heading to Hotland.";
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            message[11] = "* We aren't malicious in#  the slightest!";
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            message[12] = "* It was us who woke up#  this place. Isn't it#  nice to have power?";
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            message[13] = "* WHILE IT IS NICE TO BE#  OPERATIONAL AGAIN, IT IS#  ALSO NOT NICE.";
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            message[14] = "* I AM THE LAST OF MY#  KIND TO POLICE THIS#  AREA.";
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            message[15] = "* ALL OF MY COMRADES HAVE#  RUSTED OVER.";
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            message[16] = "* I ALWAYS KNEW I WAS THE#  BEST BUT I AM ALSO#  LONELY NOW. OH WELL.";
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            message[17] = "* I WILL NOW TRAP YOU IN#  A COLD, DARK ROOM, FOR#  WHICH YOU MIGHT PERISH.";
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            message[18] = "* My husband, Chujin,#  used to work here! I#  have permission!";
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            message[19] = "* Don't make me hurt you.";
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            prt[0] = 388;
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            prt[1] = 473;
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            prt[2] = 382;
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            prt[3] = 473;
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            prt[4] = 394;
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            prt[5] = 371;
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            prt[6] = 473;
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            prt[7] = 473;
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            prt[8] = 473;
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            prt[9] = 473;
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            prt[10] = 381;
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            prt[11] = 381;
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            prt[12] = 3754;
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            prt[13] = 473;
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            prt[14] = 473;
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            prt[15] = 473;
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            prt[16] = 473;
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            prt[17] = 473;
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            prt[18] = 371;
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            prt[19] = 394;
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        }
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        break;
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    case 15:
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        cutscene_npc_action_sprite(1161, 77, 1/3, true, 0);
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        break;
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    case 16:
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        cutscene_wait(0.5);
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        break;
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    case 17:
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        cutscene_instance_create(obj_axis_npc.x, obj_axis_npc.y - 28, 1147);
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        break;
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    case 18:
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        cutscene_wait(0.8);
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        break;
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    case 19:
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        instance_destroy(obj_cutscene_ex);
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        cutscene_advance();
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        break;
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    case 20:
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        cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false, true);
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        break;
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    case 21:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1166;
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            talker[1] = 1161;
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            message[0] = "* CHUJIN? MY CREATOR?";
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            message[1] = "* Huh?";
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            prt[0] = 473;
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            prt[1] = 393;
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        }
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        if (msg.message_current == 1)
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            obj_ceroba_npc.action_sprite = false;
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        break;
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    case 22:
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        cutscene_npc_direction(1166, "down");
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        break;
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    case 23:
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        cutscene_wait(0.2);
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        break;
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    case 24:
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        cutscene_npc_direction(1166, "left");
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        break;
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    case 25:
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        cutscene_wait(0.2);
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        break;
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    case 26:
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        cutscene_npc_direction(1166, "up");
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        break;
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    case 27:
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        cutscene_wait(0.2);
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        break;
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    case 28:
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        cutscene_npc_direction(1166, "right");
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        break;
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    case 29:
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        cutscene_wait(1.5);
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        break;
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    case 30:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1166;
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            message[0] = "* SORRY, I DO NOT SEE HIM#  PRESENT.";
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            message[1] = "* GOODBYE.";
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            prt[0] = 473;
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            prt[1] = 473;
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        }
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        break;
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    case 31:
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        cutscene_sfx_play(293, 1);
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        break;
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    case 32:
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        cutscene_instance_create(obj_pl.x - 15, obj_pl.y + 5, 2021);
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        break;
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    case 33:
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        cutscene_wait(1);
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        break;
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    case 34:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* WAIT!";
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            prt[0] = 381;
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        }
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        break;
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    case 35:
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        cutscene_sfx_play(401, 1);
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        break;
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    case 36:
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        with (obj_ceroba_npc)
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        {
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            action_sprite = true;
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            sprite_index = spr_ceroba_fall;
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            image_alpha = 0.75;
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        }
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        with (obj_pl)
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        {
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            direction = 270;
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            image_alpha = 0.75;
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        }
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        instance_destroy(obj_steamworks_footsteps);
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        cutscene_advance();
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        break;
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    case 37:
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        with (obj_ceroba_npc)
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            image_angle += 1.5;
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        with (obj_pl)
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        {
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            direction = 270;
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            image_angle -= 1;
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        }
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        var fall_speed = 10;
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        for (var i = 1000002; i >= 999998; i--)
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            tile_layer_shift(i, 0, -fall_speed);
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        layer_y("ts_steamworks", layer_get_y("ts_steamworks") - fall_speed);
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        with (obj_asset_steamworks_smallgear)
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            y -= fall_speed;
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        obj_axis_npc.y -= fall_speed;
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        obj_steamworks_12_trapdoor.y -= fall_speed;
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        cutscene_wait(2);
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        break;
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    case 38:
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        with (obj_ceroba_npc)
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        {
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            image_angle += 1.5;
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            image_alpha -= 0.1;
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        }
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        with (obj_pl)
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        {
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            direction = 270;
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            image_angle -= 1;
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            image_alpha -= 0.1;
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        }
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        if (obj_pl.image_alpha <= 0 && obj_ceroba_npc.image_alpha <= 0)
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            cutscene_wait(0.5);
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        break;
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    case 39:
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        cutscene_sfx_play(384, 0.8);
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        break;
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    case 40:
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        cutscene_wait(0.3);
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        break;
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    case 41:
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        cutscene_sfx_play(263, 0.3);
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        break;
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    case 42:
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        cutscene_wait(0.5);
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        break;
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    case 43:
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        cutscene_change_room(160, 135, 150, 0.025);
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        break;
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}