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gml_Object_obj_wild_east_cutscene_05_Step_0

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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
var actor_ceroba;
8
if (instance_exists(obj_ceroba_npc))
9
    actor_ceroba = 1161;
10
switch (scene)
11
{
12
    case 0:
13
        cutscene_music_start(184, 0);
14
        break;
15
    case 1:
16
        if (cutscene_wait(1.5))
17
            cutscene_advance(6);
18
        break;
19
    case 2:
20
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 270, 3, "y", "down", "nothing", 640, 270, 720, 375);
21
        cutscene_advance();
22
        break;
23
    case 3:
24
        cutscene_wait(0.5);
25
        break;
26
    case 4:
27
        cutscene_fade_in(actor_clover, 2);
28
        break;
29
    case 5:
30
        cutscene_npc_walk(actor_clover, actor_clover.x, 270, 3, "y", "down", "nothing", 640, 270, 700, 375);
31
        break;
32
    case 6:
33
        cutscene_dialogue();
34
        with (msg)
35
        {
36
            message[0] = "* Final call!";
37
            message[1] = "* Get on over here!";
38
            prt[0] = 417;
39
            prt[1] = 417;
40
            talker[0] = actor_starlo;
41
            sndfnt = 107;
42
        }
43
        break;
44
    case 7:
45
        cutscene_npc_walk(actor_ed, 680, 440, 3, "x", "up");
46
        cutscene_npc_walk(actor_ace, 760, 440, 3, "y", "up");
47
        cutscene_npc_walk(actor_moray, 640, 375, 3, "y", "right");
48
        cutscene_npc_walk(actor_mooch, 800, 375, 3, "x", "left");
49
        cutscene_advance();
50
        break;
51
    case 8:
52
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
53
            cutscene_advance();
54
        break;
55
    case 9:
56
        cutscene_dialogue();
57
        with (msg)
58
        {
59
            message[0] = "* Are y'all ready?";
60
            sndfnt_array[0] = 107;
61
            talker[0] = actor_starlo;
62
            message[1] = "* Actually, there's#  something we wanted to#  talk about.";
63
            sndfnt_array[1] = 391;
64
            talker[1] = actor_moray;
65
            message[2] = "* Yea. 'Bout the general#  work environment.";
66
            sndfnt_array[2] = 104;
67
            talker[2] = actor_ed;
68
            message[3] = "* Maybe later. Let's keep#  movin'!";
69
            sndfnt_array[3] = 107;
70
            talker[3] = actor_starlo;
71
            message[4] = "* ...";
72
            sndfnt_array[4] = 391;
73
            talker[4] = actor_moray;
74
            message[5] = "* So Clover! I actually#  tricked ya.";
75
            message[6] = "* There is no fourth#  mission!";
76
            message[7] = "* Well, there used to be#  but we cut it out of#  the regiment.";
77
            message[8] = "* Anyway! YOU PASSED#  EVERYTHIN'!!";
78
            message[9] = "* You are now the proud#  deputy of this fine#  town!";
79
            sndfnt_array[5] = 107;
80
            talker[5] = actor_starlo;
81
            message[10] = "* Wait! Deputy???";
82
            message[11] = "* I thought this was for#  a normal spot on the#  team!";
83
            sndfnt_array[10] = 105;
84
            talker[10] = actor_mooch;
85
            message[12] = "* Clover is too special#  and skilled for a#  normal spot!";
86
            sndfnt_array[12] = 107;
87
            talker[12] = actor_starlo;
88
            message[13] = "* Star, this is hardly#  fair.";
89
            sndfnt_array[13] = 106;
90
            talker[13] = actor_ace;
91
            message[14] = "* Life ain't always fair#  in the Wild East, bucko!";
92
            message[15] = "* They passed their#  trainin' like anyone#  else.";
93
            sndfnt_array[14] = 107;
94
            talker[14] = actor_starlo;
95
            message[16] = "* That was trainin'?";
96
            message[17] = "* We barely did anything!";
97
            message[18] = "* That last mission#  especially was awful!";
98
            sndfnt_array[16] = 104;
99
            talker[16] = actor_ed;
100
            message[19] = "* Calm down, will ya?";
101
            message[20] = "* Ye're killin' my good#  mood!";
102
            message[21] = "* I have to run to the#  Mines to get Clover's#  badge made.";
103
            message[22] = "* I was too busy with#  everythin' that it#  slipped my mind.";
104
            message[23] = "* You five have fun!";
105
            message[24] = "* I'll be riiiight back!";
106
            sndfnt_array[19] = 107;
107
            talker[19] = actor_starlo;
108
            prt[0] = 417;
109
            prt[1] = 449;
110
            prt[2] = 451;
111
            prt[3] = 407;
112
            prt[4] = 448;
113
            prt[5] = 417;
114
            prt[6] = 422;
115
            prt[7] = 421;
116
            prt[8] = 422;
117
            prt[9] = 417;
118
            prt[10] = 456;
119
            prt[11] = 460;
120
            prt[12] = 418;
121
            prt[13] = 435;
122
            prt[14] = 421;
123
            prt[15] = 419;
124
            prt[16] = 451;
125
            prt[17] = 453;
126
            prt[18] = 453;
127
            prt[19] = 403;
128
            prt[20] = 410;
129
            prt[21] = 421;
130
            prt[22] = 418;
131
            prt[23] = 417;
132
            prt[24] = 417;
133
        }
134
        break;
135
    case 10:
136
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len); if (instance_exists(obj_audio_fade_helper)) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd; }
(cutscene_music, 500);
137
        cutscene_camera_freeze();
138
        break;
139
    case 11:
140
        cutscene_wait(1);
141
        break;
142
    case 12:
143
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 600, 3, "y", "down");
144
        break;
145
    case 13:
146
        cutscene_wait(1);
147
        break;
148
    case 14:
149
        cutscene_npc_walk(actor_ed, 690, 420, 3, "x", "up");
150
        cutscene_npc_walk(actor_ace, 730, 420, 3, "y", "up");
151
        cutscene_npc_walk(actor_moray, 660, 375, 3, "y", "right");
152
        cutscene_npc_walk(actor_mooch, 750, 375, 3, "x", "left");
153
        cutscene_advance();
154
        break;
155
    case 15:
156
        if (actor_moray.npc_arrived && actor_ed.npc_arrived && actor_mooch.npc_arrived && actor_ace.npc_arrived)
157
            cutscene_advance();
158
        break;
159
    case 16:
160
        cutscene_dialogue();
161
        with (msg)
162
        {
163
            message[0] = "* This is just peachy.#  You gettin' this#  attention n' all.";
164
            message[1] = "* How come you waltz in#  here and Star instantly#  makes ya deputy?";
165
            prt[0] = 454;
166
            prt[1] = 453;
167
            sndfnt_array[0] = 104;
168
            talker[0] = actor_ed;
169
            message[2] = "* We didn't get this kind#  of treatment.";
170
            message[3] = "* We had to go through#  weeks of lasso lessons.#  Lassons for short.";
171
            prt[2] = 435;
172
            prt[3] = 435;
173
            sndfnt_array[2] = 106;
174
            talker[2] = actor_ace;
175
            message[4] = "* For me to become part#  of the team...";
176
            message[5] = "* Star made me walk#  around with a snake in#  my boot for a week!";
177
            message[6] = "* ...It was rubber but#  the rashes it gave me#  were unbearable!";
178
            prt[4] = 446;
179
            prt[5] = 448;
180
            prt[6] = 446;
181
            sndfnt_array[4] = 391;
182
            talker[4] = actor_moray;
183
            message[7] = "* Yeah and he made me#  pickpocket monsters by#  the Oasis!";
184
            prt[7] = 455;
185
            sndfnt_array[7] = 105;
186
            talker[7] = actor_mooch;
187
        }
188
        break;
189
    case 17:
190
        cutscene_wait(1);
191
        break;
192
    case 18:
193
        cutscene_dialogue();
194
        with (msg)
195
        {
196
            message[0] = "* Star didn't make you do#  that.";
197
            prt[0] = 447;
198
            sndfnt_array[0] = 391;
199
            talker[0] = actor_moray;
200
            message[1] = "* :)";
201
            prt[1] = 466;
202
            sndfnt_array[1] = 105;
203
            talker[1] = actor_mooch;
204
            message[2] = "* Ya know what? This#  ain't fair to any of us.";
205
            message[3] = "* Clover needs a#  challenge.";
206
            message[4] = "* We need to see if#  they're truly worthy of#  joining our squad!";
207
            prt[2] = 453;
208
            prt[3] = 453;
209
            prt[4] = 451;
210
            sndfnt_array[2] = 104;
211
            talker[2] = actor_ed;
212
            message[5] = "* Finally, some REAL#  excitement!";
213
            prt[5] = 463;
214
            sndfnt_array[5] = 105;
215
            talker[5] = actor_mooch;
216
            message[6] = "* Feisty Four! Here we#  come!";
217
            prt[6] = 449;
218
            sndfnt_array[6] = 391;
219
            talker[6] = actor_moray;
220
        }
221
        break;
222
    case 19:
223
        cutscene_battle_initiate("feisty five", false, false);
224
        break;
225
    case 20:
226
        global.dunes_flag[22] = 1;
227
        instance_destroy();
228
        break;
229
    case 21:
230
        with (obj_radio)
231
            audio_stop_sound(current_song);
232
        cutscene_camera_freeze(720, 400);
233
        break;
234
    case 22:
235
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 480, 4, "y", "up");
236
        break;
237
    case 23:
238
        cutscene_dialogue();
239
        with (msg)
240
        {
241
            message[0] = "* What in the actual#  goshdarn tarnation is#  happenin' here?";
242
            prt[0] = 403;
243
            sndfnt_array[0] = 107;
244
            talker[0] = actor_starlo;
245
            position = 1;
246
        }
247
        break;
248
    case 24:
249
        cutscene_npc_walk(actor_ed, 680, 420, 2, "y", "down");
250
        cutscene_npc_walk(actor_ace, 740, 420, 2, "y", "down");
251
        cutscene_npc_walk(actor_moray, 620, 420, 2, "x", "down");
252
        cutscene_npc_walk(actor_mooch, 780, 420, 2, "x", "down");
253
        cutscene_advance(25);
254
        break;
255
    case 25:
256
        if (cutscene_wait(2))
257
        {
258
            cutscene_music_start(197);
259
            cutscene_advance(26);
260
        }
261
        break;
262
    case 26:
263
        cutscene_dialogue();
264
        with (msg)
265
        {
266
            color = true;
267
            col_modif[0] = make_color_rgb(255, 206, 106);
268
            message[0] = "* We felt yer trainin'#  was lackluster...";
269
            message[1] = "* ...So we gave Clover#  a real challenge.";
270
            sndfnt_array[0] = 104;
271
            talker[0] = actor_ed;
272
            message[2] = "* I'm disappointed in you#  four!";
273
            message[3] = "* Eight weeks of lassons#  for this?";
274
            message[4] = "* I oughta lock you away#  with Feathers!";
275
            sndfnt_array[2] = 107;
276
            talker[2] = actor_starlo;
277
            message[5] = "* Star, what's going on?";
278
            message[6] = "* You've been... different.";
279
            sndfnt_array[5] = 391;
280
            talker[5] = actor_moray;
281
            message[7] = "* A real meanie!";
282
            sndfnt_array[7] = 105;
283
            talker[7] = actor_mooch;
284
            message[8] = "* It's true. This hasn't#  been any fun.";
285
            sndfnt_array[8] = 106;
286
            talker[8] = actor_ace;
287
            message[9] = "* W-what are y'all#  blabbering about?";
288
            message[10] = "* This is the most alive#  this town has ever been!";
289
            sndfnt_array[9] = 107;
290
            talker[9] = actor_starlo;
291
            message[11] = "* Why's everythin' hav'ta#  be a spectacle, huh?";
292
            message[12] = "* I miss the old North#  Star; the fearless#  leader!";
293
            message[13] = "* The monster who could#  make their own fun in#  the little things!";
294
            message[14] = "* This new Star is#  selfish and reckless.";
295
            message[15] = "* Or should I call you by#  yer real name?";
296
            message[16] = "* Should I? Starlo?";
297
            message_col[16][0] = "            Starlo ";
298
            sndfnt_array[11] = 104;
299
            talker[11] = actor_ed;
300
            message[17] = "* Why you...";
301
            sndfnt_array[17] = 107;
302
            talker[17] = actor_starlo;
303
            position = 1;
304
            prt[0] = 453;
305
            prt[1] = 453;
306
            prt[2] = 410;
307
            prt[3] = 410;
308
            prt[4] = 421;
309
            prt[5] = 446;
310
            prt[6] = 446;
311
            prt[7] = 460;
312
            prt[8] = 439;
313
            prt[9] = 406;
314
            prt[10] = 406;
315
            prt[11] = 453;
316
            prt[12] = 451;
317
            prt[13] = 454;
318
            prt[14] = 453;
319
            prt[15] = 453;
320
            prt[16] = 453;
321
            prt[17] = 403;
322
        }
323
        break;
324
    case 27:
325
        instance_create(640, 270, obj_ceroba_npc);
326
        cutscene_advance();
327
        break;
328
    case 28:
329
        cutscene_npc_walk(actor_ceroba, 640, 350, 3, "y", "down");
330
        break;
331
    case 29:
332
        cutscene_dialogue();
333
        with (msg)
334
        {
335
            message[0] = "* What's with all the#  shouting?";
336
            message[1] = "* What's happening?";
337
            sndfnt_array[0] = 108;
338
            position_array[0] = 0;
339
            position_array[1] = 0;
340
            talker[0] = actor_ceroba;
341
            message[2] = "* It seems my posse don't#  RESPECT me no more!";
342
            sndfnt_array[2] = 107;
343
            position_array[2] = 1;
344
            talker[2] = actor_starlo;
345
            message[3] = "* It's not that.";
346
            message[4] = "* We just want you to#  take it down a notch.";
347
            position_array[3] = 0;
348
            position_array[4] = 0;
349
            sndfnt_array[3] = 106;
350
            talker[3] = actor_ace;
351
            message[5] = "* You can't just throw us#  around for this human#  business.";
352
            message[6] = "* That isn't what friends#  do, Star.";
353
            position_array[5] = 0;
354
            position_array[6] = 0;
355
            sndfnt_array[5] = 391;
356
            talker[5] = actor_moray;
357
            message[7] = "* ...";
358
            sndfnt_array[7] = 108;
359
            position_array[7] = 0;
360
            talker[7] = actor_ceroba;
361
            message[8] = "* I know what all this is#  about...";
362
            message[9] = "* Y'all are just FULL of#  envy! Overflowin' with#  it!\t";
363
            message[10] = "* Clover's shot circles#  'round you and you just#  can't accept it!";
364
            sndfnt_array[8] = 107;
365
            position_array[8] = 1;
366
            position_array[9] = 1;
367
            position_array[10] = 1;
368
            talker[8] = actor_starlo;
369
            message[11] = "* Clover has nothing to#  do with this...#  It's you.";
370
            position_array[11] = 0;
371
            sndfnt_array[11] = 109;
372
            talker[11] = actor_moray;
373
            message[12] = "* No, Star's totally#  right!";
374
            message[13] = "* Clover's \"super#  skilled\" at everythin'!";
375
            message[14] = "* In fact, I think they#  could carry the whole#  squad on their own!";
376
            message[15] = "* Who needs us when you#  got a powerhouse#  \"deputy\"?";
377
            position_array[12] = 0;
378
            position_array[13] = 0;
379
            position_array[14] = 0;
380
            position_array[15] = 0;
381
            sndfnt_array[12] = 104;
382
            talker[12] = actor_ed;
383
            message[16] = "* What'r you sayin'?";
384
            position_array[16] = 1;
385
            sndfnt_array[16] = 107;
386
            talker[16] = actor_starlo;
387
            message[17] = "* I'm sayin' that I'm#  done.";
388
            message[18] = "* I resign from the#  Feisty Five, okay?";
389
            position_array[17] = 1;
390
            position_array[18] = 1;
391
            sndfnt_array[17] = 104;
392
            talker[17] = actor_ed;
393
            message[19] = "* Really now?";
394
            message[20] = "* It'll still be the#  Feisty Five without ya#  so go ahead.";
395
            position_array[19] = 1;
396
            position_array[20] = 1;
397
            sndfnt_array[19] = 107;
398
            talker[19] = actor_starlo;
399
            prt[0] = 370;
400
            prt[1] = 370;
401
            prt[2] = 410;
402
            prt[3] = 437;
403
            prt[4] = 435;
404
            prt[5] = 448;
405
            prt[6] = 446;
406
            prt[7] = 394;
407
            prt[8] = 416;
408
            prt[9] = 403;
409
            prt[10] = 403;
410
            prt[11] = 448;
411
            prt[12] = 451;
412
            prt[13] = 451;
413
            prt[14] = 454;
414
            prt[15] = 453;
415
            prt[16] = 418;
416
            prt[17] = 453;
417
            prt[18] = 453;
418
            prt[19] = 416;
419
            prt[20] = 416;
420
        }
421
        break;
422
    case 30:
423
        cutscene_npc_walk(actor_ed, actor_ed.x, 620, 3, "x", "down");
424
        break;
425
    case 31:
426
        cutscene_wait(0.5);
427
        break;
428
    case 32:
429
        cutscene_dialogue();
430
        with (msg)
431
        {
432
            message[0] = "* I-I'm leaving too.";
433
            message[1] = "* I don't wanna work#  under a big-headed#  sheriff.";
434
            prt[0] = 460;
435
            prt[1] = 460;
436
            sndfnt_array[0] = 105;
437
            talker[0] = actor_mooch;
438
            position = 1;
439
        }
440
        break;
441
    case 33:
442
        cutscene_npc_walk(actor_mooch, actor_mooch.x, 620, 4, "y", "down");
443
        break;
444
    case 34:
445
        cutscene_wait(0.5);
446
        break;
447
    case 35:
448
        cutscene_dialogue();
449
        with (msg)
450
        {
451
            message[0] = "* Seems like life dealt#  you a bad hand, Star.";
452
            message[1] = "* I'm following them.";
453
            prt[0] = 439;
454
            prt[1] = 437;
455
            sndfnt_array[0] = 106;
456
            talker[0] = actor_ace;
457
            position = 1;
458
        }
459
        break;
460
    case 36:
461
        cutscene_npc_walk(actor_ace, actor_ace.x, 620, 3, "y", "down");
462
        break;
463
    case 37:
464
        cutscene_wait(0.5);
465
        break;
466
    case 38:
467
        cutscene_dialogue();
468
        with (msg)
469
        {
470
            message[0] = "* Sorry, Star...";
471
            message[1] = "* Please work on yourself.";
472
            message[2] = "* Forgiveness is only one#  apology away.";
473
            prt[0] = 446;
474
            prt[1] = 446;
475
            prt[2] = 446;
476
            sndfnt_array[0] = 391;
477
            talker[0] = actor_moray;
478
            position = 1;
479
        }
480
        break;
481
    case 39:
482
        cutscene_npc_walk(actor_moray, actor_moray.x, 620, 3, "y", "down");
483
        break;
484
    case 40:
485
        cutscene_npc_direction(actor_starlo, "down");
486
        break;
487
    case 41:
488
        cutscene_wait(0.5);
489
        break;
490
    case 42:
491
        cutscene_npc_walk(actor_starlo, actor_starlo.x, 440, 3, "y", "down");
492
        break;
493
    case 43:
494
        cutscene_dialogue();
495
        with (msg)
496
        {
497
            message[0] = "* Fine! I was considerin'#  firin' y'all anyway!";
498
            message[1] = "* Ceroba, you understand,#  right?";
499
            message[2] = "* They're bein'#  ridiculous!";
500
            prt[0] = 403;
501
            prt[1] = 416;
502
            prt[2] = 416;
503
            sndfnt_array[0] = 107;
504
            talker[0] = actor_starlo;
505
            position = 1;
506
            if (message_current == 1)
507
                actor_starlo.npc_direction = "up";
508
        }
509
        break;
510
    case 44:
511
        cutscene_npc_walk(actor_ceroba, 660, 400, 1, "y", "down");
512
        break;
513
    case 45:
514
        cutscene_wait(0.5);
515
        break;
516
    case 46:
517
        cutscene_dialogue();
518
        with (msg)
519
        {
520
            message[0] = "* Starlo...";
521
            message[1] = "* They're right.";
522
            message[2] = "* You HAVE changed a lot#  from the monster I once#  knew.";
523
            message[3] = "* I tried to brush it off#  as you having fun at#  first but...";
524
            message[4] = "* This Wild East thing#  has damaged your#  personality.";
525
            message[5] = "* I want to see the real#  Starlo.";
526
            prt[0] = 370;
527
            prt[1] = 394;
528
            prt[2] = 370;
529
            prt[3] = 394;
530
            prt[4] = 394;
531
            prt[5] = 370;
532
            sndfnt_array[0] = 108;
533
            position_array[0] = 0;
534
            talker[0] = actor_ceroba;
535
            message[6] = "* ...";
536
            message[7] = "* That's North Star to#  you.";
537
            prt[6] = 416;
538
            prt[7] = 416;
539
            sndfnt_array[6] = 107;
540
            position_array[6] = 0;
541
            talker[6] = actor_starlo;
542
            message[8] = "* ...";
543
            prt[8] = 394;
544
            sndfnt_array[8] = 108;
545
            position_array[8] = 0;
546
            talker[8] = actor_ceroba;
547
        }
548
        break;
549
    case 47:
550
        scr_audio_fade_out
scr_audio_fade_out

function scr_audio_fade_out(arg0, arg1) { var snd = arg0; var fade_len = arg1; if (!audio_is_playing(snd)) return false; audio_sound_gain(snd, 0, fade_len); if (instance_exists(obj_audio_fade_helper)) { with (obj_audio_fade_helper) { if (audio_to_fade == snd) return false; } } with (instance_create(0, 0, obj_audio_fade_helper)) audio_to_fade = snd; }
(cutscene_music, 1000);
551
        cutscene_npc_walk(actor_ceroba, actor_ceroba.x, 620, 2, "x", "down");
552
        break;
553
    case 48:
554
        cutscene_wait(2);
555
        break;
556
    case 49:
557
        cutscene_npc_direction(actor_starlo, "down");
558
        break;
559
    case 50:
560
        cutscene_dialogue();
561
        with (msg)
562
        {
563
            message[0] = "* Well...";
564
            message[1] = "* Everyone is gone.";
565
            message[2] = "* I got no posse... No#  friends...";
566
            message[3] = "* I...";
567
            message[4] = "* I need to think.";
568
            message[5] = "* I can fix this.";
569
            prt[0] = 410;
570
            prt[1] = 416;
571
            prt[2] = 416;
572
            prt[3] = 416;
573
            prt[4] = 410;
574
            prt[5] = 410;
575
            sndfnt_array[0] = 107;
576
            talker[0] = actor_starlo;
577
            position = 1;
578
        }
579
        break;
580
    case 51:
581
        cutscene_npc_walk(actor_starlo, 1020, actor_starlo.y, 4, "x", "right");
582
        break;
583
    case 52:
584
        cutscene_camera_move(obj_pl.x, obj_pl.y, 2);
585
        break;
586
    case 53:
587
        cutscene_wait(1);
588
        break;
589
    case 54:
590
        global.dunes_flag[20] = 9;
591
        instance_destroy(actor_starlo);
592
        instance_destroy(actor_ed);
593
        instance_destroy(actor_ace);
594
        instance_destroy(actor_moray);
595
        instance_destroy(actor_mooch);
596
        instance_destroy(actor_ceroba);
597
        instance_destroy(actor_clover);
598
        instance_destroy();
599
        instance_create(720, 380, obj_determination);
600
        __view_set(e__VW.Object, 0, obj_pl);
601
        obj_radio.bgm = 542;
602
        scr_radio_restart
scr_radio_restart

function scr_radio_restart() { with (obj_radio) event_user(0); }
();
603
        scr_cutscene_end
scr_cutscene_end

function scr_cutscene_end() { global.cutscene = false; obj_pl.alarm[0] = 1; }
();
604
        break;
605
}
606
607
enum e__VW
608
{
609
    XView,
610
    YView,
611
    WView,
612
    HView,
613
    Angle,
614
    HBorder,
615
    VBorder,
616
    HSpeed,
617
    VSpeed,
618
    Object,
619
    Visible,
620
    XPort,
621
    YPort,
622
    WPort,
623
    HPort,
624
    Camera,
625
    SurfaceID
626
}