if (live_call()) return global.live_result; switch (scene) { case 0: if (obj_pl.y <= 980) { obj_pl.direction = 90; cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); scr_audio_fade_out(obj_radio.bgm, 1000); } break; case 1: cutscene_npc_walk(1168, 1140, obj_player_npc.y, 3, "x", "up"); break; case 2: cutscene_camera_move(actor_martlet.x, 930, 2); break; case 3: cutscene_instance_create(actor_martlet.x, actor_martlet.y - 45, 1147); break; case 4: cutscene_wait(1); break; case 5: instance_destroy(obj_cutscene_ex); cutscene_npc_direction(actor_martlet, "down"); break; case 6: cutscene_wait(0.5); break; case 7: cutscene_dialogue(); with (msg) { sndfnt = 102; message[0] = "* ...Clover?"; message[1] = "* Clover!!! It is you!"; message[2] = "* I can't believe it!"; message[3] = "* Come here!"; position = 0; } break; case 8: cutscene_npc_walk(actor_martlet, 1140, obj_pl.y - 12, 3, "y", "down"); break; case 9: obj_player_npc.image_alpha = 0; if (cutscene_npc_action_sprite(actor_martlet, 1465, 1, false)) obj_player_npc.image_alpha = 1; break; case 10: cutscene_wait(1.5); break; case 11: cutscene_dialogue(); with (msg) { sndfnt = 102; message[0] = "* I was so scared! "; message[1] = "* This place..."; message[2] = "* It's Snowdin right? Sure looks# like it."; message[3] = "* I haven't the slightest clue# what's going on here."; message[4] = "* The last thing I remember was# us talking on that rooftop..."; message[5] = "* Oh yeah! We were going to my# house!"; message[6] = "* I don't quite know where it is# from here but we'll search# together!"; message[7] = "* I'm so happy I found you!"; message[8] = "* So happy I found you."; message[9] = "* I found you."; } break; case 12: cutscene_npc_action_sprite(actor_martlet, 3743, 1, true, 0); break; case 13: cutscene_dialogue(); with (msg) { sndfnt = 102; message[0] = "* I F O U N D Y O U . "; skippable = false; if (cutoff >= string_length(message[message_current])) { with (obj_martlet_npc) { action_sprite = true; audio_play_sound(snd_flowey_martlet_melt, 1, 0); sprite_index = spr_martlet_flowey_melt; image_speed = 1; image_index = 0; obj_battle_flashback_07_controller.scene++; } } } break; case 14: with (obj_martlet_npc) { if (image_index >= (image_number - 1)) { image_index = image_number - 1; image_speed = 0; global.dialogue_open = false; other.scene++; } } break; case 15: cutscene_camera_move(obj_pl.x, obj_pl.y, 1); break; case 16: global.player_can_run = true; instance_destroy(obj_player_npc); camera_set_view_target(view_camera[0], 1031); scr_cutscene_end(); scr_radio_restart(); scene++; break; case 17: break; }