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?\t"; 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(270, 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; }