if live_call() return global.live_result; var door = instance_place(x, y, obj_doorway) if (door != noone) instance_destroy(door) switch scene { case 0: if ((!global.cutscene) && place_meeting(x, y, obj_pl)) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_dialogue() with (msg) { message[0] = "* (There are still enemies to# bring justice on.)" ch_msg = 0 ch[1] = "Turn back" ch[2] = "Continue" if (outcome == 2) { scr_cutscene_end() instance_destroy(other) global.dunes_flag[55] = 1 return; } if (outcome == 1) other.scene++ } break case 2: with (obj_pl) { clover_walk_backwards = false autowalk_direction = "left" direction = 180 state = gml_Script_scr_autowalk_state alarm[1] = 20 } cutscene_advance() break case 3: if (!obj_pl.alarm[1]) { scr_cutscene_end() scene = 0 } break }