if live_call() return global.live_result; if (delay_timer > 1) { delay_timer-- return; } else if (delay_timer == 1) { credits_song = audio_play_sound(mus_flowey_world, 20, 0) delay_timer = 0 } if (fade_out == true) { text_alpha = lerp(text_alpha, 0, 0.02) if (text_alpha < 0.01) { text_alpha = 0 if (!alarm[1]) alarm[1] = 120 } } if (y_max != -1 && y_slow_down != true) y_speed = 1 if (y_slow_down == true) { if (y_speed > 0) y_speed -= (1 / slow_down_treshold) else { y_speed = 0 if (!alarm[0]) alarm[0] = 240 if (!alarm[2]) alarm[2] = 90 } } y_offset -= y_speed switch scene { case 0: global.cutscene = true cutscene_wait(start_delay) break case 1: if (global.hotland_flag[10] == 0) room = target_room[0] scene++ break case 2: var cutscene_wait_time = room_duration / 30 cutscene_wait(cutscene_wait_time) camera_set_view_pos(view_camera[0], (camera_get_view_x(view_camera[0]) + (lengthdir_x(pan_speed, pan_dir[camera_target_current]))), (camera_get_view_y(view_camera[0]) + (lengthdir_y(pan_speed, pan_dir[camera_target_current])))) var fade_out_start_point = room_duration - 60 if (cutscene_timer < fade_out_start_point) { if (draw_alpha > 0.7) draw_alpha -= 0.003 } else { var timer_relative = cutscene_timer - fade_out_start_point draw_alpha = 0.7 + 0.3 * (timer_relative / 60) } break case 3: if cutscene_wait(wait_timer) { if (camera_target_current < (array_length(target_room) - 1)) { camera_target_current += 1 if (global.hotland_flag[10] == 0) room = target_room[camera_target_current] scene = 2 } else { draw_alpha = 1 scene++ } } break }