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gml_Object_obj_puzzle_Step_0

(view raw script w/o annotations or w/e)
1
if (buttons == maxbuttons)
2
    solved = 1;
3
if (solved == 1)
4
{
5
    audio_play_sound(snd_success, 1, 0);
6
    with (obj_spikes)
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        swit = true;
8
    solved = 2;
9
}