switch scene { case 0: if (obj_pl.x < 300) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_wait(0.5) break case 2: cutscene_camera_move(220, obj_pl.y, 1, false) break case 3: cutscene_audio_fade(obj_radio.current_song, 0, 300, 0.25, false, true) break case 4: cutscene_wait(1) break case 5: tile_layer_hide(-1000) cutscene_advance() break case 6: cutscene_sfx_play(snd_elevator_start, 0.8) break case 7: cutscene_screenshake(1, 4) break case 8: cutscene_wait(0.5) break case 9: cutscene_music_start(219) break case 10: cutscene_npc_walk(1166, 190, obj_pl.y, 4, "y", "right", false) break case 11: cutscene_dialogue() with (msg) { color = true col_modif[0] = 16711935 talker[0] = 1166 message[0] = "* AXIS MODEL 014 READY TO# GUARD AND PROTECT." message_col[0][0] = " AXIS " message[1] = "* INTRUDER SPOTTED.# STEAMWORKS: EASTERN# BRANCH." message[2] = "* YOUR CRIMES ARE AS# FOLLOWS:" message[3] = "* - TRESPASSING ON# PRIVATE PROPERTY." message[4] = "* - UTILIZING MACHINERY# WITHOUT PERMISSION." message[5] = "* - HUMAN." message[6] = "* HOW TO YOU PLEAD TO# THESE ACCUSATIONS?" prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 prt[4] = 473 prt[5] = 473 ch_msg = 6 ch[1] = "Not guilty" ch[2] = "Guilty" if (outcome == 1) { message[7] = "* PLAYING TOUGH ARE WE?" message[8] = "* THAT IS NO MATTER." message[9] = "* I WILL SCAN YOUR FACE# WITH MY LIE DETECTOR." prt[7] = 473 prt[8] = 473 prt[9] = 473 other.scene = 12 } if (outcome == 2) { message[7] = "* REALLY?" message[8] = "* THAT WAS EASY." message[9] = "* YOUR CRIMES WILL BE# REPORTED TO AN# AUTHORITY." message[10] = "* OH WAIT, THAT IS ME." message[11] = "* ENJOY YOUR ISOLATION,# HUMAN." prt[7] = 473 prt[8] = 473 prt[9] = 473 prt[10] = 473 prt[11] = 473 other.scene = 15 } } break case 12: if global.dialogue_open return; with (obj_pl) scr_axis_clover_scan() cutscene_sfx_play(snd_elevator, 1) audio_sound_pitch(snd_elevator, 2) break case 13: cutscene_wait(3) break case 14: cutscene_dialogue() with (msg) { talker[0] = 1166 message[0] = "* INCREDIBLE." message[1] = "* YOU HAVE THE MOST# EMOTIONLESS FACE I HAVE# EVER SEEN." message[2] = "* I WILL JUST HAVE TO GO# WITH MY NON-EXISTENT GUT# AND SAY YOU WERE LYING." message[3] = "* ENJOY YOUR ISOLATION,# HUMAN." prt[0] = 473 prt[1] = 473 prt[2] = 473 prt[3] = 473 } break case 15: if (global.dialogue_open == true) return; scr_audio_fade_out(cutscene_music, 300) cutscene_sfx_play(snd_rock_break, 1) break case 16: cutscene_instance_create(obj_pl.x, (obj_pl.y + 5), obj_steamworks_12_trapdoor) break case 17: cutscene_wait(1) break case 18: cutscene_sfx_play(snd_decibatfall, 1) break case 19: with (obj_pl) { direction = 270 image_alpha = 0.75 } instance_destroy(obj_steamworks_footsteps) cutscene_advance() break case 20: with (obj_pl) { direction = 270 image_angle -= 1 } var fall_speed = 10 for (var i = 1000002; i >= 999998; i--) tile_layer_shift(i, 0, (-fall_speed)) layer_y("ts_steamworks", (layer_get_y("ts_steamworks") - fall_speed)) with (obj_asset_steamworks_smallgear) y -= fall_speed obj_axis_npc.y -= fall_speed obj_steamworks_12_trapdoor.y -= fall_speed cutscene_wait(2) break case 21: with (obj_pl) { direction = 270 image_angle -= 1 image_alpha -= 0.1 } if (obj_pl.image_alpha <= 0) cutscene_wait(0.5) break case 22: cutscene_sfx_play(snd_toy_squeak, 0.3) break case 23: cutscene_wait(0.5) break case 24: cutscene_change_room(160, 110, 150, 0.025) break }