if (global.sworks_flag[36] >= 1) instance_destroy() if (global.sworks_flag[42] >= 1) { instance_destroy() return; } switch scene { case -1: if place_meeting(x, y, obj_pl) { scr_cutscene_start() cutscene_advance() } break case 0: cutscene_instance_create(obj_pl.x, obj_pl.y, obj_player_npc) break case 1: cutscene_follower_into_actor() break case 2: cutscene_npc_walk(1168, 660, 660, 3, "x", "up") scene++ break case 3: cutscene_npc_walk(1161, 630, 660, 3, "x", "up") scene++ break case 4: if (obj_player_npc.npc_arrived && obj_ceroba_npc.npc_arrived) scene++ break case 5: cutscene_wait(0.75) break case 6: cutscene_dialogue() with (msg) { sndfnt = 108 message[0] = "* Really? Another door?" message[1] = "* ..." message[2] = "* Let's look around. Has# to be a switch or a# panel somewhere." prt[0] = 368 prt[1] = 394 prt[2] = 370 if (message_current == 2) obj_ceroba_npc.npc_direction = "right" } break case 7: cutscene_npc_walk(1161, obj_pl.x, (obj_pl.y + 20), 3, "y", "up") break case 8: obj_pl.direction = 90 cutscene_actor_into_follower() break case 9: cutscene_end() break }