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gml_Object_obj_steamworks_36_controller_Step_0

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1
switch (scene)
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{
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    case 0:
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        instance_create(obj_pl.x, obj_pl.y, obj_player_npc);
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        cutscene_follower_into_actor();
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        break;
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    case 1:
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        cutscene_npc_walk(1161, 555, obj_pl.y, 3, "x", "right");
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        scene = 2;
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        break;
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    case 2:
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        cutscene_wait(0.2);
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        break;
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    case 3:
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        cutscene_npc_walk(1168, 580, obj_pl.y, 3, "x", "left");
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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] = 1161;
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            message[0] = "* I gotta say, that was#  pretty entertaining!";
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            message[1] = "* Glad we could bypass#  Axis without destroying#  him.";
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            message[2] = "* Turns out you're a#  pretty damn good leader,#  Clover!";
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            message[3] = "* I don't know why I#  doubted-";
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            message[4] = "* ...";
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            message[5] = "* Right.";
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            prt[0] = 372;
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            prt[1] = 374;
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            prt[2] = 395;
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            prt[3] = 372;
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            prt[4] = 394;
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            prt[5] = 371;
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        }
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        break;
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    case 5:
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        cutscene_npc_direction(1161, "left");
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        break;
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    case 6:
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        cutscene_wait(1);
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        break;
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    case 7:
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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 see our exit up ahead.";
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            message[2] = "* We're close.";
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            prt[0] = 394;
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            prt[1] = 371;
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            prt[2] = 370;
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            if (message_current == 2)
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                obj_ceroba_npc.npc_direction = "right";
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        }
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        break;
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    case 8:
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        cutscene_npc_walk(1161, obj_player_npc.x + 20, obj_player_npc.y, 3, "left");
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        break;
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    case 9:
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        cutscene_actor_into_follower();
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        instance_destroy(obj_player_npc);
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        break;
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    case 10:
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        global.sworks_flag[40] = 1;
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        cutscene_end();
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        break;
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}