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gml_Object_obj_pre_barrier_controller_Step_0

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1
if (live_call())
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    return global.live_result;
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switch (scene)
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{
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    case 0:
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        cutscene_wait(1);
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        break;
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    case 1:
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        cutscene_npc_walk(959, 610, 170, 2, "y", "left");
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        cutscene_advance();
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        break;
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    case 2:
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        cutscene_npc_walk(1168, 540, 170, 2, "y", "right");
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        break;
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    case 3:
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        cutscene_wait(1);
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        break;
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    case 4:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 959;
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            message[0] = "* Through this door.";
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            message[1] = "* . . .";
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            prt[0] = 3107;
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            prt[1] = 3090;
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        }
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        break;
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    case 5:
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        cutscene_npc_walk(959, 610, 150, 2, "y", "down");
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        cutscene_advance();
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        break;
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    case 6:
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        cutscene_wait(0.5);
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        break;
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    case 7:
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        cutscene_npc_walk(1168, obj_asgore_npc.x, obj_player_npc.y, 2, "x", "up");
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        break;
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    case 8:
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        cutscene_wait(1);
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        break;
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    case 9:
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        obj_asgore_npc.npc_direction = "up";
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        cutscene_advance();
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        break;
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    case 10:
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        cutscene_change_room(269, 160, 120, 0.025);
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        break;
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}