switch (scene) { case 0: if (place_meeting(x, y, obj_pl)) { scr_cutscene_start(); cutscene_advance(5); } break; case 1: cutscene_follower_into_actor(); break; case 2: cutscene_npc_walk(1161, obj_pl.x, obj_pl.y + 30, 3, "y", "up"); break; case 3: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* I'll wait outside."; prt[0] = 377; } break; case 4: obj_pl.direction = 90; cutscene_wait(0.5); break; case 5: cutscene_change_room(275, 160, 380, 0.1); global.cutscene = false; global.party_member = -4; global.sworks_flag[50] = 1; break; case 6: cutscene_instance_create(obj_pl.x, obj_pl.y, 1168); break; case 7: cutscene_npc_walk(1168, obj_ceroba_npc.x, obj_ceroba_npc.y - 20, 2, "y", "down"); break; case 8: cutscene_wait(0.5); break; case 9: cutscene_dialogue(); with (msg) { talker[0] = 1161; message[0] = "* Where'd you go?"; message[1] = "* It's like I blinked and# lost you."; message[2] = "* Well, uh, don't do that# again."; prt[0] = 370; prt[1] = 371; prt[2] = 370; } actor_follower = 1161; break; case 10: cutscene_npc_walk(1161, obj_player_npc.x, obj_player_npc.y - 20, 3, "y", "down"); break; case 11: global.party_member = 1171; cutscene_actor_into_follower(); break; case 12: scr_cutscene_end(); instance_destroy(obj_player_npc); scene = 0; global.sworks_flag[50] = 0; break; }