1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
switch (scene) |
4 |
{ |
5 |
case 0: |
6 |
cutscene_wait(1); |
7 |
break; |
8 |
case 1: |
9 |
cutscene_npc_walk(959, 610, 170, 2, "y", "left"); |
10 |
cutscene_advance(); |
11 |
break; |
12 |
case 2: |
13 |
cutscene_npc_walk(1168, 540, 170, 2, "y", "right"); |
14 |
break; |
15 |
case 3: |
16 |
cutscene_wait(1); |
17 |
break; |
18 |
case 4: |
19 |
cutscene_dialogue(); |
20 |
with (msg) |
21 |
{ |
22 |
talker[0] = 959; |
23 |
message[0] = "* Through this door."; |
24 |
message[1] = "* . . ."; |
25 |
prt[0] = 3107; |
26 |
prt[1] = 3090; |
27 |
} |
28 |
break; |
29 |
case 5: |
30 |
cutscene_npc_walk(959, 610, 150, 2, "y", "down"); |
31 |
cutscene_advance(); |
32 |
break; |
33 |
case 6: |
34 |
cutscene_wait(0.5); |
35 |
break; |
36 |
case 7: |
37 |
cutscene_npc_walk(1168, obj_asgore_npc.x, obj_player_npc.y, 2, "x", "up"); |
38 |
break; |
39 |
case 8: |
40 |
cutscene_wait(1); |
41 |
break; |
42 |
case 9: |
43 |
obj_asgore_npc.npc_direction = "up"; |
44 |
cutscene_advance(); |
45 |
break; |
46 |
case 10: |
47 |
cutscene_change_room(269, 160, 120, 0.025); |
48 |
break; |
49 |
} |