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gml_Object_obj_miner_bryan_backtrack_Step_0

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event_inherited();
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if (interact)
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{
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    scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
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    is_talking = 1;
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    switch (npc_flag)
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    {
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        case 0:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Oh, hey.";
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                message[1] = "* I'm just uh, admiring the#  view.";
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                message[2] = "* I was just on my way to talk#  to the Foreman. Yep.";
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            }
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            npc_flag++;
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            break;
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        case 1:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* The boulders stopped falling a#  while ago.";
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                message[1] = "* My teacher never taught me it#  could rain rocks down here.";
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                message[2] = "* Weather... crazy stuff.";
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            }
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            npc_flag++;
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            break;
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        case 2:
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            with (msg)
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            {
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                portrait = false;
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                sndfnt = 99;
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                message[0] = "* Well, I'm gonna go soon.";
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                message[1] = "* Hope my eternal gratitude#  helped you!";
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            }
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            break;
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    }
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}