switch scene { case 0: if (obj_pl.y < 220) { scr_cutscene_start() cutscene_advance() } break case 1: cutscene_wait(0.5) break case 2: 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 3: cutscene_animation_end(actor_flowey, true) break case 4: actor_flowey.action_sprite = false cutscene_advance() break case 5: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* Golly, ain't this# dandy? " message[1] = "* Everyone you met just# abandoned you for their# own interests." message[2] = "* Those aren't real# friends, no way." message[3] = "* I'm here for you# though! Always will be!" message[4] = "* Now... let's get outta# here." prt[0] = 348 prt[1] = 356 prt[2] = 349 prt[3] = 348 prt[4] = 347 } break case 6: cutscene_wait(0.5) break case 7: cutscene_npc_direction(actor_flowey, "up") break case 8: cutscene_camera_move(obj_pl.x, 120, 2) break case 9: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* ..." message[1] = "* I'm not too sure how to# open this door." message[2] = "* Hold on." prt[0] = 352 prt[1] = 357 prt[2] = 357 if (message_current == 1) other.actor_flowey.npc_direction = "down" } break case 10: cutscene_npc_direction(actor_flowey, "up") break case 11: if (!instance_exists(obj_dunes_43_number_pad_destroyed)) { audio_play_sound(snd_flowey_panel_hack, 1, 0) instance_create_depth(137, 106, (obj_dunes_43_gate.depth - 1), obj_dunes_43_number_pad_destroyed) } else { var number_pad = 859 if (number_pad.image_index >= (number_pad.image_number - 1)) cutscene_wait(0.25) } break case 12: cutscene_sfx_play(snd_elevator_start, 2) cutscene_advance(13) break case 13: cutscene_screenshake(1, 2) break case 14: cutscene_action_sprite(1958, 1105, (1/3), true, 0, 631, 0) break case 15: cutscene_wait(1) break case 16: cutscene_npc_direction(actor_flowey, "down") break case 17: cutscene_dialogue() with (msg) { talker[0] = 3194 message[0] = "* That's one way of# opening it!" message[1] = "* We can finally leave# this wasteland behind!" message[2] = "* See ya later, Clover!" prt[0] = 348 prt[1] = 348 prt[2] = 348 } break case 18: actor_flowey.action_sprite = true actor_flowey.sprite_index = spr_floweyleave actor_flowey.image_speed = 0.25 cutscene_advance() break case 19: cutscene_animation_end(actor_flowey, true) break case 20: instance_destroy(actor_flowey) cutscene_wait(0.25) break case 21: cutscene_camera_move(obj_pl.x, obj_pl.y, 2) break case 22: 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 }