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gml_Object_obj_dunes_43_cutscene_geno_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.y < 220)
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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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            if (abs(obj_pl.x - 220) > 15)
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                cutscene_advance();
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            else
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                cutscene_advance(2);
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            instance_create_depth(obj_pl.x, obj_pl.y, -100, obj_player_npc);
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        }
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        break;
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    case 1:
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        cutscene_npc_walk(1168, 220, obj_player_npc.y, 3, "x", "up");
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        break;
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    case 2:
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        cutscene_wait(0.5);
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        break;
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    case 3:
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        actor_flowey.action_sprite = true;
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        actor_flowey.sprite_index = spr_floweyrise;
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        actor_flowey.image_alpha = 1;
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        actor_flowey.image_speed = 0.25;
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        cutscene_advance();
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        break;
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    case 4:
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        cutscene_animation_end(actor_flowey, true);
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        break;
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    case 5:
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        actor_flowey.action_sprite = false;
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        cutscene_advance();
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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] = 3194;
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            message[0] = "* Howdy!";
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            message[1] = "* Regular monsters are#  one thing but...";
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            message[2] = "* That fox lady you just#  killed was a piece of#  work, huh?";
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            message[3] = "* If you bested her,#  ASGORE doesn't stand a#  chance!";
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            message[4] = "* Now...";
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            prt[0] = 348;
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            prt[1] = 348;
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            prt[2] = 347;
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            prt[3] = 348;
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            prt[4] = 347;
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        }
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        break;
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    case 7:
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        cutscene_wait(0.5);
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        break;
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    case 8:
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        cutscene_npc_direction(actor_flowey, "up");
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        break;
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    case 9:
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        cutscene_camera_move(obj_pl.x, 120, 2);
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        break;
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    case 10:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* ...";
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            message[1] = "* I'm not too sure how to#  open this door.";
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            message[2] = "* Hmm...";
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            prt[0] = 352;
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            prt[1] = 357;
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            prt[2] = 353;
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            if (message_current == 1)
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                other.actor_flowey.npc_direction = "down";
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        }
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        break;
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    case 11:
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        cutscene_npc_direction(actor_flowey, "up");
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        break;
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    case 12:
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        shoot_noloop = false;
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        cutscene_wait(0.5);
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        break;
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    case 13:
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        cutscene_npc_action_sprite(1168, 3313, 1, false);
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        if (obj_player_npc.image_index >= 8 && !shoot_noloop)
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        {
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            shoot_noloop = true;
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            audio_play_sound(snd_duel_shot, 1, 0);
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            if (!instance_exists(obj_dunes_43_number_pad_destroyed))
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            {
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                instance_create_depth(137, 106, obj_dunes_43_gate.depth - 1, obj_dunes_43_number_pad_destroyed);
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                obj_dunes_43_number_pad_destroyed.sprite_index = spr_dunes_43_number_pad_destroyed_geno;
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            }
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        }
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        break;
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    case 14:
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        cutscene_wait(1.5);
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        break;
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    case 15:
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        cutscene_sfx_play(270, 2);
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        cutscene_advance();
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        break;
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    case 16:
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        cutscene_screenshake(1, 2);
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        break;
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    case 17:
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        cutscene_action_sprite(1958, 1105, 1/3, true, 0, 631, 0);
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        break;
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    case 18:
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        cutscene_wait(1);
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        break;
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    case 19:
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        cutscene_npc_direction(actor_flowey, "down");
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        break;
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    case 20:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* ...";
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            message[1] = "* Uh, sure... That works.";
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            message[2] = "* See you up ahead,#  Clover!";
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            prt[0] = 352;
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            prt[1] = 3640;
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            prt[2] = 347;
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        }
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        break;
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    case 21:
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        actor_flowey.action_sprite = true;
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        actor_flowey.sprite_index = spr_floweyleave;
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        actor_flowey.image_speed = 0.25;
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        cutscene_advance();
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        break;
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    case 22:
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        cutscene_animation_end(actor_flowey, true);
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        break;
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    case 23:
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        instance_destroy(actor_flowey);
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        cutscene_wait(0.25);
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        break;
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    case 24:
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        cutscene_camera_move(obj_pl.x, obj_pl.y, 2);
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        break;
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    case 25:
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        cutscene_end();
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        with (instance_create(192, 130, obj_doorway))
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        {
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            image_xscale = 3.5;
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            image_yscale = 1.25;
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            nextroom = 141;
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            xx = 160;
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            yy = 520;
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        }
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        camera_set_view_target(view_camera[0], 1031);
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        global.dunes_flag[35] = 1;
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        break;
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}