if (live_call()) return global.live_result; switch (scene) { case 0: cutscene_wait(1); break; case 1: cutscene_npc_walk(959, 610, 170, 2, "y", "left"); cutscene_advance(); break; case 2: cutscene_npc_walk(1168, 540, 170, 2, "y", "right"); break; case 3: cutscene_wait(1); break; case 4: cutscene_dialogue(); with (msg) { talker[0] = 959; message[0] = "* Through this door."; message[1] = "* . . ."; prt[0] = 3107; prt[1] = 3090; } break; case 5: cutscene_npc_walk(959, 610, 150, 2, "y", "down"); cutscene_advance(); break; case 6: cutscene_wait(0.5); break; case 7: cutscene_npc_walk(1168, obj_asgore_npc.x, obj_player_npc.y, 2, "x", "up"); break; case 8: cutscene_wait(1); break; case 9: obj_asgore_npc.npc_direction = "up"; cutscene_advance(); break; case 10: cutscene_change_room(269, 160, 120, 0.025); break; }