switch (scene) { case 0: cutscene_follower_into_actor(); if (global.sworks_flag[37] < 2) instance_create(0, 0, obj_factory_03_shaft_intro); else instance_create(x, y, obj_overworld_fade_in_screen); instance_create(obj_pl.x, obj_pl.y, obj_player_npc); with (obj_player_npc) { x = 185; y = 147; action_sprite = true; sprite_index = spr_factory_03_clover_lying_down; } with (actor_follower) { x = 144; y = 144; action_sprite = true; sprite_index = spr_factory_03_ceroba_lying_down; } break; case 1: if (!instance_exists(obj_factory_03_shaft_intro)) scene++; break; case 2: if (global.sworks_flag[37] == 1) cutscene_wait(2); else cutscene_wait(0.5); break; case 3: cutscene_dialogue(); if (global.sworks_flag[37] == 1) { with (msg) { position = 1; ch_msg = 2; talker[0] = 1161; message[0] = "* Ow..."; message[1] = "* I am so tired of this# \"falling\" thing. "; message[2] = "* How about you?"; prt[0] = 384; prt[1] = 377; prt[2] = 370; ch[1] = "So\ntired..."; ch[2] = "Again!"; if (outcome == 1) { message[3] = "* Like, can't gravity# screw off every now and# then? Seriously."; prt[3] = 377; } if (outcome == 2) { message[3] = "* Again??? You didn't# hit your head just# now, did you?"; prt[3] = 381; } message[4] = "* Sigh..."; prt[4] = 370; } } else { with (msg) { position = 1; talker[0] = 1161; message[0] = "* Ugh..."; prt[0] = 370; } } break; case 4: cutscene_npc_reset_sprite(1161, "down"); audio_play_sound(snd_playerjump, 1, 0); with (obj_ceroba_npc) path_start(pt_pljump, 2, path_action_stop, false); break; case 5: with (obj_ceroba_npc) { if (path_position >= 1) other.scene++; } break; case 6: obj_ceroba_npc.npc_direction = "right"; cutscene_dialogue(); if (global.sworks_flag[37] == 1) { with (msg) { position = 1; talker[0] = 1161; message[0] = "* Come on, get up. We can# do this."; prt[0] = 370; } } else { with (msg) { position = 1; talker[0] = 1161; message[0] = "* Gotta try again."; prt[0] = 370; } } break; case 7: cutscene_npc_reset_sprite(1168, "down"); audio_play_sound(snd_playerjump, 1, 0); with (obj_player_npc) path_start(pt_pljump, 2, path_action_stop, false); break; case 8: with (obj_player_npc) { if (path_position >= 1) other.scene++; } break; case 9: cutscene_wait(0.5); break; case 10: obj_pl.direction = 0; cutscene_actor_into_follower(); obj_pl.direction = 270; global.sworks_flag[37] = 2; global.sworks_flag[23] = 1; cutscene_end(); break; }