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gml_Object_obj_steamworks_33_cutscene_neutral_Step_0

(view raw script w/o annotations or w/e)
1
switch (scene)
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{
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    case 0:
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        if (scr_interact
scr_interact

function scr_interact() { if (distance_to_object(obj_pl) < 20 && obj_pl.state == scr_normal_state) { var pl_dir = obj_pl.direction; var pl_x = 0; var pl_y = 0; var check_distance_x = 0; var check_distance_y = 0; switch (pl_dir) { case 0: pl_x = obj_pl.bbox_right; pl_y = obj_pl.bbox_top + 1; check_distance_x = 20; break; case 180: pl_x = obj_pl.bbox_left; pl_y = obj_pl.bbox_top + 1; check_distance_x = -20; break; case 90: pl_x = obj_pl.x; pl_y = obj_pl.bbox_top; check_distance_y = -20; break; case 270: pl_x = obj_pl.x; pl_y = obj_pl.bbox_bottom; check_distance_y = 20; break; } if (collision_line_first(pl_x, pl_y, pl_x + check_distance_x, pl_y + check_distance_y, id, false, false)) return true; } }
() && keyboard_multicheck_pressed(0))
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            cutscene_advance();
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        break;
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    case 1:
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        if (global.sworks_flag[28] >= 1)
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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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                message[0] = "* (You hear the whirring of#  cooling fans inside the hot#  console.)\t";
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                message[1] = "* (Best leave it be.)";
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            }
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            scene = 0;
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            exit;
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        }
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        if (global.route == 3)
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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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                message[0] = "* (The computer was recently#  used.)";
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            scene = 0;
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        }
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        else
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        {
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            cutscene_dialogue();
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            with (msg)
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            {
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                message[0] = "* (A daunting array of screens#  and buttons lie before you.)";
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                message[1] = "* (You press one of the#  buttons.)";
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            }
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        }
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        break;
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    case 2:
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        cutscene_sfx_play(657, 1);
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        break;
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    case 3:
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        cutscene_wait(1);
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        break;
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    case 4:
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        if (!instance_exists(obj_dialogue_steamworks_33))
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        {
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            msg = instance_create_depth(0, 0, -9999, obj_dialogue_steamworks_33);
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            msg.draw_alpha = 0;
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        }
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        with (msg)
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        {
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            ch_msg = 2;
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            ch[1] = "Info";
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            ch[2] = "Docs";
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            ch[3] = "Pictures";
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            ch[4] = "Games";
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            ch[5] = "Settings";
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            message[0] = "* Robotics Control Status:#  Functioning at 78%.";
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            message[1] = "* Awaiting input . . .";
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            message[2] = "* MAIN DIRECTORY:";
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            switch (outcome)
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            {
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                case 1:
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                    message[3] = "* Steamworks Station R#  System";
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                    message[4] = "* OS Delta - Version 1.4 -#  Installed X/X/20XX";
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                    message[5] = "* Processor - Ultra McTurbo#  Core 180 - 0.5GHz";
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                    message[6] = "* Installed Physical Memory -#  500 MB";
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                    message[7] = "* Graphics Card - ERROR";
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                    break;
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                case 2:
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                    message[3] = "* ERROR - Information#  classified.";
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                    break;
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                case 3:
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                    message[3] = "* Loading . . .";
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                    message[4] = "* Estimated time remaining:#  9 hours . . .";
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                    break;
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                case 4:
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                    message[3] = "* Loading . . .";
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                    message[4] = "* Feature BLOCKED.";
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                    message[5] = "* Custom message: Trying to#  play video games on#  the job? ";
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                    message[6] = "* Please report to the head#  office. We have a#  pink-colored gift for you.";
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                    break;
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                case 5:
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                    message_reset = true;
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                    other.scene = 5;
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                    break;
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            }
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        }
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        if (!global.dialogue_open)
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        {
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            msg.message_reset = true;
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            cutscene_advance(4);
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            return true;
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        }
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        break;
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    case 5:
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        with (msg)
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        {
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            ch_msg = 0;
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            ch[1] = "Emergency Shutdown";
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            ch[2] = "Back";
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            message[0] = "* Select your option.";
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            switch (outcome)
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            {
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                case 1:
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                    other.scene = 6;
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                    message_reset = true;
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                    break;
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                case 2:
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                    other.scene = 4;
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                    message_reset = true;
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                    break;
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            }
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        }
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        break;
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    case 6:
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        with (msg)
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        {
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            ch_msg = 0;
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            ch[1] = "Yes";
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            ch[2] = "No";
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            message[0] = "* Shut down all helper bots#  within the vicinity?";
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            switch (outcome)
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            {
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                case 1:
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                    message[1] = "* Attempting shut down . . .";
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                    message[2] = "* . . .";
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                    message[3] = "* ERROR: Could not complete#  task.";
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                    message[4] = "* . . .";
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                    message[5] = "* Just kidding ;)";
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                    message[6] = "* Emergency shutdown#  complete.";
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                    other.scene = 7;
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                    break;
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                case 2:
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                    message[1] = "* Why did you select this#  option then?";
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                    break;
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            }
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        }
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        if (!global.dialogue_open)
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        {
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            msg.message_reset = true;
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            cutscene_advance(5);
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        }
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        break;
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    case 7:
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        if (global.dialogue_open)
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            exit;
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        msg.message_reset = true;
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        msg.fade_out = true;
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        cutscene_advance();
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        break;
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    case 8:
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        if (instance_exists(obj_dialogue_steamworks_33))
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            exit;
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        cutscene_advance();
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        break;
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    case 9:
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        cutscene_wait(0.5);
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        break;
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    case 10:
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        obj_steamworks_33_bridge.active = true;
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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 11:
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        if (obj_steamworks_33_bridge.active == false)
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            cutscene_advance();
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        break;
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    case 12:
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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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        audio_sound_gain(obj_radio.current_song, 1, 500);
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        cutscene_advance();
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        instance_destroy(105663);
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        ds_list_clear(global.encounter_list);
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        global.sworks_flag[28] = 1;
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        break;
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}