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gml_Object_obj_steamworks_07_controller_Step_0

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1
switch (scene)
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{
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    case 0:
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        if (obj_pl.x < 620)
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        {
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            scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
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            global.sworks_flag[8] = 1;
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            cutscene_advance();
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        }
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        break;
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    case 1:
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        cutscene_follower_into_actor();
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        global.party_member = -4;
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        break;
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    case 2:
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        cutscene_npc_direction(1161, "left");
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        break;
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    case 3:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* What luck.";
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            message[1] = "* Turn the power on and#  the whole facility goes#  insane!";
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            message[2] = "* Since you're now the#  leader and all... ";
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            message[3] = "* How'bout you run ahead#  and turn this steam off?";
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            message[4] = "* I think I see a switch#  over there so no#  problem, right?";
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            message[5] = "* Don't worry, I'll catch#  up.";
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            prt[0] = 382;
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            prt[1] = 382;
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            prt[2] = 377;
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            prt[3] = 370;
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            prt[4] = 372;
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            prt[5] = 395;
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        }
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        break;
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    case 4:
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        cutscene_wait(0.5);
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        break;
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    case 5:
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        cutscene_npc_walk(actor_follower, 590, 100, 3, "x", "down");
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        break;
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    case 6:
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        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
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        cutscene_advance();
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        break;
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    case 7:
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        if (obj_ceroba_npc.interact == true)
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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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            with (msg)
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            {
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                talker[0] = 1161;
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                message[0] = "* I know you're skilled#  enough for this small#  task.";
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                message[1] = "* Go on.";
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                prt[0] = 395;
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                prt[1] = 372;
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            }
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        }
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        if (obj_pl.x <= 100)
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            cutscene_advance();
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        break;
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    case 8:
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        scr_cutscene_start
scr_cutscene_start

function scr_cutscene_start() { global.cutscene = true; obj_pl.state = scr_frozen_state; obj_pl.image_index = 0; obj_pl.image_speed = 0; }
();
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        cutscene_advance();
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        break;
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    case 9:
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        cutscene_sfx_play(378, 1);
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        break;
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    case 10:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
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    case 11:
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        cutscene_npc_walk(1168, 80, 105, 3, "x", "up");
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        break;
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    case 12:
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        cutscene_wait(0.5);
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        break;
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    case 13:
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        with (obj_steamworks_07_lever)
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        {
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            image_speed = 1/3;
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            audio_play_sound(snd_switch, 1, 0);
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        }
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        with (obj_steamworks_steam_blaster)
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            instance_destroy();
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        cutscene_advance();
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        break;
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    case 14:
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        if (obj_steamworks_07_lever.image_speed == 0)
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            cutscene_advance();
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        break;
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    case 15:
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        cutscene_wait(1);
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        break;
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    case 16:
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        cutscene_npc_direction(1168, "right");
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        break;
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    case 17:
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        instance_destroy(obj_player_npc);
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        cutscene_advance();
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        break;
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    case 18:
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        obj_ceroba_npc.x = 350;
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        obj_ceroba_npc.y = obj_pl.y;
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        cutscene_advance();
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        break;
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    case 19:
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        cutscene_npc_set_sprites(1161, 81, 80, 78, 79, 61, 65, 60, 63);
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        break;
111
    case 20:
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        cutscene_npc_walk(1161, obj_pl.x + 20, obj_pl.y, 4, "x", "left");
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        break;
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    case 21:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 1161;
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            message[0] = "* See? No sweat.";
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            prt[0] = 395;
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        }
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        break;
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    case 22:
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        obj_pl.direction = 180;
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        global.party_member = 1171;
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        actor_follower = 1161;
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        cutscene_actor_into_follower();
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        break;
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    case 23:
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        global.sworks_flag[8] = 2;
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        cutscene_end();
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        break;
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}