if (global.sworks_flag[36] >= 1) instance_destroy(); if (global.sworks_flag[42] >= 1) { instance_destroy(); exit; } 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, 1168); 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; }