switch scene { case 0: fadealpha += 0.05 if (fadealpha >= 1) { audio_stop_sound(snd_rapids) audio_stop_sound(mus_ambient_river) if (global.snowdin_flag[13] == 1) scene = 1 else scene = 2 timer = 60 } break case 1: if (!scr_timer()) return; scr_text() with (msg) { sndfnt = 102 portrait = false message[0] = "* Hello? Clover? Are you okay?" message[1] = "* Ohno-ohno-ohno!" message[2] = "* You stay right there! I'll go# get help!" } if (!global.dialogue_open) { scene++ timer = 60 } break case 2: if (!scr_timer()) return; room_goto(newRoom) if instance_exists(obj_pl) { obj_pl.x = xx obj_pl.y = yy } else instance_create(xx, yy, obj_pl) scene++ break case 3: fadealpha -= 0.05 if (fadealpha <= 0) instance_destroy() break }