function cutscene_npc_walk_wait() //gml_Script_cutscene_npc_walk_wait { if (!instance_exists(argument[0])) return; with (argument[0]) { if (distance_to_object(obj_pl) > 80) { can_walk = false is_walking = false if (walk_axis == "x") { if (x < obj_pl.x) npc_direction = "right" else npc_direction = "left" } else if (y < obj_pl.y) npc_direction = "down" else npc_direction = "up" } else if (distance_to_object(obj_pl) < 50) can_walk = true if (x_dest[0] != argument[1] || y_dest[0] != argument[2]) { x_dest = 0 y_dest = 0 x_dest[0] = argument[1] y_dest[0] = argument[2] axis_override = argument[4] end_direction = argument[5] if (argument_count > 6) walk_collider = argument[6] if (argument_count > 7) x_dest[1] = argument[7] if (argument_count > 8) y_dest[1] = argument[8] if (argument_count > 9) x_dest[2] = argument[9] if (argument_count > 10) y_dest[2] = argument[10] if (x != x_dest[(array_length_1d(x_dest) - 1)] || y != y_dest[(array_length_1d(y_dest) - 1)]) npc_arrived = false } actor_speed = argument[3] + obj_pl.is_sprinting * 2 if (npc_arrived == true) { can_walk = false npc_arrived = false with (other) cutscene_advance() return true; } } return false; }