switch (scene) { case 0: if (obj_pl.y < 220) { scr_cutscene_start(); if (abs(obj_pl.x - 220) > 15) cutscene_advance(); else cutscene_advance(2); instance_create_depth(obj_pl.x, obj_pl.y, -100, obj_player_npc); } break; case 1: cutscene_npc_walk(1168, 220, obj_player_npc.y, 3, "x", "up"); break; case 2: cutscene_wait(0.5); break; case 3: actor_flowey.action_sprite = true; actor_flowey.sprite_index = spr_floweyrise; actor_flowey.image_alpha = 1; actor_flowey.image_speed = 0.25; cutscene_advance(); break; case 4: cutscene_animation_end(actor_flowey, true); break; case 5: actor_flowey.action_sprite = false; cutscene_advance(); break; case 6: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Howdy!"; message[1] = "* Regular monsters are# one thing but..."; message[2] = "* That fox lady you just# killed was a piece of# work, huh?"; message[3] = "* If you bested her,# ASGORE doesn't stand a# chance!"; message[4] = "* Now..."; prt[0] = 348; prt[1] = 348; prt[2] = 347; prt[3] = 348; prt[4] = 347; } break; case 7: cutscene_wait(0.5); break; case 8: cutscene_npc_direction(actor_flowey, "up"); break; case 9: cutscene_camera_move(obj_pl.x, 120, 2); break; case 10: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* ..."; message[1] = "* I'm not too sure how to# open this door."; message[2] = "* Hmm..."; prt[0] = 352; prt[1] = 357; prt[2] = 353; if (message_current == 1) other.actor_flowey.npc_direction = "down"; } break; case 11: cutscene_npc_direction(actor_flowey, "up"); break; case 12: shoot_noloop = false; cutscene_wait(0.5); break; case 13: cutscene_npc_action_sprite(1168, 3313, 1, false); if (obj_player_npc.image_index >= 8 && !shoot_noloop) { shoot_noloop = true; audio_play_sound(snd_duel_shot, 1, 0); if (!instance_exists(obj_dunes_43_number_pad_destroyed)) { instance_create_depth(137, 106, obj_dunes_43_gate.depth - 1, obj_dunes_43_number_pad_destroyed); obj_dunes_43_number_pad_destroyed.sprite_index = spr_dunes_43_number_pad_destroyed_geno; } } break; case 14: cutscene_wait(1.5); break; case 15: cutscene_sfx_play(270, 2); cutscene_advance(); break; case 16: cutscene_screenshake(1, 2); break; case 17: cutscene_action_sprite(1958, 1105, 1/3, true, 0, 631, 0); break; case 18: cutscene_wait(1); break; case 19: cutscene_npc_direction(actor_flowey, "down"); break; case 20: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* ..."; message[1] = "* Uh, sure... That works."; message[2] = "* See you up ahead,# Clover!"; prt[0] = 352; prt[1] = 3640; prt[2] = 347; } break; case 21: actor_flowey.action_sprite = true; actor_flowey.sprite_index = spr_floweyleave; actor_flowey.image_speed = 0.25; cutscene_advance(); break; case 22: cutscene_animation_end(actor_flowey, true); break; case 23: instance_destroy(actor_flowey); cutscene_wait(0.25); break; case 24: cutscene_camera_move(obj_pl.x, obj_pl.y, 2); break; case 25: cutscene_end(); with (instance_create(192, 130, obj_doorway)) { image_xscale = 3.5; image_yscale = 1.25; nextroom = 141; xx = 160; yy = 520; } camera_set_view_target(view_camera[0], 1031); global.dunes_flag[35] = 1; break; }