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gml_Object_obj_steamworks_23_controller_Step_0

(view raw script w/o annotations or w/e)
1
if (live_call())
2
    return global.live_result;
3
switch (scene)
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{
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    case 0:
6
        if (obj_pl.x < 520)
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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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            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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        break;
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    case 2:
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        cutscene_npc_walk(1161, 450, obj_ceroba_npc.y, 3, "x", "up");
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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] = "* Well, there we go.";
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            message[1] = "* Definitely what I need#  after that madness.";
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            prt[0] = 395;
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            prt[1] = 372;
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        }
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        break;
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    case 4:
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        cutscene_instance_create(obj_pl.x, obj_pl.y, 1168);
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        break;
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    case 5:
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        cutscene_camera_move(405, 177, 3);
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        cutscene_advance();
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        break;
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    case 6:
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        cutscene_npc_walk(1161, 408, 160, 3, "y", "down");
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        cutscene_advance();
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        break;
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    case 7:
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        cutscene_npc_walk(1168, 408, 210, 3, "x", "up");
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        cutscene_advance();
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        break;
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    case 8:
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        if (obj_camera.xx == obj_camera.x && obj_camera.yy == obj_camera.y && obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived)
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        {
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            audio_play_sound(snd_playerjump, 1, 0);
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            cutscene_advance();
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        }
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        break;
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    case 9:
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        obj_player_npc.x = 408;
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        obj_player_npc.y = 196;
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        obj_player_npc.npc_action_sprite = true;
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        cutscene_npc_action_sprite(1168, 3483, 1, true, 0);
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        break;
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    case 10:
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        cutscene_audio_fade(obj_radio.current_song, 0, 500, 0.18, false, true);
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        break;
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    case 11:
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        cutscene_wait(0.5);
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        break;
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    case 12:
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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] = "* ...";
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            message[1] = "* I wonder what Starlo's#  up to right now?";
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            message[2] = "* Probably on some Feisty#  Five quest with a smile#  on his face.";
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            message[3] = "* I do envy him... to be#  wrapped in optimism and#  fantasy.";
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            message[4] = "* That's pretty rare#  amongst monsters.";
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            message[4] = "* Most might act#  cheerful, but life down#  here...";
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            message[5] = "* ...It's hopeless.";
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            message[6] = "* That's why they look to#  the King for assurance.";
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            message[7] = "* They believe once he#  gets seven SOULs and#  breaks the barrier...";
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            message[8] = "* ...he'll easily be able#  to overthrow whatever#  awaits on the Surface.";
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            message[9] = "* A rather foolish#  outlook if you ask me.";
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            message[10] = "* Who knows how the humans#  have prepared for#  retaliation since then?";
80
            message[11] = "* But I digress... We#  should handle our own#  problems first.";
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            message[12] = "* I can't imagine what#  Kanako's going through#  right now...";
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            message[13] = "* ...";
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            message[14] = "* You haven't seen my#  Kanako yet, have you?";
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            message[15] = "* Here, take a look.";
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            prt[0] = 370;
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            prt[1] = 394;
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            prt[2] = 374;
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            prt[3] = 377;
89
            prt[4] = 377;
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            prt[5] = 394;
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            prt[6] = 370;
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            prt[7] = 370;
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            prt[8] = 377;
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            prt[9] = 370;
95
            prt[10] = 370;
96
            prt[11] = 377;
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            prt[12] = 394;
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            prt[13] = 394;
99
            prt[14] = 370;
100
            prt[15] = 370;
101
        }
102
        if (msg.message_current == 5 && !audio_is_playing(mus_kanako))
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        {
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            cutscene_music = audio_play_sound(mus_kanako, 20, 1);
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            audio_sound_gain(cutscene_music, 1, 0);
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        }
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        break;
108
    case 13:
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        cutscene_npc_action_sprite(1161, 2583, 1, true, 0);
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        break;
111
    case 14:
112
        cutscene_wait(0.5);
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        break;
114
    case 15:
115
        if (picture_alpha < 0.99)
116
        {
117
            picture_alpha = lerp(picture_alpha, 1, 0.05);
118
        }
119
        else
120
        {
121
            picture_alpha = 1;
122
            cutscene_advance();
123
        }
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        break;
125
    case 16:
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        cutscene_wait(1);
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        break;
128
    case 17:
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        cutscene_dialogue();
130
        with (msg)
131
        {
132
            talker[0] = 1161;
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            message[0] = "* Look at that smile.#  Definitely her father's.";
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            message[1] = "* ...";
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            message[2] = "* Gifted like her father#  too. She's a...";
136
            message[3] = "* ...";
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            message[4] = "* ...She didn't deserve#  this life.";
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            message[5] = "* I truly wish things#  could be different...";
139
            message[6] = "* ...But, that's not what#  \"fate\" had planned.";
140
            prt[0] = 395;
141
            prt[1] = 394;
142
            prt[2] = 395;
143
            prt[3] = 394;
144
            prt[4] = 370;
145
            prt[5] = 394;
146
            prt[6] = 394;
147
        }
148
        break;
149
    case 18:
150
        if (picture_alpha > 0.1)
151
        {
152
            picture_alpha = lerp(picture_alpha, 0, 0.05);
153
        }
154
        else
155
        {
156
            picture_alpha = 0;
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            cutscene_advance();
158
        }
159
        break;
160
    case 19:
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        cutscene_npc_action_sprite_reverse(1161, 2583, 1, false);
162
        break;
163
    case 20:
164
        cutscene_wait(0.25);
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        break;
166
    case 21:
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        cutscene_dialogue();
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        with (msg)
169
        {
170
            talker[0] = 1161;
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            message[0] = "* I apologize for my#  vagueness.";
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            message[1] = "* I prefer to keep the#  bad memories to myself.";
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            prt[0] = 377;
174
            prt[1] = 394;
175
        }
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        break;
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    case 22:
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        cutscene_audio_fade(cutscene_music, 0, 500, 0.2, false, true);
179
        break;
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    case 23:
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        cutscene_dialogue();
182
        with (msg)
183
        {
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            talker[0] = 1161;
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            message[0] = "* Anyway, the Lab#  shouldn't be horribly#  far from here.";
186
            message[1] = "* We WILL get to the#  bottom of this, Clover.";
187
            message[2] = "* In the meantime, you#  can scout ahead. I'm#  gonna rest a bit longer.";
188
            prt[0] = 377;
189
            prt[1] = 370;
190
            prt[2] = 377;
191
        }
192
        break;
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    case 24:
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        if (cutscene_npc_action_sprite_reverse(1168, 3483, 0.5, false))
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        {
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            instance_destroy(obj_player_npc);
197
            obj_pl.x = 389;
198
            obj_pl.y = 204;
199
        }
200
        break;
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    case 25:
202
        cutscene_camera_move(obj_pl.x, obj_pl.y, 1);
203
        break;
204
    case 26:
205
        cutscene_advance();
206
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
207
        camera_set_view_target(view_camera[0], 1031);
208
        (104950).y = 240;
209
        global.sworks_flag[14] = 1;
210
        global.party_member = -4;
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        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
212
        break;
213
    case 27:
214
        with (obj_ceroba_npc)
215
        {
216
            if (interact)
217
            {
218
                scr_text
scr_text

function scr_text() { if (!instance_exists(obj_dialogue)) msg = instance_create(x, y, obj_dialogue); }
();
219
                with (msg)
220
                {
221
                    talker[0] = 1161;
222
                    message[0] = "* Go on.";
223
                    message[1] = "* Just scream if#  something makes an#  attempt on your life.";
224
                    prt[0] = 370;
225
                    prt[1] = 377;
226
                }
227
            }
228
        }
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        break;
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}