if (live_call()) return global.live_result; if (global.sworks_flag[0] == 0) { switch (scene) { case 0: if (obj_pl.y < 416) { scr_cutscene_start(); scr_audio_fade_out(obj_radio.current_song, 500); instance_create(obj_pl.x, obj_pl.y, obj_player_npc); if (abs(obj_player_npc.x - 224) > 10) cutscene_advance(); else cutscene_advance(2); } break; case 1: cutscene_npc_walk(1168, 224, obj_player_npc.y, 3, "x", "up"); break; case 2: cutscene_wait(1); break; case 3: cutscene_camera_move(220, 330, 1); break; case 4: var flowey = instance_create(199, 364, obj_flowey_npc); flowey.image_alpha = 0; cutscene_advance(); break; case 5: obj_flowey_npc.image_alpha = 1; cutscene_npc_action_sprite(3194, 242, 0.2, false); break; case 6: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Howdy!"; message[1] = "* This area seems totally# abandoned."; message[2] = "* Guess there's no more# need for fighting. Real# shame."; prt[0] = 354; prt[1] = 353; prt[2] = 352; } break; case 7: cutscene_wait(0.5); break; case 8: cutscene_npc_direction(3194, "up"); break; case 9: cutscene_wait(1); break; case 10: cutscene_npc_direction(3194, "down"); break; case 11: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* A generator, huh?"; message[1] = "* There's probably some# way to turn it back on# around he"; prt[0] = 353; prt[1] = 348; if (message_current == 1) message_timer = 15; } break; case 12: cutscene_npc_action_sprite(1168, 3313, 1, false); if (obj_player_npc.image_index >= 8 && !instance_exists(obj_steamworks_04_generator_screen_geno)) { audio_play_sound(snd_shotstrong, 1, 0); audio_play_sound(snd_attackhitcrit, 1, 0); scr_screenshake(6, 1); instance_create_depth(201, 300, obj_steamworks_04_generator.depth - 1, obj_steamworks_04_generator_screen_geno); obj_flowey_npc.npc_direction = "up"; } if (obj_player_npc.image_index >= 10) { obj_player_npc.image_speed = 0; scene++; } break; case 13: cutscene_wait(1); break; case 14: cutscene_npc_direction(3194, "down"); break; case 15: obj_player_npc.image_speed = 1; cutscene_npc_action_sprite(1168, 3313, 1, false); break; case 16: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Oh, come on! Again??"; message[1] = "* Hate to rock your world# but bullets aren't the# answer to everything!"; message[2] = "* Would it kill you to# think before shooting at# your problems?"; prt[0] = 351; prt[1] = 351; prt[2] = 351; } break; case 17: cutscene_wait(1); break; case 18: cutscene_npc_walk(1168, obj_player_npc.x, 400, 1, "y", "up"); break; case 19: cutscene_wait(0.5); break; case 20: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Hey, it's just a# pattern I've noticed# recently!"; message[1] = "* You've already solved# tons of puzzles on our# journey."; message[2] = "* I was only curious why# your patience has worn# so thin!"; message[3] = "* Cool it, will ya?"; prt[0] = 357; prt[1] = 354; prt[2] = 357; prt[3] = 349; } break; case 21: cutscene_npc_walk(1168, 198, 384, 3, "x", "up"); break; case 22: cutscene_wait(1.5); break; case 23: if (obj_player_npc.y < (obj_flowey_npc.y - 15) && obj_flowey_npc.npc_direction != "up") { obj_flowey_npc.npc_direction = "up"; cutscene_camera_move(220, 120, 1, true); } cutscene_npc_walk(1168, 96, 190, 3, "x", "up", false, 220, 128); break; case 24: cutscene_wait(1.5); break; case 25: obj_flowey_npc.image_alpha = 0; obj_flowey_npc.x = 200; obj_flowey_npc.y = 150; cutscene_advance(); break; case 26: obj_flowey_npc.image_alpha = 1; cutscene_npc_action_sprite(3194, 3745, 1, false); break; case 27: cutscene_wait(1); break; case 28: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Heh, I'm afraid that# door is far too thick to# shoot down."; message[1] = "* Looks like you'll have# to stick with my# original plan of"; prt[0] = 347; prt[1] = 348; if (message_current == 1) message_timer = 15; } break; case 29: cutscene_npc_action_sprite(1168, 2732, 1, true, 0); break; case 30: cutscene_wait(0.5); break; case 31: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* ...What?"; message[1] = "* Me?"; message[2] = "* You've found yourself# some nerve, haven't you?"; prt[0] = 352; prt[1] = 351; prt[2] = 351; } break; case 32: cutscene_npc_action_sprite(1168, 2943, 1, true, 0); break; case 33: cutscene_wait(0.5); break; case 34: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* ...Fine."; prt[0] = 353; } break; case 35: obj_player_npc.action_sprite = false; cutscene_action_sprite(1983, 987, 1, true, 0, 537, 0); break; case 36: obj_steamworks_04_door.sprite_index = spr_steamworks_04_door; obj_steamworks_04_door.image_index = obj_steamworks_04_door.image_number - 1; obj_steamworks_04_door.image_speed = 0; cutscene_advance(); break; case 37: cutscene_wait(1); break; case 38: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* There. Your exit, my# king."; prt[0] = 349; } break; case 39: cutscene_wait(0.5); break; case 40: cutscene_npc_action_sprite(1168, 3340, 1, true, 0); break; case 41: cutscene_wait(0.5); break; case 42: cutscene_dialogue(); with (msg) { talker[0] = 3194; message[0] = "* Did you forget my# warning when you started# down this road?"; message[1] = "* I'm in control here."; message[2] = "* That hasn't and won't# change, got it?"; message[3] = "* The next time you pull# a stunt like this..."; message[4] = "* ..."; message[5] = "* Let's just keep moving."; prt[0] = 352; prt[1] = 349; prt[2] = 348; prt[3] = 347; prt[4] = 352; prt[5] = 353; } break; case 43: cutscene_wait(0.5); break; case 44: obj_player_npc.action_sprite = false; cutscene_wait(0.5); break; case 45: if (cutscene_npc_action_sprite(3194, 245, 0.2, false)) instance_destroy(obj_flowey_npc); break; case 46: cutscene_wait(0.5); break; case 47: cutscene_camera_move(obj_player_npc.x, obj_player_npc.y, 1); break; case 48: scr_radio_restart(); cutscene_camera_reset(true); global.sworks_flag[0] = 1; global.sworks_flag[1] = 2; instance_destroy(103965); cutscene_end(); break; } } if (global.sworks_flag[1] == 3) { switch (scene) { case 0: __view_set(e__VW.Object, 0, obj_steamworks_04_generator); obj_steamworks_04_generator.image_speed = 0; obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_pink; cutscene_advance(); break; case 1: cutscene_wait(2); break; case 2: obj_steamworks_04_generator.sprite_index = spr_steamworks_04_generator_startup_geno; obj_steamworks_04_generator.image_speed = 1; audio_play_sound(snd_generator_start, 1, 0); cutscene_advance(); break; case 3: cutscene_wait(2.5); break; case 4: cutscene_change_room(152, 655, 170, 0.05); break; } } enum e__VW { XView, YView, WView, HView, Angle, HBorder, VBorder, HSpeed, VSpeed, Object, Visible, XPort, YPort, WPort, HPort, Camera, SurfaceID }