if (obj_pl.x > 440 && active == 0) { active = 1 scr_cutscene_start() audio_sound_gain(obj_radio.bgm, 0, 300) if (!audio_is_playing(snd_rumble)) { var rumble = audio_play_sound(snd_rumble, 1, 1) audio_sound_gain(rumble, 0.75, 0) } } if (active == 1) { image_alpha += 0.025 if (image_alpha < 1) return; scr_audio_fade_out(snd_rumble, 100) active = 2 image_speed = 0.3 } if (active == 2) { var roll_speed = 2.5 image_speed = 0.4 if ((y < 105 && y > 35) || y > 220) { roll_speed = 4.5 image_index = 0 image_speed = 0 if (y > 380) image_alpha -= 0.1 } if (y >= 130 && audio_played == false) { audio_play_sound(snd_mart_impact_2, 1, 0) audio_played = true } if (y > 240) depth = 10000 y += roll_speed if (y >= room_height) { if (!alarm[1]) alarm[1] = 45 } }