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gml_Object_obj_cutscene_steamworks_18_post_froggit_Step_0

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1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        cutscene_screen_fade_in(0.05);
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        break;
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    case 1:
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        if (cutscene_wait(1))
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        {
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            cutscene_camera_freeze();
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            cutscene_advance(2);
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        }
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        break;
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    case 2:
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        obj_player_npc.x = obj_player_npc.xstart;
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        obj_player_npc.y = obj_player_npc.ystart;
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        obj_player_npc.x += random_range(-2, 2);
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        obj_player_npc.y += random_range(-2, 2);
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        if (cutscene_wait(1.5))
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        {
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            obj_player_npc.x = obj_player_npc.xstart;
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            obj_player_npc.y = obj_player_npc.ystart;
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        }
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        break;
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    case 3:
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        obj_player_npc.sprite_index = spr_pl_run_right;
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        obj_player_npc.image_index = 2;
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        audio_play_sound(snd_playerjump, 1, 0);
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        with (obj_player_npc)
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            path_start(pt_pljump, 2, path_action_stop, false);
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        scene++;
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        break;
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    case 4:
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        with (obj_player_npc)
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        {
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            if (path_position >= 1)
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            {
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                if (global.sworks_flag[50] == 1)
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                {
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                    other.scene++;
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                    npc_direction = "left";
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                }
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                else
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                {
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                    other.scene = 10;
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                    npc_direction = "down";
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                }
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                action_sprite = false;
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            }
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        }
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        break;
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    case 5:
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        cutscene_wait(0.5);
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        break;
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    case 6:
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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] = "* Clover? You okay?";
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            message[1] = "* Did you faint or#  something?";
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            message[2] = "* Hey, we can take a#  break soon, alright?\t";
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            message[3] = "* (That was strange...)";
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            prt[0] = 381;
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            prt[1] = 381;
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            prt[2] = 377;
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            prt[3] = 371;
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        }
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        break;
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    case 7:
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        obj_player_npc.npc_direction = "right";
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        cutscene_npc_walk(1161, obj_player_npc.x - 20, obj_player_npc.y, 3, "y", "right");
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        break;
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    case 8:
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        actor_follower = 1161;
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        obj_pl.direction = 0;
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        cutscene_actor_into_follower();
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        cutscene_camera_reset(true);
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        global.sworks_flag[46] = 3;
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        cutscene_end();
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        break;
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    case 10:
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        cutscene_camera_reset(true);
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        global.sworks_flag[46] = 3;
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        cutscene_end();
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        break;
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}