switch (scene) { case 0: scr_cutscene_start(); cutscene_advance(); break; case 1: cutscene_npc_walk_relative(1166, 40, 0, 0.5, "x", "left"); break; case 2: cutscene_dialogue(); with (msg) { talker[0] = 1166; message[0] = "* OH, HEY."; prt[0] = 473; } break; case 3: cutscene_npc_walk_relative(1166, 10, 0, 0.5, "x", "left"); break; case 4: cutscene_dialogue(); with (msg) { talker[0] = 1166; message[0] = "* WAIT."; prt[0] = 473; } break; case 5: cutscene_npc_direction(1166, "left"); break; case 6: cutscene_wait(1); break; case 7: cutscene_dialogue(); with (msg) { talker[0] = 1166; message[0] = "* WAIT, HOW."; message[1] = "* GO BACK TO YOUR ROOM."; prt[0] = 473; prt[1] = 473; } break; case 8: cutscene_npc_walk(1166, obj_pl.x + 20, obj_axis_npc.y, 3, "x", "left"); break; case 9: cutscene_change_room(172, 160, 290, 0.05); break; }