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gml_Object_obj_steamworks_23_controller_neutral_geno_Step_0

(view raw script w/o annotations or w/e)
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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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        if (obj_pl.x < 595)
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        {
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            instance_create(580, 215, obj_flowey_npc);
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            obj_flowey_npc.action_sprite = true;
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            obj_flowey_npc.sprite_index = spr_floweyrise;
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            obj_flowey_npc.image_speed = 0.2;
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            obj_determination.image_alpha = 0;
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            obj_pl.direction = 90;
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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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        }
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        break;
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    case 1:
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        if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1))
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        {
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            obj_flowey_npc.action_sprite = false;
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            obj_flowey_npc.npc_direction = "down";
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            cutscene_advance();
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        }
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        break;
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    case 2:
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        cutscene_wait(0.75);
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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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            if (global.route == 1 && global.geno_complete[3] == false)
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            {
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                talker[0] = 3194;
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                message[0] = "* Howdy!";
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                message[1] = "* I know I usually let you#  handle imminent threats#  but...";
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                message[2] = "* ...You really looked#  cornered back there!";
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                message[3] = "* My friendliness pellets#  sure come in handy in#  tight spots!";
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                message[4] = "* Anyway, you must be#  totally out of breath#  after that.";
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                message[5] = "* You should take it easy#  for a while, pal!";
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                message[6] = "* Grab a snack, hydrate,#  won't bother me!";
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                message[7] = "* Need to be in tip-top#  shape for what's coming!";
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                prt[0] = 348;
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                prt[1] = 347;
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                prt[2] = 357;
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                prt[3] = 348;
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                prt[4] = 348;
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                prt[5] = 348;
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                prt[6] = 347;
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                prt[7] = 3251;
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            }
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            else
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            {
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                talker[0] = 3194;
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                message[0] = "* ...";
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                message[1] = "* Can I be real with you?";
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                message[2] = "* I'm gonna be real with#  you.";
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                message[3] = "* I get it. Stomping#  around, full of anger,#  boredom...";
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                message[4] = "* Laying waste to#  everything in your path#  - we all have hobbies.";
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                message[5] = "* But, heh, come on...";
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                message[6] = "* How is this forwarding#  your cause?";
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                message[7] = "* These aren't monsters.";
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                message[8] = "* As far as I'm concerned#  they're barely even#  conscious.";
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                message[9] = "* We don't have time for#  this little joyride of#  yours.";
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                message[10] = "* In my opinion, of#  course!";
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                message[11] = "* ...";
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                message[12] = "* ...";
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                message[13] = "* Fine, we can talk later#  I guess.";
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                prt[0] = 353;
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                prt[1] = 352;
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                prt[2] = 352;
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                prt[3] = 353;
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                prt[4] = 352;
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                prt[5] = 357;
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                prt[6] = 352;
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                prt[7] = 353;
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                prt[8] = 352;
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                prt[9] = 3692;
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                prt[10] = 348;
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                prt[11] = 347;
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                prt[12] = 352;
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                prt[13] = 3122;
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            }
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        }
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        break;
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    case 4:
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        cutscene_npc_action_sprite(3194, 245, 0.2, true);
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        break;
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    case 5:
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        instance_destroy(obj_flowey_npc);
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        global.sworks_flag[15] = 1;
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        obj_determination.image_alpha = 1;
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        cutscene_end();
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        break;
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}