var actor_ceroba = obj_ceroba_npc switch scene { case 0: cutscene_npc_walk_wait(actor_ceroba, 190, 270, 4, "x", "up") break case 1: global.cutscene = true cutscene_advance() break case 2: cutscene_dialogue() with (msg) { talker[0] = actor_ceroba message[0] = "* I see something. Follow# me." prt[0] = 393 } break case 3: cutscene_npc_walk(actor_ceroba, 190, 110, 5, "x", "up") break case 4: instance_destroy(actor_ceroba) global.sworks_flag[0] = 2 cutscene_end() break }