switch scene { case 0: if (scr_interact() && keyboard_multicheck_pressed(0) && obj_pl.direction == 90) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_dialogue() with (msg) { if (global.geno_complete[3] == true) { other.scene = 0 global.cutscene = false message[0] = "* (A presence is cowering behind# the storage cabinet.) " message[1] = "* (But it won't budge.)" } else { message[0] = "* (You notice wall cracks peeking# out from behind the cabinet.) " message[1] = "* (Move it?)" ch_msg = 1 ch[1] = "Yes" ch[2] = "No" if (outcome == 1) other.scene++ if (outcome == 2) { scr_cutscene_end() other.scene = 0 } } } break case 2: layer_hspeed("moving_cabinet", -1) audio_play_sound(snd_rumble, 1, 1) cutscene_advance() break case 3: if (layer_get_x("moving_cabinet") <= -40) { audio_stop_sound(snd_rumble) cutscene_advance() } break case 4: audio_play_sound(snd_mart_impact_1, 1, 0) layer_hspeed("moving_cabinet", 0) global.sworks_flag[30] = 1 x -= 40 cutscene_advance() scr_cutscene_end() break }