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gml_Object_obj_wild_east_cutscene_03_Step_0

(view raw script w/o annotations or w/e)
1
var actor_starlo = 1169;
2
var actor_ed = 1162;
3
var actor_mooch = 1165;
4
var actor_moray = 1167;
5
var actor_ace = 1158;
6
var actor_clover = 1168;
7
if (live_call())
8
    return global.live_result;
9
switch (scene)
10
{
11
    case 0:
12
        cutscene_music_start(184, 0);
13
        break;
14
    case 1:
15
        if (cutscene_wait(1.5))
16
            cutscene_advance(6);
17
        break;
18
    case 6:
19
        cutscene_dialogue();
20
        with (msg)
21
        {
22
            sndfnt = 107;
23
            talker[0] = actor_starlo;
24
            message[0] = "* Group up, everyone!";
25
            prt[0] = 417;
26
        }
27
        break;
28
    case 7:
29
        cutscene_npc_walk(actor_ace, 680, 440, 4, "x", "up");
30
        cutscene_npc_walk(actor_mooch, 760, 440, 4, "y", "up");
31
        cutscene_npc_walk(actor_ed, 640, 375, 4, "y", "right");
32
        cutscene_npc_walk(actor_moray, 800, 375, 4, "x", "left");
33
        cutscene_advance();
34
        break;
35
    case 8:
36
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
37
            cutscene_advance();
38
        break;
39
    case 9:
40
        cutscene_dialogue();
41
        with (msg)
42
        {
43
            position = 1;
44
            message[0] = "* Gettin' a bit of deja#  vu here.";
45
            prt[0] = 454;
46
            sndfnt_array[0] = 104;
47
            talker[0] = actor_ed;
48
            message[1] = "* As ya should, buddy.";
49
            message[2] = "* Thanks to Ace's keen#  eye for fashion, we#  took a lil detour.";
50
            message[3] = "* Great job there.";
51
            prt[1] = 421;
52
            prt[2] = 407;
53
            prt[3] = 421;
54
            sndfnt_array[1] = 107;
55
            talker[1] = actor_starlo;
56
            message[4] = "* Thank you, Star.";
57
            message[5] = "* Clover looks much#  better now.";
58
            prt[4] = 436;
59
            prt[5] = 435;
60
            sndfnt_array[4] = 106;
61
            talker[4] = actor_ace;
62
            message[6] = "* I agree! Clover's#  looking like a real#  wrangler!";
63
            prt[6] = 445;
64
            sndfnt_array[6] = 391;
65
            talker[6] = actor_moray;
66
            message[7] = "* For sure!";
67
            message[8] = "* That new gun is...#  awfully shiny.";
68
            prt[7] = 458;
69
            prt[8] = 463;
70
            sndfnt_array[7] = 105;
71
            talker[7] = actor_mooch;
72
            message[9] = "* Had to shake Mr.#  Blackjack down for it.";
73
            message[10] = "* I was real tough, too.";
74
            message[11] = "* Put ol' Jack in his#  place, I did.";
75
            prt[9] = 417;
76
            prt[10] = 424;
77
            prt[11] = 424;
78
            sndfnt_array[9] = 107;
79
            talker[9] = actor_starlo;
80
            message[12] = "* You coulda' sent me in#  to get it.";
81
            message[13] = "* You know I'm the best#  negotiator.";
82
            prt[12] = 455;
83
            prt[13] = 463;
84
            sndfnt_array[12] = 105;
85
            talker[12] = actor_mooch;
86
            message[14] = "* We might bend the rules#  a bit but we ain't#  bandits.";
87
            prt[14] = 419;
88
            sndfnt_array[14] = 107;
89
            talker[14] = actor_starlo;
90
            message[15] = "* Mhm, totally.";
91
            prt[15] = 458;
92
            sndfnt_array[15] = 105;
93
            talker[15] = actor_mooch;
94
            message[16] = "* Let's get to the#  mission already.";
95
            prt[16] = 454;
96
            sndfnt_array[16] = 104;
97
            talker[16] = actor_ed;
98
            message[17] = "* Right ya are, Ed.";
99
            message[18] = "* What other mission#  would it be than the#  one we skipped before?";
100
            message[19] = "* Get ready, Clover!";
101
            prt[17] = 417;
102
            prt[18] = 417;
103
            prt[19] = 415;
104
            sndfnt_array[17] = 107;
105
            talker[17] = actor_starlo;
106
        }
107
        break;
108
    case 10:
109
        cutscene_wait(1);
110
        break;
111
    case 11:
112
        cutscene_audio_fade(cutscene_music, 0, 300, 0.25, false);
113
        break;
114
    case 12:
115
        cutscene_event_wildeast_stamp(1260, 253, 150, 10, 50);
116
        break;
117
    case 13:
118
        cutscene_audio_fade(cutscene_music, 1, 300, 0.75, true);
119
        break;
120
    case 14:
121
        cutscene_dialogue();
122
        with (msg)
123
        {
124
            position = 1;
125
            message[0] = "* It's time for us to#  dual!";
126
            prt[0] = 422;
127
            talker[0] = actor_starlo;
128
        }
129
        break;
130
    case 15:
131
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(arg0, arg1, arg2) { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = arg0; fade_strength = arg1 / 100; audio_stop = arg2; if (audio_stop == false) audio_resume_sound(arg0); } }
(cutscene_music, 5, 1);
132
        cutscene_advance();
133
        break;
134
    case 16:
135
        cutscene_wait(2);
136
        break;
137
    case 17:
138
        cutscene_dialogue();
139
        with (msg)
140
        {
141
            position = 1;
142
            message[0] = "* You mean \"duel.\"";
143
            prt[0] = 447;
144
            talker[0] = actor_moray;
145
        }
146
        break;
147
    case 18:
148
        cutscene_wait(1);
149
        break;
150
    case 19:
151
        cutscene_npc_direction(actor_starlo, "right");
152
        break;
153
    case 20:
154
        cutscene_dialogue();
155
        with (msg)
156
        {
157
            position = 1;
158
            message[0] = "* That's what I said.";
159
            message[1] = "* No, you pronounced it#  with a \"UA\" sound#  instead of a \"OO\" sound.";
160
            message[2] = "* Boss, have you been#  skippin' Cowboy Grammar#  Class?";
161
            message[3] = "* Dual, duel, who cares?#  Tomato potato and all#  that.";
162
            message[4] = "* Y'all need to quit#  interrupin' me so often.";
163
            message[5] = "* Upsets my frontier zen.";
164
            prt[0] = 413;
165
            prt[1] = 437;
166
            prt[2] = 453;
167
            prt[3] = 410;
168
            prt[4] = 410;
169
            prt[5] = 410;
170
            talker[0] = actor_starlo;
171
            talker[1] = actor_ace;
172
            talker[2] = actor_ed;
173
            talker[3] = actor_starlo;
174
            if (message_current == 3)
175
            {
176
                with (actor_starlo)
177
                    npc_direction = "down";
178
            }
179
        }
180
        break;
181
    case 21:
182
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(arg0, arg1, arg2) { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = arg0; fade_strength = arg1 / 100; audio_stop = arg2; if (audio_stop == false) audio_resume_sound(arg0); } }
(cutscene_music, 5, false);
183
        cutscene_advance();
184
    case 22:
185
        cutscene_dialogue();
186
        with (msg)
187
        {
188
            position = 1;
189
            message[0] = "* Where was I?";
190
            message[1] = "* Oh yeah, it's time to#  d...";
191
            message[2] = "* Participate in a#  carefully timed#  shootin' competition.";
192
            message[3] = "* Mooch! Provide Clover#  with the designated#  tool.";
193
            prt[0] = 421;
194
            prt[1] = 417;
195
            prt[2] = 421;
196
            prt[3] = 417;
197
            talker[0] = actor_starlo;
198
        }
199
        break;
200
    case 23:
201
        cutscene_npc_walk(actor_mooch, obj_pl.x, obj_pl.y + 20, 3, "x", "up");
202
        break;
203
    case 24:
204
        cutscene_dialogue();
205
        with (msg)
206
        {
207
            position = 1;
208
            message[0] = "* Here's a BB gun for the#  duel!";
209
            message[1] = "* I'll uh... take that#  sixshooter off your#  hands for now.";
210
            message[2] = "* Mooooch? Bring the gun#  here.";
211
            message[3] = "* That's what I was gonna#  do, Moray.";
212
            message[4] = "* Get off my back, will#  ya?";
213
            prt[0] = 458;
214
            prt[1] = 462;
215
            prt[2] = 445;
216
            prt[3] = 460;
217
            prt[4] = 460;
218
            talker[0] = actor_mooch;
219
            talker[2] = actor_moray;
220
            talker[3] = actor_mooch;
221
        }
222
        break;
223
    case 25:
224
        cutscene_npc_walk(actor_mooch, actor_moray.x, actor_moray.y + 20, 3, "y", "up");
225
        break;
226
    case 26:
227
        cutscene_wait(1);
228
        break;
229
    case 27:
230
        cutscene_npc_walk(actor_mooch, 760, 440, 3, "x", "up");
231
        break;
232
    case 28:
233
        cutscene_wait(0.5);
234
        break;
235
    case 29:
236
        cutscene_dialogue();
237
        with (msg)
238
        {
239
            position = 1;
240
            message[0] = "* Alright. It's finally#  time to go head to hea-";
241
            message[1] = "* Wait.";
242
            message[2] = "* What is it, Ace?";
243
            message[3] = "* What could possibly be#  so pressin' to interrupt#  the mission again?";
244
            message[4] = "* You forgot the safety#  glasses.";
245
            message[5] = "* Gee, boss. You coulda#  hurt Clover.";
246
            message[6] = "* Right...";
247
            message[7] = "* I take responsibility#  and apologize for the#  oversight.";
248
            message[8] = "* Bring the glasses here.";
249
            prt[0] = 422;
250
            prt[1] = 439;
251
            prt[2] = 416;
252
            prt[3] = 416;
253
            prt[4] = 435;
254
            prt[5] = 454;
255
            prt[6] = 412;
256
            prt[7] = 412;
257
            prt[8] = 417;
258
            talker[0] = actor_starlo;
259
            talker[1] = actor_ace;
260
            talker[2] = actor_starlo;
261
            talker[4] = actor_ace;
262
            talker[5] = actor_ed;
263
            talker[6] = actor_starlo;
264
            if (message_current == 1 && counter == 0)
265
                scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(arg0, arg1, arg2) { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = arg0; fade_strength = arg1 / 100; audio_stop = arg2; if (audio_stop == false) audio_resume_sound(arg0); } }
(other.cutscene_music, 5, true);
266
        }
267
        break;
268
    case 30:
269
        scr_music_sudden_stop
scr_music_sudden_stop

function scr_music_sudden_stop(arg0, arg1, arg2) { with (instance_create(0, 0, obj_audio_sudden_stop_helper)) { audio_to_fade = arg0; fade_strength = arg1 / 100; audio_stop = arg2; if (audio_stop == false) audio_resume_sound(arg0); } }
(other.cutscene_music, 5, false);
270
        cutscene_advance();
271
        break;
272
    case 31:
273
        cutscene_npc_walk(actor_ace, actor_starlo.x, actor_starlo.y + 20, 3, "x", "up");
274
        break;
275
    case 32:
276
        cutscene_dialogue();
277
        with (msg)
278
        {
279
            position = 1;
280
            message[0] = "* (I want the pair with#  the blue flames.)";
281
            message[1] = "* (Red flames clash with#  my uniform.)";
282
            message[2] = "* Here.";
283
            prt[0] = 407;
284
            prt[1] = 407;
285
            prt[2] = 434;
286
            talker[0] = actor_starlo;
287
            talker[2] = actor_ace;
288
        }
289
        break;
290
    case 33:
291
        cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true);
292
        break;
293
    case 34:
294
        cutscene_wait(0.5);
295
        break;
296
    case 35:
297
        cutscene_npc_reset_sprite(actor_ace, "up");
298
        break;
299
    case 36:
300
        cutscene_npc_set_sprites(actor_starlo, 214, 213, 215, 210, 214, 220, 218, 219);
301
        break;
302
    case 37:
303
        cutscene_npc_walk(actor_ace, actor_clover.x, actor_clover.y + 20, 3, "x", "up");
304
        break;
305
    case 38:
306
        cutscene_npc_action_sprite(actor_ace, actor_ace.up_sprite, 0.2, true);
307
        break;
308
    case 39:
309
        cutscene_wait(0.5);
310
        break;
311
    case 40:
312
        cutscene_npc_reset_sprite(actor_ace, "up");
313
        break;
314
    case 41:
315
        cutscene_npc_set_sprites(actor_clover, 28, 26, 27, 25, 28, 26, 27, 25);
316
        break;
317
    case 42:
318
        cutscene_wait(0.5);
319
        break;
320
    case 43:
321
        cutscene_npc_walk(actor_ace, 680, 440, 3, "y", "up");
322
        break;
323
    case 44:
324
        cutscene_wait(0.5);
325
        break;
326
    case 45:
327
        cutscene_npc_direction(actor_starlo, "left");
328
        break;
329
    case 46:
330
        cutscene_dialogue();
331
        with (msg)
332
        {
333
            position = 1;
334
            message[0] = "* Now we're in business!";
335
            message[1] = "* Alllrighty, Clover!";
336
            message[2] = "* We're gonna take ten#  paces and turn to face#  each other.";
337
            message[3] = "* When you hear the#  \"draw\" sound...";
338
            message[4] = "* Grab yer gun and shoot#  me as fast as you can!";
339
            message[5] = "* Here we go!";
340
            prt[0] = 422;
341
            prt[1] = 417;
342
            prt[2] = 417;
343
            prt[3] = 417;
344
            prt[4] = 419;
345
            prt[5] = 422;
346
            talker[0] = actor_starlo;
347
            if (message_current == 1)
348
                actor_clover.npc_direction = "right";
349
        }
350
        break;
351
    case 47:
352
        cutscene_audio_fade(cutscene_music, 0, 500, 1, false, true);
353
        break;
354
    case 48:
355
        cutscene_sfx_play(179, 1);
356
        cutscene_npc_walk(actor_starlo, 700, 490, 2, "x", "right");
357
        cutscene_npc_walk(actor_clover, 740, 490, 2, "x", "left");
358
        cutscene_npc_walk(actor_ace, 700, 378, 3, "x", "down");
359
        cutscene_npc_walk(actor_mooch, 740, 375, 3, "y", "down");
360
        cutscene_npc_direction(actor_ed, "down");
361
        cutscene_npc_direction(actor_moray, "down");
362
        cutscene_camera_move(720, 440, 1);
363
        cutscene_advance(49);
364
        break;
365
    case 49:
366
        if (actor_clover.npc_arrived && actor_starlo.npc_arrived)
367
            cutscene_advance();
368
        break;
369
    case 50:
370
        cutscene_wait(1);
371
        break;
372
    case 51:
373
        cutscene_npc_walk(actor_starlo, 580, 490, 1, "x", "right");
374
        cutscene_npc_walk(actor_clover, 860, 490, 1, "x", "left");
375
        cutscene_advance(52);
376
        break;
377
    case 52:
378
        if (actor_clover.npc_arrived && actor_starlo.npc_arrived)
379
            cutscene_advance();
380
        break;
381
    case 53:
382
        cutscene_npc_action_sprite(actor_starlo, 221, 0, true);
383
        actor_starlo.image_index = 0;
384
        cutscene_npc_action_sprite(actor_clover, 30, 0, true);
385
        cutscene_advance(54);
386
        break;
387
    case 54:
388
        if (cutscene_duel_timer == 0)
389
            cutscene_duel_timer = irandom_range(1, 5);
390
        cutscene_wait(cutscene_duel_timer);
391
        if (cutscene_key_prompt())
392
        {
393
            audio_play_sound(snd_fail, 1, 0);
394
            cutscene_advance(61);
395
        }
396
        break;
397
    case 55:
398
        cutscene_duel_timer = 0;
399
        cutscene_duel_delay = 10;
400
        instance_create(160, 90, obj_duel_mark);
401
        cutscene_advance();
402
        break;
403
    case 56:
404
        if (cutscene_key_prompt())
405
        {
406
            if (actor_clover.image_speed == 0)
407
                actor_clover.image_speed = 0.5;
408
        }
409
        if (actor_starlo.image_speed == 0)
410
        {
411
            if (cutscene_duel_delay > 0)
412
                cutscene_duel_delay -= 1;
413
            if (cutscene_duel_delay == 0)
414
                actor_starlo.image_speed = 0.5;
415
        }
416
        cutscene_sfx_play_at_frame(actor_clover, 6, 248);
417
        if (!audio_is_playing(snd_duel_shot))
418
            cutscene_sfx_play_at_frame(actor_starlo, 6, 230);
419
        if (actor_clover.image_index >= 6)
420
            cutscene_advance(63);
421
        else
422
            cutscene_animation_end(actor_starlo, true);
423
        break;
424
    case 57:
425
        cutscene_npc_action_sprite(actor_clover, 31, 0.5, true, 0);
426
    case 58:
427
        cutscene_wait(1);
428
        break;
429
    case 59:
430
        cutscene_dialogue();
431
        with (msg)
432
        {
433
            message[0] = "* Awww, too bad!";
434
            message[1] = "* Let's try one more time!";
435
            prt[0] = 406;
436
            prt[1] = 417;
437
            talker[0] = actor_starlo;
438
        }
439
        break;
440
    case 60:
441
        cutscene_sfx_play(180, 1);
442
        cutscene_advance(53);
443
        break;
444
    case 61:
445
        cutscene_dialogue();
446
        with (msg)
447
        {
448
            message[0] = "* Whoa, whoa, whoa!";
449
            message[1] = "* You gotta wait for#  the signal, or it#  ain't fair!";
450
            message[2] = "* Let's try one more time!";
451
            prt[0] = 426;
452
            prt[1] = 419;
453
            prt[2] = 417;
454
            talker[0] = actor_starlo;
455
        }
456
        break;
457
    case 62:
458
        cutscene_advance(53);
459
        break;
460
    case 63:
461
        cutscene_npc_action_sprite(actor_starlo, 222, 0, true, 0);
462
        cutscene_advance(64);
463
        break;
464
    case 64:
465
        cutscene_camera_move(480, 440, 3, true);
466
        cutscene_advance(65);
467
        break;
468
    case 65:
469
        if (cutscene_npc_path_start(actor_starlo, 56, 2))
470
        {
471
            actor_starlo.image_index = 1;
472
            scr_screenshake
scr_screenshake

function scr_screenshake(arg0, arg1) { if (instance_exists(obj_screenshake_player)) exit; with (instance_create(__view_get(e__VW.Object, 0).x, __view_get(e__VW.Object, 0).y, obj_screenshake_player)) {alarm[0] intensity = arg1; } } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }
(30, 3);
473
            cutscene_sfx_play(293, 1);
474
            cutscene_music_start(193);
475
        }
476
        break;
477
    case 66:
478
        cutscene_wait(2);
479
        break;
480
    case 67:
481
        cutscene_dialogue();
482
        with (msg)
483
        {
484
            message[0] = "* Ah... Clover got me...";
485
            prt[0] = 416;
486
            sndfnt_array[0] = 107;
487
        }
488
        break;
489
    case 68:
490
        cutscene_npc_walk(actor_ace, 430, 445, 4, "y", "down");
491
        cutscene_npc_walk(actor_mooch, 470, 445, 4, "y", "down");
492
        cutscene_npc_walk(actor_ed, 390, 465, 3, "y", "down");
493
        cutscene_npc_walk(actor_moray, 510, 465, 4, "y", "down");
494
        cutscene_npc_walk(actor_clover, 520, 485, 4, "y", "left");
495
        cutscene_advance();
496
        break;
497
    case 69:
498
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived && actor_clover.npc_arrived)
499
            cutscene_advance();
500
        break;
501
    case 70:
502
        cutscene_dialogue();
503
        with (msg)
504
        {
505
            message[0] = "* Star! Star! Are you#  okay?";
506
            message[1] = "* Pretty much... the#  opposite of that...";
507
            message[2] = "* Oh, Star... I'm so#  sorry...";
508
            message[3] = "* Who... who will you#  give your inheritance#  to?";
509
            message[4] = "* Not... you...";
510
            message[5] = "* Heck.";
511
            message[6] = "* Clover... this was...#  your...";
512
            message[7] = "* Emotional trauma test!";
513
            prt[0] = 450;
514
            prt[1] = 416;
515
            prt[2] = 461;
516
            prt[3] = 455;
517
            prt[4] = 416;
518
            prt[5] = 460;
519
            prt[6] = 416;
520
            prt[7] = 415;
521
            talker[0] = actor_moray;
522
            talker[1] = -4;
523
            talker[2] = actor_mooch;
524
            talker[4] = -4;
525
            talker[5] = actor_mooch;
526
            talker[6] = -4;
527
            sndfnt_array[1] = 107;
528
            sndfnt_array[4] = 107;
529
            sndfnt_array[6] = 107;
530
        }
531
        break;
532
    case 71:
533
        cutscene_music_start(184);
534
        break;
535
    case 72:
536
        if (cutscene_npc_reset_sprite(actor_starlo, "right"))
537
            audio_play_sound(snd_playerjump, 1, 0);
538
        break;
539
    case 73:
540
        cutscene_npc_path_start(actor_starlo, 58, 3);
541
        break;
542
    case 74:
543
        cutscene_wait(1);
544
        break;
545
    case 75:
546
        cutscene_dialogue();
547
        with (msg)
548
        {
549
            message[0] = "* This job ain't all#  swealterstones and#  rainbows, ya understand?";
550
            message[1] = "* Ya might end up hurtin'#  someone and must carry#  that weight on yer back.";
551
            message[2] = "* Hope I didn't scar ya!";
552
            message[3] = "* Anyway, you pass!";
553
            message[4] = "* I'll be waitin' in the#  Saloon again when ye're#  ready for mission three!";
554
            message[5] = "* I'm seein' good things#  in ya, kid!";
555
            prt[0] = 419;
556
            prt[1] = 421;
557
            prt[2] = 417;
558
            prt[3] = 422;
559
            prt[4] = 417;
560
            prt[5] = 417;
561
            talker[0] = actor_starlo;
562
        }
563
        break;
564
    case 76:
565
        cutscene_npc_walk(actor_starlo, 700, 180, 3, "x", "up", 1872);
566
        cutscene_advance();
567
        break;
568
    case 77:
569
        cutscene_wait(2);
570
        break;
571
    case 78:
572
        if (cutscene_npc_walk(actor_ace, actor_clover.x, actor_clover.y + 20, 3, "y", "up"))
573
            cutscene_advance(79);
574
        cutscene_npc_walk(actor_mooch, 160, 380, 3, "x", "up");
575
        cutscene_npc_walk(actor_ed, 160, 380, 3, "x", "right");
576
        cutscene_npc_walk(actor_moray, 160, 380, 3, "y", "left");
577
        break;
578
    case 79:
579
        if (cutscene_dialogue())
580
            instance_destroy(actor_clover);
581
        with (msg)
582
        {
583
            message[0] = "* Here's your iron. Also,#  I'll be needing those#  glasses.";
584
            prt[0] = 435;
585
            talker[0] = actor_ace;
586
        }
587
        break;
588
    case 80:
589
        cutscene_npc_walk(actor_ace, __view_get(e__VW.XView, 0) - 20, actor_ace.y, 3, "x", "up");
590
        break;
591
    case 81:
592
        cutscene_camera_move(520, 485, 3, false);
593
        break;
594
    case 82:
595
        cutscene_audio_fade(cutscene_music, 0, 300, 0.35, false, true);
596
        break;
597
    case 83:
598
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
599
        instance_destroy(actor_starlo);
600
        instance_destroy(actor_ed);
601
        instance_destroy(actor_moray);
602
        instance_destroy(actor_mooch);
603
        instance_destroy(actor_ace);
604
        __view_set(e__VW.Object, 0, obj_pl);
605
        global.dunes_flag[20] = 5;
606
        instance_destroy();
607
        instance_create(720, 380, obj_determination);
608
        audio_stop_sound(cutscene_music);
609
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
610
        scr_radio_fade
scr_radio_fade

function scr_radio_fade(arg0, arg1) { var fade_vol = arg0; var fade_len = arg1; with (obj_radio) audio_sound_gain(current_song, fade_vol, fade_len); }
(1, 0);
611
        break;
612
}
613
614
enum e__VW
615
{
616
    XView,
617
    YView,
618
    WView,
619
    HView,
620
    Angle,
621
    HBorder,
622
    VBorder,
623
    HSpeed,
624
    VSpeed,
625
    Object,
626
    Visible,
627
    XPort,
628
    YPort,
629
    WPort,
630
    HPort,
631
    Camera,
632
    SurfaceID
633
}