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(obj_flowey_npc, "up") break case 9: cutscene_wait(1) break case 10: cutscene_npc_direction(obj_flowey_npc, "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(obj_flowey_npc, "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((9 << 0), 0, 1978) 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 } }