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gml_Object_obj_macro_froggit_pacifist_collider_Step_0

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1
switch (scene)
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{
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    case 0:
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        if (place_meeting(x, y, obj_pl))
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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(5);
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        }
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        break;
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    case 1:
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        cutscene_follower_into_actor();
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        break;
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    case 2:
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        cutscene_npc_walk(1161, obj_pl.x, obj_pl.y + 30, 3, "y", "up");
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        break;
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    case 3:
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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] = "* I'll wait outside.";
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            prt[0] = 377;
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        }
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        break;
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    case 4:
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        obj_pl.direction = 90;
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        cutscene_wait(0.5);
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        break;
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    case 5:
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        cutscene_change_room(275, 160, 380, 0.1);
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        global.cutscene = false;
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        global.party_member = -4;
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        global.sworks_flag[50] = 1;
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        break;
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    case 6:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
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    case 7:
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        cutscene_npc_walk(1168, obj_ceroba_npc.x, obj_ceroba_npc.y - 20, 2, "y", "down");
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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_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* Where'd you go?";
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            message[1] = "* It's like I blinked and#  lost you.";
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            message[2] = "* Well, uh, don't do that#  again.";
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            prt[0] = 370;
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            prt[1] = 371;
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            prt[2] = 370;
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        }
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        actor_follower = 1161;
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        break;
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    case 10:
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        cutscene_npc_walk(1161, obj_player_npc.x, obj_player_npc.y - 20, 3, "y", "down");
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        break;
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    case 11:
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        global.party_member = 1171;
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        cutscene_actor_into_follower();
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        break;
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    case 12:
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
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        instance_destroy(obj_player_npc);
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        scene = 0;
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        global.sworks_flag[50] = 0;
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        break;
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}