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gml_Object_obj_melancholy_blocker_dalvsroom_Step_0

(view raw script w/o annotations or w/e)
1
if ((keyboard_multicheck_pressed(0) && scr_interact
scr_interact

function scr_interact() { if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state) { var pl_dir = obj_pl.direction; var pl_x = 0; var pl_y = 0; var check_distance_x = 0; var check_distance_y = 0; switch (pl_dir) { case 0: pl_x = obj_pl.bbox_right; pl_y = obj_pl.bbox_top + 1; check_distance_x = 20; break; case 180: pl_x = obj_pl.bbox_left; pl_y = obj_pl.bbox_top + 1; check_distance_x = -20; break; case 90: pl_x = obj_pl.x; pl_y = obj_pl.bbox_top; check_distance_y = -20; break; case 270: pl_x = obj_pl.x; pl_y = obj_pl.bbox_bottom; check_distance_y = 20; break; } if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false)) return true; } }
() == true) && (waiter == 0 && !instance_exists(obj_dialogue)))
2
    waiter = 1;
3
if (waiter == 1)
4
{
5
    global.cutscene = true;
6
    audio_play_sound(snd_knock_beautiful, 1, 0);
7
    alarm[0] = 60;
8
    waiter++;
9
}
10
if (waiter == 3)
11
{
12
    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
13
    with (msg)
14
    {
15
        portrait = false;
16
        sndfnt = 99;
17
        message[0] = "* (No answer...)";
18
        message[1] = "* (You hear an organ faintly#  playing on the other side.)";
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    }
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    waiter++;
21
}
22
if (waiter == 4 && !instance_exists(obj_dialogue))
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    waiter++;
24
if (waiter == 5)
25
{
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    global.cutscene = false;
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    waiter = 0;
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    obj_pl.alarm[0] = 1;
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}