1 |
if (live_call()) |
2 |
return global.live_result; |
3 |
if (global.sworks_flag[0] == 0) |
4 |
{ |
5 |
switch (scene) |
6 |
{ |
7 |
case 0: |
8 |
if (obj_pl.y < 416) |
9 |
{ |
10 |
scr_cutscene_start(); |
11 |
scr_audio_fade_outscr_audio_fade_outfunction scr_audio_fade_out(arg0, arg1)
{
var snd = arg0;
var fade_len = arg1;
if (!audio_is_playing(snd))
return false;
audio_sound_gain(snd, 0, fade_len);
if (instance_exists(obj_audio_fade_helper))
{
with (obj_audio_fade_helper)
{
if (audio_to_fade == snd)
return false;
}
}
with (instance_create(0, 0, obj_audio_fade_helper))
audio_to_fade = snd;
} (obj_radio.current_song, 500); |
12 |
instance_create(obj_pl.x, obj_pl.y, obj_player_npc); |
13 |
if (abs(obj_player_npc.x - 224) > 10) |
14 |
cutscene_advance(); |
15 |
else |
16 |
cutscene_advance(2); |
17 |
} |
18 |
break; |
19 |
case 1: |
20 |
cutscene_npc_walk(1168, 224, obj_player_npc.y, 3, "x", "up"); |
21 |
break; |
22 |
case 2: |
23 |
cutscene_wait(1); |
24 |
break; |
25 |
case 3: |
26 |
cutscene_camera_move(220, 330, 1); |
27 |
break; |
28 |
case 4: |
29 |
var flowey = instance_create(199, 364, obj_flowey_npc); |
30 |
flowey.image_alpha = 0; |
31 |
cutscene_advance(); |
32 |
break; |
33 |
case 5: |
34 |
obj_flowey_npc.image_alpha = 1; |
35 |
cutscene_npc_action_sprite(3194, 242, 0.2, false); |
36 |
break; |
37 |
case 6: |
38 |
cutscene_dialogue(); |
39 |
with (msg) |
40 |
{ |
41 |
talker[0] = 3194; |
42 |
message[0] = "* Howdy!"; |
43 |
message[1] = "* This area seems totally# abandoned."; |
44 |
message[2] = "* Guess there's no more# need for fighting. Real# shame."; |
45 |
prt[0] = 354; |
46 |
prt[1] = 353; |
47 |
prt[2] = 352; |
48 |
} |
49 |
break; |
50 |
case 7: |
51 |
cutscene_wait(0.5); |
52 |
break; |
53 |
case 8: |
54 |
cutscene_npc_direction(3194, "up"); |
55 |
break; |
56 |
case 9: |
57 |
cutscene_wait(1); |
58 |
break; |
59 |
case 10: |
60 |
cutscene_npc_direction(3194, "down"); |
61 |
break; |
62 |
case 11: |
63 |
cutscene_dialogue(); |
64 |
with (msg) |
65 |
{ |
66 |
talker[0] = 3194; |
67 |
message[0] = "* A generator, huh?"; |
68 |
message[1] = "* There's probably some# way to turn it back on# around he"; |
69 |
prt[0] = 353; |
70 |
prt[1] = 348; |
71 |
if (message_current == 1) |
72 |
message_timer = 15; |
73 |
} |
74 |
break; |
75 |
case 12: |
76 |
cutscene_npc_action_sprite(1168, 3313, 1, false); |
77 |
if (obj_player_npc.image_index >= 8 && !instance_exists(obj_steamworks_04_generator_screen_geno)) |
78 |
{ |
79 |
audio_play_sound(snd_shotstrong, 1, 0); |
80 |
audio_play_sound(snd_attackhitcrit, 1, 0); |
81 |
scr_screenshakescr_screenshakefunction scr_screenshake(arg0, arg1)
{
if (instance_exists(obj_screenshake_player))
exit;
with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player))
{alarm[0]
intensity = arg1;
}
}
enum e__VW
{
XView,
YView,
WView,
HView,
Angle,
HBorder,
VBorder,
HSpeed,
VSpeed,
Object,
Visible,
XPort,
YPort,
WPort,
HPort,
Camera,
SurfaceID
} (6, 1); |
82 |
instance_create_depth(201, 300, obj_steamworks_04_generator.depth - 1, obj_steamworks_04_generator_screen_geno); |
83 |
obj_flowey_npc.npc_direction = "up"; |
84 |
} |
85 |
if (obj_player_npc.image_index >= 10) |
86 |
{ |
87 |
obj_player_npc.image_speed = 0; |
88 |
scene++; |
89 |
} |
90 |
break; |
91 |
case 13: |
92 |
cutscene_wait(1); |
93 |
break; |
94 |
case 14: |
95 |
cutscene_npc_direction(3194, "down"); |
96 |
break; |
97 |
case 15: |
98 |
obj_player_npc.image_speed = 1; |
99 |
cutscene_npc_action_sprite(1168, 3313, 1, false); |
100 |
break; |
101 |
case 16: |
102 |
cutscene_dialogue(); |
103 |
with (msg) |
104 |
{ |
105 |
talker[0] = 3194; |
106 |
message[0] = "* Oh, come on! Again??"; |
107 |
message[1] = "* Hate to rock your world# but bullets aren't the# answer to everything!"; |
108 |
message[2] = "* Would it kill you to# think before shooting at# your problems?"; |
109 |
prt[0] = 351; |
110 |
prt[1] = 351; |
111 |
prt[2] = 351; |
112 |
} |
113 |
break; |
114 |
case 17: |
115 |
cutscene_wait(1); |
116 |
break; |
117 |
case 18: |
118 |
cutscene_npc_walk(1168, obj_player_npc.x, 400, 1, "y", "up"); |
119 |
break; |
120 |
case 19: |
121 |
cutscene_wait(0.5); |
122 |
break; |
123 |
case 20: |
124 |
cutscene_dialogue(); |
125 |
with (msg) |
126 |
{ |
127 |
talker[0] = 3194; |
128 |
message[0] = "* Hey, it's just a# pattern I've noticed# recently!"; |
129 |
message[1] = "* You've already solved# tons of puzzles on our# journey."; |
130 |
message[2] = "* I was only curious why# your patience has worn# so thin!"; |
131 |
message[3] = "* Cool it, will ya?"; |
132 |
prt[0] = 357; |
133 |
prt[1] = 354; |
134 |
prt[2] = 357; |
135 |
prt[3] = 349; |
136 |
} |
137 |
break; |
138 |
case 21: |
139 |
cutscene_npc_walk(1168, 198, 384, 3, "x", "up"); |
140 |
break; |
141 |
case 22: |
142 |
cutscene_wait(1.5); |
143 |
break; |
144 |
case 23: |
145 |
if (obj_player_npc.y < (obj_flowey_npc.y - 15) && obj_flowey_npc.npc_direction != "up") |
146 |
{ |
147 |
obj_flowey_npc.npc_direction = "up"; |
148 |
cutscene_camera_move(220, 120, 1, true); |
149 |
} |
150 |
cutscene_npc_walk(1168, 96, 190, 3, "x", "up", false, 220, 128); |
151 |
break; |
152 |
case 24: |
153 |
cutscene_wait(1.5); |
154 |
break; |
155 |
case 25: |
156 |
obj_flowey_npc.image_alpha = 0; |
157 |
obj_flowey_npc.x = 200; |
158 |
obj_flowey_npc.y = 150; |
159 |
cutscene_advance(); |
160 |
break; |
161 |
case 26: |
162 |
obj_flowey_npc.image_alpha = 1; |
163 |
cutscene_npc_action_sprite(3194, 3745, 1, false); |
164 |
break; |
165 |
case 27: |
166 |
cutscene_wait(1); |
167 |
break; |
168 |
case 28: |
169 |
cutscene_dialogue(); |
170 |
with (msg) |
171 |
{ |
172 |
talker[0] = 3194; |
173 |
message[0] = "* Heh, I'm afraid that# door is far too thick to# shoot down."; |
174 |
message[1] = "* Looks like you'll have# to stick with my# original plan of"; |
175 |
prt[0] = 347; |
176 |
prt[1] = 348; |
177 |
if (message_current == 1) |
178 |
message_timer = 15; |
179 |
} |
180 |
break; |
181 |
case 29: |
182 |
cutscene_npc_action_sprite(1168, 2732, 1, true, 0); |
183 |
break; |
184 |
case 30: |
185 |
cutscene_wait(0.5); |
186 |
break; |
187 |
case 31: |
188 |
cutscene_dialogue(); |
189 |
with (msg) |
190 |
{ |
191 |
talker[0] = 3194; |
192 |
message[0] = "* ...What?"; |
193 |
message[1] = "* Me?"; |
194 |
message[2] = "* You've found yourself# some nerve, haven't you?"; |
195 |
prt[0] = 352; |
196 |
prt[1] = 351; |
197 |
prt[2] = 351; |
198 |
} |
199 |
break; |
200 |
case 32: |
201 |
cutscene_npc_action_sprite(1168, 2943, 1, true, 0); |
202 |
break; |
203 |
case 33: |
204 |
cutscene_wait(0.5); |
205 |
break; |
206 |
case 34: |
207 |
cutscene_dialogue(); |
208 |
with (msg) |
209 |
{ |
210 |
talker[0] = 3194; |
211 |
message[0] = "* ...Fine."; |
212 |
prt[0] = 353; |
213 |
} |
214 |
break; |
215 |
case 35: |
216 |
obj_player_npc.action_sprite = false; |
217 |
cutscene_action_sprite(1983, 987, 1, true, 0, 537, 0); |
218 |
break; |
219 |
case 36: |
220 |
obj_steamworks_04_door.sprite_index = spr_steamworks_04_door; |
221 |
obj_steamworks_04_door.image_index = obj_steamworks_04_door.image_number - 1; |
222 |
obj_steamworks_04_door.image_speed = 0; |
223 |
cutscene_advance(); |
224 |
break; |
225 |
case 37: |
226 |
cutscene_wait(1); |
227 |
break; |
228 |
case 38: |
229 |
cutscene_dialogue(); |
230 |
with (msg) |
231 |
{ |
232 |
talker[0] = 3194; |
233 |
message[0] = "* There. Your exit, my# king."; |
234 |
prt[0] = 349; |
235 |
} |
236 |
break; |
237 |
case 39: |
238 |
cutscene_wait(0.5); |
239 |
break; |
240 |
case 40: |
241 |
cutscene_npc_action_sprite(1168, 3340, 1, true, 0); |
242 |
break; |
243 |
case 41: |
244 |
cutscene_wait(0.5); |
245 |
break; |
246 |
case 42: |
247 |
cutscene_dialogue(); |
248 |
with (msg) |
249 |
{ |
250 |
talker[0] = 3194; |
251 |
message[0] = "* Did you forget my# warning when you started# down this road?"; |
252 |
message[1] = "* I'm in control here."; |
253 |
message[2] = "* That hasn't and won't# change, got it?"; |
254 |
message[3] = "* The next time you pull# a stunt like this..."; |
255 |
message[4] = "* ..."; |
256 |
message[5] = "* Let's just keep moving."; |
257 |
prt[0] = 352; |
258 |
prt[1] = 349; |
259 |
prt[2] = 348; |
260 |
prt[3] = 347; |
261 |
prt[4] = 352; |
262 |
prt[5] = 353; |
263 |
} |
264 |
break; |
265 |
case 43: |
266 |
cutscene_wait(0.5); |
267 |
break; |
268 |
case 44: |
269 |
obj_player_npc.action_sprite = false; |
270 |
cutscene_wait(0.5); |
271 |
break; |
272 |
case 45: |
273 |
if (cutscene_npc_action_sprite(3194, 245, 0.2, false)) |
274 |
instance_destroy(obj_flowey_npc); |
275 |
break; |
276 |
case 46: |
277 |
cutscene_wait(0.5); |
278 |
break; |
279 |
case 47: |
280 |
cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 1); |
281 |
break; |
282 |
case 48: |
283 |
scr_radio_restart(); |
284 |
cutscene_camera_reset(true); |
285 |
global.sworks_flag[0] = 1; |
286 |
global.sworks_flag[1] = 2; |
287 |
instance_destroy(103965); |
288 |
cutscene_end(); |
289 |
break; |
290 |
} |
291 |
} |
292 |
if (global.sworks_flag[1] == 3) |
293 |
{ |
294 |
switch (scene) |
295 |
{ |
296 |
case 0: |
297 |
__view_set(e__VW.Object, 0, obj_steamworks_04_generator); |
298 |
obj_steamworks_04_generator.image_speed = 0; |
299 |
obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_pink; |
300 |
cutscene_advance(); |
301 |
break; |
302 |
case 1: |
303 |
cutscene_wait(2); |
304 |
break; |
305 |
case 2: |
306 |
obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_startup_geno; |
307 |
obj_steamworks_04_generator.image_speed = 1; |
308 |
audio_play_sound(snd_generator_start, 1, 0); |
309 |
cutscene_advance(); |
310 |
break; |
311 |
case 3: |
312 |
cutscene_wait(2.5); |
313 |
break; |
314 |
case 4: |
315 |
cutscene_change_room(152, 655, 170, 0.05); |
316 |
break; |
317 |
} |
318 |
} |
319 |
|
320 |
enum e__VW |
321 |
{ |
322 |
XView, |
323 |
YView, |
324 |
WView, |
325 |
HView, |
326 |
Angle, |
327 |
HBorder, |
328 |
VBorder, |
329 |
HSpeed, |
330 |
VSpeed, |
331 |
Object, |
332 |
Visible, |
333 |
XPort, |
334 |
YPort, |
335 |
WPort, |
336 |
HPort, |
337 |
Camera, |
338 |
SurfaceID |
339 |
} |