if live_call() return global.live_result; if (global.sworks_flag[12] >= 2) { instance_destroy() return; } var door = instance_place(x, y, obj_doorway) if (door != noone) instance_destroy(door) switch scene { case 0: if ((!global.cutscene) && place_meeting(x, y, obj_pl)) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_dialogue() with (msg) message[0] = "* (Better not approach# him.)" break case 2: with (obj_pl) { clover_walk_backwards = false autowalk_direction = "down" direction = 270 state = gml_Script_scr_autowalk_state alarm[1] = 10 } cutscene_advance() break case 3: if (!obj_pl.alarm[1]) { scr_cutscene_end() scene = 0 } break }