1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
if (obj_pl.x > 340) |
7 |
{ |
8 |
scr_cutscene_start(); |
9 |
cutscene_advance(); |
10 |
} |
11 |
break; |
12 |
case 1: |
13 |
cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); |
14 |
break; |
15 |
case 2: |
16 |
cutscene_npc_direction(1168, "right"); |
17 |
break; |
18 |
case 3: |
19 |
cutscene_follower_into_actor(); |
20 |
break; |
21 |
case 4: |
22 |
cutscene_npc_walk(actor_follower, 370, 150, 3, "y", "up"); |
23 |
break; |
24 |
case 5: |
25 |
cutscene_wait(0.25); |
26 |
break; |
27 |
case 6: |
28 |
cutscene_dialogue(); |
29 |
with (msg) |
30 |
{ |
31 |
talker[0] = 1161; |
32 |
message[0] = "* \"Metalworks Emergency Escape# Plan (or MEEP):"; |
33 |
message[1] = "* In case someone sets the room# on fire, do not use the# elevator."; |
34 |
message[2] = "* Evacuate down to floor 01 or# use a passcode to access floor# 03.\""; |
35 |
position = 0; |
36 |
} |
37 |
break; |
38 |
case 7: |
39 |
cutscene_wait(0.75); |
40 |
break; |
41 |
case 8: |
42 |
cutscene_dialogue(); |
43 |
with (msg) |
44 |
{ |
45 |
talker[0] = 1161; |
46 |
message[0] = "* Uh huh..."; |
47 |
message[1] = "* They REALLY locked this# place up tight."; |
48 |
message[2] = "* Well, if the code was# found nearby on the# first floor..."; |
49 |
message[3] = "* Let's take a look# around."; |
50 |
prt[0] = 377; |
51 |
prt[1] = 394; |
52 |
prt[2] = 370; |
53 |
prt[3] = 371; |
54 |
position = 0; |
55 |
if (message_current == 3) |
56 |
obj_ceroba_npc.npc_direction = "left"; |
57 |
} |
58 |
break; |
59 |
case 9: |
60 |
cutscene_npc_walk(actor_follower, obj_pl.x - 20, obj_pl.y, 3, "y", "right"); |
61 |
break; |
62 |
case 10: |
63 |
instance_destroy(obj_player_npc); |
64 |
cutscene_actor_into_follower(); |
65 |
scr_cutscene_end(); |
66 |
global.sworks_flag[37] = 0.5; |
67 |
break; |
68 |
case 11: |
69 |
if (obj_pl.y >= 430) |
70 |
{ |
71 |
scr_cutscene_start(); |
72 |
cutscene_advance(); |
73 |
} |
74 |
break; |
75 |
case 12: |
76 |
cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); |
77 |
break; |
78 |
case 13: |
79 |
cutscene_follower_into_actor(); |
80 |
break; |
81 |
case 14: |
82 |
cutscene_npc_walk(1168, 370, 480, 2, "y", "down"); |
83 |
cutscene_npc_walk(1161, 390, 480, 2, "x", "down"); |
84 |
scene++; |
85 |
break; |
86 |
case 15: |
87 |
if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived) |
88 |
scene++; |
89 |
break; |
90 |
case 16: |
91 |
cutscene_instance_create(370, 640, 1166); |
92 |
break; |
93 |
case 17: |
94 |
cutscene_music_start(219, 500); |
95 |
break; |
96 |
case 18: |
97 |
cutscene_npc_walk(1166, 370, 580, 3, "x", "up"); |
98 |
break; |
99 |
case 19: |
100 |
cutscene_dialogue(); |
101 |
with (msg) |
102 |
{ |
103 |
talker[0] = 1166; |
104 |
talker[1] = 1161; |
105 |
talker[3] = 1166; |
106 |
talker[4] = 1161; |
107 |
talker[5] = 1166; |
108 |
talker[7] = 1161; |
109 |
talker[8] = 1166; |
110 |
message[0] = "* THERE YOU ARE."; |
111 |
message[1] = "* No way..."; |
112 |
message[2] = "* You seriously want to do# this again?"; |
113 |
message[3] = "* YES."; |
114 |
message[4] = "* Remember the explosion# that incapacited you?"; |
115 |
message[5] = "* YES."; |
116 |
message[6] = "* I RETRIEVED BRAND NEW# HANDS. I AM UNSTOPPABLE# NOW."; |
117 |
message[7] = "* Look, at some point you# need to gi "; |
118 |
message[8] = "* SHUSH."; |
119 |
message[9] = "* DO NOT RESIST ARREST ANY# LONGER."; |
120 |
message[10] = "* STAND STILL AND LET MY# HANDSOME HANDS SHINE."; |
121 |
prt[0] = 473; |
122 |
prt[1] = 377; |
123 |
prt[2] = 371; |
124 |
prt[3] = 473; |
125 |
prt[4] = 371; |
126 |
prt[5] = 473; |
127 |
prt[6] = 473; |
128 |
prt[7] = 377; |
129 |
prt[8] = 473; |
130 |
prt[9] = 473; |
131 |
prt[10] = 473; |
132 |
position_array[0] = 1; |
133 |
position_array[1] = 0; |
134 |
position_array[2] = 0; |
135 |
position_array[3] = 1; |
136 |
position_array[4] = 0; |
137 |
position_array[5] = 1; |
138 |
position_array[6] = 1; |
139 |
position_array[7] = 0; |
140 |
position_array[8] = 1; |
141 |
position_array[9] = 1; |
142 |
position_array[10] = 1; |
143 |
if (message_current == 7) |
144 |
{ |
145 |
skippable = false; |
146 |
if (cutoff >= string_length(message[message_current])) |
147 |
force_skip = true; |
148 |
} |
149 |
else |
150 |
{ |
151 |
skippable = true; |
152 |
} |
153 |
} |
154 |
break; |
155 |
case 20: |
156 |
cutscene_npc_walk(1166, 370, 530, 5, "x", "up"); |
157 |
break; |
158 |
case 21: |
159 |
audio_stop_sound(cutscene_music); |
160 |
cutscene_npc_action_sprite(1166, 2118, 1, true, 0, 272, 1); |
161 |
with (obj_factory_wire) |
162 |
{ |
163 |
if (sprite_index != spr_factory_03_axis_wire_disconnect) |
164 |
{ |
165 |
image_index = 0; |
166 |
image_speed = 1; |
167 |
sprite_index = spr_factory_03_axis_wire_disconnect; |
168 |
} |
169 |
} |
170 |
break; |
171 |
case 22: |
172 |
cutscene_wait(1); |
173 |
break; |
174 |
case 23: |
175 |
cutscene_dialogue(); |
176 |
with (msg) |
177 |
{ |
178 |
talker[0] = 1166; |
179 |
talker[1] = 1161; |
180 |
message[0] = "* [shoot]"; |
181 |
message[1] = "* (Pst, Clover!# This way!)"; |
182 |
prt[0] = 473; |
183 |
prt[1] = 370; |
184 |
} |
185 |
break; |
186 |
case 24: |
187 |
var scene_start = scene; |
188 |
cutscene_camera_freeze(); |
189 |
cutscene_npc_walk(1168, 540, 480, 5, "y", "left"); |
190 |
cutscene_npc_walk(1161, 540, 480, 5, "x", "left"); |
191 |
scene = scene_start + 1; |
192 |
break; |
193 |
case 25: |
194 |
if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived) |
195 |
{ |
196 |
obj_ceroba_npc.y = 458; |
197 |
obj_player_npc.y = 458; |
198 |
scene++; |
199 |
} |
200 |
break; |
201 |
case 26: |
202 |
cutscene_npc_reset_sprite(1166, "down"); |
203 |
break; |
204 |
case 27: |
205 |
cutscene_dialogue(); |
206 |
with (msg) |
207 |
{ |
208 |
color = true; |
209 |
message_col[0][0] = ""; |
210 |
col_modif[0] = 16711935; |
211 |
talker[0] = 1166; |
212 |
message[0] = "* MY VISION..."; |
213 |
message[1] = "* INITIATING 16-VOLT SUPER# FLASHLIGHT_"; |
214 |
message_col[1][0] = message[1]; |
215 |
prt[0] = 473; |
216 |
position = 1; |
217 |
} |
218 |
break; |
219 |
case 28: |
220 |
case 30: |
221 |
case 32: |
222 |
obj_factory_03_axis_flashlight.active = 1; |
223 |
audio_play_sound(snd_electric_flash, 1, 0); |
224 |
cutscene_wait(0.1); |
225 |
break; |
226 |
case 29: |
227 |
obj_factory_03_axis_flashlight.active = 0; |
228 |
cutscene_wait(0.1); |
229 |
break; |
230 |
case 31: |
231 |
obj_factory_03_axis_flashlight.active = 0; |
232 |
cutscene_wait(0.3); |
233 |
break; |
234 |
case 33: |
235 |
if (cutscene_dialogue()) |
236 |
scene = 33.5; |
237 |
with (msg) |
238 |
{ |
239 |
color = true; |
240 |
message_col[0][0] = ""; |
241 |
col_modif[0] = 16711935; |
242 |
talker[0] = 1166; |
243 |
message[0] = "* 95% OF POWER UTILIZED_"; |
244 |
message_col[0][0] = message[0]; |
245 |
message[1] = "* TYPOGRAPHY BOX HINDERED_"; |
246 |
message_col[1][0] = message[1]; |
247 |
position = 1; |
248 |
} |
249 |
break; |
250 |
case 33.5: |
251 |
if (cutscene_dialogue_axis_hindered()) |
252 |
scene = 34; |
253 |
with (msg) |
254 |
{ |
255 |
sndfnt = 111; |
256 |
message[0] = "* WHAT DO YOU MEA-"; |
257 |
message[1] = "* OH."; |
258 |
message[2] = "* THIS IS MOST UN-"; |
259 |
message[3] = "* THIS IS BAD."; |
260 |
message[4] = "* ..."; |
261 |
message[5] = "* OH WELL."; |
262 |
message[6] = "* UNLIKE THEM..."; |
263 |
message[7] = "* I HAVE EYES."; |
264 |
prt[0] = 473; |
265 |
prt[1] = 473; |
266 |
prt[2] = 473; |
267 |
prt[3] = 473; |
268 |
prt[4] = 473; |
269 |
prt[5] = 473; |
270 |
prt[6] = 473; |
271 |
prt[7] = 473; |
272 |
position = 1; |
273 |
} |
274 |
break; |
275 |
case 34: |
276 |
cutscene_npc_walk(1166, 370, 760, 3, "y", "down"); |
277 |
break; |
278 |
case 35: |
279 |
cutscene_wait(0.5); |
280 |
break; |
281 |
case 36: |
282 |
var scene_start = scene; |
283 |
cutscene_npc_walk(1168, 470, 458, 4, "y", "right"); |
284 |
cutscene_npc_walk(1161, 500, 458, 3, "x", "left"); |
285 |
scene = scene_start + 1; |
286 |
break; |
287 |
case 37: |
288 |
if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived) |
289 |
scene++; |
290 |
break; |
291 |
case 38: |
292 |
cutscene_camera_move(510, 480, 3); |
293 |
break; |
294 |
case 39: |
295 |
cutscene_wait(1); |
296 |
break; |
297 |
case 40: |
298 |
cutscene_dialogue(); |
299 |
with (msg) |
300 |
{ |
301 |
talker[0] = 1161; |
302 |
message[0] = "* (Okay..)"; |
303 |
message[1] = "* (We need to stay out of# his view and keep# quiet.)"; |
304 |
message[2] = "* (There's gotta "; |
305 |
prt[0] = 394; |
306 |
prt[1] = 377; |
307 |
prt[2] = 370; |
308 |
if (message_current == 2) |
309 |
{ |
310 |
with (obj_steamworks_factory_02_face) |
311 |
{ |
312 |
sprite_index = spr_steamworks_38_face_hello; |
313 |
image_speed = 1; |
314 |
} |
315 |
skippable = false; |
316 |
if (cutoff >= string_length(message[message_current])) |
317 |
{ |
318 |
global.dialogue_open = false; |
319 |
instance_destroy(); |
320 |
with (other) |
321 |
{ |
322 |
cutscene_music = -4; |
323 |
cutscene_music_start(65, 1); |
324 |
} |
325 |
} |
326 |
} |
327 |
} |
328 |
break; |
329 |
case 41: |
330 |
cutscene_dialogue_special("shake", 65280); |
331 |
if (obj_steamworks_factory_02_face.sprite_index != spr_steamworks_38_face_talking) |
332 |
{ |
333 |
obj_steamworks_factory_02_face.sprite_index = spr_steamworks_38_face_talking; |
334 |
obj_steamworks_factory_02_face.image_index = 0; |
335 |
} |
336 |
with (msg) |
337 |
{ |
338 |
message[0] = "* Heeello again!!!"; |
339 |
message[1] = "* What ever are you two doing he "; |
340 |
if (message_current == 1) |
341 |
mode = "swirl"; |
342 |
if (message_current == 1) |
343 |
{ |
344 |
skippable = false; |
345 |
if (can_skip) |
346 |
{ |
347 |
global.dialogue_open = false; |
348 |
instance_destroy(); |
349 |
other.scene++; |
350 |
} |
351 |
} |
352 |
position = 0; |
353 |
} |
354 |
break; |
355 |
case 42: |
356 |
cutscene_npc_action_sprite(1161, 2611, 1, true, 0); |
357 |
break; |
358 |
case 43: |
359 |
if (cutscene_wait(2)) |
360 |
cutscene_advance(43.5); |
361 |
break; |
362 |
case 43.5: |
363 |
if (cutscene_dialogue()) |
364 |
cutscene_advance(44); |
365 |
with (msg) |
366 |
{ |
367 |
talker[0] = 1161; |
368 |
message[0] = "* ..."; |
369 |
prt[0] = 3232; |
370 |
} |
371 |
break; |
372 |
case 44: |
373 |
cutscene_npc_action_sprite(1161, 2892, 1, true, 0); |
374 |
break; |
375 |
case 45: |
376 |
cutscene_dialogue(); |
377 |
with (msg) |
378 |
{ |
379 |
talker[0] = 1161; |
380 |
message[0] = "* (As I was saying...)"; |
381 |
message[1] = "* (There's gotta be a code# around here.)"; |
382 |
message[2] = "* (Once you find it, head# for the exit.)"; |
383 |
prt[0] = 368; |
384 |
prt[1] = 377; |
385 |
prt[2] = 370; |
386 |
} |
387 |
break; |
388 |
case 46: |
389 |
cutscene_camera_move(obj_pl.x, obj_pl.y, 2); |
390 |
break; |
391 |
case 47: |
392 |
cutscene_camera_reset(true); |
393 |
cutscene_advance(48); |
394 |
break; |
395 |
case 48: |
396 |
instance_create_depth(0, 0, -100, obj_factory_03_minigame); |
397 |
cutscene_advance(); |
398 |
instance_destroy(obj_player_npc); |
399 |
obj_pl.direction = 180; |
400 |
cutscene_actor_into_follower(); |
401 |
scr_cutscene_end(); |
402 |
scr_radio_restart(); |
403 |
global.sworks_flag[37] = 1; |
404 |
break; |
405 |
} |