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gml_Object_obj_steamworks_24_controller_Step_0

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switch (scene)
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{
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    case 0:
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        with (obj_event_collider)
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        {
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            if (trigger == true)
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            {
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                instance_destroy();
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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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                if (global.sworks_flag[15] == 0)
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                {
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                    obj_pl.direction = 180;
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                    other.scene++;
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                }
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            }
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        }
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        break;
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    case 1:
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        cutscene_instance_create(obj_pl.x - 40, obj_pl.y, 3194);
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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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        break;
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    case 2:
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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.npc_direction = "right";
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            obj_flowey_npc.action_sprite = false;
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            cutscene_advance();
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        }
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        break;
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    case 3:
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        cutscene_wait(0.5);
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        break;
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    case 4:
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        cutscene_dialogue();
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        with (msg)
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        {
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            talker[0] = 3194;
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            message[0] = "* Howdy!";
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            message[1] = "* Boy am I glad that fox#  lady let you roam free#  for a bit.";
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            message[2] = "* Not being able to talk#  to my pal has been#  torture!";
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            message[3] = "* Now, I know she roped#  ya into some Lab detour#  but...";
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            message[4] = "* Come on... captive#  monsters? Talk about a#  conspiracy nut!";
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            message[5] = "* I mean, it's like you#  don't wanna follow my#  advice!";
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            message[6] = "* Remember your REAL#  mission, Clover.";
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            message[7] = "* The five children you#  set out to find in the#  first place.";
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            message[8] = "* There's no need to#  visit that dingy lab, ya#  know?";
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            message[9] = "* ASGORE's still out#  there threatening human#  lives!";
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            message[10] = "* Keep your head in the#  game.";
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            message[11] = "* This is our journey.#  Not Ceroba's.";
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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] = 347;
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            prt[4] = 349;
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            prt[5] = 349;
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            prt[6] = 3251;
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            prt[7] = 348;
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            prt[8] = 357;
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            prt[9] = 356;
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            prt[10] = 353;
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            prt[11] = 352;
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        }
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        break;
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    case 5:
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        cutscene_npc_action_sprite(3194, 245, 0.25, true, 0);
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        break;
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    case 6:
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        instance_destroy(obj_flowey_npc);
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        cutscene_wait(1);
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        break;
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        break;
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    case 7:
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        cutscene_instance_create(camera_get_view_x(view_camera[0]) + camera_get_view_width(view_camera[0]) + 40, obj_pl.y, 1161);
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        break;
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    case 8:
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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] = "* Hey, wait up!";
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            prt[0] = 370;
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        }
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        obj_pl.direction = 0;
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        break;
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    case 9:
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        audio_sound_gain(obj_radio.current_song, 0, 500);
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        cutscene_advance();
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        break;
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    case 10:
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        cutscene_npc_walk(1161, obj_pl.x + 40, obj_pl.y, 3, "x", "left");
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        break;
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    case 11:
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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] = "* I think I'm ready to#  get back into things.";
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            message[1] = "* Lead the way.";
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            prt[0] = 377;
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            prt[1] = 370;
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        }
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        break;
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    case 12:
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        cutscene_npc_walk(1161, obj_pl.x + 20, obj_pl.y, 3, "x", "left");
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        break;
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    case 13:
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        audio_sound_gain(obj_radio.current_song, 1, 500);
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        cutscene_advance();
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        break;
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    case 14:
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        obj_pl.direction = 180;
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        scr_actor_into_follower
scr_actor_into_follower

function scr_actor_into_follower(arg0, arg1) { if (!instance_exists(arg0)) return false; if (arg1 == -4) return false; instance_create(arg0.x, arg0.y, arg1); arg1.x = arg0.x; arg1.y = arg0.y; with (arg0) { switch (npc_direction) { case "up": arg1.sprite_index = arg1.up_sprite_idle; break; case "down": arg1.sprite_index = arg1.down_sprite_idle; break; case "left": arg1.sprite_index = arg1.left_sprite_idle; break; case "right": arg1.sprite_index = arg1.right_sprite_idle; break; } } instance_destroy(arg0); }
(1161, 1171);
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        global.party_member = 1171;
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        global.sworks_flag[15] = 1;
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        cutscene_advance();
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        break;
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    case 15:
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        cutscene_end();
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        break;
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}