var starlo = 1169; with (starlo) { if (interact) other.scene++; } switch (scene) { case 1: scr_text(); with (msg) { sndfnt = 107; talker[0] = starlo; message[0] = "* Howdy howdy, Clover!"; message[1] = "* Ready for round two?"; prt[0] = 417; prt[1] = 417; ch_msg = 1; ch[1] = "Yes"; ch[2] = "No"; if (outcome == 1) { if (audio_sound_get_gain(obj_radio.current_song) == 1) audio_sound_gain(obj_radio.current_song, 0, 500); message[2] = "* Swell!"; message[3] = "* Seein' as the original# plans were altered, we# got catchin' up to do."; message[4] = "* Let's gather the others!"; prt[2] = 417; prt[3] = 407; prt[4] = 417; } if (outcome == 2) { message[2] = "* Alright, take yer# time."; prt[2] = 417; other.scene = 0; } } if (!global.dialogue_open) { global.dunes_flag[20] = 4; trn = instance_create(0, 0, obj_transition_clock); trn.newRoom = 127; trn.xx = 700; trn.yy = 375; instance_destroy(); } break; }