switch (scene) { case 0: if (obj_pl.x < 340) { scr_cutscene_start(); scr_audio_fade_out(obj_radio.current_song, 750); cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); } break; case 1: cutscene_npc_walk(1168, 304, obj_player_npc.y, 3, "x", "up"); break; case 2: cutscene_wait(0.5); break; case 3: cutscene_dialogue(); with (msg) { sndfnt = 111; message[0] = "* ThIS D_OR iS SEALED SO.. ."; message[1] = "* LeAVE US Al0NE, PLeASE."; message[2] = "* I KN0W W_WHY YOU ARE heRE."; if (global.route == 3) { message[3] = "* BuT I CAN EXP;;LAIN."; } else { message[3] = "* TRY ALL yOU LIKE BUT tHE# STEAMWORKS... ."; message[4] = "* ALL oF US."; message[5] = "* WE ARe SURVIV0RS."; } } break; case 4: if (global.route == 3) cutscene_npc_action_sprite(1168, 3313, 1, false, 0, 231, 8); else cutscene_advance(7); break; case 5: cutscene_wait(0.5); break; case 6: cutscene_dialogue(); with (msg) { sndfnt = 111; message[0] = "* BRuTE FoRCE_WON'T S0LVE# ANyTHING."; message[1] = "* TRY ALL yOU LIKE BUT tHE# STEAMWORKS... ."; message[2] = "* ALL oF US."; message[3] = "* WE ARe SURVIV0RS."; } break; case 7: cutscene_wait(1); break; case 8: cutscene_npc_walk(1168, 304, 140, 2, "y", "up"); break; case 9: cutscene_wait(0.5); break; case 10: obj_player_npc.npc_direction = "down"; instance_create(304, 168, obj_flowey_npc); obj_flowey_npc.action_sprite = true; obj_flowey_npc.sprite_index = spr_floweyrise_up; obj_flowey_npc.image_speed = 1; obj_flowey_npc.npc_direction = "up"; cutscene_advance(); break; case 11: if (obj_flowey_npc.image_index >= (obj_flowey_npc.image_number - 1)) { obj_flowey_npc.image_speed = 0; obj_flowey_npc.action_sprite = false; cutscene_advance(); } break; case 12: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* He's gone."; prt[0] = 353; } break; case 13: cutscene_wait(1); break; case 14: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* So what's the plan now?"; message[1] = "* This door's beyond my# abilities so don't look# at me."; prt[0] = 353; prt[1] = 3692; } break; case 15: cutscene_wait(0.2); break; case 16: cutscene_npc_direction(1168, "right"); break; case 17: cutscene_wait(0.2); break; case 18: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Already checked it."; message[1] = "* The factory wing,# right?"; message[2] = "* Yeah. Place has more# locks than a hair salon."; prt[0] = 353; prt[1] = 348; prt[2] = 347; if (global.route != 3) { message[3] = "* Okay let's see..."; prt[3] = 348; if (message_current == 0) obj_player_npc.npc_direction = "down"; } } break; case 19: if (global.route == 3) cutscene_npc_direction(1168, "down"); else cutscene_advance(22); break; case 20: cutscene_wait(0.5); break; case 21: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* It's called \"humor.\"# Don't suppose you've# heard of it."; message[1] = "* (Geez, and I thought I# was soulless.)"; message[2] = "* Sigh..."; message[3] = "* Okay let's see..."; prt[0] = 3640; prt[1] = 3692; prt[2] = 353; prt[3] = 352; } break; case 22: cutscene_npc_direction(3194, "left"); break; case 23: cutscene_wait(0.5); break; case 24: cutscene_npc_direction(3194, "right"); break; case 25: cutscene_wait(0.5); break; case 26: cutscene_npc_direction(3194, "up"); break; case 27: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Well, there's certainly# a lot of junk lying# around."; message[1] = "* I know you're on a# strict \"shoot don't# think\" regiment but..."; message[2] = "* For once, you're gonna# have to get creative."; message[3] = "* Shocking. Distressing,# even. I know."; message[4] = "* But I've seen you work# your brain before so... "; message[5] = "* Give it a shot."; prt[0] = 347; prt[1] = 348; prt[2] = 357; prt[3] = 347; prt[4] = 348; prt[5] = 349; if (message_current == 5) { if (global.route == 3) { skippable = false; message_timer = 45; } } if (global.route != 3) { message[5] = "* Get to it!"; prt[5] = 348; } } break; case 28: if (global.route == 3) cutscene_npc_walk_relative(1168, 0, 10, 1, "y", "down"); else cutscene_advance(30); break; case 29: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Gotta go!"; prt[0] = 347; } break; case 30: if (cutscene_npc_action_sprite_reverse(3194, 242, 0.25, true, 0)) { scr_radio_restart(); global.sworks_flag[25] = 1; instance_destroy(obj_flowey_npc); cutscene_end(); } break; }