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, obj_player_npc) } 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(obj_player_npc, "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(obj_player_npc, "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(obj_flowey_npc, "left") break case 23: cutscene_wait(0.5) break case 24: cutscene_npc_direction(obj_flowey_npc, "right") break case 25: cutscene_wait(0.5) break case 26: cutscene_npc_direction(obj_flowey_npc, "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 }